feat(isac): add gear mod data management
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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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