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