fix(combat): charge power bar from speed
Read the authored meter direction instead of inferring it from the combat element id, so the bright charge texture grows left-to-right from Speed. Keep the user-approved dark-red middle baseline visible independently and record its exact retail Recklessness visibility edge. Co-Authored-By: Codex <codex@openai.com>
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13 changed files with 50 additions and 49 deletions
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@ -171,23 +171,31 @@ applies the associated player option.
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track = scrollbar DirectState image
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thumb = structural child element 1
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live power fill = nested meter child 0x10000050 / image child 2
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trained Recklessness range = nested meter child 0x100005EF
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dark interior texture source = nested meter child 0x100005EF
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```
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These roles are identified by authored element ids, never by resolved width.
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The combat thumb is a 12x14 green jewel; inheritance reflow can make its
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effective child geometry wide enough that a width heuristic incorrectly tiles
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the jewel as the background. The base track is `0x060074CA`, thumb
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`0x06001923`, live bright-red fill `0x06001200`, and the trained-
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Recklessness dark-red range `0x0600715E`.
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`0x06001923`, live bright-red fill `0x06001200`, and dark-red interior
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texture `0x0600715E`.
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The three visual layers remain separate. The gray scrollbar track spans the
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whole authored control. The dark-red Recklessness range is visible only when
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skill `0x32` has advancement class `Trained` or higher; retail re-evaluates it
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when scalar message `0x0A` is received. The meter fill is driven independently
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whole authored control. Retail skill-gates element `0x100005EF` to Recklessness
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advancement class `Trained` or higher when scalar message `0x0A` is received.
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Per the connected visual gate, acdream uses that dark-red media as the always-
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visible middle baseline (intentional divergence IA-20); the remaining exact
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skill-gated treatment stays in AP-112. The meter fill is driven independently
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by `RecvNotice_SetPowerbarLevel`, while the green thumb is driven by
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`RecvNotice_DesiredAttackPowerChanged`.
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The meter authors attribute `0x6F = 1`. `UIElement_Meter` constructor and
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`DrawChildren @ 0x0046FBD0` make direction 1 the forward horizontal clip, so
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the bright texture grows left-to-right from Speed. Direction 3 is the reverse
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horizontal clip. The importer reads this attribute; it does not infer direction
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from the combat element id.
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The Speed and Power text rectangles are later siblings of the scrollbar. Their
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inner edges define the visible meter interval so the authored gray track stays
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behind both captions. Speed's raw property `0x14` value is `2`, which is left
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