Record the connected 2026-07-13 confirmation that ACE Aetheria states 0/1/3/7 progressively reveal none, blue, blue+yellow, and all slots with the authored backgrounds and no relog. Co-Authored-By: Codex <codex@openai.com>
121 lines
5.8 KiB
Markdown
121 lines
5.8 KiB
Markdown
# Retail paperdoll slot backgrounds — pseudocode
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Date: 2026-07-13
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Scope: the empty-cell art for all 24 equipment lists in `gmPaperDollUI`, including
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the three quest-unlocked Aetheria sigil locations. This corrects the earlier visual inference that the slots had no
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per-location art. The paperdoll layout elements themselves inherit the same ItemList
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base, but retail creates their cells from distinct `UIElement_UIItem` prototypes in
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the shared catalog `0x21000037`.
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## Retail anchors
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- `gmPaperDollUI::GetLocationInfoFromElementID` @ `0x004A37F0`
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(`named-retail/acclient_2013_pseudo_c.txt:173620`) — exact paperdoll element-id to
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`INVENTORY_LOC`/`EquipMask` mapping.
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- `gmPaperDollUI::PostInit` @ `0x004A5360`
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(`named-retail/acclient_2013_pseudo_c.txt:175232`) — binds each element as a
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single-cell `UIElement_ItemList`; hides only the nine armor lists in doll view.
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- `UIElement_ItemList::InternalCreateItem` @ `0x004E3570`
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(`named-retail/acclient_2013_pseudo_c.txt:231486`) — resolves the UIItem catalog
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through enum-map `0x10000038`, category `5`, key `0x23`, then clones the selected
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`UIElement_UIItem` prototype.
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- `UIElement_ItemList::ItemList_AddItem` @ `0x004E3F50` and
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`gmPaperDollUI::SetUIItemIntoLocation` @ `0x004A5F90` — even an empty location is
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represented by a real UIItem cell in its list.
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- Live DAT `LayoutDesc 0x21000037` — each prototype's child `0x1000033B`, state
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`ItemSlot_Empty`, supplies the exact 32×32 RenderSurface below.
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The retained `references/WorldBuilder` tree has no UI implementation. ACE/ACViewer
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are interpretation aids for `EquipMask` and surface decoding; neither owns the retail
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paperdoll widget behavior. The named client plus live DAT are therefore the oracle.
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## Literal pseudocode
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```text
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PaperDoll.PostInit:
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for every authored equipment-list element:
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list = GetChildRecursive(elementID).DynamicCast(UIElement_ItemList)
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RegisterItemListDragHandler(list, paperDoll)
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UpdateItemSlotTooltip(list, empty)
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hide the nine armor-location lists in doll view
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ItemList.InternalCreateItem:
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prototypeID = GetAttribute_Enum(ItemListCellTemplate)
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catalog = GetByEnum(UIElementCatalog, LayoutDesc, UIItemCatalog)
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return CreateChildElement(list, catalog, prototypeID).DynamicCast(UIElement_UIItem)
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PaperDoll.SetUIItemIntoLocation(itemID, locationMask):
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for each paperdoll slot whose location bit intersects locationMask:
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flush that slot's one-cell item list
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add itemID to that list
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update its tooltip
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UIItem empty draw:
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draw prototype.child(0x1000033B).state(ItemSlot_Empty).image
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```
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## Authored slot-template table
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| Paperdoll element | Equip location | UIItem prototype | Empty RenderSurface |
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|---|---|---|---|
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| `0x100001DA` | NeckWear | `0x10000446` | `0x06000F68` |
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| `0x100001DB` | WristWearLeft | `0x10000447` | `0x06000F5D` |
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| `0x100001DC` | FingerWearLeft | `0x10000448` | `0x06000F5A` |
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| `0x100001DD` | WristWearRight | `0x10000449` | `0x06000F6A` |
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| `0x100001DE` | FingerWearRight | `0x1000044A` | `0x06000F6B` |
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| `0x100001DF` | weapon composite | `0x1000044B` | `0x06000F66` |
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| `0x100001E0` | MissileAmmo | `0x1000044C` | `0x06000F5E` |
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| `0x100001E1` | Shield | `0x1000044D` | `0x06000F6C` |
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| `0x100001E2` | ChestWear | `0x1000044E` | `0x060032C5` |
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| `0x100001E3` | UpperLegWear | `0x1000044F` | `0x060032C4` |
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| `0x1000058E` | TrinketOne | `0x1000058F` | `0x06006A6C` |
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| `0x100005E9` | Cloak | `0x100005EA` | `0x0600708F` |
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| `0x10000595` | SigilOne / blue | `0x10000592` | `0x06006BEF` |
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| `0x10000596` | SigilTwo / yellow | `0x10000593` | `0x06006BF0` |
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| `0x10000597` | SigilThree / red | `0x10000594` | `0x06006BF1` |
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| `0x100005AB` | HeadWear | `0x100005B4` | `0x06006D7F` |
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| `0x100005AC` | ChestArmor | `0x100005B5` | `0x06006D7B` |
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| `0x100005AD` | AbdomenArmor | `0x100005B6` | `0x06006D79` |
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| `0x100005AE` | UpperArmArmor | `0x100005B7` | `0x06006D87` |
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| `0x100005AF` | LowerArmArmor | `0x100005B8` | `0x06006D81` |
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| `0x100005B0` | HandWear | `0x100005B9` | `0x06006D7D` |
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| `0x100005B1` | UpperLegArmor | `0x100005BA` | `0x06006D89` |
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| `0x100005B2` | LowerLegArmor | `0x100005BB` | `0x06006D83` |
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| `0x100005B3` | FootWear | `0x100005BD` | `0x06006D85` |
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## Aetheria unlock visibility
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`gmPaperDollUI::UpdateAetheria @ 0x004A3E50` reads player int quality `0x142`
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(`PropertyInt.AetheriaBitfield`, 322). `RecvNotice_PlayerDescReceived @ 0x004A43E0`
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applies the login value, and `OnQualityChanged @ 0x004A4490` reapplies it after a
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live quest-completion update:
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```text
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bits = player.intQuality(0x142, default=0)
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blue.visible = (bits & 1) != 0
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yellow.visible = (bits & 2) != 0
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red.visible = (bits & 4) != 0
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```
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ACE independently confirms the property is `[SendOnLogin] AetheriaBitfield = 322`
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and defines the same Blue=1, Yellow=2, Red=4 flags. The existing generic private
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PropertyInt wire path (`0x02CD`) already stores the live value on the player object.
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Live gate passed 2026-07-13 (`edc9be30`): ACE `/enable-aetheria 0/1/3/7`
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progressively revealed none/blue/blue+yellow/all three immediately, with the correct
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authored background for each color and no relog.
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## Port mapping
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- `PaperdollSlotBackgrounds` is the single table for element-id, `EquipMask`, and
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UIItem prototype. `PaperdollController` consumes the same definitions for behavior,
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preventing the visual and equip-location maps from drifting apart.
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- `ItemListCellTemplate.ResolvePrototypeEmptySprite` reuses the already-shipped
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inheritance-aware `ItemSlot_Empty` resolver instead of hardcoding surface IDs in
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the controller.
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- `RetailUiRuntime` and UI Studio resolve the 24 surfaces from the live DAT once at
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bind time and inject them into the controller. A missing authored surface is a startup
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error rather than a silently generic slot; the old inventory-grid sprite remains only
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for isolated controller bindings that do not supply the paperdoll catalog map.
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