Add ISAC Skill Chips data module
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@@ -251,7 +251,7 @@ squeezed beside long module headings on mobile.
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unrestricted administrative role; `Community Oversight` is reserved for
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community content moderation and does not imply ISAC access. Operational
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ISAC access is delegated separately through scoped roles and permissions.
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- Roles & Permissions is a separate User Operations registry. Role definitions
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- Roles is a separate User Operations registry. Role definitions
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compose discrete capabilities through a dense permission catalogue with an
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explicit selected count and textual `GRANTED` / `NOT GRANTED` states. The
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built-in Admin role is visible but system-protected. Delegated access managers
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@@ -751,3 +751,35 @@ when the complete option set is small enough to scan comfortably. Dropdowns
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remain appropriate for long, dynamic, or search-oriented lists. Both modes
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share hover, pressed, focus-visible, selected, disabled, responsive, and
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44-pixel mobile-target behavior so feature modules do not reimplement it.
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### Skill Chip data console
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Skill Chip editing follows the dense ISAC staged-definition pattern: identity
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and icon first, the 2-piece numeric bonus second, mutually exclusive primary
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and secondary roll pools next, and the 3-piece talent last. Superior blue and
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High-end yellow communicate the only supported qualities; orange remains
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reserved for actions and current interactive state. A four-step segmented
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preview exposes the linear zero-to-three High-end interpolation without storing
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duplicate values. At narrow widths the roll pools and talent columns stack,
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preview segments become a two-by-two grid, and interactive targets remain at
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least 44 pixels tall.
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### ISAC record identity controls
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Game-data icon editors use the shared `--isac-icon-editor-width` footprint
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(150 pixels on desktop) regardless of module. Identity layouts allocate that
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fixed column to `IconUploadField`, give the record name the flexible dominant
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column, and stack both controls at mobile widths. Do not enlarge an upload
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drop-zone to fill spare identity-row space.
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The primary `name` field in every ISAC data editor is a header-level input:
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46 pixels tall with larger, heavier text. This creates a consistent first
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reading point for long registries while keeping secondary metadata compact.
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`SearchableAssignment` is the standard relationship picker for long attribute,
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talent, trigger, and compatibility lists. Multiple mode manages additive sets;
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single mode presents the same searchable selected/result treatment for one
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relationship. Prefer these modes over native selects once a source registry is
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large enough that scanning a dropdown is inefficient. The selected record,
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pending-contribution state, keyboard focus, and remove interaction must remain
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explicit in both modes.
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+19
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@@ -193,9 +193,27 @@ talent effects use `base × (1 + upgrades / 5)` for zero to five upgrades.
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Server actions validate all relationships and append the full owned graph to
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the existing `game_data` audit history.
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# Skill Chip quality scaling
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Skill Chip sets support Superior and High-end chip instances. Each set owns one
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2-piece bonus, distinct primary and secondary stat-option pools, and one
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3-piece talent with reusable trigger links and normalized effect rows. Primary
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and secondary options reference active attributes that define Skill Chip
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minimum and maximum roll values; a configured chip rolls one primary and two
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distinct secondary stats from those separate pools.
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Both set-bonus progression systems use the number of equipped High-end chips as
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the interpolation step. For `h` High-end chips, where `h` is zero through
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three, a configured minimum and maximum resolve as
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`minimum + (maximum − minimum) × h / 3`. Zero High-end chips therefore produce
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the minimum, while three produce the maximum. The editor stores only endpoints
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and previews all four states, preventing duplicated tier data from diverging.
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Skill Chip mutations, owned relationships, and safe icon metadata are captured
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in the `game_data` audit stream.
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# Game-data icon storage
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Talents, brand sets, and OS Protocols reference uploaded artwork through the
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Talents, brand sets, OS Protocols, and Skill Chips reference uploaded artwork through the
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polymorphic `game_data_icons` metadata table. Original uploads are never
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retained. The shared server pipeline accepts transparent SVG, PNG, WebP, and
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AVIF sources, rejects active or externally referenced SVG content, and uses
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