Options: tabs Allgemein / Beute / Tastenbelegung with key bindings
- Options window in three tabs; the auto-pickup settings move to Beute; sliders move with their page; black sides like the save game screen. - Tastenbelegung: every binding settable (click, press key; Esc cancels, Backspace unbinds), "Alle zurücksetzen" as a game button, saved on OK. - Potions bindable (default unbound), named by the game's potion texts; the game's own potion hotkeys are off; bar tooltips show the bound key. - Map (M), overview map (Tab, held) and labels (Alt, held) bindable; the game's own M / Tab / Alt handling is switched off. - Save game key calls the game's save window code instead of a posted key. - Teleportationstrank: fixed text replacement from startup (also the Ausdauertrank items, potion kind 5 as well). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
1 parent
72525cd5ba
commit
838b1aa491
27 files changed
+1423
-184
No files matched your search
@@ -23,6 +23,13 @@ void ReplaceInTexts(const std::wstring& from, const std::wstring& to);
|
||||
// The game's text `id` without our changes (empty if there is none).
|
||||
std::wstring GameText(uint32_t id);
|
||||
|
||||
// Text `id` as the game shows it, with our changes (without overrides).
|
||||
std::wstring ShownText(uint32_t id);
|
||||
|
||||
// Shows `text` for the game's text `id` from now on (e.g. a tooltip naming a
|
||||
// key binding); setting the same text again costs nothing.
|
||||
void SetTextOverride(uint32_t id, const std::wstring& text);
|
||||
|
||||
// The game's text under key `key` (TextManager::GetTextByKey 0x672fd0), e.g.
|
||||
// "UI_ATTRIB_STRENGTH"; empty if there is none.
|
||||
std::wstring GameTextByKey(const char* key);
|
||||
|
||||
Reference in new issue
Block a user