Commit Graph
4 Commits
Author SHA1 Message Date
khallaandClaude Opus 5.5 075f9e2c8a 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>
2026-10-18 00:43:03 +02:00
khallaandClaude Opus 5.5 1fd89524d3 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>
2026-10-16 00:11:38 +02:00
khallaandClaude Opus 5.5 30c93fc87e Self / ally arts cast on the hero when pointed at an enemy
Arts with launch type 2 (buffs, auras, heals) are only valid on allies
or without a target; with an enemy under the cursor the game dropped
the order. Orders of a player hero for such arts lose a non-ally target,
which casts them on the hero. The launch type comes from the art
definition tables (game/engine/arts.h, tools/arttable.mjs).

Also: skill keys check the relocated taskbar slots (all 7), Ghidra
data labels (g_ names in names.txt).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 01:02:43 +02:00
khallaandClaude Opus 5.5 dbc632750b Taskbar: 7 weapon sets and 7 combat-art slots
cUI_Taskbar2's slot arrays move behind the (enlarged) object with room
for 7 each; all instructions addressing them, the relative accesses
between the two arrays, the slot loops and the count clamp are patched
from tables in game/addresses.h (belt loops untouched). Slots 6 / 7
unlock at levels 45 / 65; AssignArtToSlot accepts slots up to 6. Slot
keys call the taskbar's selection directly (honouring COMBINE_SLOTS).

Shared code: re::PatchAll / PatchInstructionByte for patch tables,
game/engine/objects.h for object, RTTI and kernel calls, slot-hook
templates in skillslots.cpp.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 00:38:34 +02:00