- 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>
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>
- mods/widescreen: redirect the world view's reads of the 1024.0/768.0
constants and the 3D ortho extents to our variables; render size =
monitor; relocate the world view's tile draw list (1750 entries, no
bounds check) into an enlarged object (16384 entries).
- mods/dxwrapper: route DirectDraw through dxwrapper (Dd7to9, D3D9) since
Windows' D3D7 cannot render to targets larger than 2048; fix the game's
device info GUID pointer that dxwrapper's enumeration leaves invalid.
Pinned release fetched by CMake (hash-checked), installed next to the DLL.
- Main menu (UI thread) and loading screen render in a 1024x768 viewport
and are presented scaled ("classic" layout); in-game uses the full size.
- re/patch: verified code patches (operand redirect, push immediates,
displacements) and startup hooks; build.ps1/CMake download fixes.
In-game view untested yet; HUD still at the top-left.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>