Shared chest tabs, rune stacks and rune master, Q pickup, Kettenblitz tooltip and range
- Shared chest: tabs "Truhe"/"Gemeinsam" as a column left of the grid (game tab sheet), grids placed every tick, persistent across heroes - Inventory tab texts capitalized (RegisterText / CapitalizeText) - Combat-art runes stack like potions (itemstack, renamed from potionstack) - Rune master: any rune for any number of runes, price by rune count (4 runes = 1,000, x10 per missing rune), bought rune goes into the backpack, Buy disabled without runes, gold or room, last rune remembered per hero (saved), the chosen rune's name below its icon, dropping a stack gives up one rune - Keys: the old key handling no longer takes over after the save screen (text field focus only counts while its dialog is shown) - Esc crash: tooltips forgotten when the game destroys them - Pick up (Q) sends the pickup order directly; search reach doubled - Kettenblitz: tooltip shows hits per chain, chains, cast and jump range; cast range 900 (longer ray segments), jumps half of that Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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#pragma once
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// Game texts by id (TextManager 0x6728c0, GetText 0x672f70): texts of our own
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// under ids the game does not use, for controls that take a text id (e.g.
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// tab headers), and changes to the game's own texts.
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#include <cstdint>
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namespace game {
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// A new text id for `text` (kept for the rest of the run; `text` must stay
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// valid, e.g. a literal).
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uint32_t RegisterText(const wchar_t* text);
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// Shows the game's text `id` with each word capitalized ("RUCKSACK" ->
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// "Rucksack"). Call at startup.
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void CapitalizeText(uint32_t id);
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} // namespace game
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