Property ID maps were wrong (made-up IDs 360-390). Now uses the
exact same IDs as v1 script.js lines 1843-1876:
- TS_AUGMENTATIONS: IDs 218-328 (30 augmentations)
- TS_AURAS: IDs 333-365 (11 luminance auras)
- TS_RATINGS: IDs 370-379 (8 ratings)
- TS_SOCIETY: IDs 287-289 (3 societies)
- TS_MASTERIES: IDs 354-362 with TS_MASTERY_NAMES lookup
- TS_GENERAL: IDs 181-390 (chess, fishing, total augs, aetheria, enlightenment)
- societyRank() function matching v1's _tsSocietyRank()
Other tab now shows General + Masteries + Society sections (was
only showing allegiance). Each section has its own header matching
v1's ts-section-title styling.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The inventory service doesn't return items_capacity directly — it's
in enhanced_properties.ItemSlots_Decal. Updated normalizer to read
from there. Also defaults to 24 (standard AC pack size) with ||
instead of ?? to catch 0/undefined/null. Removed debug console.logs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Instead of relying on the packItems Map (which may have key matching
issues), count pack children directly by filtering the normalized
items array for items whose container_id matches the pack's item_id.
Also removed debug console.log spam from WindowRenderer.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Increased bar width to 7px with #222 background and #666 border for
better contrast. Added tooltip showing "X% full" on hover. Minimum
2px fill height when non-empty so even nearly-empty packs show a sliver.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The pack fill bars were always empty because items weren't mapping
to container key 0 (main backpack). The bodyContainerId detection
failed when the inventory service doesn't include container_id on
wielded items. Now falls back to using the largest non-container
item group as the main backpack if key 0 is empty.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. Pack capacity bars: gave the fill bar div explicit height (30px)
instead of relying on alignItems:stretch which produced 0 height.
Bar now visibly fills green/orange/red beside each pack icon.
2. Mana panel: added 20px item icons back to each mana row, between
the status dot and item name. Uses the same ItemIcon component
with 3-layer compositing.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaced the cramped 3-column CSS Grid mana layout with simple
flexbox rows matching the player sidebar style:
- Status dot (green/red) + item name + mana current/max + time remaining
- Font sizes use rem units (0.65-0.72rem) matching sidebar buttons/stats
- tabular-nums for aligned numbers
- Time column has min-width so it doesn't get clipped
- No more horizontal scrolling or cut-off text
- Empty state message when no mana items equipped
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. Item normalization: normalizeItem() handles ALL formats:
- Inventory service (snake_case): current_wielded_location, object_class
- Plugin raw (PascalCase): CurrentWieldedLocation, ObjectClass
- Plugin IntValues: IntValues['10'] for wielded, ['5'] for burden
- Sentinel filtering: -1 values properly excluded
2. Equipment slots: armor (object_class=2) fills ALL matching slots.
Non-armor uses exact mask match first, then first bit overlap.
Body container ID detected to separate worn from pack items.
3. Slot colors: per-slot-type backgrounds matching v1:
purple (#3a2555) for jewelry, blue (#1e2e55) for armor,
teal (#1e3e3e) for clothing, dark blue (#142040) for weapons
4. Burden: fetches /character-stats/{name} for burden_units and
encumbrance_capacity. Shows percentage when available, raw burden
otherwise. Bar fills 0-200% mapped to 0-100% height with
green/orange/red thresholds.
5. Mana panel: shows equipped items with current/max mana + estimated
time remaining. State dot green/red. Sorted by mana ascending.
6. Fonts: switched to system font stack (-apple-system etc.) instead
of Palatino for crisp rendering.
7. Tooltip: proper system font, larger text (13px), structured sections
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
1. Equipment slots: armor (object_class=2) now renders in ALL matching
slots via bitmask, not just the first. E.g. a chest piece covering
upper arm + chest + abdomen appears in all 3 slots. Non-armor items
still use first-match. Matches v1's exact logic.
2. Pack fill bars: changed from horizontal-below to vertical-right of
each pack icon. 4px wide bar with fill from bottom, color-coded:
green <70%, orange 70-90%, red >90%.
3. Burden: removed garbled percentage (was dividing by 10). Now shows
"Burden" label with total burden in tooltip. Bar shows 50% as
placeholder until character_stats provides encumbrance_capacity.
4. PackIcon component: reusable for main backpack + sub-packs, shows
game icon + vertical fill bar + green active glow + gold ▶ arrow.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Rebuilt inventory window to match v1 pixel-for-pixel:
Left column (316px):
- Equipment grid: 6×7 slots at 44px spacing, beveled 3D borders,
cyan glow (#00ffff) when equipped, faded ghost icon when empty
- Item grid: 6-column CSS Grid with purple gradient cells,
minimum 24 empty cells to fill grid
Center sidebar (38px):
- Burden bar: 14×40px vertical bar, green/orange/red thresholds,
percentage label, tooltip with burden units
- Pack icons: 32×32px with actual game icon images (not emoji)
- Active pack: green border + glow + gold ▶ arrow indicator
- Fill indicator: 4px green bar below each pack showing capacity %
- Main backpack (icon 0600127E) + sub-packs with actual container icons
Right panel (flex):
- Mana panel: header + equipped items with mana tracking
- Per-item: 16px icon, name, mana state dot (green/red),
current/max mana values in v1's grid layout
Hover tooltip:
- Follows mouse cursor (fixed position)
- Shows: name (gold), value, burden, material (green), armor level,
max damage, damage range/type, attack/defense bonuses as %,
skill requirements (orange), imbue, set, tinks, workmanship,
ratings, spellcraft, mana, spell list (blue)
- Black semi-transparent background matching v1's inventory-tooltip
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Character Window — now matches v1 exactly:
- Navy blue background (#000022) with gold/bronze borders (#af7a30)
- Two side-by-side 320px tab containers
- Left tabs: Attributes (vital bars with gold borders + attribute
table with green/blue cell backgrounds + vitals base + skill
credits) | Skills (specialized=purple gradient, trained=teal
gradient, grouped and sorted) | Titles
- Right tabs: Augmentations (with auras section) | Ratings | Other
(allegiance with followers)
- Active tab: green tint background with gold top/side borders
- Header: large name + level (gold, right-floated) + race/gender
- XP grid: total, unassigned, luminance earned/total, deaths
- Live vital bars from WebSocket vitals data
- Augmentation/aura/rating property ID maps from v1
Radar — passes full radarData message (not just objects array)
so canvas can render map background + entity positions properly
WindowRenderer — passes live vitals to CharacterWindow
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Radar — now pixel-accurate reproduction of v1:
- 300×300 canvas with dark circular background
- Semi-transparent dereth.png map overlay (heading-rotated)
- 4 range rings + crosshair lines
- Compass labels (N=red, E/S/W=gray) rotating with heading
- Facing direction indicator line
- Entity dots color-coded by type (Monster=red, Player=blue,
NPC=green, Portal=purple, Corpse=orange, Container=yellow)
- Player dot: gold center with white border
- Heading-up rotation for all entity positions
- Click to select entity (white selection ring)
- Scroll to zoom (0.02-5.0 AC units range)
- Entity list with color dot, name, type, distance, compass direction
- Selected entity highlighted with blue left border
Inventory — v1-style icon composites + slot styling:
- 3-layer icon composite: underlay → base → overlay images
using portal.dat offset formula + icon_overlay_id/IntValues
- Equipment slots: 3D beveled border + cyan glow when equipped
(matching v1's outset border + #00ffff shadow)
- Pack item cells: purple gradient background (v1's #3d007a)
- Proper 36×36px icon rendering with pixelated scaling
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Radar:
- nearby_objects WebSocket messages now tracked in useLiveData state
- Passed through MapLayout → WindowRenderer → RadarWindow
- Objects list updates live as radar data streams in
Inventory:
- Items now render actual game icons via /icons/{hexId}.png
using the portal.dat offset formula (iconRaw + 0x06000000)
- Hover tooltip shows: name, material, AL, damage, workmanship,
tinks, set, imbue (multi-line)
- Equipment grid slots show item icons instead of text names
- Pack item grid shows item icons with proper tooltips
- Fallback icon (06000133.png) on load error
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>