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>
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@@ -1,4 +1,4 @@
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# 7 weapon sets and 7 combat-art slots (planned)
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# 7 weapon sets and 7 combat-art slots
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Goal (user request 2026-10-14): 7 weapon sets and 7 combat-art slots instead
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of 5 each; skills on 1-7, weapon sets on F1-F7. Inventories are saved as JSON
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@@ -6,7 +6,9 @@ in place of the binary block; vanilla saves are migrated on load. Saves do not
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need to stay loadable by the original game. Status: inventory data for
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slots 6-7 (`src/mods/skillslots.cpp`) and the JSON save
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(`src/mods/inventory_save.cpp`) done and tested (vanilla save migrated,
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JSON save reloads unchanged); taskbar, unlock levels and equip test open.
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JSON save reloads unchanged); taskbar with 7 + 7 slots (`src/mods/skillbar.cpp`), unlock levels
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45 / 65 and keys 1-7 / F1-F7 done; tested in-game 2026-10-15 (drag & drop, casting,
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equipping set 6 changes the stats, save / reload).
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## Where the slots live
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