feat: refine builder skill chip flows
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+25
-6
@@ -358,6 +358,13 @@ compatible configuration controls. Large Talent pools show the selected Talent
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at rest and open their search grid through an explicit Change action. Do not
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display a prototype option that the current loadout schema cannot save.
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Builder cells use one leading icon track. Specializations, abilities, Skill
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Chips, and OS Protocols use registered artwork; weapons and gear use static
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category or slot fallbacks when no item artwork exists. Skill Chip slots keep
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the icon beside the set name and quality so empty and configured slots share one
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scan path. Visible builder labels stay short; full validation text remains
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available through the cell's accessible name or title.
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Each equipped gear or weapon Talent exposes two adjacent icon choices for Tier I
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and Tier II. Both choices reuse the Talent artwork; Tier II applies a restrained
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warm recolor so players can distinguish the pair before reading the labels.
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@@ -2294,6 +2301,13 @@ active abilities, each ability has exactly three active Skill Chip definitions,
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tree rows are contiguous, at least one paid node exists, and the tree uses the
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configured available point total.
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The ability editor may pair the open ability with one active ability from the
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same specialization for Skill Chip sharing. Present this as an explicit optional
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relationship, exclude the current ability, and disable abilities that already
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belong to another pair. Do not infer compatibility from names or Focus
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membership. Saving either side updates the shared pair and includes it in the
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ability audit snapshot. Archiving either ability clears the pair.
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Compose focus identity from uploaded specialization artwork and the canonical
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Firepower, Toughness, or Engineering icon. Keep the specialization art primary
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and place the attribute mark in a smaller corner badge. Mirror ability slots 1
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@@ -2641,12 +2655,17 @@ The builder presents Specialization and Focus as the first loadout decision. The
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Focus sets the primary Attribute, progression tree, and three ordered abilities.
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Its identity combines Specialization artwork and the primary Attribute mark.
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Each ability panel contains three fixed Skill Chip positions. A chip picker
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shows definitions assigned to that ability and excludes definitions assigned
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elsewhere. Skill Chips have no item-level control. The editor uses the shared
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quality profiles for direct rolls. It labels the four ability-scoped primary
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values `NOT YET DEFINED` and excludes them from current Agent and combat totals.
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Secondary capacity is Standard zero, Specialized one, Superior two, and High-end
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two; each equipped chip uses distinct selections from the shared pool.
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shows the ability's three definitions. When ISAC explicitly pairs that ability
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with one compatible ability, the picker also shows the partner's three
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definitions and labels shared entries. The relationship is bidirectional and
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does not apply to other abilities in the same specialization. Players still
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equip three chips in each ability panel. Skill Chips have no item-level control.
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The editor uses the shared quality profiles for direct rolls. It labels the four
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ability-scoped primary values `NOT YET DEFINED` and excludes them from current
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Agent and combat totals. Shared-chip primary values and 3-piece Talent outcomes
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target the ability represented by the panel. Secondary capacity is Standard
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zero, Specialized one, Superior two, and High-end two; each equipped chip uses
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distinct selections from the shared pool.
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The focus tree groups nodes by row and uses segmented rank controls. Disabled
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ranks remain visible with their lock state. The builder permits a row after the
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