- 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>
The keys rewrite the hero's path every cCreature::Update: one segment
along the held direction, the facing set to it, sliding along blocked
cells. Starting from idle runs the game's own Think steps at once
(StartPendingWalk, WalkAction) instead of waiting up to 110 ms, so
weapon switches no longer stop the walk. Stops wait 50 ms after the
keys are released, and a stop in progress is taken back when keys are
held again. Names for movement, stats and text-key functions.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Switching between weapon classes resets the hero's animation state inside
cUI_Taskbar2::SelectWeaponSet, which dropped the walk for a tick. The hook
sends the WASD walk again at once. Checkpoint before the movement rework.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
- 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>
Saving marks effect objects dead, so after a load the Heldenmut /
Klingenblick buff was active but its aura effect (cObjectFX 842) was
gone. A few ticks after a save game has loaded, the effect is created
again for each such buff of a player hero (CreateAt + cEventFX 0x42,
as the art's cast effect does), with the buff's remaining time.
Shared game events (game/engine/events): engine tick and "save game
loaded" callbacks; the WASD mod uses the tick through it.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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>
Raw WM_KEYDOWN/WM_KEYUP are handled in both window procedures (the game
swaps 0x8110d0 and 0x8122a0 with SetWindowLong; 0x8110d0 is the in-game
one). Bound keys are swallowed and post the original hotkey's key event
to the kernel, so F-keys work and bindings are layout independent
([keys] in sacred_re.ini). Replaces the WASD hotkey remap and the digit
swap; W/A/S/D and the digit row no longer reach the game. Skill keys
still cast through the right mouse button. Enabled switches removed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
A digit that selects a combat-art slot now also presses the right mouse
button (posted WM_RBUTTONDOWN, released with the key), so the game casts
the art at the cursor like a right-click. SwapDigits trades the digit
rows; the key rewrite shares the WASD remap in the engine/UI receivers.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
While W/A/S/D are held, the controlled creature gets a plain walk order every
engine tick toward its position plus the pressed screen direction, as the
mouse does while its button is held (every mouse event re-sends a walk to the
cursor point); releasing sends the target-less stop order of a released mouse
button. W/A/S/D key events are swallowed before the hotkeys see them; their
old actions move to G (action slot 3), V (pick up nearby) and K (save game
window) for now, configurable in [wasd].
docs/wasd.md: order format, measured mouse behaviour, hotkey map.
docs/todo.md: better pathfinder; final bindings for the moved hotkeys.
re::ConfigString for string settings.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>