# 7 weapon sets and 7 combat-art slots (planned) 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; old saves keep loading (migration on read). Status: mapping, nothing changed yet. ## Where the slots live ### `cInventoryEntry` (one per player, no vtable) All 32 inventories are one block from `cInventoryManager::Instance` (`0x5deb80`, 32 x 0x1180 + 8 bytes at `*0xad23c8`); `GetInventory` (`0x5dec50`) hardcodes the stride 0x1180. An inventory's index is therefore `(inventory - block) / 0x1180`. | Offset | Size | Content | |---|---|---| | +0x18 | 0x100 x 0xc | item grid | | +0xc18 | 5 x 0x18 | weapon sets: 2 hands x (item id, 2 dwords) | | +0xc90 | 5 x 2 x 0x14 | art slots: 2 variants (bit 2 of +0x1162, maybe mounted) x {u16 type 2/3/4, u16, id, 3 dwords} | | +0xd58 | 2 x u16 | selected slot: [0] weapon set, [1] art slot | | +0xd5c | 0x400 | (next field, unrelated) | | +0x115c / +0x115e | u16 | grid width 0x14 / height 8 | | +0x1160 | u16 | player index | | +0x1162 | u16 | flags | The three slot arrays are packed together, so there is no room for slots 6 and 7 in the object. Methods (names in `tools/names.txt`): `GetWeaponSetItem` `0x5d86c0`, `SetWeaponSetItem` `0x5d86f0`, `SetWeaponSet` `0x5d8930`, `TakeWeaponSetItem` `0x5d8be0`, `GetWeaponSetItemPos` `0x5d8d00`, `GetArtSlotType` `0x5d93e0`, `GetArtSlotRef` `0x5d9420`, `SetArtSlot` `0x5d9480`, `ClearArtSlot` `0x5d9680`, `SelectSlot` `0x5d9820`, `GetSelectedSlot` `0x5d9b60`, `SetArtVariant` `0x5d9200`; loops over the 5 weapon sets in `Clear` `0x5d7d30`, `ReplaceItemId` `0x5d80e0`, `FixInventory` `0x5de8a0` and the load path of `Serialize`. Accesses outside the class found so far: none to these offsets (searched `+0xc18..+0xca0`, `+0xd58/+0xd5a`, `(x+0x102)*0xc`, `(x+0xa1)*0x14`, `(x*3+0x183)*8`). The compiler also spells addresses in other ways, so the list is a lower bound until the callers of the accessors are checked. ### Save format (`cInventoryEntry::Serialize` `0x5dd9f0`) `(stream, write)`; stream vf04 read, vf08 write, vf14 position. Raw blocks in this order, no version field: flags +0x1162 (2), +0x1164 (2), +0x1166 (2), width (2), height (2), +0xd5c (0x400), grid (0xc00), **weapon sets (0x78)**, **art slots (0xc8)**, **selected (4)**, +0x1168 (4), quest items (count + 8 each), scrolls (count + 4 each). Returns the number of bytes processed. Called from `0x5dbd76`, `0x5df00c`, `0x5df0e5`, `0x5df391`, `0x5df47e`, `0x604a26`, `0x604a7d`, `0x605cee`. ### Slot count by level `SlotCountForLevel` (`0x57f750`): table at `0x95503c`, (level, count) pairs, at most 5. Used by the taskbar (`+0x15c`). ### Taskbar (`cUI_Taskbar2`) Slot controls: weapon sets at +0x164 (5), art slots at +0x178 (5), slot count at +0x15c; selection highlight written into the controls (+0x54..+0x60, +0x78) from `0x9ed058`. Layout, rendering (`0x6e3ac0`), hit test (`0x6dfb10`) and drag & drop of the slots: not mapped yet. ### Network Slot changes send network events 299 (`SetWeaponSetItem`), 300 (`SetWeaponSet`), 0x129 (`SetArtSlot`), 0x12a (`ClearArtSlot`), 0x130 (`SelectSlot`), 0x123 (`SetArtVariant`) with the slot index. A server or client running the original only knows 5 slots: slots 6-7 are single player only (or disabled in multiplayer). ## Plan 1. Slots 6-7 in a DLL table per inventory index (2 weapon sets, 2 x 2 art slot variants); the original object keeps slots 1-5 unchanged. 2. Hook the accessors above: index >= 5 goes to the table. Extend the 5-slot loops (`Clear`, `ReplaceItemId`, `FixInventory`, load fix-up). 3. Save: after the original blocks, `Serialize` writes an extension block (magic + version + slots 6-7). Reading checks for the magic; a save without it (old save) gets empty slots 6-7 = the migration. Open: whether the stream can peek / seek back, and whether the caller stores the returned length. 4. Slot count table: 7 entries (unlock levels for slots 6 and 7 to choose). 5. Taskbar: 7 controls each (arrays inside the object are fixed at 5: own table for the extra controls), layout, rendering, hit tests, drag & drop. 6. Keys: 1-7 select and cast art slots, F1-F7 select weapon sets.