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swit

  • Re: [MOD] EEex (v1.0.0)

    Nice to see people working on actionbar stuff - the more code for reference the better :) I'm looking for a way to exit currently opened actionbar submenu (spell selection). There is no built-in butt… (View Post)
  • Re: New versions of NearInfinity available

    Worth documenting stuff found by Bubb regarding opcode 319 (true without EEex): Updated my previous post adding full range of changes done by EEex to opcode 319 - I will keep that list updated. (View Post)
  • Re: [MOD] EEex (v1.0.0)

    I've found 1 more limitation when it comes to above discussed bitwise class checks - the feature requested by @subtledoctor (I think): https://support.baldursgate.com/issues/25886 'While Equipped' ti… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    Sure thing, see for example AMUL18. Let's say the global bonuses of that amulet should be applied only to druid class:COPY_EXISTING ~AMUL18.ITM~ ~override~ LPF ALTER_EFFECT INT_VAR match_opcode = 177… (View Post)
    Post edited by swit on
  • Re: [MOD] EEex (v1.0.0)

    thanks, that makes sense :) that would be a bit tricky considering there can be different objects used by Class trigger (for example LastTalkedToBy, Myself, Player1, Protagonist etc.) and with just 1… (View Post)
    Post edited by swit on