feat: defer advanced build calculations
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+74
-58
@@ -353,13 +353,13 @@ 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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Calculation readiness belongs at the point of resolution. Mark an incomplete
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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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open the editor that resolves it. The live calculation rail summarizes blocked
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output in one compact row. Do not repeat every missing slot in a large error
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panel. Keep system-owned blockers, such as an unpublished calculation profile,
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visible in that compact summary because the player cannot resolve them from a
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loadout cell.
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open the editor that resolves it. The live totals rail summarizes deterministic
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equipped-item totals. Separate panels label conditional Talent outcomes, weapon
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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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@@ -1707,10 +1707,10 @@ cards and augment editor cards reduce to a single column while retaining
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The builder is a three-rail tactical workbench: compact equipment positions on
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the left, the currently selected item editor in the center, and a sticky live
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calculation summary on the right. At medium widths the summary becomes a
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full-width lower rail; on mobile all three rails stack, with equipment first,
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editing second, and results third. Equipment positions remain explicit even when
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empty so loadout completeness is always visible.
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totals summary on the right. At medium widths the summary becomes a full-width
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lower rail; on mobile all three rails stack, with equipment first, editing
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second, and results third. Equipment positions remain explicit even when empty
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so players can see loadout completeness.
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Use the shared `BuilderPicker` for builder catalogs and Attribute pools. It
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combines an always-visible current selection with a searchable overlay, icon or
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@@ -1721,11 +1721,11 @@ such as the single-exotic-weapon rule are explained rather than hidden.
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Numeric instance values display their authoritative minimum and maximum beside
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the field and clamp to that range on completion. Always-on item rolls, fixed
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bonuses, inherited profiles, enabled augments, and activated set bonuses feed
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the live totals immediately. Conditional mechanics state their calculation mode
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and readiness. Maximum Potential uses their best-case state; Custom Scenario
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uses the source-defined advanced assumptions saved with the loadout. Exclude a
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mechanic that lacks a required assumption and label it `REQUIRES ASSUMPTIONS`.
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This distinction must remain clear without relying on color.
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the live totals immediately. Current Builder and shared Build pages stop at
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these deterministic equipped-item totals. Conditional Talent outcomes, weapon
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and Skill DPS, encounter assumptions, activation profiles, rotations, and
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simulation remain planned. Render those capabilities as separate `COMING SOON`
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panels, with visible text rather than color alone.
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Loadout summaries name selected Talents, Attributes and their exact values,
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nodes, and Skill Chips. Do not replace these selections with configured item
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@@ -2309,14 +2309,14 @@ source program, where authors may edit its exposed branch, state, and outcome
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controls. The recipe label records provenance only. `REPLACE PROGRAM` requires
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an inline confirmation that states all existing branches will be discarded.
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Builder Controls define source-specific advanced scenario assumptions. Authors
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choose toggle, slider, or numeric input and provide a label, Agent guidance,
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default value, best-case value, and numeric bounds when applicable. Group these
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controls behind the builder's advanced scenario surface. Maximum Potential uses
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best-case values. Custom Scenario uses saved Agent values. A required cadence or
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environmental value with no supplied assumption keeps the mechanic out of the
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calculation and displays `REQUIRES ASSUMPTIONS`; the editor and runtime never
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invent a cadence.
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Builder Controls define source-specific scenario assumptions for the planned
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player simulation. ISAC authors choose toggle, slider, or numeric input and
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provide a label, Agent guidance, default value, best-case value, and numeric
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bounds when applicable. The current player UI does not render these controls or
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read their saved values. It uses an explicit `COMING SOON` panel for the future
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advanced scenario surface. The authored contract still requires the runtime to
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report `REQUIRES ASSUMPTIONS` when a required cadence or environmental value is
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missing; the editor and runtime never invent a cadence.
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Use `--shd-model-surface` and `--shd-model-border` for mechanic programs,
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calculation revisions, and field calibration. The blue information rail marks
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@@ -2482,9 +2482,16 @@ anchor scrolling and sticky-state transitions.
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#### Builder calculation modes
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The loadout builder places one required two-option `SegmentedChoice` above
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combat assumptions. The persisted `maximum` and `custom` values use these
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visible labels:
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The current Builder and shared Build pages do not expose calculation modes or
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combat assumptions. They show deterministic equipped-item totals and reserve
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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 4 retains `maximum`, `custom`, conditional state,
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encounter-assumption, and per-ability activation fields for compatibility. The
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current player UI ignores those fields. When player simulation ships, one
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required two-option `SegmentedChoice` will use these visible labels:
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- `MAXIMUM POTENTIAL` calculates a configured ceiling. It applies conditional
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effects at peak state and treats selected abilities as firing on cooldown
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@@ -2492,40 +2499,42 @@ visible labels:
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- `CUSTOM SCENARIO` exposes encounter assumptions and source-defined advanced
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controls for a player-defined scenario.
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New loadouts select `MAXIMUM POTENTIAL`. The interface labels Maximum results as
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a modeled ceiling so players do not read them as typical encounter performance.
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Maximum hides granular assumption fields without deleting their saved values.
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Returning to Custom restores those values.
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The planned interface selects `MAXIMUM POTENTIAL` for new loadouts and labels
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its results as a modeled ceiling. Maximum will hide granular assumption fields
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without deleting their saved values. Returning to Custom will restore those
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values.
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Custom mode gives each unlocked conditional effect three state controls:
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The planned Custom mode gives each unlocked conditional effect three state
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controls:
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- `OFF` excludes the effect.
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- `PEAK` applies its configured maximum stacks.
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- `ENCOUNTER` models stack buildup and expiry from weapon RPM, magazine size,
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reload time, hit rate, firing activity, and encounter duration.
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Users may override encounter assumptions on one effect without changing the
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global Custom profile. Open the advanced scenario surface to show only the
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toggle, slider, and numeric controls defined by that effect's owning source. The
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effect card shows uptime, activation count, and applied stack state beside the
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mode. A mechanic that needs an undefined cadence or another missing scenario
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input displays `REQUIRES ASSUMPTIONS`; the builder withholds its calculated
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contribution until the author or player supplies that input.
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The planned advanced scenario surface will let users override one effect without
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changing the global Custom profile. It will show only the toggle, slider, and
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numeric controls defined by that effect's owning source. The effect card will
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show uptime, activation count, and applied stack state beside the mode. A
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mechanic that needs an undefined cadence or another missing scenario input will
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display `REQUIRES ASSUMPTIONS`; the simulation will withhold its contribution
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until the author or player supplies that input.
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Maximum and Custom use radio semantics, an explicit selected label, keyboard
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arrow navigation, and the standard orange selected rail. Results repeat the
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active calculation mode in text. On mobile, the global mode control and Custom
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assumption fields stack into full-width targets of at least 44 pixels. Mode
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changes use the standard pressed feedback; reduced-motion preferences remove
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transitions without hiding the state change.
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The future Maximum and Custom control will use radio semantics, an explicit
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selected label, keyboard arrow navigation, and the standard orange selected
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rail. Results will repeat the active calculation mode in text. On mobile, the
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global mode control and Custom assumption fields will stack into full-width
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targets of at least 44 pixels. Mode changes will use the standard pressed
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feedback; reduced-motion preferences will remove transitions without hiding the
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state change.
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Combat result panels show normal, critical, headshot, and critical-headshot
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values with burst, sustained, and encounter DPS. Conditional stack telemetry
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lists the mode, uptime, activations, average and peak stacks, ending stacks,
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buildup time, and maintained state. A result with missing equipment, Attribute
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bindings, rules, or assumptions displays `INSUFFICIENT DATA` and a concrete
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remediation list. The interface withholds combat numbers until it has the
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required inputs.
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The future combat result panels will show normal, critical, headshot, and
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critical-headshot values with burst, sustained, and encounter DPS. Conditional
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stack telemetry will list the mode, uptime, activations, average and peak
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stacks, ending stacks, buildup time, and maintained state. A result with missing
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equipment, Attribute bindings, rules, or assumptions will display
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`INSUFFICIENT DATA` and a concrete remediation list. Until this interface ships,
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the player pages show `COMING SOON` instead of combat numbers.
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### Specialization loadout composer
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@@ -2541,16 +2550,19 @@ ranks remain visible with their lock state. The builder permits a row after the
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user buys every available Rank 1 and Rank 2 in preceding rows and enforces the
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49-point limit. Cost telemetry lists Credits and components beside each rank.
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Each ability panel exposes one compact activation control: Off, On Cooldown, or
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Custom Rate. Custom Rate adds uses per minute. Every enabled ability has its own
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target count. Skill result cards show the ability name, activation count,
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single-target DPS, total-target DPS, and a combined summary. They state that
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Skills can critically hit and multi-shot but cannot headshot.
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Player ability panels currently expose equipped definitions and deterministic
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item contributions. Planned simulation panels display `COMING SOON` instead of
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activation controls or Skill DPS. The future interface will offer Off, On
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Cooldown, or Custom Rate, with uses per minute and a target count for each
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enabled ability. Future Skill result cards will show activation count,
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single-target DPS, total-target DPS, and a combined summary. They will state
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that Skills can critically hit and multi-shot but cannot headshot.
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Saved loadouts store focus, node ranks, nine Skill Chips, conditional modes,
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encounter assumptions, and per-ability activation profiles. The builder accepts
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only the current complete structure. Invalid local drafts are discarded; invalid
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server records are removed through a backed-up database migration.
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only the current complete structure for compatibility. Current player pages
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ignore the simulation fields. Invalid local drafts are discarded; invalid server
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records are removed through a backed-up database migration.
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### Calculation revision controls
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@@ -2581,6 +2593,10 @@ revision identity and before the manual stage and profile controls. Reuse the
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language, identifies the active or edited base revision, and previews changes to
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stages, weapon profiles, and Skill profiles.
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ISAC keeps revision editing, calibration, assisted suggestions, publication, and
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the calculation AI assistant available for continued model authoring. The
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current Builder and shared Build pages do not consume their output.
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Agents without `ai.calculation.generate` see the collapsed `PERMISSION REQUIRED`
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state. Agents with the permission may request and apply a draft, but the panel
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leaves every manual calculation control available. Applying a draft fills the
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