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  • Re: [MOD] EEex (v1.3.1)

    @swit: You can use concatenation to shove the variable into the eval string:C:Eval('SetToken("CASTSPELL",'..strref..')') Alternatively, the Lua environment also gets:Infinity_SetToken(token… (View Post)
  • Re: [MOD] EEex (v1.3.1)

    @OlvynChuru: Smart; I think you're suited to this sort of hackery! What @subtledoctor is referring to is that EEex only works on Windows atm. I'm planning on getting a Mac / Linux loader running, but… (View Post)
  • Re: [MOD] EEex (v1.3.1)

    @OlvynChuru: Exactly how I was hoping someone would use it! I'm curious how you found the cre flag offset; to my knowledge the only place where that is defined is the debug symbols file, unless you d… (View Post)
  • Re: Did you know?

    Did you know that the EEs have "Super Atomic Speed Fighting Action" ? I was snooping, and found the Baldur.lua option referenced in the exe. Apparently when this option is set, (supposedly … (View Post)
  • Re: [MOD] EEex (v1.3.1)

    Right before using C:Eval() set the following Lua global:EEex_LuaObject = <actorID here> In essence, EEex_LuaObject is a Lua global that can be accessed from the scripting environment using the… (View Post)