LANTERN purge B7: rename CharacterId -> FrameKind (frame terminology)
Enum renamed in StatIds.cs (byte values unchanged - serialized definitions/saves never re-mean); all call sites + doc mentions swept (ClassTraits, PlayerAuthoring, CharacterStatsDefinition field type, menu/UI, tests). CharacterStatsDefinition SO CLASS name kept (asset-binding risk; deferred per plan). 390 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -19,7 +19,7 @@ namespace ProjectM.Authoring
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[Tooltip("All ability definitions available in the game. Indexed at runtime by AbilityId.")]
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public List<AbilityDefinition> Abilities = new List<AbilityDefinition>();
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[Tooltip("All character-stats definitions. Indexed at runtime by CharacterId.")]
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[Tooltip("All character-stats definitions. Indexed at runtime by FrameKind.")]
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public List<CharacterStatsDefinition> Characters = new List<CharacterStatsDefinition>();
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private class DatabaseBaker : Baker<AbilityDatabaseAuthoring>
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@@ -11,7 +11,7 @@ namespace ProjectM.Authoring
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[CreateAssetMenu(menuName = "Project M/Character Stats Definition", fileName = "Character_")]
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public class CharacterStatsDefinition : ScriptableObject
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{
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public CharacterId Id = CharacterId.Default;
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public FrameKind Id = FrameKind.Default;
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public string DisplayName = "Character";
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[Min(0f)] public float MoveSpeed = 6f;
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@@ -43,7 +43,7 @@ namespace ProjectM.Authoring
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if (authoring.Character != null) DependsOn(authoring.Character);
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byte characterId = authoring.Character != null
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? (byte)authoring.Character.Id : (byte)CharacterId.Default;
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? (byte)authoring.Character.Id : (byte)FrameKind.Default;
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float maxHealth = authoring.Character != null
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? authoring.Character.MaxHealth : authoring.FallbackMaxHealth;
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