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EEex v0.8.3-alpha

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@Bubb13 Bubb13 released this 21 Feb 21:08
· 299 commits to master since this release
Changelog:

New Features =>

  • 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")
  • 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).

  • 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()")
  • Added a function that can restore or remove a creature's spells:

    Added EXMODMEM(), used in conjunction with Opcode 402 (InvokeLua). Thanks OlvynChuru!

Fixes =>

  • Extended Skills should work in BGEE without SoD.

  • Fixed an issue that was causing EEex_IterateActorEffects to crash.

  • EEex_GameObjectBeingDeleted() no longer throws error if object has already been deleted.