Add ISAC Skill Chips data module
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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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