acdream/docs/research/2026-07-17-retail-vitae-character-info-pseudocode.md
Erik 82789eea88 fix(ui): restore effect detail scrolling
Reflow selected Helpful/Harmful spell descriptions through the retained retail text shaper, bind their authored 0x10000127 information scrollbar independently from the list scrollbar, and allow display-only text to consume wheel scrolling without becoming selectable.

Format Vitae recovery experience through retail's grouped integer presentation. Release build succeeds and all 5,832 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 13:28:18 +02:00

133 lines
4.6 KiB
Markdown

# Retail Vitae and Character Information pseudocode
Sources: Sept. 2013 named retail client, installed `local_English.dat`, and the
matching v11.4186 executable. String keys are resolved from StringTable
`0x23000001`; duration formatting is StringTable `0x23000006`.
## Vitae
`gmVitaeUI::Update @ 0x004A7400`
```text
vitae = current Vitae enchantment modifier, or 1.0
lost = 100 - trunc(vitae * 100)
if lost <= 0:
mainText = ID_Vitae_Text_Full
else:
mainText = ID_Vitae_Text_Vitae(lost)
mainText += ID_Vitae_Text_Skills(lost)
remaining = VitaeCPPoolThreshold(vitae, deathLevel) - currentPool
mainText += ID_Vitae_Text_Experience(remaining)
```
The skills paragraph is not optional. It explains that health, stamina, mana,
and skills are reduced by the same percentage and warns about penalties above
15 percent.
Every integer above is inserted with `StringInfo::AddVariable_Int`. Its
`LInt_StringInfoData::ToString @ 0x0042F7E0` calls `NumToString` with grouping
enabled, so recovery XP is rendered with the client language's thousands
separator (for English, `61,000,000`, never `61000000`).
## Character Information
`gmCharacterInfoUI::Update @ 0x004BA790` clears `m_pMainText`, appends six
sections, and inserts one empty `StringInfo` between each section:
```text
UpdatePlayerBirthAgeDeaths
blank
UpdateEnduranceInfo
blank
UpdateInnateAttributeInfo
blank
UpdateFakeSkills
blank
UpdateAugmentations
blank
UpdateLoad
```
It does not prepend character name, level, race, title, current vitals, or
invented section headings.
### Birth, play time, and deaths
`gmCharacterInfoUI::UpdatePlayerBirthAgeDeaths @ 0x004B8CB0`
```text
if PropertyInt 0x62 exists:
append ID_CharacterInfo_Birth(strftime("%c", localtime(value)))
if PropertyInt 0x7D exists:
append ID_CharacterInfo_Played(TimeUtils::QueryDuration(value))
deaths = PropertyInt 0x2B, default 0
append the None / One / Two string for 0 / 1 / 2
otherwise append ID_CharacterInfo_Deaths_Many(deaths)
```
`TimeUtils::QueryDuration @ 0x00684170` divides seconds into 365-day years,
30-day months, seven-day weeks, days, hours, minutes, and seconds. Zero units
are omitted by `ID_DurationFormat`.
### Resistance grades
`gmCharacterInfoUI::UpdateEnduranceInfo @ 0x004B8EB0`
```text
strength = current Strength
endurance = current Endurance
resist = grade(strength + endurance,
[200, 260, 320, 380, 440])
regen = grade(strength + 2 * endurance,
[200, 346, 470, 580, 690])
grade values in ascending order:
None, Poor, Mediocre, Hardy, Resilient, Indomitable
append ID_CharacterInfo_Resists(RESIST=resist, REGEN=regen)
```
The localized template uses `RESIST` for both the Natural and Drain lines and
`REGEN` for the Regeneration Bonus line.
The literal grades and thresholds were verified from the matching executable
at `0x00794028` and `0x007B1EB8..0x007B1EE8`.
### Innates and fake skills
`UpdateInnateAttributeInfo @ 0x004B87E0` appends the six innate values in the
order Strength, Endurance, Coordination, Quickness, Focus, Self.
`UpdateFakeSkills @ 0x004B8930` appends PropertyInt `0xB5` as Chess Rank and
PropertyInt `0xC0` as Fishing Skill. These are not skill-credit counters.
### Augmentations and load
`UpdateAugmentations @ 0x004B9000` emits only earned mastery, luminance, and
augmentation lines. It emits no `Augmentations` heading and no `None` line.
The first three mastery properties are `0x162`, `0x163`, and `0x16A`; ordinary
augmentation counts are read from their individual PropertyInt qualities.
`UpdateLoad @ 0x004B8A20` computes retail encumbrance capacity from Strength
and PropertyInt `0xE6`. Below 100 percent load it appends the not-overburdened
sentence. At or above 100 percent it appends excess burden and the Run/Jump/
defense reduction. When `0xE6` is positive it also appends the Seventh Mule
augmentation sentence.
## Panel surface and quit button
The Character Information and Vitae child layouts author a full-height
`0x06004CC2` center surface beneath their text. The Positive Effects child does
not; it relies on its enclosing shared panel surface. When mounting those child
layouts in acdream's standalone shared window, the outer chrome must not paint
a second center surface over an already-authored one. Two translucent center
layers compound into the opaque-looking result reported in-client.
The quit control is the ordinary button `0x100000FA` in LayoutDesc
`0x21000071`. Its DAT default is state 1 (`Normal`) with RenderSurface
`0x06007BB1`; state 3 is the pressed surface. `gmIndicatorsUI` does not own a
hover-only visibility rule, so the retained button must enter Normal during
controller initialization, before pointer input.