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Effect Immunities on the EE Engine (aka Taking Full Advantage of the EE Fixpack)


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13 hours ago, kjeron said:

Op337 has since been fixed, it works fine in v2.6.6.0.

Good to know. However

  • it cannot remove effects applied with `timing=9`.
  • "7eyes.2da" cannot interact with EFFs applied by op177/283 (bug).
Edited by Luke
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On 6/27/2023 at 9:10 PM, Galactygon said:

Though it might still be a good idea to use splstates for the sake of scripting.

As far as scripting is concerned, EEex has a new script trigger that can return true if the specified object is immune to a certain opcode (namely "EEex_IsImmuneToOpcode()").

Such a trigger should at least partially mitigate the need of using splstates... However, splstates might still be useful to provide feedback for the player (the so called "Uneffected by effects from" string...)

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