Add ISAC Skill Chips data module

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JB
2026-07-25 16:13:34 -04:00
parent 8b7b747866
commit 60c3618173
21 changed files with 495 additions and 35 deletions
+19 -1
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@@ -193,9 +193,27 @@ talent effects use `base × (1 + upgrades / 5)` for zero to five upgrades.
Server actions validate all relationships and append the full owned graph to
the existing `game_data` audit history.
# Skill Chip quality scaling
Skill Chip sets support Superior and High-end chip instances. Each set owns one
2-piece bonus, distinct primary and secondary stat-option pools, and one
3-piece talent with reusable trigger links and normalized effect rows. Primary
and secondary options reference active attributes that define Skill Chip
minimum and maximum roll values; a configured chip rolls one primary and two
distinct secondary stats from those separate pools.
Both set-bonus progression systems use the number of equipped High-end chips as
the interpolation step. For `h` High-end chips, where `h` is zero through
three, a configured minimum and maximum resolve as
`minimum + (maximum − minimum) × h / 3`. Zero High-end chips therefore produce
the minimum, while three produce the maximum. The editor stores only endpoints
and previews all four states, preventing duplicated tier data from diverging.
Skill Chip mutations, owned relationships, and safe icon metadata are captured
in the `game_data` audit stream.
# Game-data icon storage
Talents, brand sets, and OS Protocols reference uploaded artwork through the
Talents, brand sets, OS Protocols, and Skill Chips reference uploaded artwork through the
polymorphic `game_data_icons` metadata table. Original uploads are never
retained. The shared server pipeline accepts transparent SVG, PNG, WebP, and
AVIF sources, rejects active or externally referenced SVG content, and uses