EEex v0.10.0-alpha
Pre-releaseFeatures
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Overhauled much of EEex's code to improve performance issues on certain modded installs.
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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
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op182 now works as intended – (Thanks @4Luke4!)
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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:
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Effects:
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op214:
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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
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op333:
(param3 & BIT0) != 0
– The effect's saving throw is only checked once – (Thanks @4Luke4!)
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Saving throw field:
- BIT23 causes the effect to bypass op101 – (Thanks @4Luke4!)
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Actions:
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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*)
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Items:
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.ITM header flags:
- BIT18 causes the weapon to ignore weapon styles (as if the item was in SLOT_FIST) – (Thanks @4Luke4!)
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