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  • Re: [MOD] EEex (v1.0.0)

    Lua is a programming language that many games and programs use, often to run scripts and things like that. The game itself may be written in C or C++ (other languages), but may use Lua to allow some … (View Post)
  • Re: [MOD] EEex (v1.0.0)

    If you mean in terms of memorization, EEex has these functions:function EEex_UnmemorizeWizardSpell(actorID, level, index) function EEex_UnmemorizeClericSpell(actorID, level, index) function EEex_Unme… (View Post)
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  • Re: [MOD] EEex (v1.0.0)

    Okay, turns out that ClickWorldAt does work properly as-expected, as does ClickScreen. The catch is that if your mouse cursor is not in the world (such as on the ActionBar or on a SideBar), it clicks… (View Post)
    Post edited by Serity on
  • Re: [MOD] EEex (v1.0.0)

    Thanks boss, works exactly as I had hoped. <3 (...although the names are hardcoded because I can't figure out how to translate resref => name,description x_x) Also, strangely, the icons that ar… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    Is there a way to get the current-casts-left for Innate spells/abilities, such as Set Snare, etc? GetKnown/MemorizedInnateSpells doesn't seem to have this info. I don't see the info in EEKeeper/NearI… (View Post)