feat: refine builder skill chip flows
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This commit is contained in:
jb
2026-08-06 01:00:15 -04:00
parent 46f64d37b6
commit 4777a3abd5
25 changed files with 951 additions and 122 deletions
+25 -6
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@@ -358,6 +358,13 @@ compatible configuration controls. Large Talent pools show the selected Talent
at rest and open their search grid through an explicit Change action. Do not
display a prototype option that the current loadout schema cannot save.
Builder cells use one leading icon track. Specializations, abilities, Skill
Chips, and OS Protocols use registered artwork; weapons and gear use static
category or slot fallbacks when no item artwork exists. Skill Chip slots keep
the icon beside the set name and quality so empty and configured slots share one
scan path. Visible builder labels stay short; full validation text remains
available through the cell's accessible name or title.
Each equipped gear or weapon Talent exposes two adjacent icon choices for Tier I
and Tier II. Both choices reuse the Talent artwork; Tier II applies a restrained
warm recolor so players can distinguish the pair before reading the labels.
@@ -2294,6 +2301,13 @@ active abilities, each ability has exactly three active Skill Chip definitions,
tree rows are contiguous, at least one paid node exists, and the tree uses the
configured available point total.
The ability editor may pair the open ability with one active ability from the
same specialization for Skill Chip sharing. Present this as an explicit optional
relationship, exclude the current ability, and disable abilities that already
belong to another pair. Do not infer compatibility from names or Focus
membership. Saving either side updates the shared pair and includes it in the
ability audit snapshot. Archiving either ability clears the pair.
Compose focus identity from uploaded specialization artwork and the canonical
Firepower, Toughness, or Engineering icon. Keep the specialization art primary
and place the attribute mark in a smaller corner badge. Mirror ability slots 1
@@ -2641,12 +2655,17 @@ The builder presents Specialization and Focus as the first loadout decision. The
Focus sets the primary Attribute, progression tree, and three ordered abilities.
Its identity combines Specialization artwork and the primary Attribute mark.
Each ability panel contains three fixed Skill Chip positions. A chip picker
shows definitions assigned to that ability and excludes definitions assigned
elsewhere. Skill Chips have no item-level control. The editor uses the shared
quality profiles for direct rolls. It labels the four ability-scoped primary
values `NOT YET DEFINED` and excludes them from current Agent and combat totals.
Secondary capacity is Standard zero, Specialized one, Superior two, and High-end
two; each equipped chip uses distinct selections from the shared pool.
shows the ability's three definitions. When ISAC explicitly pairs that ability
with one compatible ability, the picker also shows the partner's three
definitions and labels shared entries. The relationship is bidirectional and
does not apply to other abilities in the same specialization. Players still
equip three chips in each ability panel. Skill Chips have no item-level control.
The editor uses the shared quality profiles for direct rolls. It labels the four
ability-scoped primary values `NOT YET DEFINED` and excludes them from current
Agent and combat totals. Shared-chip primary values and 3-piece Talent outcomes
target the ability represented by the panel. Secondary capacity is Standard
zero, Specialized one, Superior two, and High-end two; each equipped chip uses
distinct selections from the shared pool.
The focus tree groups nodes by row and uses segmented rank controls. Disabled
ranks remain visible with their lock state. The builder permits a row after the