Indeed, some nice changes and additions, especially the tagging of objects which I absolutely missed in D:OS 1.
But I wonder what this means in consequence:
Quote
The "Item(Handle)ToXXX" family of functions was greatly simplified.
The old functions were removed:
[...]
... and replaced by two functions:
ItemToTransform(STRING UUID, REAL X, REAL Y, REAL Z, REAL Pitch, REAL Yaw, REAL Roll, INT Amount, CHARACTER OwnerCharacter)
ItemTo(ITEM Item, STRING TargetObject, INT Amount)

[...]

GetItemForItemTemplateInInventory(CHARACTER Character, STRING Template, OUT ITEM Item)

Is the distinction of global and non-global items removed then? And would this last mentioned call be able to output several items for several stacks of an item template in inventory? 'GetItemhandleForItemTemplateInInventory(CHARACTER Character, STRING Template, OUT INT Itemhandle)' always returned the handle of one stack and therefore required to move the item handle out of inventory to return the handle of another stack.

Quote

Originally Posted By: Norbyte
The few ones that remained now use INT64 instead of INT; this is most likely done to fix for the "out of item handles" crash that affected D:OS 1 and EE. With a 64-bit handle, I don't believe the game can ever run out of handles now.

Originally Posted By: Ameranth
This is wonderful news.

Relieving! Though since I'm still working on D:OS 1 EE, my fears, similar to FrauBlake's who's my Brother in Paranoia, have returned in regard to FX and potion handles (there are status handles, too?). Speaking of D:OS 1 EE: Is it possible to run out of handles here as well? I mean: what if I double or triple the amount of used effects, potions and statuses for an average playthrough through scripting, would I introduce a ticking bomb into the game?

And thanks for the great pool of information, Norbyte!


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan