Updating mechanics for OS protocols
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This commit is contained in:
jb
2026-08-03 16:12:20 -04:00
parent 57068b61cd
commit 7ca6cb8458
27 changed files with 1272 additions and 280 deletions
+32 -21
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@@ -341,17 +341,29 @@ squeezed beside long module headings on mobile.
### Command Grid builder
The production builder uses Command Grid as its loadout workbench. Keep the
entire build visible in a dense matrix while one connected editor configures the
selected cell. The full-width Specialization and Focus cell is the root choice.
Its three supplied abilities appear directly below it, followed by two weapons,
six gear positions, and one full-width OS Protocol.
entire build visible in a compact matrix while one connected editor configures
the selected cell. The editor uses two lanes when its container has enough
width. Equipment identity and base values occupy the first lane; allocations,
rolls, Talents, and upgrades occupy the second. The lanes stack when either
would become too narrow. The full-width Specialization and Focus cell is the
root choice. Its three supplied abilities appear directly below it, followed by
two weapons, six gear positions, and one full-width OS Protocol.
Matrix cells summarize selected Talent names, Attribute names and values, Brand
Sets, or Skill Chips. Do not replace those choices with configuration counts.
Selecting an ability opens its three attached Skill Chip positions. 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.
Matrix cells show the slot and equipped item at rest. The selected cell reveals
its compact Talent, Attribute, Brand Set, or Skill Chip summary. This
progressive disclosure keeps the matrix scannable without replacing configured
choices with counts. Selecting an ability opens its three attached Skill Chip
positions. Selecting equipment opens the searchable real-data catalog and its
compatible configuration controls. Large Talent pools show the selected Talent
at rest and open their search grid through an explicit Change action. Do not
display a prototype option that the current loadout schema cannot save.
Each equipped gear or weapon Talent exposes two adjacent icon choices for Tier I
and Tier II. Both choices reuse the Talent artwork; Tier II applies a restrained
warm recolor so players can distinguish the pair before reading the labels.
Every tile retains `T1` or `T2`, its full tier name, and selected or unavailable
text. Disable Tier II when the canonical Talent has no authored Tier II data.
Weapon equipment tier and Talent tier are independent selections.
Equipment 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
@@ -361,20 +373,19 @@ and Skill DPS, encounter assumptions, activation profiles, rotations, and
simulation as `COMING SOON`; they do not report calculation-profile blockers as
current player errors.
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.
The builder uses two primary workbench columns on wide screens: the compact
matrix and the two-lane editor. The live summary spans both columns below them.
Narrow screens stack the matrix, editor, and summary. 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 outlines, pressed
feedback, and textual readiness states. At narrower desktop widths, keep the
matrix and editor together and move live results below them. On mobile, stack
the matrix, editor, and live results in that order.
feedback, and textual readiness states. On mobile, stack the matrix, editor, and
live results in that order.
The command header contains the required build name, local and account save
actions, account visibility, and optional sharing notes. Sharing notes include a
@@ -2575,7 +2586,7 @@ conditional Talent outcomes, weapon and Skill DPS, encounter assumptions,
activation profiles, rotations, and simulation behind explicit `COMING SOON`
panels.
Loadout schema version 5 retains `maximum`, `custom`, conditional state,
Loadout schema version 6 retains `maximum`, `custom`, conditional state,
encounter-assumption, and per-ability activation fields. Version 4 is obsolete
prototype data rather than a compatibility format. The current player UI ignores
the simulation fields. When player simulation ships, one required two-option