Skills, auto-attack, aura and chain lightning rework, Esc, cache fix
- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast slots directly; cooldown labels in exact seconds; slot 0 set apart. - Arts regenerate on their own (casting no longer refills the group). - Auto-attack after targeting or casting at a hostile creature, at the speed of a held button. - Auras can be recast while active (renew, no second visual). - Blicke wie Klingen hits every enemy in range, physical, with life leech. - Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10 chains, re-hits a lone enemy. - Weapon sets: click selects, drag only from the selected set; the leftmost set is clickable (signed hit tests). - Esc closes open windows before opening the game menu. - HUD: standalone buttons and texts are centred. - Record cache sized for widened views (town lag while walking). - Shared game code: orders, fx events, text drawing, cooldowns, effects. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -58,3 +58,15 @@ copying and writing back hold the real object's lock).
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A primitive drawn inside a moved window that covers the whole 1024x768 layout
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(e.g. the dimming behind the exit confirmation) is stretched across the render
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width instead of shifted.
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## Standalone controls (quest dialog)
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Some dialogs (e.g. accepting a quest) are not one of the hooked window
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classes: their buttons and texts sit directly in the UI manager as top-level
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controls (measured: the clicked button's root window was the cUI_Button2
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itself). They were drawn unshifted or with whichever window's scope happened
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to be active, so the dialog jumped between the 1024 layout and the centre and
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clicks only hit at the unshifted position. `cUI_Button2`, `cUI_Static2`,
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`cUI_StaticText64`, `cUI_StaticText64FX` (render and event) and
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`cUI_TextLines` (render) are hooked as centred windows too; inside other
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windows they are in that window's scope already (outermost wins).
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