Updating mechanics for OS protocols
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+32
-21
@@ -341,17 +341,29 @@ squeezed beside long module headings on mobile.
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### Command Grid builder
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The production builder uses Command Grid as its loadout workbench. Keep the
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entire build visible in a dense matrix while one connected editor configures the
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selected cell. The full-width Specialization and Focus cell is the root choice.
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Its three supplied abilities appear directly below it, followed by two weapons,
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six gear positions, and one full-width OS Protocol.
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entire build visible in a compact matrix while one connected editor configures
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the selected cell. The editor uses two lanes when its container has enough
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width. Equipment identity and base values occupy the first lane; allocations,
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rolls, Talents, and upgrades occupy the second. The lanes stack when either
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would become too narrow. The full-width Specialization and Focus cell is the
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root choice. Its three supplied abilities appear directly below it, followed by
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two weapons, six gear positions, and one full-width OS Protocol.
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Matrix cells summarize selected Talent names, Attribute names and values, Brand
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Sets, or Skill Chips. Do not replace those choices with configuration counts.
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Selecting an ability opens its three attached Skill Chip positions. Selecting
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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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Matrix cells show the slot and equipped item at rest. The selected cell reveals
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its compact Talent, Attribute, Brand Set, or Skill Chip summary. This
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progressive disclosure keeps the matrix scannable without replacing configured
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choices with counts. Selecting an ability opens its three attached Skill Chip
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positions. Selecting equipment opens the searchable real-data catalog and its
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compatible configuration controls. Large Talent pools show the selected Talent
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at rest and open their search grid through an explicit Change action. Do not
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display a prototype option that the current loadout schema cannot save.
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Each equipped gear or weapon Talent exposes two adjacent icon choices for Tier I
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and Tier II. Both choices reuse the Talent artwork; Tier II applies a restrained
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warm recolor so players can distinguish the pair before reading the labels.
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Every tile retains `T1` or `T2`, its full tier name, and selected or unavailable
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text. Disable Tier II when the canonical Talent has no authored Tier II data.
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Weapon equipment tier and Talent tier are independent selections.
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Equipment 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 cell
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@@ -361,20 +373,19 @@ and Skill DPS, encounter assumptions, activation profiles, rotations, and
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simulation as `COMING SOON`; they do not report calculation-profile blockers as
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current player errors.
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The builder uses three workbench columns on wide screens, moves the live summary
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below the matrix and editor at intermediate widths, and stacks all three regions
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on narrow screens. Every grid track and editor child must accept content
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shrinkage. At 560px and below, stack attribute picker/value pairs and section
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headings; keep the command actions in two equal columns. Validation markers use
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short visible labels while their full messages remain available to assistive
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technology and pointer users.
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The builder uses two primary workbench columns on wide screens: the compact
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matrix and the two-lane editor. The live summary spans both columns below them.
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Narrow screens stack the matrix, editor, and summary. Every grid track and
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editor child must accept content shrinkage. At 560px and below, stack Attribute
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picker/value pairs and section headings; keep the command actions in two equal
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columns. Validation markers use short visible labels while their full messages
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remain available 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 selected
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cell. Preserve button semantics, `aria-pressed`, focus-visible outlines, pressed
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feedback, and textual readiness states. At narrower desktop widths, keep the
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matrix and editor together and move live results below them. On mobile, stack
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the matrix, editor, and live results in that order.
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feedback, and textual readiness states. On mobile, stack the matrix, editor, and
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live results in that order.
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The command header contains the required build name, local and account save
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actions, account visibility, and optional sharing notes. Sharing notes include a
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@@ -2575,7 +2586,7 @@ conditional Talent outcomes, weapon and Skill DPS, encounter assumptions,
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activation profiles, rotations, and simulation behind explicit `COMING SOON`
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panels.
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Loadout schema version 5 retains `maximum`, `custom`, conditional state,
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Loadout schema version 6 retains `maximum`, `custom`, conditional state,
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encounter-assumption, and per-ability activation fields. Version 4 is obsolete
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prototype data rather than a compatibility format. The current player UI ignores
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the simulation fields. When player simulation ships, one required two-option
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