Refine Gear augments and builder levels

This commit is contained in:
JB
2026-07-25 17:41:10 -04:00
parent e5f0414a8e
commit 1465a8c9b3
9 changed files with 220 additions and 52 deletions
+33 -5
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@@ -809,11 +809,20 @@ editor. Successful saves close the profile editor and return to the registry.
Gear Tactical Augment profiles use this pattern for all six gear types.
Backpacks and Body Armor expose four required slots; Holsters, Gloves, Knee
Pads, and Masks expose three. Every slot contains exactly one searchable
Attribute relationship, one numeric effect value, and one non-negative
whole-number unlock cost. At narrow widths profile cards and augment editor
cards reduce from multi-column grids to a single column while retaining
44-pixel interactive targets.
Pads, and Masks expose three. Augment 01 contains one searchable Attribute,
one numeric effect value, and an unlock cost. Later slots expose only their
unlock cost because their effects are fixed base-item upgrades: three-slot
profiles use +50% and +100%, while four-slot profiles use +40%, +70%, and
+100%. Holsters, Masks, and Backpacks modify the equipped item's base Health;
Gloves, Knee Pads, and Body Armor modify that item's base Health and Armor.
These percentages never apply to the overall character total. Every augment
slot stores separate non-negative whole-number unlock costs for item Tiers 0,
1, and 2. Show all three costs together in registry summaries and in a compact
three-column cost fieldset within the editor; the builder shows only the cost
matching the equipped item's tier. Fixed upgrades
use a green inherited-value panel to distinguish governed data from editable
orange actions. At narrow widths profile cards and augment editor cards reduce
to a single column while retaining 44-pixel interactive targets.
### Loadout workbench
@@ -837,3 +846,22 @@ the live totals immediately. Trigger-dependent talents remain explicitly
`CONDITIONAL` until the user enables `TRIGGER ACTIVE`; only then may their
effects enter combined totals. This textual distinction must remain clear
without relying on color.
Gear level is builder-instance state, never part of an ISAC Gear definition.
Each equipped piece stores its own level from 1–50 in the local or persisted
build. Until an authoritative level-scaling curve is represented in game data,
the workbench must state that level scaling is neutral rather than silently
inventing a formula; base Health and Armor remain constrained by their
canonical ranges.
### Registry relationship icon rails
When a table relationship contains a small bounded set of visually identified
records, show a compact icon rail instead of a numeric relationship count.
Rails use 30-pixel square cells with four-pixel spacing, uploaded transparent
icons, full accessible names, and native hover titles. Missing artwork falls
back to a short orange text mark rather than removing the relationship.
Use this pattern only for small bounded sets that remain scannable, such as the
two-to-four compatible Brand Sets on Gear. Long or unbounded relationships
continue to use counts, searchable inspection, or expanded detail views.