feat(isac): add weapon mod data management
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@@ -233,6 +233,34 @@ talent effects use `base × (1 + upgrades / 5)` for zero to five upgrades.
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Server actions validate all relationships and append the full owned graph to
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the existing `game_data` audit history.
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### Weapon Mods and tiered weapon slots
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`weapon_mod_slots` records each weapon's available slot vocabulary per tier.
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Canonical validation requires four unique slots for T0 and five for T1/T2 for
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every tier at or above the weapon's native tier. Regular Weapon Mods declare a
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single slot type and one or more compatible base weapon categories through
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`weapon_mod_compatible_categories`; eligibility requires both a category match
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and the slot to exist on the equipped weapon at its selected tier.
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Exotic Weapon Mods instead reference one `exotic_weapon_id`. They do not carry
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regular category compatibility, are considered permanently equipped, and may
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only be leveled. They do not use quality profiles, random primary rolls,
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secondary pools, or regular Mod Effects. Their canonical contributions are
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fixed attribute references with explicit level-1 and level-20 values in
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`weapon_mod_exotic_attributes`; intermediate values interpolate linearly.
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All regular Weapon Mods permit Firepower, Toughness, or Engineering as a
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builder-time primary choice. `weapon_mod_quality_values` stores the shared
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level-1 and level-20 primary roll endpoints for each quality; primary values
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interpolate linearly from levels 1–20.
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`weapon_mod_secondary_options` is the shared pool from which a build selects
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two distinct secondary attributes. Every option owns a minimum and maximum at
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each quality through `weapon_mod_secondary_quality_values`; secondary
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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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# 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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