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>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-15 00:38:34 +02:00
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# 7 weapon sets and 7 combat-art slots (planned)
# 7 weapon sets and 7 combat-art slots
Goal (user request 2026-10-14): 7 weapon sets and 7 combat-art slots instead
of 5 each; skills on 1-7, weapon sets on F1-F7. Inventories are saved as JSON
@@ -6,7 +6,9 @@ in place of the binary block; vanilla saves are migrated on load. Saves do not
need to stay loadable by the original game. Status: inventory data for
slots 6-7 (`src/mods/skillslots.cpp`) and the JSON save
(`src/mods/inventory_save.cpp`) done and tested (vanilla save migrated,
JSON save reloads unchanged); taskbar, unlock levels and equip test open.
JSON save reloads unchanged); taskbar with 7 + 7 slots (`src/mods/skillbar.cpp`), unlock levels
45 / 65 and keys 1-7 / F1-F7 done; tested in-game 2026-10-15 (drag & drop, casting,
equipping set 6 changes the stats, save / reload).
## Where the slots live