Filling the character tab with temporary stats (GUI integration step 2)
Stats aren't defined yet, so I made temporary stats copied straight from the combat unit values and built the character tab from the final mockup. The tab shows skill names, so I moved up the Rock Shatter and Azure Flame Flash renames too.
The character tab in the menu I built in step 1 (172) was still an empty window. Filling it needs stats, but I haven't properly defined stats yet. So I decided to make temporary stats first and get the character tab looking like the final mockup (167, character option 1, the party list layout).
Screens I built
In the middle are four party cards, with "Party 1 / 4" next to the title. Karin's card has a face portrait, name, Lv, "Greatsword · Protagonist," HP/MP bars and attack/defense, and the other three cards say "Empty."
STATUS on the right has eight slots: HP, MP, attack, defense, action points AP, movement MOV, range, and the ultimate gauge TP. Under EQUIPMENT, weapon, armor and accessory all say "None." Equipping is step 3's job.
Input: ↑/↓ to pick a character (there's only one right now, so nothing changes), plus clicking a card or a skill row.
Once it was built, the corners of the 46px equipment slots looked too round, so I cut the rounding in half. I also zoomed the face slot in a little more so the face fills it like in the mockup.
SKILL LIST has Rock Shatter and Azure Flame Flash (with the ultimate mark). Rock Shatter is selected at first, and clicking a row changes the selection highlight and the description below. Picking Azure Flame Flash shows "Charges at the target and cleaves through it with a greatsword of blue flame." and "Range 3 · 50 TP · Plays out on the battlefield." I clicked through it myself and the description switched correctly.
Things I thought about
- Temporary stats are just the combat unit values. Lv 1, HP 120, MP 40, attack 15, defense 8, action 10, movement 4 and range 1 are the same values as the combat unit definition (step 47). Max TP 100 is the combat TP system's default, and current HP/MP are at max because it's a new game.
- Split into four layers. The character definition (name, class, portrait, where base stats come from, max TP, learned skills), final stats, current HP/MP, and the current party (up to 4 slots). Final stats get their own layer because that's where equipment bonuses will be added in step 3.
- Moved the skill renames up from step 5. Since skill names show up on the character tab, I put in the names I decided on in 170 now. Greatsword Slam → Rock Shatter, Aurora Slash → Azure Flame Flash. The new names show in the combat skill list too.
- Rock Shatter's description was still a dev note, so I changed it to "Raises the greatsword high and slams it down as if to shatter the rock itself." It's placeholder text for now.
- The portrait is just the face cropped out of the same art as the 167 mockup.
Next up
- Hook it up to save/load. Right now current HP/MP aren't connected to combat and are always at max, so I'll connect them when I apply the save mockup
- Skill-tab-only info like hanja, category and element comes in step 5 (the skill tab)

