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Engine Fix: Make sure switching weapons via the actionbar doesn't bypass the weapon requirements#118

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4Luke4:weapon-requirements-vs-actionbar
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Engine Fix: Make sure switching weapons via the actionbar doesn't bypass the weapon requirements#118
4Luke4 wants to merge 4 commits into
Bubb13:develfrom
4Luke4:weapon-requirements-vs-actionbar

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@4Luke4 4Luke4 commented May 2, 2026

Suppose the following scenario:

  • your currently selected character's actionbar (quick weapon slots) is filled with, say, a Battle Axe (Requires: 10 Strength).
  • your currently selected character is currently equipped with fists.
  • your currently selected character gets hit by the spell Ray of Enfeeblement (Strength drops to 5, which is strictly less than 10).

Observed behavior
Your character is still able to equip the axe by left clicking on the appropriate quick weapon button.

Expected behavior
Equipping a weapon via its related quick weapon button should check weapon requirements (as it would happen in the Inventory Screen).
As far as I can see, this properly occurs only in case of cursed weapons...

Notes
Requires: #116.

@4Luke4 4Luke4 changed the title Engine Fix: Make sure switching weapons from the actionbar doesn't bypass the weapon requirements Engine Fix: Make sure switching weapons via the actionbar doesn't bypass the weapon requirements May 2, 2026
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4Luke4 commented May 9, 2026

Sounds like you can also bypass op180 and op181...
I've just added code to also handle those cases...

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