docs: add 2026-06-26 character window retail reference screenshot notes
Transcribed from user's retail screenshots during the character-window polish session; documents name-white, large-gold-level, XP captions, Infinity! cost, and the selected-row bar sprite — used as the acceptance target for Fix A/B/C. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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# Character window (Attributes tab) — retail reference + polish targets
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Transcribed from two user-provided retail screenshots (2026-06-26): the **not-selected** state and the
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**Strength-selected** state. The PNGs live in the user's chat; this doc is the durable target spec for
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the remaining polish on acdream's `CharacterStatController` (LayoutDesc 0x2100002E). "✗" = acdream gap.
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## State 1 — nothing selected
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- **Tabs:** Attributes (active, gold label), Skills, Titles.
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- **Name:** "Horan" — **WHITE** (✗ acdream renders the name gold).
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- **Heritage line:** "Female Aluvian Adventurer" — white.
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- **PK line:** "Non-Player Killer" — white.
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- **Level area (right):** small caption "Character Level" (two lines: "Character" / "Level"), then the
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number **"240" as LARGE GOLD SPRITE DIGITS** — a number-sprite font, not plain text (✗ acdream draws
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"126" as plain gold text, and the caption truncates to "Character Le").
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- **"Total Experience (XP):"** caption + value "100,000,017,999" (✗ caption missing in acdream).
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- **"XP for next level:"** caption + value "99,738,801" with the red fill bar behind it (✗ caption +
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value missing — the value element is consumed by the UiMeter at import).
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- **Attribute list — 9 rows**, each = icon + name + right-aligned value:
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- Row text is **LARGER** (roughly the icon height ~24px) and rows are **TIGHTER** (less vertical gap)
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than acdream's current small-text / wide-spacing.
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- Order: Strength 200, Endurance 10, Coordination 10, Quickness 200, Focus 10, Self 10,
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Health 5/5, Stamina 10/10, Mana 10/10.
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- **Footer:** "Select an Attribute to Improve" (title) / "Skill Credits Available: 96" /
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"Unassigned Experience: 87,757,321,741". (acdream now matches — confirm the title says **Attribute**,
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not skill.)
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## State 2 — Strength selected
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- Same header.
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- **Selected row (Strength):** highlighted with a **DARKER background + bars above/below** — retail's
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selected-row sprite `0x06001397` (Button state 6). (✗ acdream uses a translucent GOLD tint — replace
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with the dark-bar sprite.)
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- **Footer flips to:**
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- Title: **"Strength: 200"** — **WHITE** text (✗ acdream uses the body/gold color).
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- "Experience To Raise:" + **"Infinity!"** (Strength is maxed → cost is infinite; ✗ acdream shows a
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numeric/"maxed" placeholder — show "Infinity!" when the attribute is at max).
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- "Unassigned Experience:" + "87,757,321,741".
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- Raise buttons (≜10 + triangle) shown at the selected row's right.
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## Polish checklist (acdream)
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1. [ ] Name color → white.
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2. [ ] Level → gold sprite digits (find the number-sprite font/ids); caption "Character"/"Level" 2-line.
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3. [ ] Add "Total Experience (XP):" caption.
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4. [ ] Add "XP for next level:" caption + value (un-consume from the meter, or render alongside).
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5. [ ] Row text larger (≈icon height) + rows tighter.
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6. [ ] Selection highlight → sprite 0x06001397 (dark bars), not gold tint.
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7. [ ] Selected footer title → white.
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8. [ ] Maxed attribute → "Experience To Raise: Infinity!".
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9. [ ] Footer title wording = "Select an Attribute to Improve" (Attribute).
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