- 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>
3.0 KiB
Auto-attack (src/mods/autoattack.cpp)
Goal (user, 2026-10-15): once an enemy was targeted, by a left click or by casting an art at it, the hero keeps attacking it with the weapon between casts. Left click stays the normal attack; right click casts slot 0.
What the game does (order log, 2026-10-15)
Orders logged in cCreature::ReceiveOrder (0x52e400) for the hero, with
the hero's fields per tick:
| Order | Caller | Fields |
|---|---|---|
left click on an enemy: cmd 7 |
0x617abb |
+0x18 target id, +0x1c / +0x20 its position |
art: cmd 0x105 |
0x6172f9 (SendCreatureOrder) |
+0x10 target id, +0x18 / +0x1c ground point, +0x28 0x64, +0x2c 1, +0x30 art id |
walk: cmd 4 |
0x6172f9 |
see docs/wasd.md |
hit by an enemy: cmd 5 |
0x4ea478 |
+0x8 attacker id, +0x10 the hero, +0x2c 1.0f (every ~0.5 s) |
One left click is one swing: hero +0x150 goes 0x10000 (idle) -> 0x10003
(attack) -> 0x20003 -> 0x10000 within about a second; +0xfc 0 -> 4 ->
0x20004 -> 0 at the start. An art: 0x10001 -> 0x10008 -> 0x20008 -> 0 ->
0x10000. Low word of +0x150: current action (0 none, 1 art, 3 attack, 6
dying), high word its phase. cCreature::IsAlive (0x548ef0): +0xfc != 9,
+0x150 != 6, health +0x4d8 != 0.
Holding the left button on an enemy (measured): one attack order, then +0x150
stays 0x10003 for as long as the button is held (9 s in the test), no further
orders. At the end of each swing (after the hit, 0x4e6584) the attack code
calls cMouseCursor::IsButtonHeld (0x655ab0, cursor word bit 8) at
0x4e65c6 (attacker in esi, target creature in ebp; measured: the only
caller answered "held" during a held attack): held -> the next swing starts
right away, otherwise recovery (+0x152 = 2) and idle. (0x4f665a, a similar
check in another creature update, is not reached by the hero.) Re-sending
the attack order after the hero went idle took ~1.45 s per swing (0.36 s
wind-up, 0.64 s attack, 0.43 s recovery).
The mod
- An attack order or an art order whose target is hostile
(
cCreature::IsHostileTo0x548dd0, faction relation) sets the combat target. (First version: "not an ally", which included NPCs: clicking a trader made auto-attack talk to it again and again, reopening its window with new stock.) any walk order (mouse, WASD, stop) clears it, as does the target's death. - Each engine tick, if the hero is idle (+0x150 low word 0), no mouse button is held (engine +0x54 & 0x10), input is not blocked (0x4000) and no skill key is held, it sends the attack order a left click sends. After sending it waits up to 5 ticks for the swing to start.
- The end-of-swing button check (
callat0x4e65c6) is redirected: it also answers "held" when the hero hits its auto-attack target, the target is alive and no skill key is held. Swings then chain like with a held button; the tick only restarts the attack after casts. - Self / ally arts pointed at an enemy lose their target
(
src/mods/arttarget.cpp) and therefore do not start auto-attack.