Groundwork for 7 weapon sets / 7 combat-art slots (docs/skill-slots.md). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
4.1 KiB
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
- 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.
- Hook the accessors above: index >= 5 goes to the table. Extend the
5-slot loops (
Clear,ReplaceItemId,FixInventory, load fix-up). - Save: after the original blocks,
Serializewrites 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. - Slot count table: 7 entries (unlock levels for slots 6 and 7 to choose).
- Taskbar: 7 controls each (arrays inside the object are fixed at 5: own table for the extra controls), layout, rendering, hit tests, drag & drop.
- Keys: 1-7 select and cast art slots, F1-F7 select weapon sets.