Releases: Bubb13/EEex
EEex v0.8.7-alpha
- Bump release to incorporate fixes from master
EEex v0.8.6-alpha
Changelog:
New Features =>
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Added B3Scale module:
Allows the user to set the UI renderer's target width via the CLUAConsole. Example command:
B3Scale_SetWidth(1920)
Note that the "Scale User Interface" graphics option doesn't function while this module is enabled. If an undesirable value is accidentally entered that renders the UI difficult to use, default behavior can be restored by removing the B3Scale->Width entry from Baldur.lua.
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New Stat (654):
Modifies the level of the character's spells, for purposes of bypassing Globes of Invulnerability and similar protections.
Fixes =>
- (Engine Fix) Infinity_OnPortraitLClick() should update the correct global. This fixes a crash that could occur when the Extended Skills component was installed.
EEex v0.8.5-alpha
Changelog:
New Features =>
-
Added timestep module:
Advances time by one tick when the timestep key, (by default "d"), is pressed. Enable in EEex_INI.lua via the B3Time entry.
Fixes =>
- Fixed memory leak and added memory leak detection mode.
- Removed EEex_MARKED_SPELL entry for compatibility with SCS / WoP; (functionality still present, just not listed).
- Physical resistances over 100 now display correctly.
- Resistances above 127 or below -128 display correctly in IWDEE.
EEex v0.8.4-alpha
Changelog:
New Features =>
-
Extended skills can now be given to classes that do not normally have skills.
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(Lua) EEex_GetMenuArea():
Returns the given menu's x, y, w, and h components - or nil if passed invalid menuName.
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Can now add action hooks using an opcode:
Opcode format:
opcode = 401 param1 = 1 special = 999 resource = (action hook function)
New functions provided by OlvynChuru documented in these posts =>
Fixes =>
- Made Extended Skills compatible with some UI mods.
- EEex_LoadMenuFile() shouldn't cause crash when using F11.
- EEex_GetActorStat() shouldn't crash when passed invalid actorID.
- EEex_GetSpellData() should work regardless if the engine has previously accessed the spell's data.
EEex v0.8.3-alpha
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")
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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.
EEex v0.8.2-alpha
Changelog:
- (Fix) Volatile Fields are now present on all game objects, (fixes crash regarding EEex_SetTarget() and EEex_MatchObject() in non-sprite scripts).
- (Lua) The EEex_ObjectData table can now be used to store temporary data about an object; object entries are automatically cleared when they invalidate.
EEex v0.8.1-alpha
Changelog:
- Added EEex_ChangeCurrentScript(S:Script*) action - Replicates IWD2 action of the same name.
- Added ActionOverride(EEex_Instant,A:Action*) functionality - ActionOverride with (O:Actor*) == EEex_Instant executes before script evaluation is completed.
EEex v0.8.0-alpha
Changelog:
- Added EEex_SetTarget(S:Name*,O:Target*) action - Stores given target into name.
- Added EEex_Target("name") object - Evaluates to target stored in "name".
- Added EEex_SetTarget(actorID, targetName, targetID) function - Stores targetID on actorID in targetName.
- Added EEex_GetTarget(actorID, targetName) function - Returns targetID stored in targetName on actorID.
EEex v0.7.3-alpha
Changelog:
- B3_EfMen.lua module's row count can now be changed by setting B3EffectMenu_RowCount option
- B3_EfMen.lua should no longer crash on spells that don't have a level-1 ability, (mod introduced)
- Added EEex_GetSpellAbilityDataIndex()
EEex v0.7.2-alpha
Changelog:
- Added B3EffectMenu module - Shows a list of spells affecting the creature.
- Added EEex_GetKeyFromName() - Returns numeric key code for key name
- Added EEex_GetSpellAbilityDataLevel() - Same as EEex_GetSpellAbilityData(), but uses provided level instead of auto-calculating