Health survives a run now, so a character sitting on the select screen can be nearly dead -- and the screen was still printing only the ceiling. "level 11, 2000 hp" for a character on 160 is a lie told at the exact moment it matters most, because the next thing that happens is the player walks it into a dungeon under permadeath. The roster message carries current hit points alongside the maximum, and the screen shows a fraction only when it means something: a healthy character still reads "1300 hp" rather than "1300/1300". The field is inserted mid-record, which shifts every field after it, so the protocol version goes to 10 -- a mismatched client would read the active flag out of the middle of a health value. tools/screenshot.gd had no capture for this screen, which is how a UI change to it could have shipped unlooked-at. It now shows a made-up roster of three characters -- whole, badly hurt, nearly dead -- for the same reason the upgrade screen is fed a made-up offer: the point is the layout, not a dungeon run. Getting there needs the player walked off the quartermaster first, or the game scene re-opens the upgrade screen over the top of it every frame. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -618,7 +618,13 @@ static func encode_characters(chars: Array[Character], selected: String) -> Pack
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b.put_u8(clampi(c.level, 1, 255))
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b.put_u32(maxi(c.total_xp, 0))
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b.put_u8(clampi(roundi(c.xp_progress() * 255.0), 0, 255))
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b.put_u16(clampi(c.max_hp(), 1, 65535))
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var ceiling := c.max_hp()
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b.put_u16(clampi(ceiling, 1, 65535))
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# Current health as well as the ceiling. Health survives a run now, so a
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# character on the roster can be badly hurt, and a screen that showed
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# only the maximum would advertise a wounded character as whole -- which
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# under permadeath is the worst possible thing to be wrong about.
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b.put_u16(clampi(ceiling if c.hp == Character.HP_FULL else c.hp, 1, 65535))
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b.put_u8(1 if c.active else 0)
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b.put_u32(c.colour.to_rgba32())
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for i in SimConfig.INVENTORY_SLOTS:
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@@ -657,8 +663,8 @@ static func decode_characters(data: PackedByteArray) -> Dictionary:
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return {"selected": selected, "characters": out}
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var count := b.get_u8()
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# Bytes each entry needs after its two strings: level, xp, progress,
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# max_hp, active, colour, then one byte per inventory slot.
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var fixed := 1 + 4 + 1 + 2 + 1 + 4 + SimConfig.INVENTORY_SLOTS
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# max_hp, hp, active, colour, then one byte per inventory slot.
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var fixed := 1 + 4 + 1 + 2 + 2 + 1 + 4 + SimConfig.INVENTORY_SLOTS
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for _i in count:
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var id := _safe_utf8(b)
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var display := _safe_utf8(b)
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@@ -671,6 +677,7 @@ static func decode_characters(data: PackedByteArray) -> Dictionary:
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"xp": b.get_u32(),
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"progress": float(b.get_u8()) / 255.0,
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"max_hp": b.get_u16(),
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"hp": b.get_u16(),
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"active": b.get_u8() == 1,
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"colour": Color.hex(b.get_u32()),
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"inventory": _read_inventory(b),
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