272 lines
12 KiB
Markdown
272 lines
12 KiB
Markdown
# SHD.build Domain
|
|
|
|
SHD.build is an independent community intelligence platform for _The Division
|
|
Resurgence_. This glossary defines the language used for player planning, shared
|
|
content, Game Data, governance, equipment, progression, and modeled mechanics.
|
|
|
|
## Product and people
|
|
|
|
**SHD.build**: The community platform described by this glossary. Always
|
|
capitalize `SHD` and write the product name as `SHD.build`. _Avoid_: SHD Build,
|
|
SHD Builder
|
|
|
|
**Agent**: Any person using SHD.build, whether anonymous or authenticated.
|
|
_Avoid_: User, visitor, player when referring to product access
|
|
|
|
**Anonymous Agent**: An Agent who is not signed in to SHD.build. _Avoid_:
|
|
Visitor, guest
|
|
|
|
**Registered Agent**: An Agent with an SHD.build account. _Avoid_: Registered
|
|
user, member
|
|
|
|
**Modeling Session**: An interactive agentic work session that prepares one
|
|
Mechanic Program at a time for a Registered Agent to confirm in chat before the
|
|
session submits it through an existing ISAC action. _Avoid_: Agent, Modeling
|
|
Client, bulk job
|
|
|
|
**Contributor**: A Registered Agent who has accepted the contributor guidelines
|
|
and may submit proposed Game Data changes for review. _Avoid_: Editor when the
|
|
Agent cannot change Canonical Game Data directly
|
|
|
|
**Operator**: A Registered Agent performing an authorized task in ISAC.
|
|
Contributor, reviewer, moderator, and administrator authority remain distinct
|
|
from this situational term. _Avoid_: Admin as a generic name for anyone using
|
|
ISAC
|
|
|
|
**Oversight**: The human review function for proposed Game Data, moderated
|
|
Community Content, and identity assets. Use the qualified names Data Oversight,
|
|
Community Oversight, Guide Oversight, and Avatar Oversight when the review area
|
|
matters. _Avoid_: Moderation as a name for every review function
|
|
|
|
## Planning and shared content
|
|
|
|
**Builder**: The planning tool an Agent uses to configure a Loadout and inspect
|
|
supported calculations. _Avoid_: Build when referring to the tool
|
|
|
|
**Loadout**: A complete planned character configuration, including selected
|
|
Equipment, progression choices, and combat assumptions. A Loadout may exist
|
|
without becoming a saved Build. _Avoid_: Build when persistence, ownership, or
|
|
sharing matters
|
|
|
|
**Loadout Draft**: An editable Loadout that has not become a saved Build.
|
|
Anonymous and Registered Agents may both work with drafts. _Avoid_: Build draft
|
|
|
|
**Build**: A saved, owned, and shareable planning artifact whose central content
|
|
is a Loadout. A Build may be Private, Unlisted, or Public and may derive from
|
|
another Build. _Avoid_: Loadout when persistence, ownership, or sharing matters
|
|
|
|
**Guide**: A revisioned long-form community article that may include snapshots
|
|
of one or more Builds. A Guide is prose-led content rather than a Loadout
|
|
container. _Avoid_: Build guide when referring to every Guide
|
|
|
|
**News Article**: A revisioned editorial or syndicated article published through
|
|
the News channel. _Avoid_: Guide, post
|
|
|
|
**Article Revision**: An immutable edition of a Guide or News Article. Editors
|
|
select one revision for publication while later revisions may await review.
|
|
_Avoid_: Version when referring to published article history
|
|
|
|
**Community Content**: Agent-authored comments, profile biographies, custom
|
|
avatars, and Guides governed by the shared moderation lifecycle. _Avoid_:
|
|
User-generated content, UGC
|
|
|
|
**Community Note**: A visible comment that Community Oversight pins to a Public
|
|
Database discussion. It remains Community Content and follows the same removal
|
|
rules as other comments. _Avoid_: Official correction, staff note
|
|
|
|
**Content Report**: An Agent's request for Oversight to review visible Community
|
|
Content, with no immediate change to the content's visibility. _Avoid_: Takedown
|
|
request
|
|
|
|
**Public Database**: The Agent-facing reference view of Canonical Game Data.
|
|
_Avoid_: Database when the term could mean application storage
|
|
|
|
## Game Data and governance
|
|
|
|
**Game Data**: Community-maintained structured facts about _The Division
|
|
Resurgence_ used by the Public Database, Builder, Builds, and contribution
|
|
workflow. _Avoid_: Source data, builder data, reference data
|
|
|
|
**Canonical Game Data**: The authoritative, approved body of Game Data. _Avoid_:
|
|
Live data, production data
|
|
|
|
**Canonical Record**: One authoritative record within Canonical Game Data.
|
|
_Avoid_: Approved proposal
|
|
|
|
**Contribution Proposal**: A pending request from a Contributor to create or
|
|
change Canonical Game Data. Approval still requires the proposed change to
|
|
satisfy the canonical rules for its record family. _Avoid_: Draft record,
|
|
pending record
|
|
|
|
**ISAC**: The operational console for Game Data, contribution review, community
|
|
governance, identity and access management, audit history, and system
|
|
operations. _Avoid_: Admin panel, calculation engine
|
|
|
|
**Registry**: An ISAC workspace containing one family of related records and its
|
|
management controls. _Avoid_: Table, list page
|
|
|
|
**Audit Event**: An immutable account of a consequential operation or review
|
|
decision, including the actor, target, and change evidence. _Avoid_: Audit-log
|
|
row, activity log
|
|
|
|
**Compensating Reversion**: A new operation that restores an earlier state while
|
|
preserving the original Audit Event and recording the reversal. _Avoid_:
|
|
Rollback, undo when either implies rewriting history
|
|
|
|
## Equipment and progression
|
|
|
|
**Equipment**: The items and enhancements selected for a Loadout, including
|
|
Weapons, Gear, Weapon Mods, Gear Mods, Skill Chips, and an OS Protocol. _Avoid_:
|
|
Item when the equipment relationship matters
|
|
|
|
**Gear**: Equippable protective equipment assigned to a character slot. Gear may
|
|
provide core values, Attributes, a Brand Set, a Talent, and augmentation
|
|
capacity. _Avoid_: Armor as a collective name for all Gear
|
|
|
|
**Body Armor**: The canonical name for the equippable torso Gear slot. _Avoid_:
|
|
Vest
|
|
|
|
**Weapon**: An equippable firearm with a Weapon Category, damage and handling
|
|
properties, progression values, and applicable Talents and Mods. _Avoid_: Gun
|
|
when referring to the modeled record
|
|
|
|
**Weapon Category**: The classification that groups Weapons as Shotgun, Rifle,
|
|
MMR, AR, LMG, or SMG. _Avoid_: Weapon type, weapon family
|
|
|
|
**Weapon Mod**: An enhancement fitted to a compatible Weapon slot. Regular and
|
|
Exotic Weapon Mods follow different selection rules. _Avoid_: Attachment
|
|
|
|
**Gear Mod**: An enhancement fitted to Gear according to the Gear's available
|
|
mod capacity. _Avoid_: Tactical Augment
|
|
|
|
**Tactical Augment**: A numbered augmentation position recorded on selected Gear
|
|
in a Loadout. _Avoid_: Gear Mod
|
|
|
|
**Attribute**: A named measurable game property with defined units and
|
|
calculation meaning. _Avoid_: Stat when referring to the canonical Attribute
|
|
catalog
|
|
|
|
**Core Attribute**: One of the three primary character alignments: Firepower,
|
|
Toughness, or Engineering. _Avoid_: Main stat, primary stat
|
|
|
|
**Brand Set**: A Gear identity whose bonuses depend on how many pieces from that
|
|
set the Loadout equips. _Avoid_: Gear set
|
|
|
|
**Quality**: The item classification Standard, Specialized, Superior, or
|
|
High-end. Quality governs available or scaled properties for applicable
|
|
Equipment. _Avoid_: Rarity
|
|
|
|
**Exotic**: A special scope used by certain Weapons, Talents, and Weapon Mods.
|
|
Exotic is not a fifth Quality. _Avoid_: Exotic quality
|
|
|
|
**Item Level**: An Equipment progression coordinate used to resolve
|
|
level-dependent values. _Avoid_: Tier, Quality
|
|
|
|
**Equipment Tier**: The T0, T1, or T2 progression band that controls Equipment
|
|
capabilities and values. _Avoid_: Talent Tier, Item Level
|
|
|
|
**Talent Tier**: The Tier I or Tier II value variant of a Talent. _Avoid_:
|
|
Equipment Tier, T1, T2 when the distinction could be unclear
|
|
|
|
**Reference Level**: The Item Level at which an observed value or range applies.
|
|
_Avoid_: Base level
|
|
|
|
**Hidden Base**: A level-independent value inferred from observed Equipment
|
|
values and the game's progression rules. _Avoid_: Displayed Value, Raw Value
|
|
|
|
**Raw Value**: A calculated value before the presentation rules that reproduce
|
|
the game's displayed number. _Avoid_: Hidden Base, Displayed Value
|
|
|
|
**Displayed Value**: The player-visible number produced after applying the
|
|
game's presentation rules to a Raw Value. _Avoid_: Raw Value
|
|
|
|
**OS Protocol**: A single equipped progression item with a Quality, Core
|
|
Attribute alignment, primary effect, inherited secondary profile, and
|
|
upgradeable Talent. _Avoid_: Protocol when the operating-system meaning could be
|
|
inferred
|
|
|
|
**Skill**: A selectable combat capability associated with a Specialization.
|
|
Skills may own Skill Chip Sets and may have explicit compatibility relationships
|
|
with another Skill. _Avoid_: Ability or Specialization Ability for the
|
|
selectable game concept
|
|
|
|
**Signature Skill**: A Specialization's defining Skill, distinguished from its
|
|
other selectable Skills. _Avoid_: Signature ability
|
|
|
|
**Skill Chip**: An Equipment selection that modifies the Skill occupying its
|
|
Loadout position. Skill Chips belong to a Skill Chip Set and may provide
|
|
primary, secondary, and set effects. _Avoid_: Chip when the equipment family is
|
|
unclear
|
|
|
|
**Skill Chip Set**: A reusable Skill Chip definition associated with a Skill,
|
|
including its set bonus and optional Talent. An explicit compatibility
|
|
relationship may let another Skill equip the set. _Avoid_: Skill set
|
|
|
|
**Specialization**: A character progression identity containing Focuses, Skills,
|
|
and progression choices. _Avoid_: Class
|
|
|
|
**Focus**: A path within a Specialization aligned to one Core Attribute and
|
|
defining a selection of Skills and progression choices. _Avoid_: Subclass,
|
|
specialization path
|
|
|
|
**Talent**: A named conditional behavior owned by its source, such as a Weapon,
|
|
Gear item, OS Protocol, or Skill Chip Set. Different Talent sources may use
|
|
different progression variants. _Avoid_: Perk, passive
|
|
|
|
## Modeled mechanics
|
|
|
|
**Mechanic Program**: The structured, source-owned description of a Talent or
|
|
other conditional behavior. It captures the conditions, state changes, and
|
|
outcomes needed to evaluate that behavior. _Avoid_: Script, Trigger record
|
|
|
|
**Event**: An observed occurrence on a combat timeline that a Mechanic Program
|
|
may inspect. _Avoid_: Trigger when referring to the occurrence itself
|
|
|
|
**Trigger Condition**: The criteria that an Event must satisfy before a mechanic
|
|
can proceed toward Activation. A Trigger Condition is part of a Mechanic
|
|
Program, not a standalone Game Data record. _Avoid_: Trigger as an entity
|
|
|
|
**Activation**: A successful mechanic occurrence after its Event, conditions,
|
|
chance, and Cooldown requirements resolve. _Avoid_: Proc when precision matters
|
|
|
|
**Cooldown**: The period after a successful Activation during which the same
|
|
mechanic cannot activate again. A failed chance does not begin the Cooldown.
|
|
_Avoid_: Delay
|
|
|
|
**Mechanic State**: A value retained across Events for one mechanic, such as a
|
|
flag, count, stack, duration, mark, or resource. _Avoid_: Runtime state when
|
|
discussing game behavior
|
|
|
|
**Outcome**: The effect emitted by an activated mechanic, such as an Attribute
|
|
change, damage, restoration, resource change, or marker. _Avoid_: Effect when
|
|
the source Talent and emitted result could be confused
|
|
|
|
**Combat Profile**: The encounter assumptions and observed rates used to project
|
|
a Loadout's combat performance. _Avoid_: Simulation when no event simulation
|
|
occurs
|
|
|
|
**Scenario Input**: An explicit encounter assumption required to evaluate a
|
|
mechanic whose result cannot be determined from the Loadout alone. _Avoid_:
|
|
Guess, default assumption
|
|
|
|
**Ready**: The mechanic readiness state indicating that typed Game Data can
|
|
evaluate the mechanic without additional Scenario Inputs. _Avoid_: Complete
|
|
|
|
**Requires Assumptions**: The mechanic readiness state indicating that
|
|
evaluation needs one or more explicit Scenario Inputs. _Avoid_: Ready,
|
|
unsupported
|
|
|
|
**Captured Only**: The mechanic readiness state indicating that SHD.build
|
|
preserves the authored behavior but cannot calculate it. _Avoid_: Unsupported
|
|
when the behavior has still been recorded
|
|
|
|
**Extra Health**: Temporary Health granted in addition to an Agent's normal
|
|
Health. Each grant remains distinct from later changes to the current Extra
|
|
Health total. _Avoid_: Health, healing, bonus armor
|
|
|
|
**Hit Taken**: A hit received by an Agent, including one absorbed by Extra
|
|
Health. A Hit Taken does not require normal Health loss. _Avoid_: Taking Damage
|
|
|
|
**Taking Damage**: A loss of an Agent's normal Health. A hit absorbed by Extra
|
|
Health does not count as Taking Damage. _Avoid_: Hit Taken
|