feat(database): redesign talent registry

This commit is contained in:
JB
2026-07-26 01:19:58 -04:00
parent 143a30a23a
commit 0e93aa25bd
7 changed files with 90 additions and 18 deletions
+21
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@@ -1371,3 +1371,24 @@ a dedicated column to the right of the graphic. Clamp display values to
`0–100`, use orange only for the filled measure, and keep the unfilled track
neutral. Stack meter labels and tracks on narrow cards rather than shrinking
them below a reliably readable width.
Talent registry cards treat the two tier descriptions as their primary
content; never replace them with configured/missing summary facts. Render Tier
I and Tier II as distinct structured data blocks, then place optional cooldown
metadata below both descriptions. Do not use the serif, quote-like prose
treatment for tier effects. Use compact fixed tier labels, sans-serif effect
text, and engineered borders. Tier I is the neutral baseline; Tier II uses the
orange rail, label, and subtly elevated surface to communicate that it is the
improved version. Duration and stack limits may remain compact badges. The
top-right header status uses the applicable Backpack or Body Armor icon for
gear talents and the SMG icon as the generic Weapon Talent symbol. Weapon
Talent headers pair that icon with an explicit `1 · TOP` or `2 · BOTTOM`
status badge; never rely on the slot number alone.
When a public registry needs only one small bounded filter vocabulary, use the
compact facet-panel form: one full-width group with all options visible in a
single row on wide screens. Talent slot filtering uses Backpack, Body Armor,
Weapon 1 · Top, and Weapon 2 · Bottom. Always include the Top/Bottom context
when presenting numbered Weapon Talent slots to users. The filter remains
additive within the group and wraps to two columns on narrow screens; do not
introduce search or dropdown controls for this four-option set.