Updating mechanics for OS protocols
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+24
-18
@@ -584,6 +584,9 @@ state, with sprinting taking precedence. Enabled Skill activation profiles emit
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the deployed ability. An `on_event` Skill modifier applies to that activation
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until the ability's next deployment or the encounter ends.
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`skill_deployed.values.abilityId` and `skill_hit.values.abilityId` identify the
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same ability for mechanics that bind an effect to the next deployed Skill.
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Each source supplies a fixed value-variant contract:
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- Standard Talents require Tier I and Tier II values. Exotic Talents require
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@@ -631,11 +634,11 @@ timestamp.
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the hit resolved. A producer omits the field when it lacks authoritative aiming
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state; the runtime does not replace missing evidence with a scenario assumption.
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Predicates compare this field explicitly with `true` or `false`; negation and
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inequality cannot turn missing evidence into a match. A weapon-hit event may
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also include an event-target-centered area sample. The bounded sample lists up
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to 256 valid ally and enemy entity IDs with their distances from the hit target
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and includes that target as an enemy at zero meters. Duplicate IDs, negative
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distances, or a missing center target invalidate the evaluation.
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inequality cannot turn missing evidence into a match. A `weapon_hit` or
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`skill_hit` event may include an event-target-centered area sample. The bounded
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sample lists up to 256 valid ally and enemy entity IDs with their distances from
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the hit target and includes that target as an enemy at zero meters. Duplicate
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IDs, negative distances, or a missing center target invalidate the evaluation.
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`extra_health_changed` is Agent-scoped. Normalized timeline producers emit it
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when the Agent receives an Extra Health grant, when the remaining amount
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@@ -730,11 +733,13 @@ substitute zero.
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The read-only `combat.currentHealthPercent` reference divides resolved current
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Health by resolved maximum Health and returns a value from 0 through 100. The
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runtime derives it when a predicate is evaluated instead of storing a second
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Health value that could become stale. Current timing observes deterministic
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resource changes from earlier branches at the same event. Health-band mechanics
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use strict upper bounds and inclusive lower bounds, so bands do not overlap and
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an exact threshold enters the next weaker band. Maximum-potential evaluation
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applies the same predicates before emitting passive outcomes.
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Health value that could become stale. Pre-event timing reads the combat snapshot
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before mechanic branches process the event. Current timing observes
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deterministic resource changes from earlier branches at the same event.
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Health-band mechanics use strict upper bounds and inclusive lower bounds, so
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bands do not overlap and an exact threshold enters the next weaker band.
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Maximum-potential evaluation applies the same predicates before emitting passive
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outcomes.
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Continuous restoration resolves the outcome's total when the branch activates,
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then delivers that total at a constant rate over the configured duration.
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@@ -876,17 +881,18 @@ applicable, default value, and best-case value. ISAC retains these definitions
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for continued mechanic authoring. Current Builder and shared Build pages do not
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render or evaluate them. Their calculation panels display `COMING SOON` instead.
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Loadout schema version 5 stores one focus, selected tree ranks, nine Skill
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Chips, a unified conditional-effect state map, encounter assumptions,
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per-ability activation controls, and `calculationMode`. Runtime readers accept
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the exact version 5 structure. The schema retains its simulation fields, but the
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current player UI ignores them. Version 4 is obsolete prototype data. A
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backed-up prototype migration removes version 4 drafts, saved builds, and
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calibration snapshots instead of translating them.
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Loadout schema version 6 stores one focus, selected tree ranks, nine Skill
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Chips, independent T1/T2 choices for each equipped gear and weapon Talent, a
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unified conditional-effect state map, encounter assumptions, per-ability
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activation controls, and `calculationMode`. Runtime readers accept the exact
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version 6 structure. A backed-up migration translated version 5 equipment
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Talents from their previous equipment-tier-derived behavior. The schema retains
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its simulation fields, but the current player UI ignores them. Version 4 remains
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obsolete prototype data.
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## Planned player calculation modes
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Loadout v5 defines `maximum` and `custom` modes for the planned simulation UI:
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Loadout v6 defines `maximum` and `custom` modes for the planned simulation UI:
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- Maximum mode supplies each scenario input's best-case value, selects peak
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conditional-effect state, and runs selected abilities on cooldown against
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