Wire the skills window's locks to the server
- Status
- Backlog
- Milestone
- First alpha test
- Area
- ClientProtocol and SDK
- Priority
- normal
- Updated
The skills window (U, #130) shows each skill's lock and cycles it on click, but no command
exists on this branch yet: player_ui/skills.rs::lock_command returns None. The progression
work (#125) adds, on feat/progression-crafting: Command::SetSkillLock { skill, lock },
SetStatLock { stat, lock }, Wear { uid }, Repair { uid }. Once both branches are in
feat/alpha-test:
lock_command:Some(Command::SetSkillLock { skill, lock }).- Stat locks: a lock chip per row in the character window's stats table
(
character_ui.rs::stats), sendingSetStatLock. - Wear the exact item, not any of its kind:
Command::Equip { item_id: def.id }becomesCommand::Wear { uid }inonline/econ/container.rs(drop_itemonto the paperdoll,double_click) andplayer_ui/context.rs(Wield / Wear entries; adjust its test). - A "Repair" entry in the context menu for damaged gear (
Repair { uid }), and the tooltip's durability fromuo_proto::craft::durability(def, &props). GameEvent::SkillGained/StatGainedinto the journal (GameLog::say, green), and the skills window redraws on the next sheet.