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Added "set_unique_id" script function.
Minor edit to Perks.cpp. Added DevXP config to project files.
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@@ -287,6 +287,7 @@
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#define WPN_ANIM_ROCKET_LAUNCHER (0x0A) // (M)
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// common object data offsets
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#define OBJ_DATA_ID (0x00)
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#define OBJ_DATA_TILENUM (0x04)
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#define OBJ_DATA_CUR_FRM (0x18) // current frame number
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#define OBJ_DATA_ROTATION (0x1C)
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@@ -243,6 +243,7 @@
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#define set_map_enter_position(tile, elev, rot) sfall_func3("set_map_enter_position", tile, elev, rot)
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#define set_object_data(obj, offset, value) sfall_func3("set_object_data", obj, offset, value)
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#define set_outline(obj, color) sfall_func2("set_outline", obj, color)
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#define set_unique_id(object) sfall_func1("set_unique_id", object)
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#define spatial_radius(obj) sfall_func1("spatial_radius", obj)
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#define tile_refresh_display sfall_func0("tile_refresh_display")
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#define unjam_lock(obj) sfall_func1("unjam_lock", obj)
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@@ -472,6 +472,12 @@ Some utility/math functions are available:
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> void sfall_func0("art_cache_clear")
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- clears the cache of FRM image files loaded into memory
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> int sfall_func1("set_unique_id", object)
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- assigns an unique ID number to the object and returns it. If an unique ID number has already been assigned to an object, then ID number is returned without reassignment
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- to just get the current ID number of an object, use sfall_func2("get_object_data", object, OBJ_DATA_ID)
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- unique ID numbers are saved in your savegame, and have a range from 0x10000000 to 0x7FFFFFFF
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- there is also an unique ID number range for the player and party members from 18000 to 83535
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------------------------
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------ MORE INFO -------
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------------------------
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