feat(isac): add gear mod data management
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@@ -1208,3 +1208,17 @@ its own unique quality: reveal only the required exotic-weapon assignment,
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remove weapon-category and regular-quality controls, and replace random ranges
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with fixed level-1 and level-20 attribute values. Keep an explicit Exotic
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Quality state panel visible so the change in data semantics is unmistakable.
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### Gear Mod registry
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Gear Mods reuse the compact quality matrix, level preview, and pooled
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secondary-attribute rows established by Weapon Mods. Do not render exotic,
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weapon-category, slot-type, or Mod Effect controls in this simpler editor.
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Present the five primary options as an always-visible informational band
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because the actual primary is selected on the build instance, not persisted on
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the canonical definition.
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Use explicit textual tier capacity wherever Gear tier is summarized: `1 MOD
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SLOT` for T0 and `2 MOD SLOTS` for T1/T2. On narrow screens the identity band
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and preview controls stack, while repeated quality data may scroll rather than
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compressing numeric controls below usable sizes.
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@@ -261,6 +261,26 @@ availability is not tied to a numbered slot in canonical data. Mod Effects are
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triggerless, hold one or two attribute references, and store fixed per-quality
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values in `weapon_mod_effect_quality_values`.
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### Gear Mods and tier slot capacity
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Gear Mod definitions are standard-quality records only; there is no exotic
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Gear Mod branch. Every definition supplies primary roll ranges for Standard,
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Specialized, Superior, and High-end quality at Levels 1 and 20. Values between
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those endpoints scale linearly. A build instance selects one primary attribute
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from Firepower, Toughness, Engineering, Health, or Armor.
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The two secondary slots draw distinct attributes from one shared option pool.
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Each available secondary attribute stores its own minimum and maximum for all
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four qualities. Gear tier determines capacity without per-item configuration:
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T0 gear has one Gear Mod slot, while T1 and T2 gear have two.
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Canonical data is stored in `gear_mods`, `gear_mod_quality_values`,
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`gear_mod_secondary_options`, and `gear_mod_secondary_quality_values`.
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Successful mutations use `gear_mod.created`, `gear_mod.updated`,
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`gear_mod.archived`, and `gear_mod.unarchived` audit actions. Contributor
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submissions use the `gearmods` proposal module and remain non-canonical until
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approved by Oversight.
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# Skill Chip quality scaling
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Skill Chip sets support Superior and High-end chip instances. Each set owns one
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