---
name: sheet-ui-redesign-14c7307b2b48
description: Redesigns character sheet display components to match the character creation card aesthetic. Use when updating any component in /components/character/sheet/ to use grouped sections, value pills, and the established dark-mode-first color system.
allowed-tools: Read, Grep, Glob, Edit, Write
user-invocable: true
---

# Character Sheet Component UI Redesign

Guides the redesign of character sheet display components to match the polished creation card aesthetic established across ArmorDisplay, WeaponsDisplay, SkillsDisplay, and AttributesDisplay.

## Process

When invoked with a component name (e.g., `/sheet-ui-redesign MagicDisplay`):

1. **Read the target component** to understand its current structure and data
2. **Read the canonical examples** for pattern reference:
   - `components/character/sheet/ArmorDisplay.tsx` — compact rows, expand/collapse, section grouping, stat pills, capacity bar
   - `components/character/sheet/WeaponsDisplay.tsx` — compact rows, stat pills with semantic colors, pool pill
   - `components/character/sheet/SkillsDisplay.tsx` — grouped sections, compact rows, dice pool interaction, tooltip breakdown
   - `components/character/sheet/VehiclesDisplay.tsx` — three-way section grouping, type badges, type guards, autosofts
3. **Read the target's test file** in `components/character/sheet/__tests__/`
4. **Identify the logical groupings** for the component's data
5. **Apply the patterns below** to redesign the component
6. **Update tests** to match the new markup

## Layout: Flat Structure → Grouped Sections

Replace any flat `<table>`, plain `<ul>`, or single-column list with logical groupings appropriate to the data (e.g., by category, type, or domain meaning). Each group has:

- **Section label:** `text-[10px] font-semibold uppercase tracking-wider text-zinc-500`
- **Sunken container** (one level deeper than card background):
  - Light: `bg-zinc-50 border border-zinc-200 rounded-lg overflow-hidden`
  - Dark: `dark:bg-zinc-950 dark:border-zinc-800`
  - **No inner padding** — rows handle their own padding
- Sections arranged with `space-y-3`

## Compact Row Pattern

All rows use a single-level flex layout with consistent compact sizing:

- **Row container:** `px-3 py-1.5 hover:bg-zinc-100 dark:hover:bg-zinc-700/30`
- **Row separators:** `[&+&]:border-t [&+&]:border-zinc-200 dark:[&+&]:border-zinc-800/50` (sibling borders, no first-row border)
- **Flex layout:** `flex min-w-0 items-center gap-1.5` — single flat row, never nested flex
- **Label text:** `text-[13px] font-medium text-zinc-800 dark:text-zinc-200`
- **Value pill:** `rounded px-1.5 py-0.5 font-mono text-[10px] font-semibold` with `ml-auto shrink-0`
  - Neutral: `bg-zinc-200 text-zinc-900 dark:bg-zinc-800 dark:text-zinc-50`
  - Semantic: `border border-{color}-500/20 bg-{color}-500/12 text-{color}-600 dark:text-{color}-300`
- **Inline badges:** `rounded border border-zinc-400/20 bg-zinc-400/12 px-1.5 py-0.5 font-mono text-[10px] font-semibold uppercase text-zinc-500 dark:text-zinc-400` — for classification labels (type, category)
- **Inline parenthesized annotation:** `truncate text-[10px] text-zinc-400 dark:text-zinc-500` — lighter than badges, for secondary classification shown after the name: `(Heavy Pistols)`, `(Specialization)`. Used in WeaponsDisplay (weapon subcategory) and SkillsDisplay (specializations).

### Choosing a Row Pattern

Pick the simplest pattern that fits the item's data complexity:

| Pattern            | When to use                                          | Example components                            |
| ------------------ | ---------------------------------------------------- | --------------------------------------------- |
| **Simple row**     | Scalar data, 1-2 values (name + rating)              | ContactsDisplay, AdeptPowersDisplay           |
| **Expandable row** | Rich detail: stats, effects, modifications, notes    | ArmorDisplay, WeaponsDisplay, VehiclesDisplay |
| **Hover-reveal**   | Single modifier/indicator on an otherwise simple row | AttributesDisplay (augmentation tooltips)     |

Default to simple rows. Only introduce expandable rows when an item has 3+ distinct detail fields that clutter the collapsed view.

## Expandable Rows

For items with rich detail content, use the chevron-driven expand/collapse pattern:

### State

```tsx
const [isExpanded, setIsExpanded] = useState(false);
```

### Collapsed Row (always visible)

Row click toggles expand/collapse. Chevron is a decorative indicator, not a separate button:

```tsx
<div
  data-testid="item-row"
  onClick={() => setIsExpanded(!isExpanded)}
  className="cursor-pointer px-3 py-1.5 hover:bg-zinc-100 dark:hover:bg-zinc-700/30 [&+&]:border-t [&+&]:border-zinc-200 dark:[&+&]:border-zinc-800/50"
>
  <div className="flex min-w-0 items-center gap-1.5">
    <span data-testid="expand-button" className="shrink-0 text-zinc-400">
      {isExpanded ? (
        <ChevronDown className="h-3.5 w-3.5" />
      ) : (
        <ChevronRight className="h-3.5 w-3.5" />
      )}
    </span>
    <span className="truncate text-[13px] font-medium text-zinc-800 dark:text-zinc-200">
      {name}
    </span>
    {/* Inline badge (classification, not numeric) */}
    <span
      data-testid="type-badge"
      className="rounded border border-zinc-400/20 bg-zinc-400/12 px-1.5 py-0.5 font-mono text-[10px] font-semibold uppercase text-zinc-500 dark:text-zinc-400"
    >
      {type}
    </span>
    {/* Primary value pill, pushed right */}
    <span
      data-testid="primary-pill"
      className="ml-auto shrink-0 rounded border border-sky-500/20 bg-sky-500/12 px-1.5 py-0.5 font-mono text-[10px] font-semibold text-sky-600 dark:text-sky-300"
    >
      {primaryValue}
    </span>
  </div>
</div>
```

### Expanded Section (conditional)

Indented container with left border accent, containing detail sub-sections:

```tsx
{
  isExpanded && (
    <div
      data-testid="expanded-content"
      className="ml-5 mt-2 space-y-2 border-l-2 border-zinc-200 pl-3 dark:border-zinc-700"
    >
      {/* 1. Description — italic, from catalog */}
      {catalogItem?.description && (
        <p className="text-xs italic text-zinc-500 dark:text-zinc-400">{catalogItem.description}</p>
      )}
      {/* 2. Wireless Bonus — bold label + text from catalog */}
      {extras?.wirelessBonus && (
        <div className="text-xs text-zinc-500 dark:text-zinc-400">
          <span className="font-semibold text-zinc-600 dark:text-zinc-300">Wireless:</span>{" "}
          {extras.wirelessBonus}
        </div>
      )}
      {/* 3. Stats row — Avail, Cost, Weight in a flex-wrap row (only render each if present) */}
      <div className="flex flex-wrap gap-x-4 gap-y-1 text-xs text-zinc-500 dark:text-zinc-400">
        {avail != null && (
          <span data-testid="stat-availability">
            Avail{" "}
            <span className="font-mono font-semibold text-zinc-700 dark:text-zinc-300">
              {avail}
              {legalitySuffix}
            </span>
          </span>
        )}
        {cost > 0 && (
          <span data-testid="stat-cost">
            Cost{" "}
            <span className="font-mono font-semibold text-zinc-700 dark:text-zinc-300">
              ¥{cost}
            </span>
          </span>
        )}
        {weight != null && (
          <span data-testid="stat-weight">
            Weight{" "}
            <span className="font-mono font-semibold text-zinc-700 dark:text-zinc-300">
              {weight}kg
            </span>
          </span>
        )}
      </div>
      {/* 4. Capacity — used/total if item has capacity */}
      {item.capacity != null && (
        <div className="text-xs text-zinc-500 dark:text-zinc-400">
          Capacity{" "}
          <span className="font-mono font-semibold text-zinc-700 dark:text-zinc-300">
            {item.capacityUsed ?? 0}/{item.capacity}
          </span>
        </div>
      )}
      {/* 5. Modifications — subsection label + list of mod names with optional ratings */}
      {/* 6. Notes — character-specific notes */}
      {/* 7. Source reference — dim footnote */}
      {extras?.page != null && (
        <p className="text-[10px] text-zinc-400 dark:text-zinc-600">
          {extras.source ?? "Core"} p.{extras.page}
        </p>
      )}
    </div>
  );
}
```

### Catalog Fallback

When displaying item stats, character item fields take priority but catalog data fills gaps. This pattern allows character-specific overrides while keeping catalog data as a baseline:

```tsx
const avail = item.availability ?? catalogItem?.availability;
const legality = item.legality ?? catalogItem?.legality;
const cost = item.cost || catalogItem?.cost || 0;
```

Use `findCatalogItem()` (or equivalent) to look up the catalog entry by name, then merge fields with nullish coalescing (`??`) for optional fields and logical OR (`||`) for numeric defaults.

### Collapsed Row Indicators

Collapsed rows can show small indicator icons pushed to the right side for at-a-glance visibility. The canonical example is the **wireless indicator**: a small cyan Wifi icon shown when the catalog item has a `wirelessBonus` field.

```tsx
{
  extras?.wirelessBonus && (
    <Wifi
      data-testid="wireless-icon"
      className="ml-auto h-3 w-3 shrink-0 text-cyan-500 dark:text-cyan-400"
    />
  );
}
```

- Use `ml-auto` to push the icon to the far right of the flex row
- Place it as the **last element** in the flex row so it anchors right
- Keep icons small (`h-3 w-3`) to avoid visual clutter
- Use semantic colors matching the indicator meaning (cyan for wireless)

### Key Rules

- **Row click = expand/collapse.** The entire row is the click target.
- **Collapsed row shows:** name + classification badge + primary value pill only. May also include a **wireless indicator icon** (cyan Wifi) pushed right when the item has a wireless bonus.
- **All detail stats** (handling, speed, mods, notes, etc.) go in the expanded section.
- **Stats resolve with catalog fallback:** character data takes priority, catalog fills gaps (see Catalog Fallback above).
- **Critical status** (e.g., pending badge) stays inline in the collapsed row for at-a-glance visibility.
- **Import** `ChevronDown`, `ChevronRight` from `lucide-react`.

## Interactive Value Pills (Dice Roller)

When a value pill opens a dice roller or triggers an action on click:

- **Row click = expand/collapse** (not dice roller)
- **Pill click = action** (dice roller) with `e.stopPropagation()` to prevent row toggle
- Keep tooltip hover for breakdown details alongside the click action

```tsx
{
  /* With tooltip + dice roller action */
}
<span
  className="ml-auto shrink-0"
  onClick={(e) => {
    e.stopPropagation();
    onSelect?.(id, pool, attr);
  }}
>
  <Tooltip content={<BreakdownTooltip />} delay={200} showArrow={false}>
    <AriaButton
      data-testid="dice-pool-pill"
      onPress={() => onSelect?.(id, pool, attr)}
      className="cursor-pointer rounded border border-emerald-500/20 bg-emerald-500/12 px-1.5 py-0.5 font-mono text-[10px] font-semibold text-emerald-600 dark:text-emerald-300 focus:outline-none focus:ring-2 focus:ring-emerald-500"
    >
      {pool}
    </AriaButton>
  </Tooltip>
</span>;

{
  /* Without tooltip — plain button */
}
<button
  data-testid="dice-pool-pill"
  onClick={(e) => {
    e.stopPropagation();
    onSelect?.(id, pool, attr);
  }}
  className="ml-auto shrink-0 cursor-pointer rounded border border-emerald-500/20 bg-emerald-500/12 px-1.5 py-0.5 font-mono text-[10px] font-semibold text-emerald-600 dark:text-emerald-300"
>
  {pool}
</button>;
```

**Why both `onClick` and `onPress`:** React Aria's `Button` intercepts pointer events, so the wrapper span's `onClick` doesn't fire in the real app — `onPress` handles it. But test mocks render a plain `<button>`, where `onPress` is ignored — so the `onClick` on the wrapper serves as a test fallback.

## Semantic Color Accents

When items have distinct semantic meaning (damage types, magic traditions, special stats), assign each a color config:

| Element | Dark Mode                            | Light Mode                         |
| ------- | ------------------------------------ | ---------------------------------- |
| Icon    | `{color}-500` (or `-400` for light)  | `{color}-600`                      |
| Label   | one shade lighter than icon (`-400`) | `{color}-700`                      |
| Pill bg | `{color}-500/15` (or `-400/12`)      | `bg-{color}-50 border-{color}-200` |

Established palette: `amber`, `emerald`, `cyan`, `purple`, `sky`, `rose`, `orange`. Prefer colors already used before introducing new ones.

## Secondary/Modifier Indicators

When items have modifiers, bonuses, or secondary values:

- **Only render when value > 0** — no empty brackets or zero indicators
- **Positive modifier pill:** `bg-emerald-500/15 text-emerald-400`, mono `text-[11px] font-semibold`, shows `+N` with directional icon (10px)
- **Modified main pill:** swap neutral for tinted: `bg-emerald-500/12 text-emerald-300 border border-emerald-500/20`
- **Negative modifiers:** use `rose` instead of `emerald`

## Tooltips & Interactive Elements

- Use `<Tooltip>` from `@/components/ui` with `<AriaButton>` from `react-aria-components` as trigger
- Wrap tooltip triggers in `<span onClick={e => e.stopPropagation()}>` if the row is clickable
- Tooltip content: `bg-zinc-900 border-zinc-700 rounded-lg p-2 text-[12px]`
- Multi-source tooltips: list each source, `border-zinc-600` separator + summary when >1 source

## Conditional Rendering

- Only render sections/items that have data — no empty groups
- Interactive pills fire `onSelect` (or established callback) via click/press
- Display-only items get no click handler

## Testing Notes

- Use `setupDisplayCardMock()` and `LUCIDE_MOCK` from `test-helpers.tsx` — never inline mocks
- `vi.mock("react-aria-components")` in shared test helpers is **hoisted by vitest** — any test importing from that file gets the mock
- The shared mock must include **all** react-aria-components exports used (e.g., `Button`, `Link`)
- Never use `new Proxy()` for `vi.mock("lucide-react")` — use explicit named icon exports
- Test files with JSX (even in mock factories) must use `.tsx` extension
- `ChevronDown` and `ChevronRight` are already in `LUCIDE_MOCK` in `test-helpers.tsx`
- Mock data for vehicles, drones, RCCs, armor, weapons, contacts, etc. are in `test-helpers.tsx`

### Expandable Row Test Pattern

Tests for detail content must **expand the row first** (click the row or expand-button):

```tsx
it("does not show expanded content by default", () => {
  render(<Component items={[MOCK_ITEM]} />);
  expect(screen.queryByTestId("expanded-content")).not.toBeInTheDocument();
});

it("expands row on click", async () => {
  const user = userEvent.setup();
  render(<Component items={[MOCK_ITEM]} />);
  await user.click(screen.getByTestId("expand-button"));
  expect(screen.getByTestId("expanded-content")).toBeInTheDocument();
});

it("collapses row on second click", async () => {
  const user = userEvent.setup();
  render(<Component items={[MOCK_ITEM]} />);
  await user.click(screen.getByTestId("expand-button"));
  await user.click(screen.getByTestId("expand-button"));
  expect(screen.queryByTestId("expanded-content")).not.toBeInTheDocument();
});
```

### Interactive Pill Test Pattern

When a pill triggers an action (e.g., dice roller), test that clicking the pill fires the callback and clicking the row does not:

```tsx
it("calls onSelect when dice pool pill clicked", () => {
  const onSelect = vi.fn();
  render(<Component items={[MOCK_ITEM]} onSelect={onSelect} />);
  fireEvent.click(screen.getByTestId("dice-pool-pill"));
  expect(onSelect).toHaveBeenCalledWith("item-id", 11, "AGI");
});

it("clicking row expands instead of triggering onSelect", () => {
  const onSelect = vi.fn();
  render(<Component items={[MOCK_ITEM]} onSelect={onSelect} />);
  fireEvent.click(screen.getByText("Item Name"));
  expect(onSelect).not.toHaveBeenCalled();
  expect(screen.getByTestId("expanded-content")).toBeInTheDocument();
});
```

Key test IDs: `expand-button`, `expanded-content`, `type-badge`, `primary-pill`, `rating-pill`, `dice-pool-pill`, `stat-*`, `notes`.

## Canonical Examples

Always read these before starting a redesign:

```
components/character/sheet/ArmorDisplay.tsx      — compact expandable rows, capacity bar, modifications, section grouping (Worn/Stored)
components/character/sheet/WeaponsDisplay.tsx     — compact expandable rows, weapon type annotation, semantic stat pills (DMG/AP/ACC/RCH/MODE/RC), dice pool pill, availability, ammo state, modifications, section grouping (Ranged/Melee)
components/character/sheet/VehiclesDisplay.tsx    — type guards, type badges, three-way sections, autosofts, notes
components/character/sheet/SkillsDisplay.tsx      — compact rows, dice pool pill with tooltip + dice roller click, row expand/collapse
components/character/sheet/AttributesDisplay.tsx  — compact rows, value pills, augmentation/essence tooltips
components/character/sheet/QualitiesDisplay.tsx   — expandable rows, karma pills, effect badges
components/character/sheet/GearDisplay.tsx        — category-grouped expandable rows, catalog integration (description, wireless bonus, source ref), catalog fallback for stats, wireless indicator icon
components/character/sheet/DrugsDisplay.tsx       — expandable rows, drug catalog integration (effects, addiction, delivery), catalog fallback for availability
```


---
Source attribution: Jasrags
Original project: https://github.com/Jasrags/ShadowMaster/blob/9657a180de9698f24190d80259acd983b07ce169/.claude/skills/sheet-ui-redesign/SKILL.md
License: GPL-3.0-only
License information: https://www.gnu.org/licenses/gpl-3.0.html
Original upstream instructions; downloaded from Mega AI Hub.

## Upstream license notice

                    GNU GENERAL PUBLIC LICENSE
                       Version 3, 29 June 2007

 Copyright (C) 2024 ShadowMaster RPG System

 This program is free software: you can redistribute it and/or modify
 it under the terms of the GNU General Public License as published by
 the Free Software Foundation, either version 3 of the License, or
 (at your option) any later version.

 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 GNU General Public License for more details.

 You should have received a copy of the GNU General Public License
 along with this program.  If not, see <https://www.gnu.org/licenses/>.

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either of that version or of any later version published by the Free
Software Foundation.  If the Program does not specify a version number of
this License, you may choose any version ever published by the Free
Software Foundation.

  10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission.  For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this.  Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.

                            NO WARRANTY

  11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.

  12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.

                     END OF TERMS AND CONDITIONS

            How to Apply These Terms to Your New Programs

  If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.

  To do so, attach the following notices to the program.  It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program.  If not, see <https://www.gnu.org/licenses/>.

Also add information on how to contact you by electronic and paper mail.

  If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:

    <program>  Copyright (C) <year>  <name of author>
    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
    This is free software, and you are welcome to redistribute it
    under certain conditions; type `show c' for details.

The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License.  Of course, your program's commands
might be different; for details click here.

  You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more details on this, and other aspects of the GPL, click here.




# Mega AI Hub resource metadata

Creator / publisher: Jasrags
Original project: https://github.com/Jasrags/ShadowMaster/blob/9657a180de9698f24190d80259acd983b07ce169/.claude/skills/sheet-ui-redesign/SKILL.md
Attribution basis: Source repository record

Fields of work: Design, Development & Engineering
Roles: Frontend Developer, Product Designer, UX Designer
Specialties: Design, Frontend
Tools: Tool not specified
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: c12323db64aa32946f443e99a7b0b32cd8442a35381e2f8043503ae7126fabd3
