feat(ui): port retail jump power bar
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage. Co-Authored-By: Codex <codex@openai.com>
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@ -566,11 +566,13 @@ Open the inventory panel — retail-skinned with the right font, icons, and
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- **C.3** — Palette range tuning (skin/hair/eye colors match retail).
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- **C.4** — Double-sided translucent polys.
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- **D.2b** — Custom retail-look UI backend. **In progress:** vitals + chat + toolbar + inventory (window manager, B-Grid, B-Controller, B-Wire, drag-drop, container-switching) + paperdoll (equip slots, 3-D doll UiViewport, Slots toggle) + **Character window** (Attributes tab, visually confirmed 2026-06-26) + **UI Studio** (standalone panel previewer + 26-window retail dump + interactive click-routing + headless screenshot) + **importer dat-fidelity** (Fix A/B/C: justification, FontColor, per-element FontDid resolver [studio-only; #157 tracks live-game path]) are shipped. Current campaign: shared retained-widget/window architecture, then selected-object mana/stack completion. **Retail correction:** the main toolbar is object-only; the eight favorite-spell lists drive separate spell bars. Execution plan: `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`.
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- **D.3–D.7** — AcFont + dat sprites + core panels reskinned + HUD orbs +
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cursor manager. **D.6 radar/compass shipped 2026-07-10; D.7 complete retail
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- **D.3–D.7** — AcFont + dat sprites + core panels reskinned + HUD +
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cursor manager. **D.6 radar/compass shipped 2026-07-10 and the separate retail
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jump power bar was implemented 2026-07-13; D.7 complete retail
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cursor catalog/precedence shipped and user-confirmed 2026-07-11.** The radar uses the retained
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UI architecture using the retail DAT layout and recovered runtime behavior;
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live-game visual confirmation remains the user gate.
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the jump bar uses the same retained composition with movement-owned charge timing.
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Live-game visual confirmation remains the user gate.
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- **L.1f** — NPC/monster + item-use animation coverage.
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**Freeze on landing:**
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