Adding skills & isac talent updates

This commit is contained in:
jb
2026-07-29 20:56:22 -04:00
parent f1b473ffa8
commit 65a4987cad
68 changed files with 5486 additions and 569 deletions
+48 -14
View File
@@ -347,6 +347,22 @@ Selecting equipment opens the searchable real-data catalog and its compatible
configuration controls. Do not display a prototype option that the current
loadout schema cannot save.
Calculation readiness belongs at the point of resolution. Mark an incomplete
matrix cell with a compact red text indicator and status rail, then let the
cell open the editor that resolves it. The live calculation rail summarizes
blocked output in one compact row. Do not repeat every missing slot in a large
error panel. Keep system-owned blockers, such as an unpublished calculation
profile, visible in that compact summary because the player cannot resolve
them from a loadout cell.
The builder uses three workbench columns on wide screens, moves the live
summary below the matrix and editor at intermediate widths, and stacks all
three regions on narrow screens. Every grid track and editor child must accept
content shrinkage. At 560px and below, stack attribute picker/value pairs and
section headings; keep the command actions in two equal columns. Validation
markers use short visible labels while their full messages remain available
to assistive technology and pointer users.
Use `--shd-builder-canvas` for recessed equipment fields. Use
`--shd-builder-selection` with `--shd-builder-selection-border` for the
selected cell. Preserve button semantics, `aria-pressed`, focus-visible
@@ -922,12 +938,18 @@ attribute/value row pattern. Exotic is a status layered onto a weapon family,
never a replacement for the family classification. Exotic definitions add a
dedicated exotic-only talent after the two standard talent pools; their sixth
augmentation cell communicates that this talent advances to Tier II.
The exotic talent is owned by exactly one exotic weapon and is authored inline
inside that weapon editor, never selected from a shared global pool. Its
engineered sub-panel includes the talent name, shared description template,
Tier I/II previews, and the shared source-owned mechanic program editor. The Talent
Registry may display an owned exotic talent for discovery, but routes editing
back to its weapon rather than opening the shared-talent editor.
The exotic talent is authored in the Talent Registry under the `Exotic Weapon`
category. The weapon editor uses the shared searchable assignment pattern to
reference one registered exotic talent. Each option states whether another
weapon owns it and whether contributors have documented Tier II. Assigned
talents remain visible but unavailable to other weapon records. The selected
talent stays removable from its current weapon.
The Talent Registry owns the exotic talent name, icon, description template,
Tier previews, and mechanic program. Its explicit Tier II documentation choice
uses `DOCUMENTED` and `NOT YET DOCUMENTED`. Tier I remains required in both
states. The registry shows `NOT YET DOCUMENTED` in the Tier II column instead
of a zero value or synthesized description.
Place shared weapon-category bonuses above the weapon registry in one collapsed
profile console. Its six category buttons show the three inherited Attribute
@@ -2118,7 +2140,9 @@ control, or shared Trigger lifecycle.
Each source supplies the value columns required by its progression:
- Standard and exotic Talents show Tier I and Tier II.
- Standard Talents show Tier I and Tier II. Exotic Talents show Tier I and an
explicit Tier II documentation state; the editor adds the Tier II value
column only when contributors select `DOCUMENTED`.
- OS Protocol Talents show a base value and may scale an outcome through the
protocol's zero-to-five upgrade expression.
- Skill Chip Talents show minimum and maximum values.
@@ -2143,9 +2167,16 @@ technology support; mobile targets remain at least 44 pixels tall.
The direct-event picker reads the 19 normalized events from the code-defined
event registry. Use searchable single-assignment because the vocabulary exceeds
the compact segmented-choice limit. Each branch presents its event, match
policy and parameters, optional cooldown, state mutations, and outcomes.
Recipe-generated predicates and weights remain visible in the generated
script. State rows expose label, agent or target scope, initial value, bounds,
policy and parameters, optional cooldown, condition, state mutations, and
outcomes. The branch condition offers `ALWAYS`, `HEALTH BAND`, `EVENT FIELD`,
and `STATE THRESHOLD` for manual authoring. Event-field conditions expose the
field path, comparison operator, scalar type, and typed value. State thresholds
compare an agent-scoped pool with a numeric value. Health bands expose an
optional inclusive lower Health percentage and a required exclusive upper
percentage; helper text states how exact thresholds resolve. Predicates outside
these manual patterns remain preserved, display `ADVANCED`, and stay visible in
the generated script. State rows expose
label, agent or target scope, initial value, bounds,
best-case value, and optional expiry. A state change that writes a target pool
uses a `STATE OWNER` segmented control with `EVENT TARGET` and `EVENT ACTOR`;
the selected owner remains visible in the generated script. Outcome rows expose
@@ -2192,10 +2223,13 @@ its state to assistive technology. Focus remains in the active field when the
generated script refreshes, and reduced-motion preferences remove expansion
and replacement transitions.
The recipe starter opens with no recipe selected. Keep its count, duration, and
distance parameters hidden until the author chooses a recipe. Disable `ADD
RECIPE BRANCH` while the selection is empty, and show `REPLACE PROGRAM` only
after the author selects a recipe and the current program contains a branch.
The recipe starter opens with no recipe selected. Keep its count, duration,
distance, and Health-band parameters hidden until the author chooses a recipe.
Health-band recipes expose ordered strict upper thresholds and editable band
labels. Stack each band row on narrow screens and keep its remove action at
least 44 pixels tall. Disable `ADD RECIPE BRANCH` while the selection is empty,
and show `REPLACE PROGRAM` only after the author selects a recipe and the
current program contains a branch.
#### AI mechanic drafting