Releases: Bubb13/EEex
EEex v0.10.2.1-alpha
Fixed
- A regression that caused EEex's IDS-handling functions to break.
EEex v0.10.2-alpha
Added
- Empty container module – Highlight empty containers in gray instead of cyan.
Fixed
- A crash that occurred due to a regression in the Lua Bindings system; affected Enhanced Powergaming Scripts.
EEex v0.10.1.1-alpha
For Modders
Added:
-
Lua:
EEex_Menu_AddWindowSizeChangedListener(listener)
–listener(newWidth, newHeight)
is called whenever the engine changes the window size of the interface.
EEex v0.10.1-alpha
For Modders
Added:
-
2DA:
- X-CLSERG.2DA: Allows kits to ignore the close-range thac0 penality based on weapon ITEMCAT.IDS type – (Thanks @4Luke4!)
EEex v0.10.0.1-alpha
Fixed
- Opening the world map with the "Experimental - Use LuaJIT (can help stuttering)" component and LeUI installed no longer crashes the game.
EEex v0.10.0-alpha
Features
-
Overhauled much of EEex's code to improve performance issues on certain modded installs.
-
Added an experimental component that replaces the engine's embedded Lua version with LuaJIT. This can drastically speed up EEex's Lua scripting.
Engine Fixes
-
op182 now works as intended – (Thanks @4Luke4!)
-
Fix v2.6 regressions regarding op206 / op232 / op256 – (Thanks @4Luke4!):
- op206's
param1
only worked for values 0xF00074 and 0xF00080 - op232 and op256's "you cannot cast multiple instances" message failed to display
- op206's
For Modders
Added:
-
Effects:
-
op214:
-
param2 == 3
– Call the global Lua function with the name inresource
to get aCButtonData
iterator. Then, use this iterator to determine which spells should be shown to the player. Note that the function name must be 8 characters or less, and be ALL UPPERCASE. -
resource – Name of the global Lua function when
param2 == 3
-
-
op333:
(param3 & BIT0) != 0
– The effect's saving throw is only checked once – (Thanks @4Luke4!)
-
Saving throw field:
- BIT23 causes the effect to bypass op101 – (Thanks @4Luke4!)
-
-
Actions:
-
SpellObjectOffset() family that targets spells at the ground relative to an object – (Thanks @4Luke4!):
476 EEex_SpellObjectOffset(O:Target*,I:Spell*Spell,P:Offset*)
476 EEex_SpellObjectOffsetRES(S:RES*,O:Target*,P:Offset*)
477 EEex_SpellObjectOffsetNoDec(O:Target*,I:Spell*Spell,P:Offset*)
477 EEex_SpellObjectOffsetNoDecRES(S:RES*,O:Target*,P:Offset*)
478 EEex_ForceSpellObjectOffset(O:Target*,I:Spell*Spell,P:Offset*)
478 EEex_ForceSpellObjectOffsetRES(S:RES*,O:Target*,P:Offset*)
479 EEex_ReallyForceSpellObjectOffset(O:Target*,I:Spell*Spell,P:Offset*)
479 EEex_ReallyForceSpellObjectOffsetRES(S:RES*,O:Target*,P:Offset*)
-
-
Items:
-
.ITM header flags:
- BIT18 causes the weapon to ignore weapon styles (as if the item was in SLOT_FIST) – (Thanks @4Luke4!)
-
EEex v0.9.22.1-alpha
- Fixed:
- Projectile traps (e.g. thief innate ability, skull trap) no longer forget their effect payload on reload.
EEex v0.9.22-alpha
- Fixed:
- A crash in the op280 (Wild Magic) hooks.
EEex v0.9.21-alpha
- Fixed:
- Regression in
EEex_MatchObject()
that caused undefined behavior.
- Regression in
EEex v0.9.20-alpha
- Added:
- Opcode 409 (EnableActionListener):
- Enables an action listener previously registered via
EEex_Action_AddEnabledSpriteStartedActionListener(funcName, func)
where<resource field> == funcName
.
- Enables an action listener previously registered via
- Key pressed / released listeners can now consume the event by returning
true
. This stops the engine and any remaining listeners from processing the event.
- Opcode 409 (EnableActionListener):
- Reimplemented:
- Opcode 280 (Wild Magic) hooks:
param1 != 0
=> Force wild surge numberparam1
.special != 0
=> Suppress wild surge feedback string and visuals.
- Opcode 280 (Wild Magic) hooks:
- Fixed:
EEex_Menu_AddBeforeMainFileReloadedListener()
now correctly registers listeners.- The
EEex_Actionbar_Hook_HasFullThieving()
hook can now correctly allow non party members to use full thieving abilities.