Bubb
Bubb
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Re: [MOD] EEex (v0.10.2-alpha)
Would an externalized Invoke Lua implementation be fine? It's a little awkward to set up spell-wise, (there ends up being 3 levels of indirection :|): * Spell does Opcode #177 (Use EFF File). * EFF c… (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: Thanks, merged! Indeed - if creatures are deleted, like what DestroySelf() does, they are no longer accessible and EEex_GetActorShare() will return 0x0. I noticed that you added addition… (View Post)4 -
Re: Battle Music Not Stopping
@JuliusBorisov: I have a really weird way of reproducing this by screwing with area transitions. It works most of the time... and persists beyond game restarts, so hopefully this is something that he… (View Post)7 -
Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: Well, that was tricky! BIT31 of a SPL's "Flags" field will now force the engine to display the spell's Identified name in the combat log when cast. Also, the engine didn't skip… (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
There are new functions in master! * EEex_FetchBCS(resref) => Returns the internal representation of the given resref's AI script. Use in conjunction with EEex_RunBCSAsActor(). Example:local shout… (View Post)10