feat(ui): Campaign AS AS2 — examination header identity block (G1/G2/G3/G5/G10)
Retail's CharExamineUI::SetAppraiseInfo (@0x004B45F0, player-target
examine subview) binds four fixed header lines that acdream was feeding
from the wrong appraisal properties:
- 0x10000150 (Heritage) got raw string prop 4 verbatim. Retail composes
"<Gender> <Heritage>" via InqGenderHeritageDisplay (@0x005B5AE0) from
Int 113 Gender + Int 188 HeritageGroup, falling back to the assessed
object's creature-type name only when HeritageGroup == 0. Reuses the
Campaign CT gender/heritage tables in CharacterIdentityText (new
GenderHeritageDisplay helper) and the controller's existing
CreatureDisplayNameResolver for the creature-type fallback arm.
- 0x10000151 (Profession/title) got AllegianceName (string 47) — the
title line was never shown at all. Now resolves the CURRENT display
title from Int 261 CharacterTitleId through CharacterTitleResolver
(CharacterTitleTable::GetCharacterTitleFromID @0x005C6ED0), falling
back to String 5 Template verbatim when the id is absent or
unresolvable. RetailUiRuntime.MountAppraisal now wires the SAME
CharacterTitleResolver instance the D.2b Character panel already
owns (_bindings.Character.TitleResolver), resolved per call under
DatLock — never captured once at mount time, per the secure-trade
deferred-Func lesson.
- 0x10000152 (PlayerKiller) got MonarchsName (string 11) — never shown.
Ruling R7: retail reads the LOCAL weenie's PWD bits
(ACCWeenieObject::IsPK/IsPKLite @0x0058C8B0/@0x0058C8A0), never the
appraisal payload. Now reads the assessed ClientObject's
PublicWeenieBitfield directly (bit 0x20 -> "Player Killer", bit
0x02000000 -> "Player Killer Lite", else "Non-Player Killer").
Apply()'s existing bail-out when the object has left the local table
already matches retail's "weenie is gone, leave the line cleared".
- 0x1000053A (AllegianceName) invented a literal "Assessment
incomplete" on failed assess — zero retail provenance, deleted
outright. Retail clears the element first (ClearCreatureText already
does this every ApplyCreature call) then sets String 47
AllegianceName only inside the Int 30 AllegianceRank >= 1 gate.
Scoped to the character branch since retail's CreatureExamineUI
(monsters) never binds this element at all.
None of the four lines are success-gated — ACE sends the int/string
tables even on a failed assess, matching retail's own composition.
First-ever AppraisalView.Character controller test coverage (gap G10):
header composition, title/allegiance fallback and gating, all three PK
variants plus the missing-object clear case, failed-assess rendering
with a repo grep confirming the invented literal is gone, and a
regression pin proving the monster (character: false) path is
untouched.
Register: files AD-114 for the examination preview's animated clone
(mirrors the assessed target's live current pose via
CreatureAppraisalFramePresenter) versus retail's independently
animated private CreatureMode clone (BasicCreatureExamineUI::Init
@0x004AB9C0) — owner-ruled intentional deviation, 2026-08-25
("we animate it, and I like it").
Full hermetic suite green: 15,469 tests passed, 0 failed, 0 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
0332466fdc
commit
f8a2258979
5 changed files with 533 additions and 15 deletions
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@ -43,6 +43,12 @@ public sealed class AppraisalUiController : IRetainedPanelController
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public const uint SpellFormulaListId = 0x1000032Du;
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private const uint TemplateStringProperty = 5u;
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/// <summary>
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/// PropertyInt 0x105 (261 decimal) — CharacterTitleId. Doubles as the
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/// Character-subview dispatch marker (<see cref="SelectView"/>) and, as
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/// of AS2, the source id for <see cref="BuildCharacterTitleDisplay"/>'s
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/// current-display-title line (element 0x10000151).
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/// </summary>
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private const uint CharacterMarkerIntProperty = 0x105u;
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private const uint DisplayedNameStringProperty = 0x34u;
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private const double CreatureRefreshSeconds = 0.75;
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@ -77,6 +83,15 @@ public sealed class AppraisalUiController : IRetainedPanelController
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private readonly Func<uint, uint> _resolveComponentIcon;
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private readonly Func<uint, IReadOnlyList<SpellExamineComponent>> _spellComponents;
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private readonly Func<MagicSchool, uint> _magicSkill;
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/// <summary>
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/// AS2: element <c>0x10000151</c>'s current-display-title chain
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/// (<c>CharacterTitleResolver.Resolve</c> under the composition layer's
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/// DatLock — resolved PER CALL, never captured once at mount time, per
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/// the secure-trade deferred-Func lesson). Defaults to "never resolves"
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/// so a caller that supplies nothing simply falls back to String 5
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/// Template every time, matching retail's own fallback branch.
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/// </summary>
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private readonly Func<uint, string?> _resolveCharacterTitle;
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private readonly SpellExamineComponentTemplateFactory? _spellComponentTemplates;
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private readonly UiText _spellSchool;
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private readonly UiText _spellMana;
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@ -132,7 +147,8 @@ public sealed class AppraisalUiController : IRetainedPanelController
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Func<uint, uint>? resolveComponentIcon,
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Func<uint, IReadOnlyList<SpellExamineComponent>>? spellComponents,
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Func<MagicSchool, uint>? magicSkill,
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SpellExamineComponentTemplateFactory? spellComponentTemplates)
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SpellExamineComponentTemplateFactory? spellComponentTemplates,
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Func<uint, string?>? resolveCharacterTitle)
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{
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_layout = layout;
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_objects = objects;
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@ -159,6 +175,7 @@ public sealed class AppraisalUiController : IRetainedPanelController
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_resolveComponentIcon = resolveComponentIcon ?? (_ => 0u);
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_spellComponents = spellComponents ?? (_ => []);
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_magicSkill = magicSkill ?? (_ => 0u);
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_resolveCharacterTitle = resolveCharacterTitle ?? (_ => null);
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_spellComponentTemplates = spellComponentTemplates;
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_spellSchool = (UiText)layout.FindElement(SpellSchoolTextId)!;
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_spellMana = (UiText)layout.FindElement(SpellManaTextId)!;
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@ -287,7 +304,8 @@ public sealed class AppraisalUiController : IRetainedPanelController
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Func<uint, uint>? resolveComponentIcon = null,
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Func<uint, IReadOnlyList<SpellExamineComponent>>? spellComponents = null,
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Func<MagicSchool, uint>? magicSkill = null,
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SpellExamineComponentTemplateFactory? spellComponentTemplates = null)
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SpellExamineComponentTemplateFactory? spellComponentTemplates = null,
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Func<uint, string?>? resolveCharacterTitle = null)
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{
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ArgumentNullException.ThrowIfNull(layout);
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ArgumentNullException.ThrowIfNull(objects);
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@ -339,7 +357,8 @@ public sealed class AppraisalUiController : IRetainedPanelController
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resolveComponentIcon,
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spellComponents,
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magicSkill,
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spellComponentTemplates);
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spellComponentTemplates,
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resolveCharacterTitle);
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}
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/// <summary>
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@ -687,9 +706,10 @@ public sealed class AppraisalUiController : IRetainedPanelController
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if (character)
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{
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SetText(0x10000150u, GetString(p, 4u));
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SetText(0x10000151u, GetString(p, 47u));
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SetText(0x10000152u, GetString(p, 11u));
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SetText(0x10000150u, BuildCharacterHeritageDisplay(p));
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SetText(0x10000151u, BuildCharacterTitleDisplay(p));
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SetText(0x10000152u, BuildPlayerKillerDisplay(obj));
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SetText(0x1000053Au, BuildAllegianceDisplay(p));
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}
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else
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{
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@ -700,13 +720,91 @@ public sealed class AppraisalUiController : IRetainedPanelController
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RebuildCreatureStats(appraisal);
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SetText(0x1000053Au, appraisal.Success
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? string.Empty
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: "Assessment incomplete");
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if (newlySelected)
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ResetCreatureScroll();
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}
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/// <summary>
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/// Composes examination element <c>0x10000150</c> (Heritage) for a
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/// player target. Ground truth: <c>docs/research/2026-08-25-campaign-as-
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/// ground-truth.md</c> §2a. Gap G1.
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/// </summary>
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private string BuildCharacterHeritageDisplay(PropertyBundle p)
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{
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int gender = GetInt(p, CharacterIdentityText.GenderPropertyId);
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int heritageGroup = GetInt(p, CharacterIdentityText.HeritageGroupPropertyId);
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string creatureFallback = heritageGroup == 0
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? _creatureNames.Resolve(GetInt(p, 2u))
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: string.Empty;
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return CharacterIdentityText.GenderHeritageDisplay(
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gender, heritageGroup, creatureFallback);
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}
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/// <summary>
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/// Composes examination element <c>0x10000151</c> (Profession/title) for
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/// a player target: the current display title from Int 261
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/// CharacterTitleId (<see cref="_resolveCharacterTitle"/>, resolved
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/// through <c>CharacterTitleResolver</c>'s <c>CharacterTitleTable::
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/// GetCharacterTitleFromID @0x005C6ED0</c> chain), falling back to
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/// String 5 Template verbatim when the id is absent or unresolvable.
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/// Ground truth §2a, gap G2. <see cref="CharacterMarkerIntProperty"/>
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/// (0x105 == 261 decimal) is the SAME property <see cref="SelectView"/>
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/// already keys the Character-subview dispatch on.
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/// </summary>
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private string BuildCharacterTitleDisplay(PropertyBundle p)
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{
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if (p.Ints.TryGetValue(CharacterMarkerIntProperty, out int titleId)
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&& titleId != 0
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&& _resolveCharacterTitle(unchecked((uint)titleId)) is { Length: > 0 } resolved)
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{
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return resolved;
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}
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return GetString(p, TemplateStringProperty);
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}
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/// <summary>PWD bit 5 — <c>ACCWeenieObject::IsPK @0x0058C8B0</c>.</summary>
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private const uint PlayerKillerPwdBit = 0x20u;
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/// <summary>PWD bit 0x19 (25) — <c>ACCWeenieObject::IsPKLite @0x0058C8A0</c>.</summary>
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private const uint PlayerKillerLitePwdBit = 0x02000000u;
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/// <summary>
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/// Composes examination element <c>0x10000152</c> (PlayerKiller) for a
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/// player target. Ruling R7: retail reads the LOCAL weenie's PWD bits —
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/// never the appraisal payload's PropertyInt 134 (AP-109's CT4 lesson).
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/// <paramref name="obj"/> is the SAME <see cref="ClientObject"/>
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/// <see cref="BuildTitle"/> already resolves names from — the assessed
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/// object <see cref="Apply"/> located before <c>ApplyCreature</c> ever
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/// runs. When that lookup fails, <see cref="Apply"/> already bails out
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/// before reaching this method, matching retail's "weenie is gone, leave
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/// the line cleared" behavior. Ground truth §2a, gap G3.
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/// </summary>
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private static string BuildPlayerKillerDisplay(ClientObject obj)
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{
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uint bitfield = obj.PublicWeenieBitfield ?? 0u;
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if ((bitfield & PlayerKillerPwdBit) != 0u)
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return "Player Killer";
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if ((bitfield & PlayerKillerLitePwdBit) != 0u)
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return "Player Killer Lite";
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return "Non-Player Killer";
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}
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/// <summary>
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/// Composes examination element <c>0x1000053A</c> (AllegianceName).
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/// Retail clears the element first (<see cref="ClearCreatureText"/>
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/// already does this for every <c>ApplyCreature</c> call), then sets it
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/// to String 47 AllegianceName ONLY inside the Int 30 AllegianceRank
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/// >= 1 gate — no gate, no allegiance line. Deletes the former
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/// invented "Assessment incomplete" literal (zero retail provenance;
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/// was the only occurrence in the repo). Ground truth §2a, gap G5.
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/// Retail's <c>CreatureExamineUI</c> (monsters) never binds this
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/// element at all — only <c>CharExamineUI</c> (players) does — so this
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/// composer is scoped to the <c>character</c> branch, matching that
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/// per-class split.
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/// </summary>
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private static string BuildAllegianceDisplay(PropertyBundle p)
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=> GetInt(p, 30u) >= 1 ? GetString(p, 47u) : string.Empty;
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private void RebuildCreatureStats(AppraiseInfoParser.Parsed appraisal)
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{
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if (_creatureStats is null || _creatureRowTemplates is null)
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