Preserve the authored gray track, trained-Recklessness range, live bright charge meter, and independent desired-power thumb while keeping Speed and Power over gray side regions. Correct retail text justification value 2 to left alignment and retain direct RenderSurface decoding in the texture inspection tool used to verify the assets.
Co-Authored-By: Codex <codex@openai.com>
Make the retained toolbar consume retail's payload-free selection notice from canonical live state so a reentrant Auto Target replacement cannot be erased by the outer clear. Restrict automatic acquisition to the requested hostile non-player monster policy and record the intentional PK edge divergence.
Co-Authored-By: Codex <codex@openai.com>
Keep AttackDone control statuses out of chat, preserve dead motion across zero-velocity position updates, render the authored power meter from right to left, and retain the rotatable viewer offset during target tracking.
Co-Authored-By: Codex <codex@openai.com>
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.
Co-Authored-By: Codex <codex@openai.com>
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.
Co-Authored-By: Codex <codex@openai.com>
Resolve stacked thrown weapons versus separately equipped missile ammo exactly like gmToolbarUI, normalize a zero stack to one, and refresh the authored missile indicator from equipment and stack events. Keep the decision in pure Core with retained and real-DAT conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.
Co-Authored-By: Codex <codex@openai.com>
Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.
Co-Authored-By: Codex <codex@openai.com>
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.
Co-Authored-By: Codex <codex@openai.com>
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.
Co-Authored-By: Codex <codex@openai.com>
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.
Co-Authored-By: Codex <codex@openai.com>
Bind the authored stack count entry and horizontal slider to one Core split-quantity owner, preserve retail count-first naming and exact 1000-step rounding, refresh on stack changes, and consume the selected amount during merges. Conformance covers the production DAT fixture and retained pointer/focus paths.
Co-Authored-By: Codex <codex@openai.com>
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.
Co-Authored-By: Codex <codex@openai.com>
Plan retail shortcut drops from a complete post-lift snapshot so fresh inventory items use cyclic-right displacement while toolbar aliases restore to their vacated slot. Apply local mutations atomically, preserve raw shortcut fields, emit exact Remove/Add ordering, and retire AP-102 after the live ACE gate.
Co-Authored-By: Codex <codex@openai.com>
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.
Co-Authored-By: Codex <codex@openai.com>
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.
Co-Authored-By: Codex <codex@openai.com>
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Route ACE server commands through the existing chat path, bind the retail paperdoll hit mask instead of its obscured viewport, and prefer authoritative private health vitals. Record the user-confirmed live gate and pin the production DAT widget type in tests.
Visual gate round 2 (user, retail oracle): the target cursor over UI must
be the 0x27 four-arrows PENDING cursor — retail's UpdateCursorState
(0x00564630) keys valid/invalid solely off the SmartBox found object,
i.e. the WORLD entity under the cursor. And "can't heal myself" turned
out to be TWO stacked causes, both fixed:
- Cursor: UI hover no longer forces TargetInvalid (that arm was a
non-retail invention) and the doll/status-bar hover providers are
gone (UiElement.UseTargetGuidProvider deleted). Valid/invalid now
come from (a) a hovered occupied item slot's own item, or (b) the
world entity under the cursor via a new worldTargetProvider — the
B.4b screen-rect picker extracted into GameWindow.PickWorldGuidAtCursor
and shared by click + hover.
- Self-heal: the world picker always skipped the local player
(skipServerGuid), so clicking your own toon in target mode could
never acquire self. Target-use picks now include self (retail lets
you kit-heal yourself by clicking your character); plain selection
keeps the exclusion. The doll click still self-targets.
- Silent refusals: the [use-target] log proved the UseWithTarget action
WAS sent (kit 0x00220008 / TargetType 0x10, target self) — ACE
refused with WeenieError.YouArentTrainedInHealing (0x04FC) and we
never parsed UseDone (0x01C7). Now dispatched + surfaced as a chat
line via WeenieErrorText (interim subset map, register AP-74, #166
ports the retail String-table lookup).
Full suite green (3,295).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Visual gate on the item-interaction slice found two target-use bugs:
the valid-target bullseye showed over inventory ITEMS (a coat is not a
valid healing-kit target) while the paperdoll doll showed blocked (it
should mean SELF).
- TargetCompatible is now a faithful port of
ItemHolder::IsTargetCompatibleWithTargetingObject (0x00588070):
a location constraint applies only when the least-limited target-use
bit (ItemUses::GetLeastLimitedTargetUse 0x004fcd50, new
ItemUseability.LeastLimitedTargetUse) is Contained/Wielded; the
player as target requires the Self bit (IsUseable_SelfTarget
0x004fcd30); and EVERY target passes retail's kind gate
source._targetType & target->InqType(). The previous hand-rolled
arms (Remote => accept anything, invented Viewed/Contained accepts,
self path skipping the kind gate) were the yellow-over-items bug.
Retail's tradeState refusal is skipped (no trade state yet).
- The paperdoll doll viewport now carries UseTargetGuidProvider =
player and Clicked -> AcquireSelfTarget (UiViewport gains an opt-in
Clicked handler), so hovering the doll resolves the self cursor and
clicking it applies the armed kit to yourself.
- AcquireTarget logs one [use-target] line (wire useability, TargetType
mask, target kind, decision) so live refusals are diagnosable from
the launch log.
- Test fixtures updated from the guessed kit useability 0x000A0008 to
the real USEABLE_SOURCE_CONTAINED_TARGET_REMOTE_OR_SELF (0x00220008,
ACE Usable.SourceContainedTargetRemoteOrSelf) + TargetType masks;
new coverage pins the kind gate, the Self-bit requirement, the
missing-mask-matches-nothing shape, and the Contained location rule.
Full suite green (3,294).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LayoutImporter.BuildWidget gains a UiMeter-specific branch after the
ConsumesDatChildren gate: Type-3 slice containers (already consumed by
DatWidgetFactory.BuildMeter to extract sprite ids) are skipped, but all
other children (Type-12 UIElement_Text overlays) are built normally,
registered in byId, and attached as UiElement children of the meter.
This fixes the XP meter (0x10000236): its two Type-12 children
0x10000237 "XP for next level:" label
0x10000238 XP-to-next-level value
are now real UiText widgets in the tree, findable via FindElement.
CharacterStatController.Bind now uses FindElement + LinesProvider binding
instead of injecting runtime AddChild nodes. The two previously-injected
UiText overlays are removed; the controller binds Padding=0, ClickThrough,
RightAligned on the dat-origin widgets instead.
New constants XpNextLabelId + XpNextValueId replace the old comment block.
TAB GROUPS (SKIPPED — documented): UiText.ConsumesDatChildren flipping is
NOT safe globally (risks chat/vitals) and the page-visibility pass in
CharacterStatController depends on tab group Children.Count==0. Tab sprite
injection onto layout.Root stays and is explicitly commented as deliberate.
VITALS SAFE: health/stamina/mana meters have only Type-3 children → new
loop finds nothing → zero UiElement children added → byte-identical render.
VitalsController.BindMeter AddChild(number) pattern unchanged.
Tests: 3 new LayoutImporterTests (slice-only, Fix-5 text children,
vitals regression guard) + 3 CharacterStatControllerTests (label bound,
value bound, missing children no-throw). 715 tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.
RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).
CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
still use datFont directly since they have no dat origin
All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).
8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior
Build + all 710 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties 0x1B (ColorBaseProperty, ARGB bytes) and stores the normalized Vector4 in ElementInfo.FontColor (nullable). ElementReader.Merge propagates it with the same non-null-derived-wins rule as FontDid and HJustify. DatWidgetFactory.BuildText seeds UiText.DefaultColor from FontColor when present.
Diagnosis for LayoutDesc 0x2100002E: ALL 12 header and footer text elements carry NO dat color. Every color is runtime set by CharacterStatController. Comments added at each callsite. No hardcoded colors deleted.
Tests added: 3 ElementReader FontColor Merge + 3 DatWidgetFactory DefaultColor. 702 passed, 0 failed. Screenshots: character window, vitals, toolbar all unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties[0x14] (HorizontalJustification,
EnumBaseProperty: 0=Left, 1=Center, 3/5=Right) and Properties[0x15]
(VerticalJustification: 2=Top, 4=Bottom; else Center) into two new ElementInfo
fields HJustify/VJustify. Merge propagates them with the same non-default-wins
rule used for FontDid.
DatWidgetFactory.BuildText applies the resolved justify at build time:
HJustify=Center sets Centered=true, HJustify=Right sets RightAligned=true,
VJustify=Top/Bottom sets VerticalJustify. Controllers that FindElement and set
those properties afterward continue to override - backward-compat preserved.
UiText gains VerticalJustify (Top/Center/Bottom, default Center). The Centered
and RightAligned single-line paths call UiText.VOffset() for the Y coordinate,
so VJustify.Top renders text at y=Padding rather than the fixed (H-lh)/2 center.
CharacterStatController: footer title (0x1000024E, H=55 dat box) previously
used Height=18 + Anchors=None to prevent center-vertical overlap with line-1/2.
Diagnostic confirmed dat says HJustify=Center, VJustify=Center. The hack is
replaced with one minimal explicit override: VerticalJustify=Top on the
already-Centered element. Text now renders at top of the 55px box natively.
Centered=false and RightAligned=false hand-sets removed where dat supplies them.
Dat justify values (studio diagnostic, 2026-06-26):
0x1000024E footer title: HJustify=Center, VJustify=Center
0x10000235/0x10000243/0x10000245 value fields: HJustify=Right
header name/heritage/pk/level: HJustify=Center
+13 tests: ElementReader Merge propagation; DatWidgetFactory BuildText
justify application + controller-override backward-compat; UiText VOffset.
696 passed, 0 failed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces the translucent-gold BackgroundColor tint with sprite 0x06001397
(Button state 6 — the retail dark horizontal bars) for the selected-row
background. When spriteResolve is provided to Bind(), clicking a row now
applies BackgroundSprite=0x06001397 + SpriteResolve on that row and clears
it on all others. Falls back to HighlightBg tint when no resolver is passed
(tests, or contexts without GL).
UiPanel.BackgroundSprite / SpriteResolve added so any panel can host a
sprite background in place of the solid BackgroundColor rect. HandleRowClick
updated to accept spriteResolve and apply the sprite or tint branch
depending on availability. Two new tests verify the sprite / deselect paths.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Name label color changed from gold to white (retail "Horan" is white; 2026-06-26 ref)
- Level caption now provides 2 lines ("Character" / "Level") so neither truncates in the 65px element
- "Total Experience (XP):" caption (TotalXpLabelId 0x10000234) now visible; fixed Padding=0 on
LabelLeft so the dat-font line is not clipped by the bottom-pin scroll math in small-height elements
- "XP for next level:" caption + value injected as UiText children ON the UiMeter (0x10000236);
the meter's ConsumesDatChildren=true only gates the importer — AddChild at runtime works fine;
framework draws children after OnDraw so the text overlays the red bar faithfully
- Selected footer title (State B) renders WHITE per retail spec; State A title stays body/parchment
- Maxed attribute (raise cost = 0) shows "Infinity!" in Experience To Raise line per retail spec
- 5 new tests; 1 existing LevelCaption test updated to expect 2 lines; 681/683 pass (full suite green)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.
BUG 2 (footer): Three root causes, all fixed.
(a) _byId stores LAST registered copy per id: stateA (0x10000240) was
the Titles-page copy, hidden by the page-visibility pass. Fixed by
walking root.Children to find the Attributes page (contains NameId)
then FindInSubtree for stateA within that subtree.
(b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
Visible=True, drawing over stateA line-1/line-2. Fixed with
HideAllById walking the Attributes page subtree for ids 241/247.
(c) Footer label elements (H=17-18px, Padding=4f) were routed through
UiTexts scroll path: bottom-pinned baseY ended above the top clip
boundary, silently blanking all text. Fixed: LabelProvider sets
Padding=0f for directly-bound footer single-line labels.
UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
(0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
code comments; XP meter fill still bound via Fill=XpFraction.
Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
(ConsumesDatChildren=true), so the three button children (left-cap, center,
right-cap) are consumed at import and absent from the widget tree. Old
SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
the known RenderSurface ids confirmed from the retail UI layout dump:
Open (active) 0x06005D92/0x06005D94/0x06005D96
Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).
Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
Visible=false), walk State A container (0x10000240) positionally to bind the
wider State A labels (195px). FooterLine1Label now reads "Skill Credits
Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.
Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
so row clicks survive whole-window-Draggable ancestor frames.
- CharacterStatController overhaul (Pass 2):
- Tab bar button states: SetButtonStateRecursive walks each tab group container
(0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
"Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
- Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
- Toggle: clicking the same row deselects (→ footer State A); click a new row
updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
value=cost, line-2="Unassigned Experience:" in both states.
- Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
- Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
(not just the last-registered _byId copy) so all instances are controlled.
- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
(maxed), Focus@10→110 matching the retail screenshot (spec §4).
- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
toggle deselect→footer A, switch row, highlight set/clear, raise button
hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
GetRowName helper, SampleData fixture sanity.
Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.
Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.
Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535
Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).
CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.
Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>