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  • Re: [MOD] EEex (v0.10.2-alpha)

    Sounds very promissing, thanks! :) First proposed implementation definitely seems more versatile since, unlike the second one, it would work nested in OR blocks and it allows to keep the rest of the … (View Post)
    Post edited by swit on
  • Re: [MOD] EEex (v0.10.2-alpha)

    Raduziel, @CamDawg or other gibberlings would be better suited to answer questions regarding G3, but of course everyone is welcome to register and create topics there. I'm the last person to give adv… (View Post)
    Post edited by swit on
  • Re: [MOD] EEex (v0.10.2-alpha)

    @Bubb, when it comes to DLG files I'm using EEex_LuaTrigger only for IWD2 skill checks that I'm porting to EE. These are implemented with Lua in order to take into account additional bonuses/penaltie… (View Post)
    Post edited by swit on
  • Re: [MOD] EEex (v0.10.2-alpha)

    thanks @Bubb for variable stuff explanation, everything works perfectly now. 2 more questions, if you don't mind: - any way to fetch current area res (e.g. "AR2600") out of object id that c… (View Post)
  • Re: [MOD] EEex (v0.10.2-alpha)

    thanks, @Bubb, Invoke Lua works wonderfully. I've just implemented IWD2 Spellscraft skill with it (displaying spell names above head on successful Spellcraft check by any party member). The only thin… (View Post)