# Equipment Icon Quality Audit Generated by `scripts/audit-equipment-icon-quality.mjs`. ## Summary - Catalog items: 23 - Generated procedural item textures: 23 - Slots: accessory 7, armor 5, weapon 11 - Ranks: common 11, treasure 12 - Texture size: 64px - Drawing grid: 28 units scaled 2.29x into the texture - Runtime item icon scene: `src/game/scenes/CampScene.ts` - Observed runtime display sizes: `14px`, `20px`, `21px`, `22px`, `30px` - Direct item texture render sites found: 5 ## Main Findings - Equipment item icons are generated at runtime in `BootScene`, not stored as individual raster images. - The 64px textures are drawn from a compact 28-unit source grid, so they are crisp but intentionally simple. - Battle combat preview mostly uses the high-resolution `battle-ui-icons` slot frames and item names; per-item textures appear primarily in camp/sortie equipment UI. - Treasure/common distinction often relies on UI frame color plus a small palette change, not a strong unique silhouette. - Reused helper silhouettes are the strongest quality risk because several different items collapse to the same shape at 14-22px. ## Completed Improvement Passes - weapon spear/polearm family: `green-dragon-glaive`, `serpent-spear`, `sky-piercer-halberd`, `iron-spear`, `western-cavalry-spear` - The previous shared spear/polearm silhouettes now use item-specific helper shapes with enough primitive detail for 20px and 30px equipment UI reads. - armor silhouettes: `oath-robe`, `reinforced-lamellar`, `cloth-armor`, `lamellar-armor`, `rebel-vest` - The previous shared armor and robe silhouettes now use item-specific helper shapes with stronger outer contours and material cues. - accessory charms and tokens: `bravery-token`, `mountain-guide-scroll`, `peach-charm`, `war-manual`, `wind-quiver`, `grain-pouch`, `yellow-scarf-charm` - Accessory icons now use distinct badge, scroll, charm, pouch, manual, and quiver silhouettes at small camp UI sizes. - remaining low-detail weapon icons: `leader-axe`, `training-sword`, `yellow-turban-saber` - The final low-detail common weapons now use dedicated axe, training sword, and Yellow Turban saber silhouettes. ## Next Improvement Target - Target: no flagged equipment icon batch - Item ids: none currently flagged - Reason: No generated equipment icon currently has a low-detail or shared-helper audit concern; choose the next visual asset pass from in-game QA. ## Highest-Risk Shared Silhouette Groups | score | signature | slots | ranks | items | | ---: | --- | --- | --- | --- | | 5 | `drawFanIcon` | weapon | treasure | `white-feather-fan` | | 5 | `drawGreenDragonGlaiveIcon` | weapon | treasure | `green-dragon-glaive` | | 5 | `drawSerpentSpearIcon` | weapon | treasure | `serpent-spear` | | 5 | `drawSkyPiercerHalberdIcon` | weapon | treasure | `sky-piercer-halberd` | | 5 | `drawSwordIcon+drawSwordIcon` | weapon | treasure | `twin-oath-blades` | ## Full Item Inventory | item id | slot | rank | draw helpers | calls | primitives | colors | concerns | | --- | --- | --- | --- | ---: | ---: | ---: | --- | | `green-dragon-glaive` | weapon | treasure | `drawGreenDragonGlaiveIcon` | 1 | 23 | 6 | none | | `serpent-spear` | weapon | treasure | `drawSerpentSpearIcon` | 1 | 29 | 4 | none | | `sky-piercer-halberd` | weapon | treasure | `drawSkyPiercerHalberdIcon` | 1 | 24 | 7 | none | | `twin-oath-blades` | weapon | treasure | `drawSwordIcon`
`drawSwordIcon` | 2 | 32 | 4 | none | | `white-feather-fan` | weapon | treasure | `drawFanIcon` | 1 | 19 | 3 | none | | `iron-spear` | weapon | common | `drawIronSpearIcon` | 1 | 26 | 7 | none | | `leader-axe` | weapon | common | `drawLeaderAxeIcon` | 1 | 26 | 8 | none | | `short-bow` | weapon | common | `drawBowIcon` | 1 | 18 | 3 | none | | `training-sword` | weapon | common | `drawTrainingSwordIcon` | 1 | 31 | 7 | none | | `western-cavalry-spear` | weapon | common | `drawWesternCavalrySpearIcon` | 1 | 27 | 7 | none | | `yellow-turban-saber` | weapon | common | `drawYellowTurbanSaberIcon` | 1 | 35 | 4 | none | | `oath-robe` | armor | treasure | `drawOathRobeIcon` | 1 | 25 | 6 | none | | `reinforced-lamellar` | armor | treasure | `drawReinforcedLamellarIcon` | 1 | 24 | 5 | none | | `cloth-armor` | armor | common | `drawClothArmorIcon` | 1 | 24 | 6 | none | | `lamellar-armor` | armor | common | `drawLamellarArmorIcon` | 1 | 23 | 4 | none | | `rebel-vest` | armor | common | `drawRebelVestIcon` | 1 | 24 | 7 | none | | `bravery-token` | accessory | treasure | `drawBraveryTokenIcon` | 1 | 19 | 5 | none | | `mountain-guide-scroll` | accessory | treasure | `drawMountainGuideScrollIcon` | 1 | 23 | 7 | none | | `peach-charm` | accessory | treasure | `drawPeachCharmIcon` | 1 | 22 | 5 | none | | `war-manual` | accessory | treasure | `drawWarManualIcon` | 1 | 20 | 7 | none | | `wind-quiver` | accessory | treasure | `drawWindQuiverIcon` | 1 | 24 | 6 | none | | `grain-pouch` | accessory | common | `drawGrainPouchIcon` | 1 | 22 | 5 | none | | `yellow-scarf-charm` | accessory | common | `drawYellowScarfCharmIcon` | 1 | 25 | 5 | none | ## Recommended Next Batch Definition - Scope: no generated equipment icon is currently below the audit threshold. - Item ids: none currently flagged - Success criteria: Keep the generated equipment icon audit green while selecting the next art target from runtime screenshots. - Suggested next area: map/background or unit sprite assets that still look low-resolution in gameplay.