{event.key}{event.description}
{#if event.fields?.length}-
{#each event.fields as field}
{field.path}{field.label} · {field.type.toUpperCase()}
{/each}
Editors create structured events, conditions, state changes, and outcomes. ISAC transcribes those records into a compact script so you can inspect calculation order without reading JSON or application code.
{statement.token}{statement.meaning}Each branch begins with one event. Event values carry details such as target identity, distance, critical state, movement state, and nearby entity counts.
{event.key}{event.description}
{#if event.fields?.length}{field.path}{field.label} · {field.type.toUpperCase()}Action Families seed common mechanic shapes. They map familiar game language to normalized events and validated parameters, then copy an editable branch into the source item.
{action.key}Expressions combine numbers with references through addition, subtraction, multiplication, division, minimum, maximum, and clamp operations.
{item.syntax}{item.use}{item.syntax}{item.use}Attribute outcomes reference the current ISAC Attribute registry. Names and descriptions below update with that data, so improving an Attribute description improves this reference.
{attribute.id}
{String(attribute.description ?? '').trim() || 'DESCRIPTION NEEDED · Add calculation guidance in the ISAC Attribute editor.'}
{#if sourceRanges(attribute).length || attribute.cap_value !== null} {/if}Reducers turn matching event history or current scenario data into an activation. A periodic reducer must name its interval; ISAC excludes a branch when its cadence is unknown.
{item.syntax}{item.use}State pools track stacks, counts, scalars, marks, or resources. Agent pools belong to the build; target pools keep separate values for each enemy.
{item.syntax}{item.use}Outcome phases control calculation order. This distinction matters when one event changes Health before another outcome reads current Health.
{item.syntax}{item.use}{basis}{/each}The planned mode uses each mechanic’s configured best-case values to calculate a ceiling. It applies peak stacks and maximum supported target or ally counts.
The planned mode uses player-selected toggles, counts, percentages, and cadence inputs to model a specific combat situation.
Body shots add one target-bound stack and headshots add two. Each hit refreshes that enemy’s shared one-second expiry; the expiry deals one live Skill Damage value per final stack.
Nine hits on one target add a Relentless stack. Each write refreshes the ten-second pool timer.
A periodic branch restores Health from nearby-enemy count. Each shot pays its Health cost before calculating additional damage from current Health.