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