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Wireframe example for Equipment Dye Slot
An example interpretation of the prompt
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Equipment Dye Slot

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Design the dye slot inside an equipment inventory or loadout screen. Players should be able to see which armor, weapon, or accessory pieces can take a dye or texture, and which slot is already customized.

The control lives alongside gear stats, rarity, and upgrade info, so it needs to fit into a dense item card without hiding the item’s core value. Treat it as a part of the equipment system, not a separate cosmetics menu.

Show the player what the dye will affect before they commit: a slot may map to a single piece, a material region, or an entire set. The UI should make that scope obvious from the card itself and from the preview state.

This is interesting because customization is both visual and reversible. The design needs to make the difference between default gear, dyed gear, and unavailable gear readable in a fast inventory scan.

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Use a tiny before/after preview on the item card itself so the player can compare the current finish with the applied dye without opening a full modal.

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