To emulate "C++" opcodes in LUA still need to know how engine works - structures/lists/effects/timing/messages/etc.
That's what modders are for =). Current blocker, as far as I understand, is that there's no way to call user-defined LUA functions at runtime, no hooks in the engine.
Edit: oh, and I remembered some more annoyances/missing features in original gui:
1. you can view active contingencies, as well as dispel them at will, but can't do the same with sequencers.
2. (minor) special abilities button is not disabled even when all special abilities are spent for the day.
3. in store interface, scroll wheel always scrolls the left list, although intitutively it should scroll the right one when over it.
4 when opening a bag, it might be useful to hide items that can't go into the bag, they only clutter the list anyway (so for example, if you open a gem bag, only gems in your inventory are shown for putting in it. Or alternatively, sort the right side so that they are on top)
5. maybe some better way to select multiple stackable items? Say, shift+click for "all". And/or shift+scroll (when over item) to change how many stacks to select. (Maybe also "all" button on item count selection screen, fallout-style.)
6. swap turn undead/pick pockets buttons for cleric/thieves (picking lock is used much more often than turning undeads)
7. highlight locked doors and containers differerently (tint red or something). Maybe also use different color for non-empty containers (green?), and/or skip empty ones from highlighing - those aren't interesting anyway.
8. allow to eqiup throwing weapon with off-hand weapons (naturally, granting passive bonuses from off-hand but not extra attacks)
Edited by Magus, 12 September 2021 - 01:04 PM.