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>
14 lines
475 B
HTML
14 lines
475 B
HTML
<!DOCTYPE html>
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="UTF-8" />
|
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
|
<title>Mosswart Overlord v2</title>
|
|
<link rel="icon" type="image/png" href="/icons/7735.png" />
|
|
<script type="module" crossorigin src="/v2/assets/index-Cx0MIJoT.js"></script>
|
|
<link rel="stylesheet" crossorigin href="/v2/assets/index-DrsM2PEe.css">
|
|
</head>
|
|
<body>
|
|
<div id="root"></div>
|
|
</body>
|
|
</html>
|