feat: expand ISAC content modeling
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+110
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@@ -1572,13 +1572,42 @@ an icon in every option.
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### Skill Chip data console
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Skill Chip editing uses the dense ISAC staged-definition pattern: identity and
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icon, 2-piece numeric bonus, mutually exclusive primary and secondary roll
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pools, then 3-piece talent. Superior blue and High-end yellow identify the
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supported qualities; reserve orange for actions and the current interactive
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state. A four-step segmented preview shows the linear zero-to-three High-end
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interpolation without duplicate values. At narrow widths, stack roll-pool and
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talent columns, use a two-by-two preview grid, and retain 44-pixel targets.
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Place two shared configuration cards above the Skill Chip definition registry.
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The `SHARED PRIMARY PROFILE` card contains the fixed Skill Duration, Skill
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Radius, Skill Cooldown Recovery, and Skill Intensity rows, with direct minimum
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and maximum fields for Standard, Specialized, Superior, and High-end. Its
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summary shows the configured count for each quality and the `NOT YET DEFINED`
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calculation state. The `SHARED SECONDARY POOL` card contains repeatable
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searchable Attribute rows with direct minimum and maximum fields for
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Specialized, Superior, and High-end. Its summary shows each quality's fixed
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capacity and the shared option count. Each card opens its own editor and closes
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that editor after a successful save. Validation keeps the affected editor open
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with its values intact. Successful saves append
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`game_data/skill_chip_primary_profile.updated` or
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`game_data/skill_chip_secondary_pool.updated`.
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State the fixed secondary capacities in the pool card and editor: Standard zero,
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Specialized one, Superior two, and High-end two. Skill Chip fields never show an
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item-level control or level-based preview. Quality labels use the global green,
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blue, purple, and yellow treatments; orange remains reserved for actions and
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selection. On narrow screens, profile summaries stack, endpoint matrices scroll
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inside their cards, and actions retain 44-pixel targets.
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Definition editors follow the dense staged pattern: ability assignment, identity
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and icon, one per-set 2-piece bonus, then the optional 3-piece Talent. Place the
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Talent assignment control before one disclosure that contains the entire Talent
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workspace: identity, description, quality-mix preview, and
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`MechanicProgramEditor`. The disclosure summary shows the configured Talent name
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or `TALENT WORKSPACE`, the quality-scaled outcome count, and an explicit
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`EXPAND` or `COLLAPSE` action. Existing Talents start collapsed when an operator
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opens a definition. Assigning a Talent or receiving a Talent validation error
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opens the workspace. Native disclosure semantics expose the expanded state, keep
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draft state mounted while collapsed, and provide a 44-pixel mobile target.
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Every equipped chip quality counts toward the two-piece threshold. The set-bonus
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preview uses four steps for zero through three equipped High-end chips and the
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formula `minimum + (maximum − minimum) × h / 3`; only High-end chips increase
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`h`. Do not duplicate calculated values as editable fields.
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### ISAC record identity controls
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@@ -1808,6 +1837,15 @@ same `weaponBaseRange` curve as the builder; never label the configured base
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endpoints as level-50 values. Weapon Talent 1 and Talent 2 pools use separate
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clickable icon rails and the standard Talent quick view.
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Show each weapon's named Mod slots and slot pictograms between its performance
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facts and Talent pools. Native T0 weapons display the complete T1/T2 slot set.
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Mark the slot that is absent at T0 with the blue information state and an
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explicit `T1+` label so the unlock does not rely on color alone. Other slots use
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the neutral telemetry treatment. If ISAC has no slot data, show
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`MOD SLOT DATA NOT CONFIGURED`. Do not show the weapon-category bonus count as
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`BASE BONUSES`; that identical count does not help players compare weapon
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definitions.
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Record cards may end with contextual actions that connect related public
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registries. Actions use the compact orange tactical-button treatment and encode
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their destination filter in the URL. Brand cards provide a “find Gear” action
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@@ -1970,18 +2008,26 @@ mode with weapon icons and retained accessible names. Show configured versus
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required slot counts in text. Disabled tiers remain visibly unavailable and must
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not submit slot assignments.
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Quality-scaled registry editors use a compact matrix when the same numeric shape
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repeats across all four quality levels. Apply global quality colors only to the
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quality labels, retain textual quality names, and keep numeric fields neutral.
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On narrow screens the matrix may scroll horizontally while its surrounding
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editor and previews stack.
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Regular Weapon Mod definitions use a compact Level 1 and Level 20 primary-range
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matrix for Standard, Specialized, Superior, and High-end quality. Apply global
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quality colors only to the quality labels, retain textual quality names, and
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keep numeric fields neutral. On narrow screens the matrix may scroll
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horizontally while its surrounding editor and previews stack. Primary core type
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remains builder-selected and appears as the three always-available core icons
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rather than a persisted ISAC choice. Individual regular Weapon Mod editors also
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retain triggerless Mod Effects with one or two Attribute references and fixed
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per-quality values.
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When two item slots draw from the same canonical option pool, edit that pool
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once rather than rendering two duplicated selectors. Weapon Mods use a
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repeatable secondary-attribute row: one searchable attribute reference plus four
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quality range pairs. Show that the builder selects two distinct options from the
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pool. Primary core type is likewise builder-selected and is displayed as the
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three always-available core icons rather than a persisted ISAC choice.
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Configure one global secondary Attribute pool above the Weapon Mod registry.
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Each repeatable row contains one searchable Attribute reference and Level 1 and
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Level 20 minimum and maximum fields for Specialized, Superior, and High-end.
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Values between those endpoints use linear interpolation. Do not render Standard
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range fields because Standard has no secondary slot. State the fixed capacity in
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the pool editor and builder: Standard zero, Specialized one, Superior two, and
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High-end two. The builder requires distinct selections. Individual Weapon Mod
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editors must not repeat or submit pool data. A successful pool save uses the
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standard shared-profile lifecycle and creates the dedicated
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`game_data/weapon_mod_secondary_pool.updated` audit event.
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Exotic Weapon Mod status is a separate single-icon toggle using the exotic icon
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and the standard pressed, focus-visible, and selected states. Selecting it must
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@@ -1993,12 +2039,20 @@ state panel visible so the change in data semantics is unmistakable.
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### Gear Mod registry
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Gear Mods reuse the compact quality matrix, level preview, and pooled
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secondary-attribute rows established by Weapon Mods. Do not render exotic,
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Gear Mods reuse the compact Level 1 and Level 20 primary-range matrix and level
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preview established by regular Weapon Mods. Do not render exotic,
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weapon-category, slot-type, or Mod Effect controls in this simpler editor.
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Present the five primary options as an always-visible informational band because
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the actual primary is selected on the build instance, not persisted on the
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canonical definition.
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the build instance selects the primary; the canonical definition does not store
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that selection.
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Configure the Gear Mod family’s global secondary Attribute pool above the
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registry, separate from individual Gear Mod editors. Use the same three-quality
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endpoint rows, linear interpolation, and distinct-selection rule as the Weapon
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Mod pool. Capacity is zero for Standard, one for Specialized, and two each for
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Superior and High-end. Individual Gear Mod edits must not repeat or submit this
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pool. A successful pool save creates the dedicated
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`game_data/gear_mod_secondary_pool.updated` audit event.
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Use explicit textual tier capacity wherever Gear tier is summarized:
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`1 MOD SLOT` for T0 and `2 MOD SLOTS` for T1/T2. On narrow screens the identity
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@@ -2325,6 +2379,16 @@ applied to the stored value. Restoration outcomes also expose an `INSTANT` or
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field and describes the configured value as the total delivered across that
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duration; switching back to instant clears the duration.
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Target-scoped direct-damage outcomes offer `HIT-TARGET EXPLOSION` in the Area
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Targeting control. Selecting it creates an event-target-centered enemy area with
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a five-meter starting radius, reveals the required radius field, and shows a
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text readout for the center, valid-target policy, inclusive boundary, and
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runtime evidence requirement. Only `ON EVENT` and `AFTER EVENT` remain available
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for this mode; selecting it from another phase moves the outcome to
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`AFTER EVENT`. Changing the outcome kind or target scope clears an incompatible
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area definition. Keep `ENEMIES IN RADIUS · LEGACY` visible for saved descriptive
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radius metadata, but do not present that mode as calculated explosion fan-out.
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Action Family recipes are optional authoring starters. Present the recipe
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catalog as a searchable assignment with only the parameters required by the
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selected family. `ADD RECIPE BRANCH` copies typed branches into the current
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@@ -2511,10 +2575,11 @@ conditional Talent outcomes, weapon and Skill DPS, encounter assumptions,
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activation profiles, rotations, and simulation behind explicit `COMING SOON`
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panels.
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Loadout schema version 4 retains `maximum`, `custom`, conditional state,
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encounter-assumption, and per-ability activation fields for compatibility. The
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current player UI ignores those fields. When player simulation ships, one
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required two-option `SegmentedChoice` will use these visible labels:
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Loadout schema version 5 retains `maximum`, `custom`, conditional state,
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encounter-assumption, and per-ability activation fields. Version 4 is obsolete
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prototype data rather than a compatibility format. The current player UI ignores
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the simulation fields. When player simulation ships, one required two-option
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`SegmentedChoice` will use these visible labels:
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- `MAXIMUM POTENTIAL` calculates a configured ceiling. It applies conditional
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effects at peak state and treats selected abilities as firing on cooldown
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@@ -2566,7 +2631,11 @@ 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.
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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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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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@@ -2581,11 +2650,11 @@ enabled ability. Future Skill result cards will show activation count,
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single-target DPS, total-target DPS, and a combined summary. They will state
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that Skills can critically hit and multi-shot but cannot headshot.
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Saved loadouts store focus, node ranks, nine Skill Chips, conditional modes,
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Version 5 loadouts store focus, node ranks, nine Skill Chips, conditional modes,
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encounter assumptions, and per-ability activation profiles. The builder accepts
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only the current complete structure for compatibility. Current player pages
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ignore the simulation fields. Invalid local drafts are discarded; invalid server
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records are removed through a backed-up database migration.
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only the current complete structure. Current player pages ignore the simulation
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fields. The builder discards version 4 local drafts; a backed-up database
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migration removes version 4 server records.
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### Calculation revision controls
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@@ -2650,3 +2719,13 @@ asset and states that the change is permanent. For assigned icons, the
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confirmation names the owning entity type. ISAC clears that source icon
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assignment before it removes the shared file. General library uploads retain the
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`ICON` or `IMAGE` state.
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In the Weapon Mod registry, operators manage shared artwork for all eight
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code-defined slots. The compact panel labels each slot `ICON REGISTERED` or
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`ICON REQUIRED`. Selecting a slot opens the standard icon upload control. Keep
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the slot name visible in ISAC after an operator uploads artwork.
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On public weapon cards, a configured slot chip shows only its uploaded icon.
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Keep the slot name in screen-reader and hover text. Retain the visible `T1+`
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marker and blue information treatment for slots unlocked at Tier 1. When artwork
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is missing, show the slot name instead of an invented glyph.
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