Combos: cooldown labels on the skill bar, steps follow the arts' current levels
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -0,0 +1,95 @@
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// Combos use the current levels of the arts they are made of (request of
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// 2026-10-18).
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//
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// A combo (cCreatureArts +0x10e, layout in game/engine/arts.h) keeps the arts
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// of its steps and a copy of their levels from when it was made at the
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// Kombomeister; its regeneration total and the steps follow those levels, so
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// raising an art later does not change the combo. Every engine tick the
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// hero's combos are compared with the arts' current levels (cooldown entry
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// level + bonus levels); a combo whose levels are out of date is set again
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// with the game's own cCreatureArts::SetCombo (0x581290), which recomputes the
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// total. The charge keeps its fraction of the total.
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#include <cstdint>
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#include <cstring>
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#include "game/engine/arts.h"
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#include "game/engine/events.h"
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#include "game/engine/objects.h"
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#include "re/log.h"
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namespace game {
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// cCreatureArts::SetCombo (0x581290, ret 0x10).
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using SetComboFn = void(__fastcall*)(void* arts, void* edx, uint32_t index, const uint32_t* stepArts,
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const uint16_t* levels, uint32_t id);
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} // namespace game
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namespace mods::combos {
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namespace {
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using namespace game; // combo and cooldown layout (arts.h)
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// The art's level now (cooldown entry level + bonus levels), 0 if unknown.
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uint16_t CurrentLevel(uint8_t* arts, uint32_t art) {
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uint8_t* entry = art ? FindCooldownEntry(arts, static_cast<uint16_t>(art)) : nullptr;
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return entry ? static_cast<uint16_t>(entry[kCooldownLevel] + entry[kCooldownBonusLevels]) : 0;
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}
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void SyncCombos(uint8_t* hero) {
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uint8_t* arts = hero + kCreatureArts;
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if (hero[kCreatureComboStep] != 0 || arts[kArtsComboRunning] != 0) {
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return; // not while a combo is being executed
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}
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for (unsigned index = 0;; ++index) {
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uint8_t* combo = ComboEntry(arts, index);
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if (!combo) {
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return;
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}
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const uint16_t id = *reinterpret_cast<uint16_t*>(combo + kComboId);
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if (id == 0) {
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continue;
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}
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uint32_t stepArts[kComboSteps];
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uint16_t levels[kComboSteps];
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std::memcpy(stepArts, combo + kComboArts, sizeof(stepArts));
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std::memcpy(levels, combo + kComboLevels, sizeof(levels));
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bool changed = false;
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for (unsigned step = 0; step < kComboSteps; ++step) {
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const uint16_t level = CurrentLevel(arts, stepArts[step]);
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if (level != 0 && level != levels[step]) { // unknown arts keep their level
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levels[step] = level;
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changed = true;
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}
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}
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if (!changed) {
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continue;
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}
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const float oldTotal = Float(combo, kComboTotal);
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const float fraction = oldTotal > 0.0f ? Float(combo, kComboCharge) / oldTotal : 1.0f;
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reinterpret_cast<SetComboFn>(0x00581290)(arts, nullptr, index, stepArts, levels, id);
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combo = ComboEntry(arts, index); // SetCombo does not reallocate, but stay safe
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if (combo) {
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Float(combo, kComboCharge) = fraction * Float(combo, kComboTotal);
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re::Log("combos: combo %u set to the current levels %u/%u/%u/%u", index, levels[0], levels[1], levels[2],
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levels[3]);
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}
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}
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}
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void OnTick(uint8_t*) {
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if (auto* hero = static_cast<uint8_t*>(GetPlayerHero())) {
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SyncCombos(hero);
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}
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}
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struct Registration {
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Registration() {
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OnEngineTick(&OnTick);
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}
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} g_registration;
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} // namespace
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} // namespace mods::combos
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@@ -20,6 +20,7 @@
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//
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// Recharging arts show their remaining cooldown (seconds, one decimal) on the
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// slot, drawn with the game's font after RenderArtSlots.
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// Combos too, from their charge (game::GetComboCooldown).
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//
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// Also: 7 entries in the slot-count-by-level table (6 at level 45, 7 at 65),
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// and cCreature::AssignArtToSlot accepts slots up to 6.
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@@ -184,7 +185,8 @@ void UpdateLabelRects(uint8_t* const* skills) {
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// The remaining cooldown in seconds (at the hero's current regeneration
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// rate, game::GetArtCooldown), to one decimal, centred on each art slot that
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// is recharging (combat moves and spells: slot types 2 / 3).
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// is recharging (combat moves and spells: slot types 2 / 3; combos: 4,
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// game::GetComboCooldown).
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void RenderCooldowns(void* taskbar, void* renderer) {
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auto* p = static_cast<uint8_t*>(taskbar);
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uint8_t* inventory = skillslots::Inventory(*reinterpret_cast<const uint16_t*>(p + kInventoryIndex));
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@@ -203,11 +205,12 @@ void RenderCooldowns(void* taskbar, void* renderer) {
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for (unsigned slot = 0; slot < kSlots && slot < shown; ++slot) {
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const uint32_t type = getType(inventory, nullptr, slot);
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const uint32_t ref = getRef(inventory, nullptr, slot);
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if (!skills[slot] || (type != 2 && type != 3) || !ref) {
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if (!skills[slot] || (type != 2 && type != 3 && type != game::kArtSlotTypeCombo) || !ref) {
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continue;
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}
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const uint16_t art = game::ResolveArtId(hero, ref);
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const game::ArtCooldown cooldown = game::GetArtCooldown(hero, art);
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const game::ArtCooldown cooldown = type == game::kArtSlotTypeCombo
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? game::GetComboCooldown(hero, ref)
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: game::GetArtCooldown(hero, game::ResolveArtId(hero, ref));
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if (cooldown.remaining <= game::kArtReadyCooldown) {
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continue; // ready: no label, the game's icon shows it
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}
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