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 Keep system-owned blockers, such as an unpublished calculation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