H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.
LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.
The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>