EEex v0.8.3-alpha
Pre-releaseChangelog:
New Features =>
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EEex_MARKED_SPELL:
The EEex_MARKED_SPELL IDS value can be used to reference a dynamic spell in scripts. The SPL resref this IDS value references is set from Lua. Example:
EEex_SetVolatileField(actorID, "EEex_MarkedSpell", "SPWI112")
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AREA and SPECIFICS script slots are now preserved:
The AREA and SPECIFICS script levels are now stored individually per creature - making them fully functional, and ready to be used by modders.
To pre-set one of the following scripts in the .CRE, attach an effect with the following attributes:
[+0x10] Opcode = 187 [+0x24] Timing mode = 9 [+0x2C] Probability 1 = 100 [+0x30] Resource = "<script resref>" [+0x48] Special = 1 [+0xA8] Variable Name = "EEEX_AREASCRIPT" or "EEEX_SPECIFICSSCRIPT"
Additionally, the actor struct format now supports defining the AREA script level. This field is located at [+0xB0] from the start of a valid actor struct, (which is unused space in the vanilla / EE engine).
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EEex_LuaTrigger() can return result instead of setting EEex_LuaTrigger:
Previously, the EEex_LuaTrigger() trigger accepted return values by setting the EEex_LuaTrigger global. You can now optionally return the result by returning from the Lua chunk. Example:
EEex_LuaTrigger("return B3ExampleTrigger()")
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Added a function that can restore or remove a creature's spells:
Added EXMODMEM(), used in conjunction with Opcode 402 (InvokeLua). Thanks OlvynChuru!
Fixes =>
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Extended Skills should work in BGEE without SoD.
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Fixed an issue that was causing EEex_IterateActorEffects to crash.
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EEex_GameObjectBeingDeleted() no longer throws error if object has already been deleted.