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getSkillByName: 1.14d names behind legacySkillNames, skills.txt otherwise - #67
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…wise getSkillByName (and setSkill with a skill name) resolve names through the 1.14d table of localized skill names scripts use, where for example "Phoenix Strike" is skills.txt's "Royal strike". The table moves from the lod114d backend into the contract, with its lookup game::LegacySkillByName (Common.cpp). A new framework compatibility flag, legacySkillNames (on by default), selects it: the backend's game::GetSkillByName answers from the shared table while the flag is on, and otherwise scans the game's skills.txt - 1.14d, whose compiled records carry no name, walks the skills.txt link list the game keys by the `skill` column. Script-visible behaviour: unchanged while the flag is on (the default). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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Summary
getSkillByName(andsetSkillwith a name) resolve through the 1.14d table of localized skill names scripts use (e.g. "Phoenix Strike", which is skills.txt's "Royal strike").game::LegacySkillByName(Common.cpp).legacySkillNames(on by default), selects it; with it off, the backend'sGetSkillByNamescans the game's skills.txt instead (1.14d walks the skills.txt link list the game keys by theskillcolumn).Script-visible: unchanged while the flag is on (the default).
Stack
Stacked on #66 (this PR's base branch); it depends on that change and the ones below it. Merge in order; once the base merges, this PR is retargeted to
main(automatically when the merged branch is deleted).Verification
build.ps1 Release(Win32, the 1.14d DLL): buildsbuild.ps1 test: 169/169 passbuild.ps1 check-format: clean🤖 Generated with Claude Code