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SHD.build Design System

This document defines the visual language for SHD.build, an independent Division Resurgence data-and-tools site for builds, guides, game data, news, and discussion. New pages use the same tactical intelligence network as the admin dashboard. Public pages may use more space and larger editorial typography.

Design principles

  1. Tactical. Use operational language, compact information density, restrained status indicators, and precise alignment. Avoid camouflage, distressed textures, and decorative weapon imagery in utility interfaces.
  2. Data first. Grouping, typography, borders, and spacing establish hierarchy. Admin tools use a dependable control surface.
  3. Orange means action. SHD orange identifies primary actions, active navigation, focus, and important values. It should not cover large areas.
  4. State is always visible. Loading, disabled, active, archived, configured, error, and success states need both visual and textual indicators.
  5. Square and engineered. Panels and controls use square corners, fine borders, tight spacing, and deliberate grid alignment.
  6. Links use interface feedback, not underlines. Links do not use native text underlines. Communicate hover and focus through SHD accent color, borders, brightness, and the required focus-visible outline.

Brand identity

SHD.build uses the two-color Core Segments identity. The emblem combines the orange Division signal with ISAC's analytic role in the product:

  • Three unequal Signal Orange arc segments form the outer circle. Each segment has square ends.
  • The widest break sits in the upper-right quadrant and contains one detached Signal Orange square, which represents a data packet.
  • A Field Manual White open square forms the ISAC core at the center.

Keep the emblem in Signal Orange and Field Manual White on Operations Black, Terminal Black, or another approved dark surface. SHD.build has no one-color emblem. Do not close the arc gaps, equalize the segments, remove the data packet, fill the ISAC core, add letters to the emblem, or recolor either part. Use a dark holding surface or omit the emblem when a placement cannot reproduce both colors.

The standard lockup pairs the emblem with the heavy angular SHD.build wordmark. Set SHD in Field Manual White and .build in Signal Orange. Place the uppercase descriptor RESURGENCE DATA & TOOLS below the wordmark in restrained telemetry type. Do not substitute another descriptor.

Use the complete lockup in the 76px global header and shared footer. The header uses a 38px emblem; keep the wordmark and descriptor compact enough to preserve the navigation grid. Mobile headers may use the emblem alone when the complete lockup would crowd navigation. Favicons and app icons use the emblem without text. Small-size artwork must retain both colors, widen the arc gaps where the pixel grid requires it, and keep the packet and open core distinct.

Treat the emblem as decorative when visible SHD.build text names the product. Give an emblem-only home link the accessible name SHD.build home. Preserve the approved colors and full opacity in focus, disabled, and compact contexts; use text or control styling to communicate state instead of fading the mark. The Field Manual White core and Signal Orange arcs must remain distinct from their background at every delivered size.

Routed error console

Expected HTTP errors and unexpected server faults use one shared SHD exception console inside the application shell. The console displays the numeric status, an operational title, a safe explanation, request path, node, and context-appropriate recovery controls. Common statuses receive distinct language: authentication for 401, clearance for 403, lost location for 404, conflict for 409, saturation for 429, and service/fault language for 5xx.

Orange identifies recoverable request errors and actions; red identifies server faults. Do not display stack traces, database messages, credentials, request queries, or raw unexpected exceptions. The global error handler gives each unexpected server fault a short support reference ID and keeps the full error server-side. If the root application shell cannot render, src/error.html provides a dependency-free SHD fallback surface. Error controls retain square geometry, focus-visible treatment, pressed motion, plain-language labels, and stacked mobile recovery actions.

Public support uses the SHD Contact Relay: a broad transmission form and a compact destination guide. Two-to-six destinations use the shared segmented-choice pattern. Signed-in identity details may be prefilled; people who cannot sign in retain access to the public form. Discord community access uses a distinct provider-colored card alongside the durable contact channel.

The Contact hero resets the global site-header height: semantic page header elements use content-driven height and spacing instead of the 76-pixel navigation-shell constraint. Its title, description, and Discord card align within a minimum 230-pixel desktop band before the form grid begins. The Contact page itself remains content-height-driven so high-resolution browser zoom does not multiply a viewport minimum into a large empty region above the footer.

The application frame uses a full-viewport vertical flex stack. The shared footer uses automatic top margin. It rests against the bottom edge on short routes and follows document flow after longer content. Do not add spacer heights only to position the footer. The frame compensates for --shd-display-scale when calculating its viewport minimum so high-resolution browser zoom does not push a short-page footer below the visible edge.

Community access in the shared footer uses a compact Discord-branded action with the official symbol, provider blue surface, explicit external-link text, and visible hover, focus, and pressed feedback. Keep provider branding separate from the orange links reserved for SHD navigation and legal resources. Support and legal links form a compact horizontal rail that may wrap at intermediate widths and becomes a two-column touch-friendly grid on narrow mobile screens.

The footer repeats the complete Core Segments lockup used by the global header: two-color emblem, Field Manual White SHD, Signal Orange .build, and the RESURGENCE DATA & TOOLS descriptor. Do not substitute a plain text wordmark, drop either emblem color, or color the complete product name orange.

Platform positioning

SHD.build provides Division Resurgence data and tools for players. Primary product language and global navigation represent five durable channels: News, Database, Builds, Guides, and Builder. Loadout-specific terms remain appropriate inside build routes. The global brand descriptor, homepage metadata, hero, sign-in introduction, and footer describe the broader toolset.

The homepage uses a community-channel grid to establish this information architecture. Each channel has an operational code, plain-language purpose, and explicit destination. New channels should extend this reusable pattern rather than turning the navigation into an undifferentiated list. Honest launch-state pages may describe planned capability, but must distinguish queued features from live data. Database landing metrics use approved active records, not invented activity counts.

On desktop the five public destinations remain visible in the global navigation. Mobile navigation numbers destinations dynamically so adding a channel cannot collide with Inbox, Profile, or ISAC codes. Community channel cards collapse from four columns to two and then one; hover color alone never replaces their textual destination labels, focus-visible treatment, or pressed feedback.

Authenticated desktop account destinations are consolidated into one agent-status menu at the right edge of the global header. Its trigger combines the agent avatar, display name, online state, unread count, and an explicit expanded marker. The menu contains My Profile, Notifications, and Sign Out; these actions are not duplicated as standalone desktop header links. The menu uses the same square, compact control-surface treatment as the rest of the header, with orange reserved for the open/current state and unread count and danger color reserved for the Sign Out hover state.

The account trigger exposes its expanded and controlled-menu state. Opening the menu moves keyboard focus to its first destination; Escape closes it and returns focus to the trigger, while an outside click dismisses it. Mobile keeps Profile, Notifications, and Sign Out as explicit navigation actions and shows the avatar in the signed-in identity block. Avatar imagery supplements rather than replaces the textual identity, state, and unread indicators. User avatars are always rendered as circular portraits with the restrained orange SHD ring used by the Agent Profile; the source image remains square and uses object-fit: cover so authenticated surfaces crop it consistently.

When unread notifications exist on mobile, repeat the compact orange count on both the menu trigger and the Notifications destination. The trigger badge sits outside the upper-right control edge without changing the hamburger geometry. Its accessible name includes the full unread count; the visible badge is hidden from assistive technology to avoid announcing the count twice.

Oversight reviewers receive a permission-aware cadence console inside Notification Preferences. Each available review queue is shown independently and uses the shared segmented radio pattern for Immediate, 15-minute, one-hour, or daily delivery. Do not expose categories the agent cannot review. Consolidated delivery groups queue items rather than issuing repeated messages; daily delivery targets 10:00 AM in America/New_York so the Eastern wall-clock time remains stable across daylight-saving transitions. On mobile, cadence segments wrap to two columns and each review category becomes its own row.

ISAC System Configuration is a distinct navigation domain from System Oversight. It contains operational configuration such as Automated Messages and read-only observability such as System Metrics. Automated-message editors use the standard horizontal edit lifecycle: successful edits close the editor, validation preserves it, and event triggers remain explicit. Content, enabled state, post-event delay, primary destination, and up to eight action callouts are displayed as structured fields rather than raw JSON.

Automated ISAC messages may expose multiple square action callouts in the notification inbox and detail view. Callouts wrap on desktop and become full-width touch targets on mobile. Each retains a specific verb and destination; do not replace the set with a generic “open” action. External community actions such as Discord use secure HTTPS destinations while internal actions use routed paths.

Contact notifications use the mandatory ISAC visual identity because they are operational inbound messages. The notification carries a concise preview and a specific action to an authorization-checked full record. Full messages never appear in URLs. Copyright requests add a yellow legal-detail subpanel, explicit attestations, electronic signature, and a direct policy link. Do not visually present a submission as a legal determination.

The DMCA policy reuses the legal-document/index layout. Copyright and takedown links must remain visible in the global footer alongside Contact Us. On mobile, contact columns stack, destination segments become full-width 44-pixel rows, attestations remain readable, and reply/recovery actions occupy the available width.

Builder range controls

Configurable numeric rolls use the shared range-value control: a descriptive label and current minimum/maximum above a synchronized range slider and direct number input. The slider supports fast exploration while the number field supports exact entry; both clamp to the currently calculated bounds. Focus uses the SHD action border, active slider feedback uses the standard pressed brightness treatment, and number fields retain the global select-all-on-focus behavior.

When an equipment level changes, preserve the configured roll's relative position within its previous range instead of resetting it arbitrarily. Mark unverified portions of a level curve with both ESTIMATED text and the High-end yellow caution treatment. Controls stack the slider and direct input at narrow mobile widths and must never create horizontal page overflow.

Equipment level uses this same synchronized control rather than a standalone number field. Changing level remaps base and rolled values to the equivalent relative position in the newly calculated range.

Gear and weapons always expose exactly two required rolled-Attribute positions. Render both positions as persistent numbered rows; do not offer add or remove actions. Already selected Attributes are disabled in the other position.

Use compact segmented radio controls for the small finite weapon-tier set. Use the shared builder radio grid for visually identified Brand Sets and weapon talents: transparent icons lead each square engineered option, text remains visible, and the selected state uses the orange action edge plus an explicit radio state. Talent grids become searchable when their available pool is large. On narrow viewports option grids reduce to two columns and then one column so labels and 44-pixel-or-larger targets remain usable.

Tokens

The canonical tokens live in src/app.css under :root.

Purpose Token Value
Page background --shd-bg #0a0c0d
Base surface --shd-surface #111415
Raised surface --shd-surface-raised #141718
Modeled-data surface --shd-model-surface #0d1213
Subordinate border --shd-border-soft #272c2d
Primary border --shd-border #303536
Modeled-data border --shd-model-border #3b4648
Interactive boundary --shd-border-strong #424849
Main text --shd-text #ecebe5
Muted text --shd-text-muted #858b8d
SHD action orange --shd-orange #f6a821
Armor surface --shd-armor-surface #13211f
Armor border --shd-armor-border #71aaa5
Armor label --shd-armor-label #8eb9b4
Armor text --shd-armor-text #a5d1ca
Telemetry text floor --shd-type-telemetry 12px
Supporting copy floor --shd-type-supporting 14px
Ordinary body floor --shd-type-body 16px
Adaptive display scale --shd-display-scale 1 by default; stepped on high-resolution desktops
Monospaced data --shd-font-mono Cascadia Mono with system monospace fallbacks

High-resolution display scaling

The application uses restrained stepped interface scaling on wide CSS viewports. At 2200px, the interface scales to 115%; at 2800px, to 130%; and at 3400px, to 150%. This maintains the established relationship among typography, controls, tables, spacing, hit targets, and fixed-position surfaces.

Use the shared --shd-display-scale token and the root-level zoom treatment; do not add module-specific 4K font-size overrides. Responsive layouts below 2200px remain unchanged. Browser zoom and operating-system display scaling still remain available to users and naturally change the effective CSS viewport. High-resolution scaling must not introduce horizontal overflow, clipped fixed surfaces, or a different semantic hierarchy. Test the standard desktop layout and each affected wide breakpoint after changing this policy. | Success | --shd-success | #75c08c | | Destructive/error | --shd-danger | #df8069 | | Informational/defensive | --shd-info | #70b9d6 |

Use the spacing tokens for new components. Prefer 8px, 12px, and 20px gaps. Dashboard controls use the shared 40px height when practical.

Typography

SHD.build self-hosts two type voices through Fontsource packages:

  • Barlow is the operational family for display headings, navigation, controls, data, labels, metadata, and general interface copy. Use the shared --shd-font-sans token instead of declaring local sans-serif stacks.
  • Source Serif 4 is the editorial family for explanations, introductions, guide-like prose, and longer descriptive passages. Use --shd-font-editorial; do not apply it to controls, tables, metrics, or telemetry labels.

Load Barlow weights 400, 600, 700, 800, and 900, plus Source Serif 4 weights 400 and 600. Both families are self-hosted, keep fallback stacks, and render without a third-party font request. Barlow operates the system; Source Serif 4 explains it.

  • Page and module headings are uppercase, heavy, and tightly spaced.
  • Short operational labels, metadata, statuses, and compact actions use the shared 12px telemetry floor. Their tracking must not exceed 0.1em.
  • Supporting descriptions use at least 14px with normal tracking. Ordinary body and form copy uses the 16px body floor.
  • High-resolution workspace scaling never justifies smaller source sizes: density comes from spacing, connected borders, tone, and weight.
  • Public/editorial copy uses Source Serif 4 for its restrained field-manual character and stays within a 45–75 character reading measure.
  • Never use low-contrast tiny text for information required to complete a task.

Layout patterns

Global mobile navigation

At viewports up to 900px, replace the hidden desktop link rail and account controls with a labeled square MENU control in the shared site header. Activating it opens a right-side SHD navigation panel over a dismissible backdrop. The panel includes Home, each enabled public destination, Sign In or My Profile, and ISAC when authorized. Authenticated agents also receive identity state and Sign Out inside the panel. Section availability controls both desktop and mobile navigation.

Use numbered full-width navigation rows, explicit active-route text styling, orange action indicators, and minimum 44px interaction targets. Opening moves keyboard focus to the first route. Escape, backdrop activation, route changes, and the header Close control dismiss the panel. The toggle exposes aria-expanded and aria-controls, the panel has a distinct navigation label, and reduced-motion preferences remove icon transitions. Do not make mobile users rely on the logo or desktop-only account controls to reach core routes.

On phone-sized viewports up to 700px, ISAC module toolbars stack their action area beneath the module title. A single Add action spans the available width; multiple creation actions share an equal responsive grid. These controls use a minimum 48px height, centered labels, and the standard pressed, focus-visible, pending, and disabled treatments. Do not leave desktop-sized Add buttons squeezed beside long module headings on mobile.

Public pages

  • Maximum content width: approximately 1400–1640px.
  • Public pages may use larger headings and more generous vertical rhythm.
  • Preserve the grid background and orange accents.
  • Catalogue and editorial pages use catalogue-hero for an angular introductory panel and may pair it with a compact operational control bar.
  • Community build cards retain the colored top rule, abstract loadout artwork, concise tags, agent attribution, and a full-width terminal action.

Command Grid builder

The production builder uses Command Grid as its loadout workbench. Keep the entire build visible in a dense matrix while one connected editor configures the selected cell. The full-width Specialization and Focus cell is the root choice. Its three supplied abilities appear directly below it, followed by two weapons, six gear positions, and one full-width OS Protocol.

Matrix cells summarize selected Talent names, Attribute names and values, Brand Sets, or Skill Chips. Do not replace those choices with configuration counts. Selecting an ability opens its three attached Skill Chip positions. Selecting equipment opens the searchable real-data catalog and its compatible configuration controls. Do not display a prototype option that the current loadout schema cannot save.

Equipment readiness belongs at the point of resolution. Mark an incomplete matrix cell with a compact red text indicator and status rail, then let the cell open the editor that resolves it. The live totals rail summarizes deterministic equipped-item totals. Separate panels label conditional Talent outcomes, weapon and Skill DPS, encounter assumptions, activation profiles, rotations, and simulation as COMING SOON; they do not report calculation-profile blockers as current player errors.

The builder uses three workbench columns on wide screens, moves the live summary below the matrix and editor at intermediate widths, and stacks all three regions on narrow screens. Every grid track and editor child must accept content shrinkage. At 560px and below, stack attribute picker/value pairs and section headings; keep the command actions in two equal columns. Validation markers use short visible labels while their full messages remain available to assistive technology and pointer users.

Use --shd-builder-canvas for recessed equipment fields. Use --shd-builder-selection with --shd-builder-selection-border for the selected cell. Preserve button semantics, aria-pressed, focus-visible outlines, pressed feedback, and textual readiness states. At narrower desktop widths, keep the matrix and editor together and move live results below them. On mobile, stack the matrix, editor, and live results in that order.

The command header contains the required build name, local and account save actions, account visibility, and optional sharing notes. Sharing notes include a short strengths summary and a Markdown usage guide. Persist them separately from the validated loadout payload and render them on the shared build page.

Prelaunch network shell

Use the standalone prelaunch shell for /coming-soon. It replaces the global application shell while the public launch gate is active, so visitors see one clear deployment message instead of navigation into gated sections. Keep the SHD.build mark, a visible network-state block, one primary access action, the Discord community action, the deployment manifest, and legal links. Signed-out visitors receive AGENT SIGN IN; an authenticated operator previewing the page receives ENTER FULL SITE.

The desktop composition pairs the launch statement with a technical network visual. Use the shared grid background, square borders, restrained orange emphasis, and telemetry labels. Orange identifies the primary action and active signal paths. Green may reinforce a staged or available state; red may reinforce an unavailable channel. Every state also needs a text label.

The deployment manifest lists News, Database, Builds, Guides, and Builder with plain-language descriptions. A visitor who follows a disabled-section URL sees the affected section name in a status notice. The page must state whether new agent registration is open without implying that sign-in for existing accounts has closed. The manifest uses the saved section controls as its source of truth and marks unavailable sections in text. An authenticated preview follows the same availability states.

At widths below 900px, stack the launch statement above the network visual and collapse the manifest to one column as space requires. Preserve 44px action targets and keep status text within the viewport. Reduce the radar sweep and other ambient motion under prefers-reduced-motion; retain the static rings, nodes, and labels.

ISAC Site Controls use collapsible command panels for Launch Gate, Account Creation, Public Sections, moderation policy groups, thresholds, and the term registry. Build these panels with CollapsibleSection. The disclosure button must expose aria-expanded and aria-controls, retain its title and textual status while closed, show a focus-visible outline, and provide at least a 44-pixel touch target. Keep panel content in the document and hide it while closed so draft form state survives expansion changes. Disable motion under prefers-reduced-motion.

Each command panel owns its save action, validation feedback, pending state, and success notice. Do not place a page-wide review or save banner between panels. Disable a panel's save button until that panel differs from saved state. Saving one panel must update only its fields, retain the panel's open state, and leave unsaved drafts in other panels unchanged. Keep PREVIEW PAGE inside the Launch Gate save row so authenticated operators can inspect the promotional page without ending their session. Operators need text for enabled, disabled, coming-soon, and public states; color supports those labels.

The Launch Gate controls signed-out entry to the application. Public Section controls apply to everyone. When an operator disables News, Database, Builds, Guides, or Builder, remove that destination from global navigation for signed-in and signed-out users and block its route family on the server. The promotional page identifies a disabled destination when a user follows an old bookmark or direct URL. Do not present authentication as a way around a disabled section.

Agent and authentication surfaces

  • The canonical signed-in account surface is the owner’s public Agent profile at /agents/{slug}. /account is a compatibility route that redirects there; the full notification inbox remains at /account/notifications.
  • Owners see the same dossier and conversation that visitors see, plus inline bio editing and a compact Account Control widget in the right rail. Do not create a separate profile-editing dashboard or remove community context while the owner manages their profile.
  • Dense account consoles use a tabbed control surface for profile, credentials, linked identities, and account lifecycle actions. Only one panel is shown at a time; validation failures reopen the panel containing the failed action. Closely related mutually exclusive workflows, such as selecting a preset portrait or uploading a custom portrait, use a compact secondary tab row. Tabs retain native button semantics plus tablist, tab, and tabpanel roles, textual selected state, keyboard focus, and pressed feedback.
  • Account Access uses a secondary method navigation for passkeys, verified email, local password fallback, and linked identity providers. Each tab shows a compact configured-method count and routes failed actions back to the relevant panel. External identity connections live inside Access rather than competing with it as a top-level account domain.
  • Future external providers may appear as non-interactive planned rows so the intended identity architecture is visible before credentials are configured. Placeholders must be visually subdued, explicitly labeled PLANNED, and must not imitate enabled buttons. Provider-compliant assets and controls replace these rows only when the corresponding OAuth application is implemented.
  • Provider unlinking does not assume that a password exists. The unlink control is the provider card’s LINKED status badge. Hover and keyboard focus turn it red and replace the label with UNLINK; activation replaces the full card surface with an explicit Cancel / Confirm Unlink decision. Confirmation uses the square SHD primary action with the orange action accent, while Cancel remains a dark outlined secondary control. The authenticated session plus this deliberate second action authorizes the request; the shared server-side last-method guard remains authoritative. Future provider cards reuse this pattern rather than adding provider-specific credential prompts.
  • Authentication pages use a split frame: contextual SHD network information on the left and the actionable secure-access console on the right.
  • OAuth providers appear as connection nodes with a recognizable provider color; SHD orange remains reserved for the primary local action and navigation.
  • Authentication prioritizes passkeys, followed by one-time email magic links. Discord remains a prominent provider option, while username/password is an explicitly labeled optional fallback in a collapsed control. Passkey controls name the platform interaction rather than exposing WebAuthn terminology.
  • Verified email identities and registered passkeys appear as compact method rows in Account Access. Every method displays its verification or device state, registration date where useful, and protected removal behavior that prevents an agent from deleting their last usable sign-in method.
  • Local username and password are one optional authentication method, separate from the public display name and the immutable internal account identifier. Agents may remove both local credentials together after adding another method, and may restore them later with a new unique login username and password.
  • The “at least one sign-in method” rule is a server-side invariant shared by self-service and ISAC actions. Passkeys, verified magic-link email, Discord, and a complete local username/password pair each count as usable methods. Controls may disable unsafe removal for clarity, but server validation remains authoritative. Intentional soft account deletion is the sole exception.
  • Linked identity nodes show provider display name, account handle or stable ID, and an explicit textual LINKED state. Unlink controls sit beneath the node, require credential confirmation, and remain disabled with an explanation when unlinking would remove the user's only sign-in method.
  • ISAC user dossiers reuse the same linked-identity node. Administrative unlinking requires a scoped identity-management capability, produces an audit event, and must never remove the user's only available sign-in method.
  • On small screens, the split frame becomes one column. Show the public dossier and archives first, followed by Account Control, notifications, and Recent Discussion. Place Profile Messages at the bottom. Give owners a mobile-only header link to Account Control.
  • Public display names and private login usernames are distinct. Display names support normalized Unicode and relaxed visible characters. They are unique under the product's normalized identity key and generate readable, collision-safe public-profile slugs. New accounts receive the next available Agent N placeholder until the owner chooses a name. Login usernames remain unique, ASCII-only credentials and must never appear on public-facing community surfaces. Authorized ISAC user operations may show both.

Public Agent profiles

Public Agent profiles are community dossiers. The owner view extends the same page with account controls without changing its public hierarchy. Lead with the shared AgentIdentityLink in its large state: circular portrait, display name, and assigned role badges. Place role badges to the right of the display name on desktop and below the name on mobile. Show role names only, in alphabetical order, and omit the list when the Agent has no assigned roles. Badges use the shared raised surface, explicit role text, and a small orange diamond; they wrap without truncating long or multiple role names. Never expose role descriptions, permissions, direct grants, or access scopes on public profiles. The owner header contains the visibility switch, its information control, and a mobile-only Account Control link. Present the primary identity and its actions directly on the page canvas without a card surface, border, or decorative accent rule. Give the identity and actions content-sized responsive tracks so long names, multiple roles, and mobile actions cannot overlap the public content totals. Keep those totals in a compact telemetry strip below the identity header. Use four columns on desktop and two columns on mobile. Place the field bio in the primary column and keep its mobile Edit Bio action compact within the section header. Put Public Builds and Published Guides side by side directly beneath the bio; stack them on narrow screens. Their cards stay within their own half of the primary column. Profile Messages follow the archive pair within the same column and must not inherit height from the right rail.

Recent Discussion occupies the narrower activity rail. Owner-only Account Control and notification-preview widgets appear above it. The profile preview shows unread notifications only; the full inbox retains notification history. Recent-discussion entries use compact destination cards because each entry links to content elsewhere on the site. Show only the discussion type, destination title, comment date, and open action; do not repeat the message body in this rail. Reset nested card headers to content height and align the destination identity with its date; do not inherit the application header's fixed height or surface treatment. Profile messages continue directly beneath the biography in the primary column so the conversation begins without dead space.

Use AgentIdentityLink for author attribution on builds, guides, comments, and other community records. Its compact and default states combine the circular portrait, public display name, assigned public role badges, and optional contextual metadata. Role badges remain beside the display name in comment headers and other author attributions; an empty role list renders no badge. The display name supplies the link affordance through its hover and focus-visible states; do not add a trailing arrow. Use the primary orange token for the portrait border, with a two-pixel edge that remains legible against the page canvas. The default author portrait is 44 pixels; compact identities may use 30 pixels. The portrait remains circular at every size; selectors may use square tactical thumbnails only where the avatar rules explicitly allow them.

Public-profile links use the stored readable slug, URL-encoded as one path segment. A display-name change updates the canonical slug. Legacy UUID routes remain valid and redirect to the canonical address; UUIDs remain the internal identity for mutations, relationships, and audit evidence.

Public biographies use the shared MarkdownEditor and MarkdownContent pair. The editor supplies formatting controls, a remaining-character count, concise help, and a readable editorial typeface. Profile messages and replies use the compact CommentComposer: one textarea, a Markdown notice, a character count, and submit or cancel actions. Rendered Markdown supports headings, lists, quotes, links, bold, italics, and inline code. Load the required editorial font weights and italic face because the global type system disables synthetic font styles. Raw HTML is escaped.

Guides and News use the shared structured article composer rather than the compact Markdown editor. The composer treats the article as an editorial work surface. The full-width title and deck match the published lede, while the readable canvas stays near 76 characters. A publication bar above the canvas groups visibility, News channel, publication state, and the primary action. The sticky right inspector contains cover media, Guide tags, moderation context, and deletion without narrowing the headline preview. The sticky toolbar uses native buttons for paragraph, H2, H3, bold, italic, inline code, links, lists, quotes, dividers, images, Build embeds, undo, and redo. On narrow screens, the 44-pixel toolbar scrolls horizontally, followed by the publication bar and inspector in document order.

Persist the versioned Tiptap JSON document, never generated editor HTML. The server accepts only documented nodes, marks, attributes, HTTP or HTTPS links, bounded depth, and bounded text. ArticleContent renders validated nodes with Svelte elements. Inline article images require alternative text and may include a caption. The reading page uses Source Serif 4 for prose and Barlow for headings, metadata, controls, and embedded operational data.

BuildEmbed is the reusable article representation for a saved Build. A Guide may contain several Build blocks, and a Build may appear in several Guides. Each published revision stores the stable Build ID and a bounded display snapshot. The component renders a connected weapon and gear matrix instead of an interactive Builder. An author-owned private or unlisted Build displays as AUTHOR-SHARED; the Guide makes that snapshot public without changing the Build page visibility. A Build owned by another Agent displays only while the source remains public.

Guide discovery separates three Community Oversight decisions. Pins form an ordered group above the default feed, Featured Guides occupy a dedicated editorial group, and Recommended Guides carry a textual badge and filter. Search relevance is not overridden by curation. Guide cards pair a cover or field-manual fallback with title, deck, author, publication date, tags, and the rating count. Unlisted and private articles never enter discovery or search. Official Ubisoft News cards use the validated source thumbnail through the same-origin image proxy and link their cover and headline to the canonical Ubisoft article. The BY UBISOFT metadata identifies the external destination before activation. Internal News and all Guides continue to use SHD.build article routes.

Profile conversations begin with a collapsed LEAVE A MESSAGE action. A reply opens the same editor beneath the selected message, and only one editor remains open. Comments sit on the page canvas without cards, section surfaces, or detached author headers. Align each body and action row with the username rather than the avatar gutter. Keep Reply visible below the message. Place Follow or Unfollow, Report, and the author-only Remove action in a shared ellipsis menu beside Reply. The menu uses a 44-pixel trigger, returns focus when closed, supports Escape and directional-key navigation, and becomes a fixed bottom panel on narrow screens. Keep destructive actions neutral at rest and use the danger color on hover or keyboard focus. Render conversations in depth-first reading order: newest root conversations first and each branch oldest-first. Use one-pixel guide lines and restrained indentation for replies, then cap visual indentation on narrow screens while retaining the logical parent chain. If an author or moderator removes a message that has replies, show a bodyless MESSAGE REMOVED placeholder so readers can follow the remaining conversation. Following applies to the top-level conversation and sends inbox notifications for visible descendant replies, excluding the reply author and any recipient already receiving the direct-reply notification. Send reply notifications to the direct parent author and link to the specific reply. Recent-discussion links target the exact comment anchor instead of the containing profile or content page.

Public user-generated content uses the shared ContentReport control when the viewer is authenticated and does not own the content. Keep the control visually secondary to reading and reply actions. Its disclosure names the concern, accepts optional bounded context, and states that a report requests human review without removing content immediately. On narrow screens, present the report form as a fixed bottom panel with full-width touch controls.

Submission forms for public user-generated text and custom images use the shared ModerationDisclosure notice. Place it after the input and before validation or submission controls. The always-visible notice states that automated safety review may occur and links to the Terms & Privacy section for the details. Do not hide this disclosure in a hover-only tooltip.

Automated moderation is exception-based. Clean content publishes without an Oversight task when policy permits. Flagged comments remain hidden with an explicit pending state; flagged long-form edits leave the last approved version public. Flagged custom avatars use the default avatar publicly until approval. Community Oversight shows automated evidence and Agent reports in one pending queue, but labels their sources separately. Human approval, rejection, removal, and report dismissal require a reason and confirmation.

The Site Controls term registry supports single-rule editing and an inline bulk editor. The bulk editor accepts pasted lists, applies one effect and scope set to the batch, previews the unique-entry count, and states the 250-rule limit. Keep it inline because operators need the registry for context. Show exact-word behavior beside the textarea, preserve pasted values after validation errors, and clear the textarea while keeping the editor open after a successful import. Search the registry on the server across term text, normalized text, rule type, match mode, and operational note. Use the shared pagination rail with namespaced URL parameters and 25 rows by default. Search applies before pagination. Distinguish an empty registry from a search with no matches. The registry toolbar, editors, search, and pagination stay inside the term disclosure. Only HTTP and HTTPS links are active; rendered links open separately with UGC, nofollow, and opener-isolation attributes. MarkdownContent must receive HTML from the server renderer, never raw user input or client-rendered Markdown.

Rendered biography copy uses the editorial typeface and a restrained reading measure. Compact comment rendering uses the same hierarchy at a denser scale. Comment cards identify the author and date before the message. Activity cards identify the content type and title, render a useful excerpt, and provide a specific action such as OPEN DISCUSSION. Empty states state which public record is absent without implying an error.

Profile visibility is an explicit public or hidden account setting. A hidden profile is excluded from public discovery and cannot receive new profile messages. Hiding it does not remove the Agent's display name or portrait from public builds, guides, or comments they authored. Put the compact textual PUBLIC or HIDDEN switch in the owner’s identity header and explain the consequence in an adjacent information popover. Display-name restrictions use the same popover pattern instead of persistent instructional copy.

Community forms use PendingForm to block duplicate submissions. Pending actions retain their label context, validation errors preserve entered text, and success or error feedback appears beside the affected form. All editor, link, and button controls require the shared orange focus-visible treatment. Message removal is a two-step, in-card confirmation: the first action reveals a red danger panel, then separate Cancel and Confirm Remove actions complete or abandon the request. Only an authorized author receives the removal control.

Below 1000px, move profile communications beneath the primary content and stop using the sticky position. Below 650px, stack the identity header, telemetry, section headers, and content cards into one column. Expand owner actions, submission controls, and deletion controls to 44px touch targets. Keep the Cancel and Confirm Remove actions side by side when both labels fit. Respect prefers-reduced-motion without removing static hover, focus, pending, success, error, or danger indicators.

Third-party identity buttons

  • Follow the identity provider's current official brand and sign-in guidelines.
  • Use official, unmodified assets downloaded from the provider's brand resources.
  • Discord sign-in uses the official white Discord symbol on Blurple #5865F2 with the explicit label “Continue with Discord.”
  • Discord account connection controls use the same official symbol and Blurple treatment with the explicit label “Link Discord.”
  • Sign-in pages group external providers into a compact, equal-weight provider rail. Keep a short visible provider name beneath each mark; accessible names and hover text are supplementary and do not replace required brand wording.
  • Google uses its standard multicolor G on a white icon field, Apple uses a white Apple mark on black, Discord uses its unmodified white symbol on Blurple, and Steam uses its white linked-circle mark on Steam navy.
  • Providers that are not configured are disabled, desaturated, and marked PLANNED; they must not navigate, submit, or imply availability through styling.
  • When each provider is implemented, replace its placeholder with the provider-rendered control or current pre-approved sign-in artwork where the provider requires it. In particular, use Google Identity Services or its approved icon-mode asset and Steam's published sign-in image.
  • Preserve the provider's required clearspace, logo proportions, approved color, readable contrast, and text/logo alignment even when the surrounding surface follows the SHD theme.
  • Provider buttons still require SHD.build's focus-visible, pressed, pending, and duplicate-interaction protection where those states do not conflict with the provider's branding requirements.
  • Authentication uses one unified access screen rather than separate sign-in and registration destinations. Verified email and first-time OAuth identities may create an account; returning identities sign into the matching account.
  • With account creation disabled, keep returning-agent methods available, hide the password CREATE ACCOUNT mode, and show a concise registration-state notice. Provider and email controls must explain that unknown identities cannot create an account without suggesting that existing identities lost access.
  • Password access uses an explicit SIGN IN / CREATE ACCOUNT mode switch inside the fallback panel. Account creation separates the public display name from the private ASCII login username.
  • Passkeys are a returning-user method on this screen. New agents first establish an account through verified email, OAuth, or local credentials, then enroll a passkey from Account Access.
  • Every routed page ends with the global SHD footer containing Terms & Privacy, data-retention access, and the unofficial Ubisoft fan-site disclaimer.
  • Legal pages retain the command-console visual language but prioritize readable serif body copy, anchored sections, and restrained line length.
  • Login security metadata is operationally visible in ISAC for 30 days. After that period, IP, user-agent, normalized client/device fields, and credential references and proxy-supplied approximate location are scrubbed while non-sensitive event facts, categorical risk flags, and session outcomes may remain.

Admin dashboard

  • Use admin-page, admin-command, admin-dashboard, admin-sidebar, and admin-content.
  • The administrative system is named ISAC. Separate navigation into explicit operational domains such as User Operations and Data Management; visibility must reflect server-provided capabilities.
  • In the ISAC rail, operational-domain headers are compact disclosure bars, not module destinations. Give them a stronger surface, bold uppercase text, a count, and a short leading status rail that turns orange while expanded. Module destinations sit on the darker recessed surface below, use sentence case and an additional left inset, and reserve the full orange rail for the current module. Preserve this hierarchy when the rail becomes a mobile grid.
  • ISAC module navigation uses complete, game-facing names such as Weapons, Talents, and OS Protocols. Do not expose internal abbreviations such as WPN, TLNT, or OSPR. Canonical game icons may supplement visible labels inside module content and editor controls, but the navigation rail must not invent iconography merely to replace clear language.
  • User Operations shows every supported authentication method as operational metadata: local credentials, verified email, passkeys, Discord, and planned providers. Identity-removal controls require users.identities, create audit records, and preserve at least one remaining sign-in method.
  • The Agent Registry prioritizes assigned roles over authentication-method summaries. Authentication details belong in the individual agent dossier.
  • ISAC authentication-method removal is always a two-step interaction contained within the affected method row. The confirmation state explains the impact and provides explicit Cancel and orange Confirm actions before submission.
  • Agent dossiers consolidate operational controls into full-width tabs for Roles & Permissions, Authentication, and Moderation. Keep dense controls in their relevant tab instead of allowing one dashboard column to grow far beyond adjacent content.
  • Avatar removal uses the same in-card, two-step confirmation interaction as authentication-method removal.
  • Role and permission changes require a modal review step that summarizes the complete selected role and direct-permission sets. Only the modal's orange Confirm action submits the assignment.
  • Access-review summaries are diffs: retained assignments use a neutral KEEP state, additions use green ADD, and removals use red REMOVE with struck assignment text. Added and removed items appear together in their respective role or direct-permission column.
  • Login, build/guide, and comment histories are independent support registries. Each provides context-appropriate filters and namespaced pagination controls so changing one history page does not reset the others.
  • Each module starts with module-toolbar, followed by module-kpis.
  • Editors use dashboard-editor. New-record editors appear before the affected table. Editing an existing record expands the same editor directly beneath its selected row, which gains an orange selection rail and an explicit expanded relationship for assistive technology. Inline editors stay aligned to the visible registry viewport when the table scrolls horizontally. A short clipped reveal confirms the expansion; reduced-motion preferences remove that animation.
  • Optional record descriptions use a full-width narrative field beneath the identity controls. Preserve the same full-width placement in Oversight before/after previews so reviewers can compare meaning without reading raw proposal data.
  • Data collections use dashboard-table, dashboard-row, and table-heading.
  • Keep tables dense and horizontally scrollable rather than wrapping columns unpredictably.
  • User dossiers pair access controls and moderation in a two-column console, followed by compact login and content-history streams. Restriction state must be textual and use the danger color; inactivity remains a separate activity classification rather than a punishment state.
  • Role names describe durable organizational responsibility. Admin is the unrestricted administrative role; Community Oversight is reserved for community content moderation and does not imply ISAC access. Operational ISAC access is delegated separately through scoped roles and permissions.
  • Roles is a separate User Operations registry. Role definitions compose discrete capabilities through a dense permission catalogue with an explicit selected count and textual GRANTED / NOT GRANTED states. The core Admin role is deletion-protected because it provides the system's unrestricted access mechanism. Full administrators may edit every role and delete seeded operational roles; deletion records a persistent tombstone so migrations do not recreate the role. Delegated access managers may edit seeded operational roles but may delete only custom roles. Every deletion requires an exact-name confirmation that states how many agents will immediately lose the role. Keep Delete separated from Edit and use the danger treatment only inside this confirmed path. Delegated access managers must never be able to grant system.admin; both option visibility and server-side validation enforce this boundary. Role mutations are recorded in the audit log with their previous and resulting permission and assignment evidence.
  • Audit History belongs to a separate SYSTEM OVERSIGHT navigation domain. Audit records are append-only operational evidence and show the operator, categorical action, target identifier, timestamp, and expandable before/after JSON snapshots. Search and category/action filters run before pagination. The Auditor role grants read-only audit.view access plus entry to ISAC; audit visibility never implies mutation, user-management, or game-data access.
  • Supported audit events may expose a permissioned compensating-action control. Reversion uses a danger-styled ATTEMPT REVERT entry action followed by a modal that explains the original action, operator, target, and conflict checks. The orange Confirm action is the only submission path. ISAC compares current state with the original event’s after-snapshot before restoring the before-snapshot; newer work blocks the operation. Successful reversions append a new audit.reverted event and never alter the original history. audit.view remains read-only; audit.revert is independently assigned.
  • System Metrics is the second read-only System Oversight surface. It uses a compact KPI row for headline process health and a two-column grid of dense runtime, host, database, and service-volume panels. Refresh is explicit and duplicate-safe; optional auto-refresh is visibly selected and uses a restrained ten-second interval. Metrics must not expose environment values, credentials, full filesystem paths, or other deployment secrets. The metrics.view permission is independent of mutation access and is included in the read-only Auditor role. External-service capacity reuses the same metric panel: show distinct provider pools, the last authoritative check, configured alert thresholds, and explicit OK, WARNING, CRITICAL, or unavailable text. Green, orange, and red reinforce these states but never replace their labels.
  • Account deletion uses a collapsed danger zone, explicit identity confirmation, and plain-language retention guidance. Soft-deleted accounts retain authored content under a deleted-agent identity while releasing credentials, usernames, external identity links, sessions, roles, and permissions.
  • Threshold-based set bonuses use compact effect-band groups. Each threshold is displayed as a fixed piece-count marker followed by its mapped stat and value, keeping progression readable in editors and table summaries.
  • Multi-value compatibility fields use a dense selection-grid of checkbox rows with a visible selected-count summary. Keep the entire row clickable and preserve native checkbox semantics for keyboard and assistive-technology use.
  • When compatibility is conditional on another field, show only valid choices, clear stale selections when the controlling field changes, and state required minimum selections in both the section label and validation feedback.
  • Tiered records with shared structure use one shared selector and side-by-side value columns rather than duplicating the entire editor. Template-driven copy must show live previews for every tier and document its placeholder syntax.

Forms

  • Labels are uppercase and letter-spaced.
  • Inputs use dark surfaces, one-pixel borders, and clear disabled styling.
  • Text selection uses the SHD orange selection token with dark contrasting text; never rely on the browser's white or platform-blue highlight. Focused text, number, search, select, and textarea controls use a one-pixel orange border, while keyboard focus-visible adds a restrained one-pixel external orange ring with a one-pixel offset. Do not stack inset accent edges with this focus treatment. Carets and native checkbox, radio, and range accents use orange. Browser-autofilled fields retain the dark SHD surface and light text.
  • Related min/max fields remain visually paired.
  • Small mutually exclusive option sets use a compact segmented radio control, even when visually presented like selectable checkbox cells. Include an explicit “None” option when the field is optional.
  • Primary save actions sit at the lower right. Cancel is secondary.
  • Destructive/archive actions are visually separated from save actions.
  • Server validation returns errors for specific editor areas. Show a focused error summary with links to each affected area, mark invalid native controls with aria-invalid, and place the error text beside the relevant field or section. Preserve all entered values. Color supports the text and border treatment; it never carries the error state alone.

Interaction rules

  • Every interactive element needs a pointer cursor unless disabled.
  • Buttons have hover, pressed, focus-visible, pending, and disabled states.
  • Forms that send requests should use PendingForm.svelte or equivalent enhancement to prevent duplicate submissions.
  • Pending buttons use aria-busy="true" and remain disabled until the request completes.
  • Respect prefers-reduced-motion.

Color semantics

  • Orange: primary action, current location, selected operational value.
  • Green: online, active, configured, or successful.
  • Red: destructive action, error, or offensive classification when context requires it.
  • Blue: defensive or informational classification.
  • Gray: inactive, archived, unavailable, or supporting metadata.

Do not communicate state by color alone; include a label, icon, or pattern.

Responsive behavior

  • Collapse the dashboard sidebar into a two-column module grid below 900px.
  • KPI tiles become two columns on small screens.
  • Tier editors stack vertically on tablets.
  • Tables retain a useful minimum width and scroll horizontally.
  • Primary and secondary toolbar actions may expand equally on narrow screens.

Adding a new admin module

  1. Add the route beneath src/routes/isac.
  2. Register it in the admin layout navigation.
  3. Start with the module toolbar and KPI row.
  4. Reuse dashboard editor and table classes.
  5. Use the shared tokens instead of introducing near-duplicate colors.
  6. Verify keyboard focus, pending behavior, empty states, mobile layout, and archived data behavior.

Document a new interface pattern here when you introduce it.

Design-system governance

Update this document and the shared implementation with each significant visual or interaction change. A change qualifies when it introduces or revises a reusable token, component pattern, layout, responsive rule, accessibility behavior, motion behavior, or state convention.

Small alignment corrections and isolated visual bug fixes need no documentation change unless they establish a reusable rule.

Repository agents and contributors should follow the maintenance checklist in AGENTS.md.

Agent avatars

Agent portraits use a circular crop in identity headers and square tactical thumbnails in selectors. Account Control shows the current portrait first and keeps preset and upload controls behind an explicit Edit Avatar action. Preset choices appear in a compact four-column grid; the active choice uses the orange action border and an explicit pressed state. Custom images are normalized server-side to a metadata-free 256 × 256 WebP. Selectors must retain visible hover, focus-visible, pressed, pending, and disabled states, and collapse naturally with their containing account console. ISAC user dossiers show the current portrait, distinguish preset and custom sources textually, and place destructive custom-image removal behind the existing moderation permission and pending-action pattern. Moderation actions use full-width engineered controls: neutral outlined buttons for reversible identity changes and muted red controls for destructive or restrictive changes. Every control must expose pointer, hover, focus-visible, pressed, disabled, and inline pending-spinner states; adjacent navigation links use the same height, typography, and interaction motion.

Weapon definition editor

Complex progression definitions use a stacked control-surface editor: identity and fixed values first, then parallel tier cards, mutually exclusive talent pools, and the augmentation sequence. Tier cards retain identical row ordering so values can be compared horizontally on wide screens and stack without changing meaning on narrow screens. System-derived augment steps appear as read-only numbered cells; editable effects use the shared attribute/value row pattern. Exotic is a status layered onto a weapon family, never a replacement for the family classification. Exotic definitions add a dedicated exotic-only talent after the two standard talent pools; their sixth augmentation cell communicates that this talent advances to Tier II. The exotic talent is authored in the Talent Registry under the Exotic Weapon category. The weapon editor uses the shared searchable assignment pattern to reference one registered exotic talent. Each option states whether another weapon owns it and whether contributors have documented Tier II. Assigned talents remain visible but unavailable to other weapon records. The selected talent stays removable from its current weapon.

The Talent Registry owns the exotic talent name, icon, description template, Tier previews, and mechanic program. Its explicit Tier II documentation choice uses DOCUMENTED and NOT YET DOCUMENTED. Tier I remains required in both states. The registry shows NOT YET DOCUMENTED in the Tier II column instead of a zero value or synthesized description.

Place shared weapon-category bonuses above the weapon registry in one collapsed profile console. Its six category buttons show the three inherited Attribute values and open one category editor. The editor keeps Attribute identities fixed and exposes only their positive numeric values. Saving closes the editor; validation preserves its values and error state. Standard and Exotic weapons inherit the profile for their underlying Shotgun, Rifle, MMR, AR, LMG, or SMG category. Do not repeat these controls inside individual weapon editors.

Large relationship sets use the searchable assignment control instead of checkbox walls. It keeps assigned records visible as removable chips, filters available records by identity, renders at most thirty results at once, and exposes counts for both assignments and matches. When records can share a name, show the identity-defining qualifier below it in both selected chips and search results. Attribute assignments use UNIT · %, UNIT · s, or UNIT · FLAT; search and accessible names include that unit. Mutually exclusive pools pass their assigned IDs to one another as exclusions so invalid combinations cannot be selected. Keyboard focus, pressed state, empty results, and overflow remain explicit. Where a relationship has a global slot invariant, filter each assignment control at the data boundary instead of presenting cross-slot choices. Weapon talents are classified once as Talent 1 / Top or Talent 2 / Bottom in the talent registry; weapon editors only curate subsets from the matching slot.

Game-semantic iconography

Canonical game icons are registered in src/lib/game-icons.ts and rendered through GameIcon.svelte; do not repeat asset paths in individual features. Use damage icons beside Blast, Pierce, and Shredding classifications, and core attribute icons beside Firepower, Toughness, and Engineering values. The same registry reserves the Bulwark, Combat Medic, Demolitionist, Tech Operator, Vanguard, Legendary, and SHD-ticket assets for controls or data that explicitly represent those concepts. Do not use semantic icons as unrelated decoration.

Interactive icon choices retain a visible text label, square engineered cells, orange selected state, and hover, pressed, and focus-visible feedback. Icons that repeat an adjacent visible label are decorative with an empty alternative; standalone icons expose the registry's human-readable label. Preserve each asset's aspect ratio with object-fit: contain and scale through the shared .game-icon class rather than modifying source artwork.

Item quality

Item quality is a global semantic scale: Standard uses --quality-standard green, Specialized uses --quality-specialized blue, Superior uses --quality-superior purple, and High-end uses --quality-high-end yellow. Apply the matching .quality-* utility wherever an item’s persisted quality is shown. Registry labels use .quality-chip so quality remains explicit in text and never depends on color alone. These colors identify item quality; orange remains reserved for actions and current selection.

OS Protocol editor

OS Protocol definitions separate shared secondary profiles from item-owned progression. The twelve quality + attribute-type combinations are configured once in a compact matrix and inherited by every matching protocol. Each profile contains three fixed stat identities and editable values. Individual protocol editors show the inherited profile read-only and store one unique primary stat with a level-1 base value. That primary value scales linearly to exactly twice its base at level 50.

Protocol identity forms stack the four-choice quality radio band above the three-choice secondary-profile type band, with the protocol name occupying the larger adjacent column. Quality choices use their global semantic color plus an explicit text label and selected underline; profile types retain their icon-backed labels. Both controls collapse below the name on narrow screens.

The shared secondary-profile matrix is collapsed by default because it is configuration infrastructure rather than a frequent protocol-editing task. Its disclosure header always exposes the configured total, uses a textual title, and rotates the plus indicator when expanded. The full matrix remains keyboard operable and follows the shared hover, focus-visible, and pressed states.

Game-data icons

OS Protocols, brand sets, and talents use the shared game-data icon upload control in their ISAC editors. Existing artwork is previewed and may be replaced or explicitly removed. Registry identity cells render a compact thumbnail before the record name and retain a neutral textual fallback when no icon is configured.

Source artwork must be a transparent SVG, PNG, WebP, or AVIF no larger than 2 MiB. SVG is treated only as an upload source and never served directly. Accepted images are normalized asynchronously to a metadata-free transparent 256 × 256 WebP with contain, preserving the full symbol without avatar-style cropping. Image labels remain visible in the UI, so icons supplement rather than replace textual identity. Upload, replace, remove, pending, validation, focus-visible, and narrow-screen states follow the shared engineered form language.

For compact editors such as brand sets, place the icon rail beside the record name and its primary configuration rows instead of giving the upload control a full-width band. Keep destructive archive controls isolated on the left side of the action bar and use the established .moderation-action.danger treatment; save and cancel remain grouped on the right.

Weapon and gear renders

Weapon and gear editors offer an optional item-render upload separate from the icon system. Operators may save a definition without artwork, then add, replace, or remove the render in a later edit. The upload accepts JPEG, PNG, WebP, and AVIF up to 5 MiB. The server center-crops each upload to 1000 × 1000 and stores it as WebP. It does not call remove.bg, trim the scene, or add transparency.

Show the current square render in the upload control and as a compact square thumbnail before the item name in ISAC registry rows. Keep the image decorative when the adjacent text identifies the item. The control states the crop and format contract so contributors do not confuse a render with a transparent game-data icon.

Archived records that support restoration replace their destructive archive control with a green outlined .moderation-action.restore control in the same left-side position. The label must explicitly say “Unarchive” or “Restore”; never communicate restoration by color or icon alone.

The dedicated unique-talent panel uses five interactive diamonds: no filled diamonds is the base definition, and each selected upgrade adds one fifth of the base until five upgrades show exactly twice the base effect.

Diamonds are both a progression preview and an explicit numeric state; expose their upgrade number and aria-pressed state rather than relying on fill color. Protocol Talents own their mechanic programs and reuse the global Attribute registry. Shared secondary values do not scale with the individual protocol’s level. Store only the unique primary and Talent base values, and derive their progression consistently in calculation and display code.

ISAC editor lifecycle

Successful saves have a consistent outcome throughout data management: editing an existing record closes the editor and returns the user to the registry; creating a new record keeps the editor open with a fresh blank definition for rapid consecutive entry. Failed validation leaves the current editor and entered values intact. Use a unique action result token so reactive handling runs exactly once and does not create update loops.

Tiered-definition registries should show their rendered tier effects when the text is operationally useful. Use compact wrapping description cells rather than replacing meaningful data with a generic “configured” label; retain an explicit textual missing state when a tier has no rendered description.

Talent mechanics are structured metadata, not free-form prose. Author cooldowns on event branches, durations and maximum stacks on state pools, and tier values on outcomes through MechanicProgramEditor. Description templates use numbered expressions ({1}, {2}) for ordered outcomes and named expressions ({duration}, {max_stacks}) for defined pool mechanics. Named expressions are valid only when their corresponding value exists. Cooldown is never embedded in the description: render it consistently as Talent Cooldown: [value] seconds beneath the talent identity or description. Do not imply an absent mechanic with a zero value; omit the cooldown line when no branch defines one.

Registry pagination

Every primary ISAC registry uses server-side pagination. The shared control appears immediately above and visually attached to its table. It shows the visible record range and total, previous/next navigation, a compact window of page numbers, and row-count presets of 10, 25, 50, and 100. Existing filter query parameters must survive page navigation, while changing page size returns to page one. Summary metrics remain global or filter-global and must never silently describe only the visible page. On narrow screens, retain previous, next, current page, and page-size controls before optional page numbers.

The row-count presets remain available even when the current result fits on one page. Omit only the page navigation when there is no second page. Do not render disabled pagination controls merely to preserve the rail's shape.

Registries with a meaningful name, title, or agent-identity column place the shared server-side search inside this pagination rail. Results update after a short typing debounce, so do not place a redundant Search button beside the field or label the field as live search. Show SEARCHING… only while navigation is pending, and provide an explicit clear action whenever a query is active. Search resets the page number while preserving the selected KPI filter and row-count preset; page navigation preserves the query. Search applies to the complete filtered registry before pagination, including visible pending proposals, and never only to the current page. Specialized oversight and history searches may remain in their richer filter consoles when they search evidence beyond a single identity column.

At intermediate widths the search spans the pagination rail above its range and navigation controls. At mobile widths all groups stack, the input retains a usable width, and search, clear, previous, and next remain explicit keyboard and touch targets.

Sortable registry columns

Every meaningful data column in an ISAC table uses the shared sortable-column header. The first activation sorts a new column in its most useful default direction; later activations reverse the direction. Place a neutral bidirectional indicator immediately before each inactive column label and an orange directional indicator immediately before the active column label. Action columns do not sort.

Sorting applies on the server before pagination. Store the selected column and direction in the URL, preserve active search, filters, and row-count settings, and return to page one when the sort changes. Server loaders must map public sort keys to fixed, allowlisted SQL expressions or in-memory comparators. Never interpolate a query-string value into SQL. Composite columns use a documented, stable primary value and deterministic tie-breaker. Pending contribution rows remain ahead of published records unless the registry explicitly defines a different moderation order.

Sortable headers must expose column-header semantics and aria-sort, remain keyboard operable, and show visible hover, focus, active, and selected states. At narrow widths, retain the table's existing horizontal overflow behavior so labels and sort state do not collapse into ambiguous controls.

Registry metric filters

The KPI row above an ISAC registry is an operational filter surface, not passive decoration. Use KpiFilters.svelte when each metric describes a meaningful record subset. The first card returns to the complete current registry or search; the remaining cards filter by useful classifications such as active state, category, equipment behavior, or restriction state.

Filtering is server-backed and occurs before pagination. Filter links preserve compatible search and page-size parameters, reset the page number, remain bookmarkable, and expose the selected state with both orange emphasis and aria-current. Cards require pointer, hover, focus-visible, pressed, and textually identifiable active states. Every card explicitly says FILTER → or SELECTED; do not rely on KPI-card styling alone to communicate that the metrics are controls. Counts describe the full search scope and never only the visible page. Replace aggregate facts that cannot filter the affected registry with actionable subsets.

Registry row interaction

Desktop registry rows are passive data containers unless the entire row opens a detail view. Do not apply a whole-row hover surface when only the trailing Edit or View action is interactive. Render that action as a compact bordered control with hover, focus-visible, and pressed states so its interaction boundary is unmistakable.

On mobile, a row may become a full-width detail target when the route provides an intentional mobile detail interaction. In that case retain the explicit TAP TO VIEW or TAP TO REVIEW text, full-row focus treatment, and minimum touch target; do not infer full-row behavior from desktop hover styling.

Image uploads

All image uploads use the shared SHD drop-zone treatment and expose three equivalent selection paths: a file picker, drag and drop, and clipboard paste. The control shows the selected filename and a local preview, but server-side format, size, transparency, and normalization checks remain authoritative.

Moderated data states

ISAC must distinguish direct editing, contributor proposals, and read-only access. Use a compact access banner above the module rather than changing the registry layout. Pending proposal counts appear as orange numeric indicators in data-navigation items. Proposal lifecycle states use text as well as color: pending is orange/actionable, approved is green/configured, and rejected or failed is red/archived. Review decisions always use the standard ISAC confirmation surface and must never apply a proposal from a table-row click alone.

Eligible contributors enter ISAC data modules in read-only mode by default. The access banner pairs the explicit READ-ONLY DATA ACCESS state with a compact action that opens the versioned contributor guidelines. Contributor mode may only be enabled after affirmative checkbox acceptance. Once enabled, the banner changes to orange, explains that saves enter moderation, and offers a RETURN TO READ-ONLY toggle. Disabling is immediate and reversible and does not withdraw existing proposals. Use text for every mode state; color alone is insufficient. At narrow widths, stack the explanation and full-width toggle. Show contributor access banners only on Data Management modules. Show the DATA MODE status on those modules and the contributor-guidelines page. Omit data-mode controls and language from User Operations, System Oversight, and System Configuration because their permissions govern access independently. Read-only mode is an inspection surface: hide add controls, row edit actions, mutation forms, and editors opened through URL state. Dimming or disabling those controls is insufficient. Registry navigation, KPI filters, pagination, search, evidence, and other non-mutating inspection controls remain visible and interactive.

The ISAC command-status cluster includes system state, access state, the themed ISAC node identifier, the CI build number, and an explicit DATA MODE cell. The data-mode cell reports the highest effective authority in this order: ADMIN, OVERSIGHT, DATA MANAGER, CONTRIBUTOR, then READ-ONLY. Use a neutral treatment for read-only, orange for contributor, blue for Oversight authority, and green for direct-management authority. Every cell requires a label and value because color provides supplemental information. At medium widths, arrange the cells in a two-column grid and let the data-mode cell span both columns. On narrow screens, the cluster spans the command header width.

Oversight proposal corrections

User-facing references to moderators and data approvers use the SHD term Oversight. Distinguish Community Oversight from Data Oversight when a role name must identify its operational domain.

Pending proposal review uses three equal decision controls: approve, correct, and reject. CORRECT is limited to small text or numeric fixes. Present the stored form fields in a compact two-column correction grid and identify their original field names; long descriptions and structured JSON values use textareas. Uploaded file evidence is visible but immutable. Every correction must be separately saved and audit logged before approval, and material changes should be rejected for contributor revision. Collapse the decision controls and correction fields to one column on narrow screens.

Proposal evidence is reviewer-facing product data, not JSON-first diagnostics. Open review in a wide, scroll-contained confirmation surface and present live and proposed values side by side using the visual structure and terminology of the source module's editor. Label the two states explicitly as CURRENT LIVE / BEFORE and PROPOSED / AFTER; for additions, replace the empty live panel with an explicit NEW RECORD state. Stack comparisons on narrow screens. Raw stored payloads remain available in a collapsed technical-evidence disclosure for troubleshooting and audit support, but must not be the primary review surface. Each module should add a purpose-built preview as its editor matures; until then, use compact labeled field cards rather than an exposed JSON document.

Data-navigation links with pending proposals use a dedicated four-column layout: module code, flexible label, square orange count cell, then navigation arrow. Never insert a count into the ordinary three-column link without changing its grid, because the arrow will wrap to another row. The count includes textual assistive labeling and strengthens its border and contrast on link hover or active state.

The same compact count cell identifies actionable work in System Oversight navigation. Show it only for queues with unresolved items, such as pending data proposals or avatar reviews, and calculate it within the viewer's permissions. Do not add zero badges or counts to informational registries such as Audit History and System Metrics. Badge text must expose an awaiting review label to assistive technology; color supplements that meaning rather than replacing it.

Registry name search is server-backed and updates as the user types after a short debounce; it must search the complete filtered registry rather than only the visible page. Preserve active filters and row-count settings, reset results to page one, keep input focus, avoid scrolling, and replace browser history so each keystroke does not create a navigation entry. Retain an explicit Search button for immediate submission and keyboard/accessibility fallback. During navigation, expose a textual pending state and suppress duplicate submissions.

Builder option grids support an icon-only square mode for small, icon-led catalogs such as a gear item's two-to-four compatible Brand Sets. In this mode, the compact 58-pixel cells reset the ordinary text-and-icon grid to a single centered track, and the transparent icon fills that square. Align the fieldset with adjacent compact controls rather than inheriting the standard radio-grid top margin. Visible truncated names are omitted. Preserve the complete name as the radio control's accessible label and as hover text. Selection, hover, pressed, and keyboard-focus states remain on the square perimeter; missing icons fall back to the entity initials.

Builder level controls enforce item availability without changing the scaling curve's origin. T0 and T1 gear and weapons allow levels 1–50; T2 gear and weapons allow levels 40–50 because lower-level T2 items are not found in game. Their base-value progression still follows the same level-1-based curve. Selecting T2 on a weapon below level 40 raises the configured level to 40 and calculates the ordinary level-40 curve value; never rebase level 40 as T2 level

  1. Slider bounds, direct-input validation, displayed bounds, and clamping must all enforce the same availability minimum.

ISAC ranges that represent observed values retain their explicit reference level. The progression curve still has a level-1 origin, but builder scaling must calculate the ratio between the target level and the stored observation's reference_level. Do not treat every observed endpoint as a level-1 value merely because the curve begins there.

Weapon damage is the exception to reference-observation scaling: each weapon-tier damage range is stored as a hidden base and must be multiplied directly by weaponMultiplier(selectedLevel). Changing weapon level remaps the selected damage value into the newly calculated range. Shared core attributes remain level-50 reference profiles and use ratio scaling independently.

Gear base Health and Armor follow the same hidden-base principle. Multiply their stored per-item endpoints directly by gearMultiplier(selectedLevel), truncate only for display, and remap the user's selected value proportionally when gear level changes. Do not apply this rule to rolled Attributes or the shared core-allocation profile, which retain independent reference semantics.

Shared core allocation

Firepower, Toughness, and Engineering use one system-wide tier profile shared by gear and weapons. Maintain the T0/T1/T2 nominal ranges in ISAC Global Configuration rather than repeating them on every item editor. The initial level-50 profiles are T0 30–78, T1 36–94, and T2 44–112. Global configuration mutations follow ordinary contributor moderation and append-only ISAC audit rules.

The three nominal ranges define a combined allocation pool, not three hard per-stat clamps. At a given level, the valid total lies between three times the scaled nominal minimum and three times the scaled nominal maximum. An individual core may be zero or exceed the nominal maximum when points are redistributed, up to the entire pool maximum. Builder gear and weapon editors show three sliders/direct inputs plus an explicit current-total versus valid-pool readout; out-of-pool totals use textual red/restricted feedback. Both equipment families contribute their configured cores to the build summary. Treat this redistribution model as empirical and keep it configurable as more in-game edge cases are observed.

Pending records may be used as dependencies in later proposals by any contributor. Render these choices in the ordinary assignment control with a restrained orange border/background and the explicit text PENDING plus the proposer’s display name; never present them as live data. Approval is dependency ordered: a dependent proposal stays pending until every referenced proposal is approved, while rejected or failed dependencies block it. This state must be conveyed by text as well as color and must remain legible in compact and responsive editor layouts.

Large many-to-many selections use the shared searchable assignment control, including weapon talent pools, gear talent compatibility, and compatible brand sets. The control keeps assigned records visible as removable chips, filters available records by their displayed identity, limits the rendered result set, and submits canonical hidden inputs. Configure its subject labels, qualifiers, and empty-state copy for the entity being assigned rather than embedding talent-specific language in the shared component. Pending contributor records retain their orange treatment and named proposer in both search results and dependency workflows.

Audit History may use a five-column KPI filter rail when all durable operational domains need first-class visibility. It retains the standard compact KPI height and collapses through the shared dashboard breakpoints; do not increase card height or create a second row solely to accommodate the fifth domain.

Inherent permissions that cannot be removed through role or user assignment use the compact blue information rail above the affected access controls. Always name the baseline and enumerate its capabilities so operators do not mistake an empty role assignment for an account with no effective access.

Mobile registry detail targets

On narrow screens, a non-editing registry row with one canonical detail or review destination becomes a full-row tap target. Use a real stretched link when the destination is another route and a transparent button when it opens an in-page detail surface. Keep the explicit desktop VIEW, REVIEW, or EVIDENCE action, and add a visible mobile cue at the bottom of the row so the interaction is discoverable.

The target must expose an accurate accessible name, show the standard orange focus-visible outline, provide pressed feedback, and meet a minimum 48-pixel tap height. Do not apply this pattern to edit, delete, approve, or other mutating actions, and do not stretch a target across rows containing independent interactive controls.

Avatar Oversight

Custom avatars are active immediately and enter a separate Avatar Oversight queue. The registry uses compact image-evidence cards rather than a text table: portrait, explicit lifecycle state, agent identity, submission time, normalized size, reviewer, and note stay visible together. Pending is orange, approved is green, and removed is red; withdrawn and superseded remain neutral. State text is mandatory.

Review uses the standard ISAC modal and two equal decision controls. Approval records the review without changing the active image. Removal requires a reason and explicit confirmation, deletes the custom file, and returns the account to the default SHD portrait. A stale review must never act on a newer upload. Historical entries retain metadata and audit evidence even when their image is no longer available. At narrow widths cards become one column, retain a large portrait preview, and expose a minimum 44-pixel review action.

Notification network

Authenticated navigation exposes a compact inbox glyph with a numeric unread badge; mobile navigation provides the same explicit INBOX destination and count. Notifications live under the agent-profile namespace and use an explicit profile context trail back to account controls. The inbox is a dense communication registry with a source rail, category, title, timestamp, body, destination, and textual read state. Unread messages use the orange action rail. Mandatory ISAC notices use the blue operational rail and must always remain visible in the in-app inbox.

Preferences are channel-by-category rather than global. Each category controls in-app, browser, and email delivery independently. ISAC in-app delivery is locked on, while its browser and email channels remain optional. Email defaults to off and offers OFF, IMMEDIATE, and DAILY DIGEST; browser delivery must follow an explicit browser permission gesture. Never imply background push when only active-site browser polling is available. At narrow widths preference rows stack their identity above channel controls and notification entries collapse their source rail above the message.

The main Agent Profile surfaces the five most recent enabled inbox messages before authored-content modules and includes unread count as a profile metric. This preview preserves mandatory, unread, source, and category states, uses single-line truncation at desktop density, and links to either the notification destination or full profile inbox. On mobile, metadata becomes its own row and message body copy may wrap.

Inbox messages use sender identity and semantic tone. ISAC sources use the SHD system mark, blue system labeling, and an explicit SYSTEM descriptor; community activity uses an agent portrait and AGENT descriptor. Positive outcomes use green, adverse or corrective outcomes use red, and informational content stays neutral. Message titles and body copy state the actual outcome; do not expose internal sentiment labels such as POSITIVE, NEGATIVE, or NEUTRAL. Reserve visible badges for operationally meaningful severity such as WARNING or ERROR, while the message wording remains understandable without depending on color alone.

The inbox command header pairs the page identity with a compact bordered unread summary and a same-height preferences action. Filter selects and adjacent actions share a 40-pixel control height and vertically centered labels. Within each message, the tone/title/timestamp header uses modest vertical padding and a subtle lower rule: keep it dense, but never collapse it into a text-height strip. On mobile the unread summary and preferences action share one grid row, while filter controls stack into full-width, minimum 44-pixel targets.

Page hierarchy uses the shared eyebrow breadcrumb rather than a separate breadcrumb row above a command header. It retains the short orange rule, renders ancestors as orange links, separates levels with a muted slash, and marks the final item as the current page. A top-level page may use a single current item. Do not duplicate the same hierarchy in both an eyebrow and a second contextual navigation strip; this creates visual overlap and wastes vertical space. The breadcrumb always uses intrinsic height and must not inherit the full-height primary-navigation treatment. Likewise, in-page command and message headings must use their named component classes rather than the global application header element treatment.

VIEW DETAILS opens the standard in-page modal rather than navigating immediately. The modal repeats sender, source, category, semantic tone, time, full message body, read control, and related-page destinations. Keep the sender header and utility footer fixed while the message and action area scrolls. Group destination actions beneath an AVAILABLE ACTIONS label in a regular grid; reserve the footer for message state and closing the modal. Opening the modal moves focus to its close control. Trap keyboard focus inside it, support Escape and backdrop dismissal, and return focus to the originating VIEW DETAILS control after closing. Inbox cards show up to four lines of body copy at reading size before truncation. Place the per-message read control beside the timestamp so message state remains separate from workflow actions.

ISAC message content uses the structured system-transmission body. A compact blue ISAC TRANSMISSION kicker precedes the summary, and recognized supporting fields such as OVERSIGHT REASON, REQUIRED ACTION, or DETAILS become a labeled detail row beneath a subtle divider. The expanded message view uses the same hierarchy at reading size. Community messages remain conversational body copy; do not apply the system-transmission frame to agent comments.

Inbox entries expose two distinct actions. VIEW DETAILS opens the complete message when its four-line preview truncates longer copy. A separate bordered orange response action opens the known workflow and uses specific language such as UPLOAD NEW AVATAR, REVISE CONTRIBUTION, or VIEW BUILD & REPLY; never substitute a generic destination label when the notification type is known. Lay out these controls in an auto-fitting grid so each label remains intact. The detail modal uses the same response labels in a three-column grid where space permits. On mobile, response actions become full-width 44-pixel targets.

Inbox query controls use two compact radio-backed segmented selectors. SHOW switches between all, unread, and read messages. SORT offers newest, oldest, and unread-first order. Give both selectors the same compact width. Each selection applies without a submit button. Live search matches message titles, bodies, and sources across the paginated result set. At narrow widths, the selectors stack and retain 44-pixel targets.

Use the shared SegmentedChoice component for every static, scannable ISAC choice set containing two through six options. Radio mode represents one required choice; checkbox mode represents additive independent choices. This rule applies equally to editors and registry filters: do not introduce a native dropdown merely to save vertical space. Use the shared SearchableAssignment component in single or multiple mode when there are seven or more options, when the options come from a growing data registry, or when search materially helps recognition. Compact mode is the standard treatment for filter bars and dense repeated rows; full mode is used for primary relationships.

Native selects are not a default ISAC control. Retain one only when a documented browser-native behavior cannot be represented accessibly by either shared component. Such an exception must be called out in this design system in the same change. Both shared choice patterns expose explicit selection, hover, pressed, focus-visible, disabled, empty/all, responsive, and 44-pixel mobile-target states so modules do not reimplement them.

Numeric inputs inside ISAC use overwrite-first focus behavior: focusing an enabled type="number" control selects its complete current value so a contributor can immediately type a replacement instead of appending to a default zero. This behavior belongs to the shared ISAC layout boundary and must not be reimplemented in individual modules. Disabled numeric controls remain unfocusable and unchanged.

SegmentedChoice supports two restrained density variants. Icon-only segments may omit visible text when a canonical, unambiguous game icon exists; they must retain an accessible label and hover title. Do not render generic dots, squares, checkbox facsimiles, or radio facsimiles inside segments. The selected background, orange text, and lower rail communicate state. Keep visible text or an icon in every option.

Skill Chip data console

Skill Chip editing uses the dense ISAC staged-definition pattern: identity and icon, 2-piece numeric bonus, mutually exclusive primary and secondary roll pools, then 3-piece talent. Superior blue and High-end yellow identify the supported qualities; reserve orange for actions and the current interactive state. A four-step segmented preview shows the linear zero-to-three High-end interpolation without duplicate values. At narrow widths, stack roll-pool and talent columns, use a two-by-two preview grid, and retain 44-pixel targets.

ISAC record identity controls

Game-data icon editors use the shared --isac-icon-editor-width footprint (150 pixels on desktop) regardless of module. Identity layouts allocate that fixed column to IconUploadField, give the record name the flexible dominant column, and stack both controls at mobile widths. Do not enlarge an upload drop-zone to fill spare identity-row space.

Icon-enabled consecutive-entry editors pass a successful-add result token into the shared upload control. Advancing that token clears the native file input, temporary preview URL, filename, drag/paste feedback, and validation state. Reset only after a validated add succeeds. Failed saves preserve the selected image; successful edits close the editor.

The primary name field in each ISAC data editor is a 46-pixel header-level input with larger, heavier text. It gives long registries a consistent first reading point while keeping secondary metadata compact.

SearchableAssignment is the standard relationship picker for long Attribute, Talent, event, and compatibility lists. Multiple mode manages additive sets; single mode presents the same searchable selected/result treatment for one relationship. Prefer these modes over native selects once a source registry is large enough that scanning a dropdown is inefficient. The selected record, pending-contribution state, keyboard focus, and remove interaction must remain explicit in both modes.

Records with established visual identity may supply an optional square icon. Standard assignment lists show it at 32 pixels in result rows and 24 pixels in selected chips. An icon-first multiselect may use the visual-grid presentation for a finite visual registry. Its compact tiles use a 38-pixel icon without persistent tile text. Hover and keyboard focus reveal the record name, while the accessible label includes the name and assignment state. The orange inset edge marks selected tiles. Weapon Talent 1 and Talent 2 pools and the Backpack and Body Armor talent pools use this grid. Use the shared missing-item artwork when a record lacks an icon. Render the full eligible set without a search, result-count row, item cap, or internal scroll region; the section header owns the selected count. Reflow tiles without changing keyboard order.

Use the toggle-grid presentation for a small fixed registry whose text labels are the primary recognition aid. Each 44-pixel-or-taller option uses checkbox semantics and shows only the record name. The orange action edge marks the selected state, and the accessible label includes that state. Weapon mod slot selectors use this presentation so an operator can toggle each slot by clicking its name. Keep all options visible and preserve DOM order as the grid reflows.

Every ISAC relationship to an Attribute uses SearchableAssignment; native attribute dropdowns are not permitted because the registry is expected to contain hundreds of records. Use full mode for primary editor sections and multi-value pools. Use compact single mode inside repeated effect, bonus, or augmentation rows: its selected record and search field remain inline while the filtered result registry opens as an anchored overlay. The compact overlay must layer above adjacent rows, retain pending-record labels, and collapse to one column on narrow screens.

Gear identity editing uses the shared segmented radio treatment for both Gear slot and item tier. Show all six slots together and all three tiers together so contributors can verify classification without opening a menu. The record name remains the dominant text field; at medium widths it occupies a full row above the two selectors. On narrow screens the slot selector becomes a three-by-two grid, both selectors use at least 44-pixel targets, and changing slot clears incompatible Talent relationships exactly as the former selector did. Gear slot segments use icon-only controls with accessible slot names; registry labels retain icon and text for rapid table scanning. Tier segments use the compact game notation T0, T1, and T2, and rely on the selected rail and color; do not expand these to “Tier 0” inside dense segmented controls. On desktop, icon-only Gear slot segments are square 32-pixel cells so their classification rail stays compact and the adjacent record-name input receives the dominant width. Increase those cells to square 44-pixel targets at mobile sizes without reintroducing visible slot text.

Weapon-category editing follows the same compact icon-rail treatment: Shotgun, Rifle, MMR, AR, LMG, and SMG use their canonical weapon silhouettes in square 32-pixel desktop cells and 44-pixel mobile cells, with accessible names and hover titles retained. Exotic remains an independent icon-backed status because an Exotic weapon must also retain its underlying weapon category. Weapon Damage Type follows the same icon-only treatment when canonical Blast, Pierce, and Shredding marks are available. Exotic status is a single square checkbox whose icon, orange rail, and background show its checked state; no visible “Exotic weapon” label is repeated inside the control. Weapon registry rows show both the category silhouette and, when applicable, the Exotic mark alongside the textual class for rapid scanning.

Weapon Tier Progression begins at the selected Native Tier. Lower tier cards remain visible for orientation but are disabled, desaturated, and explicitly labeled unavailable; their values are neither required nor persisted. Each available tier has one Damage range labeled with the selected damage-type icon and one shared Core range for Firepower, Toughness, and Engineering, represented by all three primary-attribute icons. Registry completeness compares configured tiers with the number possible from the weapon’s Native Tier. Archive Weapon uses the standard separated ISAC destructive-action control on the left side of the editor action band.

Root-level static PNGs are interface icons and use content-fitted transparent bounds. Run npm run assets:trim-icons after adding or replacing them. The normalizer trims fully transparent padding, restores a two-pixel transparent safety margin so antialiased edges never touch the canvas, preserves RGBA PNG output, and leaves portrait/avatar and SVG asset classes untouched.

Shared equipment profiles

Configuration inherited by every item of a finite equipment type belongs in a collapsible shared-profile registry above the item table. Each profile card states its type, required slot count, configured state, and a compact summary; selecting it opens a separate dense editor and closes the individual-record editor. Successful saves close the profile editor and return to the registry.

Gear Tactical Augment profiles use this pattern for all six gear types. Backpacks and Body Armor expose four required slots; Holsters, Gloves, Knee Pads, and Masks expose three. Augment 01 contains one searchable Attribute, one numeric effect value, and an unlock cost. Later slots expose only their unlock cost because their effects are fixed base-item upgrades: three-slot profiles use +50% and +100%, while four-slot profiles use +40%, +70%, and +100%. Holsters, Masks, and Backpacks modify the equipped item's base Health; Gloves, Knee Pads, and Body Armor modify that item's base Health and Armor. These percentages never apply to the overall character total. Every augment slot stores separate non-negative whole-number unlock costs for item Tiers 0, 1, and 2. Show all three costs together in registry summaries and in a compact three-column cost fieldset within the editor; the builder shows only the cost matching the equipped item's tier. Fixed upgrades use a green inherited-value panel to distinguish governed data from editable orange actions. At narrow widths profile cards and augment editor cards reduce to a single column while retaining 44-pixel interactive targets.

Loadout workbench

The builder is a three-rail tactical workbench: compact equipment positions on the left, the currently selected item editor in the center, and a sticky live totals summary on the right. At medium widths the summary becomes a full-width lower rail; on mobile all three rails stack, with equipment first, editing second, and results third. Equipment positions remain explicit even when empty so players can see loadout completeness.

Use the shared BuilderPicker for builder catalogs and Attribute pools. It combines an always-visible current selection with a searchable overlay, icon or tactical fallback mark, classification metadata, selected state, and conflict state. Conflicting catalog entries remain visible but disabled so restrictions such as the single-exotic-weapon rule are explained rather than hidden.

Numeric instance values display their authoritative minimum and maximum beside the field and clamp to that range on completion. Always-on item rolls, fixed bonuses, inherited profiles, enabled augments, and activated set bonuses feed the live totals immediately. Current Builder and shared Build pages stop at these deterministic equipped-item totals. Conditional Talent outcomes, weapon and Skill DPS, encounter assumptions, activation profiles, rotations, and simulation remain planned. Render those capabilities as separate COMING SOON panels, with visible text rather than color alone.

Loadout summaries name selected Talents, Attributes and their exact values, nodes, and Skill Chips. Do not replace these selections with configured item counts. Build identity includes a required name plus optional strengths summary and usage guide. Shared build views include those author-written fields so another player can understand the build's role and operating sequence.

Pending ISAC registry records

Pending additions appear directly in the same paginated ISAC registry as live records and in every compatible relationship picker. They use a restrained orange-tinted row, an explicit PENDING state, and proposer attribution. Pending rows are read-only in module registries; changes remain the authority of the Data Oversight review interface. Successful contributor submissions refresh the registry immediately and follow the same editor lifecycle as a direct save. Never rely on the tint alone to communicate moderation state.

Gear and weapon level are builder-instance state, never part of an ISAC item definition. Each equipped item stores its own level from 1–50 in the local or persisted build. Range endpoints are calculated from the documented level curve and stored reference level; provisional portions of that curve must be identified in text as estimated.

Registry relationship icon rails

When a table relationship contains a small bounded set of visually identified records, show a compact icon rail instead of a numeric relationship count. Rails use 30-pixel square cells with four-pixel spacing, uploaded transparent icons, full accessible names, and native hover titles. Missing artwork falls back to a short orange text mark rather than removing the relationship.

Use this pattern only for small bounded sets that remain scannable, such as the two-to-four compatible Brand Sets on Gear. Long or unbounded relationships continue to use counts, searchable inspection, or expanded detail views. Public Gear cards use the same rail for compatible Brand Sets and available Talents so players can identify actual options instead of reading a count. Each icon retains its accessible name and hover title, and missing artwork uses the shared placeholder without suppressing the relationship. Relationship icons are buttons: activating one opens a modal quick view with the shared database card component and the same facts, tier hierarchy, mechanic rows, and actions shown in that record's public registry. The shared card renders a pinned Community Note when the related record has one; quick views do not load the discussion thread. The overlay traps keyboard focus, returns focus to its trigger when closed, and closes through its explicit close action, backdrop, or Escape key. Do not render an empty Talent rail on item types that cannot equip Talents.

Public game-database registries

The public Database is a player-facing reference surface, separate from the ISAC editing workflow. Its index exposes eight durable categories: Gear, Weapons, Weapon Mods, Gear Mods, OS Protocols, Talents, Brands, and Skill Chips. Attributes are implementation vocabulary resolved into the facts and effects shown on those records; do not promote Attributes to a public top-level category.

Each index category is a fully interactive square registry card with its full player-facing category name as the first and strongest element. Record count and availability are supporting metadata in the footer; operational states such as “active registry” or “intake” must never compete with the category identity. Use the larger display-weight category name with a short orange identity rail; render any adjacent count in muted telemetry styling. Cards retain a concise scope statement, visible hover/focus state, and pressed feedback. A category page uses the shared compact category rail, live name search, pagination, and a responsive card grid. Record cards use the same hierarchy:

  • a fixed icon cell and compact identity header;
  • small textual badges for quality, tier, or exceptional state;
  • bordered fact cells for primary values;
  • relationship lines and tier descriptions only when applicable.

When a record represents an ordered progression rather than independent facts, use the stacked fact treatment. Brand Set bonuses are shown vertically in two-, three-, then four-piece order; do not add a redundant “3/3 bonuses” badge when all three rows are already visible.

Weapon cards also use stacked facts. Their level-50 Damage range is the primary fact: a taller orange-railed row with enlarged values and the Damage Type in the label. Public damage is calculated from the stored level-1 endpoints using the same weaponBaseRange curve as the builder; never label the configured base endpoints as level-50 values. Weapon Talent 1 and Talent 2 pools use separate clickable icon rails and the standard Talent quick view.

Record cards may end with contextual actions that connect related public registries. Actions use the compact orange tactical-button treatment and encode their destination filter in the URL. Brand cards provide a “find Gear” action that opens the Gear registry with that Brand selected; the same action must remain available in Brand quick views.

Discussion and correction controls form a separate utility group at the footer's trailing edge. These icon controls use neutral surfaces and borders at rest so players do not mistake them for quality badges or primary actions. The discussion control shows the visible-message count when the count is nonzero. Both controls require accessible names and visible hover and focus states.

Opening a discussion displays a routed modal with the complete item card above the thread. The modal keeps the record and conversation in one scroll region, traps keyboard focus, closes through Escape or the backdrop, and fills the viewport on narrow screens.

Public comment threads

Use the Agent profile thread as the standard presentation for public comments. Root comments sit directly on the page or modal surface without a card border, fill, or shadow. Align comment bodies, actions, reply composers, and removal tombstones with the author identity. Nested replies add one thin structural rail and a small left inset; do not wrap replies in another panel. Limit visual indentation on narrow screens while preserving the logical thread depth.

Pinned, removed, pending, and moderation states use explicit text. A pinned label may use Signal Orange, but it must not add a border or background around the whole comment. Removal tombstones retain reply context without recreating the missing comment as a filled card.

Database Community Oversight and Agent profile owners may pin one visible root comment on their respective threads. Render the pinned conversation first and keep its replies attached in reading order. Place pin and unpin controls in the comment overflow menu.

Pinned Community Note previews on database cards use the muted Armor palette instead of action orange. Render their sanitized Markdown with the shared MarkdownContent component so links, lists, paragraphs, and emphasis match the full discussion message.

Each visible comment places REPLY and a low-chrome ... overflow trigger in the action row. The menu contains follow and report actions for signed-in Agents who may use them, author or Community Oversight removal, and Community Oversight pinning where the target supports a pinned note. Leaf removals delete the message. A removed message with surviving replies becomes an unboxed tombstone that identifies whether the poster or Community Oversight removed it. Scrollable discussion modals reserve enough space after the final message for the complete overflow menu to open above the scroll boundary.

Cards display canonical active data only. Attribute references must be resolved to readable names, values, and units instead of exposing IDs or raw JSON. Missing uploaded art uses the standard missing-item placeholder. Desktop layouts use three record columns, intermediate layouts use two, and narrow layouts use one. The eight-category rail reduces from eight to four to two columns. Preserve keyboard focus, pressed feedback, reduced-motion behavior, and readable textual state in every layout.

Category-specific discovery uses the shared DatabaseDiscoveryConsole. It joins the tactical filter matrix, live registry search, result range, pagination, and page-size controls inside one connected instrument; do not stack separate bordered filter and pagination bars. Categories without facets retain the same console with search and pagination alone.

The matrix is a disclosure inside that console. It starts expanded on desktop and collapsed on viewports at or below 700px when no filters are active. Active filters make the initial state expanded. Its header always exposes the active filter count and an explicit SHOW FILTERS or HIDE FILTERS action, while search and pagination remain visible when the matrix is closed. Preserve the user's manual disclosure choice in session storage rather than carrying it between unrelated browser sessions.

Filters apply immediately, remain encoded in the URL, reset pagination, and compose with name search. Multiple selections inside one facet are inclusive (OR); active facet groups combine restrictively (AND). For example, selecting two Brands and four Talents returns Gear matching any selected Brand and any selected Talent. Never implement multi-select facets as an implicit match-all within the same group.

Use segmented icon choices for bounded visual vocabularies of six or fewer, such as Gear slots. Use the matching searchable multi-select list for growing sets such as Brands and Talents. Always expose selected counts, a single clear action, aria-pressed state, keyboard focus, and explicit text explaining the combination rule. At intermediate width, the bounded facet spans the row above two searchable facets; on narrow screens all facet groups stack vertically. Weapon discovery applies this pattern to weapon-family icons, damage-type icons, and the searchable pool of compatible Talents. Talent facet rows show the rendered Tier I description beneath the name. Talent searches match both fields case-insensitively so mechanical phrases can discover talents even when the talent name is unknown. Brand facets similarly index the names of all set-bonus Attributes, allowing players to search by the desired mechanic without exposing that metadata as extra visual clutter.

Public database command headers are content-sized and must explicitly override the global 76-pixel site-header rule. Their eyebrow, title, description, count, and index action remain inside the bordered command surface at every scale. Children use min-width: 0, long titles may wrap, and category navigation tracks use zero-minimum grid columns so translated or enlarged text cannot force horizontal page overflow.

Build persistence and sharing

The builder distinguishes device persistence from account persistence. SAVE LOCALLY writes a working draft to the current browser. Signed-in agents also receive one account-save action paired with an explicit visibility selector:

  • PRIVATE is owner-only.
  • UNLISTED is accessible by direct link but excluded from discovery.
  • PUBLIC is accessible by direct link and included in the public archive.

Keep visibility adjacent to the account-save action and explain its selected state in plain language. Show a share-page action only after a non-private build has been saved. Public and unlisted build pages are read-only tactical summaries; owner editing returns to the builder. On narrow layouts, persistence controls and shared-loadout columns stack vertically.

Tiered compatibility editors

When compatibility depends on two independent dimensions, keep those dimensions explicit rather than presenting a flattened list. Weapon definitions configure one shared set of five Weapon Mod slots for T1 and T2. T0 uses the same set minus one explicitly selected slot. A T2-native weapon shows only its applicable shared-slot control, and tiers below the native tier remain unavailable. Operators may save an unverified shared set or T0 exclusion when they cannot inspect the weapon in-game. Mark an active weapon CONFIG REQUIRED until every available tier has its full slot count, and keep verified assignments editable. Reject unknown slot types and counts above the tier limit. Weapon Mod definitions then configure one slot plus one or more compatible weapon categories. The UI and validation must require both dimensions to match once the weapon definition is complete.

Weapon Mod definitions use the shared segmented-choice control for the bounded eight-slot vocabulary, with a full-width row on desktop and two columns on narrow screens. Weapon category compatibility uses the same control in checkbox mode with weapon icons and retained accessible names. Show configured versus required slot counts in text. Disabled tiers remain visibly unavailable and must not submit slot assignments.

Quality-scaled registry editors use a compact matrix when the same numeric shape repeats across all four quality levels. Apply global quality colors only to the quality labels, retain textual quality names, and keep numeric fields neutral. On narrow screens the matrix may scroll horizontally while its surrounding editor and previews stack.

When two item slots draw from the same canonical option pool, edit that pool once rather than rendering two duplicated selectors. Weapon Mods use a repeatable secondary-attribute row: one searchable attribute reference plus four quality range pairs. Show that the builder selects two distinct options from the pool. Primary core type is likewise builder-selected and is displayed as the three always-available core icons rather than a persisted ISAC choice.

Exotic Weapon Mod status is a separate single-icon toggle using the exotic icon and the standard pressed, focus-visible, and selected states. Selecting it must switch the editor immediately, before a weapon is assigned. Exotic is its own unique quality: reveal only the required exotic-weapon assignment, remove weapon-category and regular-quality controls, and replace random ranges with fixed level-1 and level-20 attribute values. Keep an explicit Exotic Quality state panel visible so the change in data semantics is unmistakable.

Gear Mod registry

Gear Mods reuse the compact quality matrix, level preview, and pooled secondary-attribute rows established by Weapon Mods. Do not render exotic, weapon-category, slot-type, or Mod Effect controls in this simpler editor. Present the five primary options as an always-visible informational band because the actual primary is selected on the build instance, not persisted on the canonical definition.

Use explicit textual tier capacity wherever Gear tier is summarized: 1 MOD SLOT for T0 and 2 MOD SLOTS for T1/T2. On narrow screens the identity band and preview controls stack, while repeated quality data may scroll rather than compressing numeric controls below usable sizes.

Deferred game-data icons

Game-data icons are optional enrichment, never a blocker for creating or proposing a canonical item. Upload fields must state that an icon may be contributed later and show the shared /missing-item-icon.svg artwork when no upload exists. Registries, relationship rails, and builder selection controls use the same placeholder instead of initials, empty boxes, or ad hoc glyphs. Application code references that asset through the shared MISSING_ITEM_ICON_URL constant and renders it through ItemIcon; do not duplicate its path or introduce module-specific missing-icon artwork.

Treat the placeholder as an explicit incomplete-data state: keep its subdued SHD styling and useful alternative text where the surrounding item name is not already available. Do not persist placeholder metadata or copy the placeholder into per-item storage. A later contributor replaces it through the normal icon upload proposal, preserving the canonical record and audit history. The upload itself retains all transparent-format, size, SVG-safety, focus, drag/drop, and paste validation requirements.

Public database performance facts

Use the shared DatabaseFacts renderer for registry-card performance data and quick views. Weapon identity headers keep the native tier beside the category identity as a compact textual T0, T1, or T2 marker. Place tier and the smaller damage-type icon in a dedicated top-right status cluster; do not interrupt the readable category // damage type metadata with icons. Reserve the emphasized first fact for the weapon's damage range, pair it with the canonical damage-type icon, and render the calculated level as a subdued annotation rather than part of the primary label. Public level-50 damage must be calculated from the stored level-1 endpoints with weaponBaseRange; never relabel raw source values.

Represent bounded handling values such as Accuracy and Stability with compact horizontal meters. Always retain the numeric value and an accessible value out of 100 label so the graphic does not carry meaning alone. Use the stable sequence label → meter → exact value, with the exact number aligned in a dedicated column to the right of the graphic. Clamp display values to 0–100, use orange only for the filled measure, and keep the unfilled track neutral. Stack meter labels and tracks on narrow cards rather than shrinking them below a reliably readable width.

Talent registry cards treat the two tier descriptions as their primary content; never replace them with configured/missing summary facts. Render Tier I and Tier II as distinct structured data blocks, then place mechanics metadata below both descriptions. Use 16px semibold sans-serif text for tier effects so players can scan them before supporting facts. Do not use the serif, quote-like prose treatment. Use compact fixed tier labels and engineered borders. Tier I is the neutral baseline; Tier II uses the orange rail, label, and subtly elevated surface to communicate that it is the improved version. Render duration and stack limits as detail rows with activation and cooldown data. Keep calculation effects out of public Talent cards because the tier descriptions already state the player-facing values. Omit a stack limit of one because a single active instance is the default. The top-right header status uses the applicable Backpack or Body Armor icon for gear talents and the SMG icon as the generic Weapon Talent symbol. Weapon Talent headers pair that icon with an explicit 1 · TOP or 2 · BOTTOM status badge; never rely on the slot number alone.

End each Talent card with a compatibility action. Gear Talent actions navigate to the Gear registry with the Talent filter selected. Weapon Talent actions navigate to the Weapons registry with the Talent Pool filter selected. Keep this action in shared cards and relationship quick views so both contexts use the same destination and label.

When a public registry needs only one small bounded filter vocabulary, use the compact facet-panel form: one full-width group with all options visible in a single row on wide screens. Talent slot filtering uses Backpack, Body Armor, Weapon 1 · Top, and Weapon 2 · Bottom. Always include the Top/Bottom context when presenting numbered Weapon Talent slots to users. The filter remains additive within the group and wraps to two columns on narrow screens; do not introduce search or dropdown controls for this four-option set.

Notification delivery preferences are a temporary profile control surface. After a successful save, close the interface and return focus to the inbox context. Consume a unique server result token only once so later actions or reopening the panel do not close it again. Validation and server errors keep the interface open with the submitted controls available for correction.

Global toast feedback

Use the root-mounted ToastViewport and the shared API in src/lib/toast.ts for transient action feedback. Enhanced server mutations should normally use PendingForm, which derives success and failure feedback from the action result. Client-only operations call toast.success, toast.error, toast.warning, or toast.info directly. Do not create page-specific toast implementations.

Toasts occupy the top-right safe area below the global header and show no more than four messages. Each uses a textual state label, tone-colored top and left rails, a concise title, optional supporting text, and an explicit dismiss control. Success is green, errors use danger red, warnings use SHD orange, and informational feedback uses restrained blue-gray. Color never carries state alone.

Use success to confirm completed mutations, error for failed requests, warning when attention is required, and info for neutral client or system state. Keep inline validation beside affected fields even when an error toast is also emitted. Avoid toasts for passive navigation, filtering, hover, unpersisted selection changes, and background refreshes. Toasts automatically dismiss according to severity, remain keyboard dismissible, use status or alert semantics, and disable entrance motion with reduced motion. On mobile they span the safe viewport width below the header without obscuring navigation.

ISAC progressive disclosure

The ISAC rail shows every module the current operator is authorized to access, but groups modules behind collapsible operational categories. The category containing the current route opens on first use; subsequent open and closed choices are remembered locally for that browser. Searching the rail temporarily reveals matching modules across all authorized categories without changing the remembered category state.

Use the compact command-status strip for persistent system, access, ISAC node, and CI build number context. Add the data-mode cell only in the Data Management context defined above. Keep each label above its value so the visible cells share one alignment. Text must communicate every state without relying on color. Registry search remains available for a single page of results, while page navigation and row-count controls appear only when the result set spans multiple pages. This keeps expert lookup fast without presenting inactive controls to contributors and first-time Oversight operators.

Sidebar category headers are real buttons with aria-expanded and controlled navigation regions. Search fields have visible or accessible labels, keyboard focus uses Signal Orange, and collapsed state must remain understandable without motion.

Managed image library

Reusable uploaded visuals belong in the ISAC Image Library under System Configuration. Present assets as a dense responsive registry of preview cards: the artwork is primary, while name, assignment category, tags, dimensions, and file size remain compact operational metadata. A checkerboard preview surface may make transparency legible without changing the asset.

Image intake uses the shared picker, drop-zone, and clipboard control. The Normalize as icon option trims transparent outer margins and standardizes the canvas. When the source has no usable transparency, the server requests preview-resolution background removal before local normalization and reports configuration, credit, rate-limit, foreground-detection, or network failures with a specific recovery. Its dependent Force white option converts visible pixels to the canonical neutral icon color while preserving alpha. Both controls state their processing consequence in text, expose checked and disabled states, and remain keyboard accessible. Metadata edits preserve the stable asset identity, close after a successful save, and use the shared toast and editor lifecycle.

Use controlled assignment categories for broad placement and free-form, normalized tags for discovery. Names are unique and human-readable. Search covers names, categories, and tags. On narrow screens, processing controls stack vertically and cards reduce to one column so previews and actions retain usable sizes.

ISAC mutation consequence

Every writable game-data module states what Save will do before the operator opens an editor, and the statement remains visible while the editor is open. The message is derived from effective permissions rather than copied into each module:

  • OVERSIGHT REVIEW means saving creates a proposal and does not change live data until Oversight approves it.
  • DIRECT PUBLISH means the change becomes live immediately and creates an append-only audit event.

Pair the short state label with a complete consequence sentence. Contributors must not have to infer this behavior from their role name, data-mode color, or a success message shown after saving. Read-only operators do not see a mutation statement because their mutation controls are absent. At narrow widths the message becomes its own compact row above the module toolbar. A toolbar with multiple actions must reserve the complete action group width in the inline desktop strip so the consequence sentence never runs beneath a button.

Public database index

The public Database is a lookup surface first and a contribution gateway second. Use a compact angular command band rather than a cinematic display hero: keep the archive identity, state how many registries are online, state the record total, and present contribution as a bordered secondary action.

Place one discovery bar below the command band. Its label gives users two equal paths: select a registry or search all data. Its search field searches across all public registry names and useful descriptive data such as Talent text, Damage Types, item slots, qualities, and Brand bonus Attributes. Do not stack a separate registry-heading bar above or below it. Results name both the matching record and its registry, then link into that registry with the record name applied as its local search. Keep the search and results dense, keyboard accessible, responsive, and URL-addressable.

Registry selection begins immediately after the shared discovery bar. Do not place stewardship, status, promotional, or redundant instructional panels between it and the registry grid. At wide desktop widths, eight registries form a four-by-two matrix; the grid reduces to two columns and then one as available space narrows. Registry cards lead with complete category names. Counts and availability remain quiet footer metadata, and internal abbreviations or workflow-centric states are not exposed as primary public labels.

ISAC progression-tree composer

Use the Specialization workbench pattern for ordered game systems that depend on hierarchy and spatial placement. Keep the registry, selected parent identity, child navigation, readiness telemetry, and visual tree in one operational surface. Editors open above the registry and follow the standard ISAC lifecycle. Use the workbench for navigation and context.

The tree uses a stable 12-column track per row. Row and column are explicit numeric fields so placement is keyboard operable, auditable, and portable; never make drag-and-drop the only authoring method. On narrow screens, retain the geometry in a horizontally scrollable canvas instead of squeezing nodes until their names and state are unreadable. Controls outside the canvas stack and maintain at least a 44-pixel touch target.

Each row header states its derived gate in plain language. Specialization gates count all available Rank 1 and Rank 2 unlocks in preceding rows, including the two immediately available ability nodes displayed in the first row. Do not store or manually edit a second gate value that could diverge. Free nodes use the orange identity rail plus the explicit 1 / 1 · FREE state; pending, archived, incomplete, and builder-ready states must remain textual as well as colored.

Show allocation scope as first-class telemetry. A specialization unlocks once; each focus receives its own full point allocation. Show the point total and scope near the tree. A focus becomes builder-ready after it has three distinct active abilities, each ability has exactly three active Skill Chip definitions, tree rows are contiguous, at least one paid node exists, and the tree uses the configured available point total.

Compose focus identity from uploaded specialization artwork and the canonical Firepower, Toughness, or Engineering icon. Keep the specialization art primary and place the attribute mark in a smaller corner badge. Mirror ability slots 1 and 3 as free tree nodes. Label slot 2 Combat Skills-only and exclude it from the upgrade tree. Universal grenade and medical-kit actions are outside the specialization ability set.

Use StructuredEffectEditor whenever an ISAC record needs an ordered set of calculation-ready effects. It provides Attribute, Ability when applicable, and Custom targets; a numeric value; and the shared bounded unit vocabulary. Keep the target searchable, show all bounded type and unit choices with segmented controls, and preserve explicit custom labels for mechanics that calculations do not yet support. Oversight previews must render effect and rank summaries as structured cards. Serialized JSON belongs only in the expandable raw-evidence panel.

Exclusive child-record relationships use a searchable assignment block directly after the record identity. The header names the parent type, states the relationship and capacity in plain language, and shows current usage as N / N. The registry repeats the assigned parent beside each child so exclusivity can be audited without opening the editor. Records that require an exclusive parent must always have a valid active assignment. Capacity rules are enforced on the server and never communicated by color alone.

Rank cards present the complete rank description, structured effects, point cost, Credits, and material cost together. Specialized Alpha, Beta, and Gamma components use the shared blue quality treatment and may be combined in any positive whole-number quantities for Rank 2. Rank 3 uses the yellow High-end Omega treatment and exactly one component. Color is supporting hierarchy; quality names and quantities always remain visible.

Source-owned mechanic program editor

Use MechanicProgramEditor for every calculation-ready standard or exotic Talent, OS Protocol Talent, Skill Chip Talent, and Specialization tree-rank effect. The program stays inside its owning source editor and contribution payload. Do not create a standalone Trigger registry, Trigger assignment control, or shared Trigger lifecycle.

Each source supplies the value columns required by its progression:

  • Standard Talents show Tier I and Tier II. Exotic Talents show Tier I and an explicit Tier II documentation state; the editor adds the Tier II value column only when contributors select DOCUMENTED.
  • OS Protocol Talents show a base value and may scale an outcome through the protocol's zero-to-five upgrade expression.
  • Skill Chip Talents show minimum and maximum values.
  • Specialization tree ranks show the rank's base value.

The editor is one layered control surface. Start with a compact program heading and the explicit READY, REQUIRES ASSUMPTIONS, or CAPTURED ONLY state. Follow it with Builder Controls, Recipe Starter, State Pools, ordered event branches, ordered outcomes, and the generated read-only script. Use connected panels and restrained borders to preserve the hierarchy; do not present the typed graph as an undifferentiated form.

Talent editors place that surface inside the shared modeling-disclosure pattern. New CAPTURED ONLY Talents start with an empty program and a collapsed COMBAT MODELING summary so authors can record identity, image, and source description first. Existing modeled Talents open the disclosure when edited. Mechanic validation errors open it and keep the relevant error text visible. The summary reports CAPTURE ONLY · MODEL LATER or the configured branch count in text. Its native disclosure semantics preserve keyboard and assistive technology support; mobile targets remain at least 44 pixels tall.

The direct-event picker reads the 28 normalized events from the code-defined event registry. Use searchable single-assignment because the vocabulary exceeds the compact segmented-choice limit. Each branch presents its event, match policy and parameters, optional cooldown, condition, state mutations, and outcomes. The branch condition offers ALWAYS, HEALTH BAND, EVENT FIELD, and STATE THRESHOLD for manual authoring. When the selected event publishes field metadata, event-field conditions derive their available paths and scalar types from that metadata. Events without a bounded field contract retain the explicit field-path and value-type controls. Event-field conditions expose the comparison operator and typed value. State thresholds compare an agent-scoped pool with a numeric value. Health bands expose an optional inclusive lower Health percentage and a required exclusive upper percentage; helper text states how exact thresholds resolve. Predicates outside these manual patterns remain preserved, display ADVANCED, and stay visible in the generated script. State rows expose label, agent or target scope, initial value, bounds, best-case value, and optional expiry. A state change that writes a target pool uses a STATE OWNER segmented control with EVENT TARGET and EVENT ACTOR; the selected owner remains visible in the generated script. Outcome rows expose kind, target scope, Attribute or resource when applicable, value basis, state scaling, phase, and every source-specific value column. The Value Model control supports static values, live Attribute totals, percentage-normalized Attribute values, event fields, reducer output, source-defined scenario controls, and OS Protocol upgrade scaling where the source permits it. Selecting either Attribute model uses the shared searchable single-assignment pattern and displays the Attribute's unit. Label the direct model LIVE ATTRIBUTE. Label the percentage-normalized model ATTRIBUTE ÷ 100 so authors can see the transform applied to the stored value. Restoration outcomes also expose an INSTANT or CONTINUOUS segmented choice. Continuous delivery reveals one required duration field and describes the configured value as the total delivered across that duration; switching back to instant clears the duration.

Action Family recipes are optional authoring starters. Present the recipe catalog as a searchable assignment with only the parameters required by the selected family. ADD RECIPE BRANCH copies typed branches into the current source program, where authors may edit its exposed branch, state, and outcome controls. The recipe label records provenance only. REPLACE PROGRAM requires an inline confirmation that states all existing branches will be discarded.

Builder Controls define source-specific scenario assumptions for the planned player simulation. ISAC authors choose toggle, slider, or numeric input and provide a label, Agent guidance, default value, best-case value, and numeric bounds when applicable. The current player UI does not render these controls or read their saved values. It uses an explicit COMING SOON panel for the future advanced scenario surface. The authored contract still requires the runtime to report REQUIRES ASSUMPTIONS when a required cadence or environmental value is missing; the editor and runtime never invent a cadence.

Use --shd-model-surface and --shd-model-border for mechanic programs, calculation revisions, and field calibration. The blue information rail marks modeled behavior. Orange remains reserved for selection and activation. Name events, branches, state, cooldowns, durations, stack limits, outcomes, phases, and per-stack values in text so the model remains legible without color.

At narrow widths, stack panels, branch controls, state rows, variant columns, and outcomes without changing their order. Keep add, remove, replace, and help controls at least 44 pixels tall. Every disclosure and confirmation exposes its state to assistive technology. Focus remains in the active field when the generated script refreshes, and reduced-motion preferences remove expansion and replacement transitions.

The recipe starter opens with no recipe selected. Keep its count, duration, distance, and Health-band parameters hidden until the author chooses a recipe. Health-band recipes expose ordered strict upper thresholds and editable band labels. Stack each band row on narrow screens and keep its remove action at least 44 pixels tall. Disable ADD RECIPE BRANCH while the selection is empty, and show REPLACE PROGRAM only after the author selects a recipe and the current program contains a branch.

AI mechanic drafting

MechanicProgramEditor keeps its complete manual authoring controls available to every authorized data author. Place the optional AI drafting panel inside that editor, after the source description and before the structured mechanic controls. AI assistance must never replace, hide, lock, or reset the manual workflow.

The panel uses one compact modeled-data surface with a blue information rail. Its heading names AI MECHANIC DRAFTING and identifies the output as a draft. An author submits the exact in-game mechanic text and optional context. Keep the source text editable during clarification and preview. Use the standard pending button treatment while a request runs and block duplicate submissions.

Agents without ai.mechanic.generate still see the collapsed panel. Disable its request control, label the state PERMISSION REQUIRED, and direct the agent to request permission from an administrator. The disabled state must not expose API configuration, internal prompt content, model controls, or a working form submission.

The panel presents five explicit states:

  • READY FOR INPUT shows the source-text field and Generate Draft action.
  • DRAFTING keeps the submitted text visible, announces progress through a polite live region, and disables repeat actions.
  • CLARIFICATION REQUIRED lists each focused question with its reason and bounded answer control. The author may answer, revise the source text, or return to manual authoring.
  • CAPABILITY GAP names the unsupported behavior and displays the developer handoff, supported approximation, and optional workaround in separate labeled blocks. Do not present a capability gap as validation failure.
  • DRAFT PREVIEW shows assumptions, warnings, readiness, and the generated script before an explicit APPLY TO EDITOR action.

The capability-gap state offers COPY DEVELOPER PROMPT and SUBMIT TO ADMIN TEAM beside REVISE SOURCE WORDING. The copied prompt includes the exact analyzed wording, clarification answers, gap evidence, and implementation acceptance criteria. Submission sends one mandatory ISAC notification to each active full administrator and records the report in the ai_assistance audit history. Disable duplicate submission for the current assistant request. Clipboard or network failures keep the handoff visible and show a specific recovery message. Neither action changes the mechanic editor or saves the parent record.

Applying a draft fills the structured fields in the current unsaved editor. It does not save, publish, submit a proposal, close the editor, or discard manual changes without confirmation. Show a concise before-and-after summary when applying the draft would replace configured branches, pools, controls, or outcomes. The standard ISAC save lifecycle begins only after the author reviews and saves the resulting form.

Use text labels with status colors. Orange marks Generate, Answer, and Apply actions. Blue identifies modeled information, yellow marks assumptions or unsupported coverage, and red marks request or validation failures. Never use model confidence as the only acceptance signal.

On narrow screens, stack questions, answers, preview metadata, and actions in source order. Keep controls at least 44 pixels tall and keep the draft preview inside the viewport. Focus moves to the first clarification question, the capability-gap heading, or the draft-preview heading when a result arrives. Return focus to the initiating control when the author closes or resets the panel. Announce the result state without reading the complete generated script. Reduced-motion preferences remove pending, disclosure, and preview transitions while preserving textual state changes.

Generated mechanic script

The shared PseudoScript component gives authors and builders a readable transcription of the typed mechanic or combat calculation. The typed event, predicate, reducer, state-pool, outcome, and calculation-stage data remain authoritative. The interface generates the script from that data; authors do not edit or execute the displayed text.

Render generated script on --shd-model-surface with --shd-model-border, a blue information rail, restrained green syntax keywords, line numbers, and the shared monospaced typeface. Give the panel an explicit GENERATED SCRIPT · READ ONLY label and show its calculation readiness in text. Reserve orange for adjacent actions and selected controls. Do not style the panel as an editable textarea or show a caret, resize handle, or save action.

Use semantic code content inside the panel. Treat line numbers as structural decoration and ensure assistive technology reads each statement once. Preserve indentation and keep type at the telemetry floor. Long statements may wrap at token boundaries or use horizontal scrolling on narrow widths. Keep the panel within its parent grid with min-width: 0. Script regeneration must not move focus or announce the complete script after each field change. Place validation and readiness messages beside the panel with ordinary status semantics.

Use the shared MechanicLanguageHelp control wherever an author can configure mechanics or calculation stages. The compact SCRIPT REFERENCE button opens a native help dialog with syntax, event, timing, state, and outcome references. Long registry-level references may use a labeled disclosure with the same content. The help trigger remains near the generated preview so authors do not need to leave the editor to interpret it. Point every full-reference action to /isac/mechanic-reference, with a stable section anchor when the source has a specific topic. Do not point full-reference actions to collapsed same-page anchors.

Help triggers and disclosure summaries use native button semantics, focus-visible treatment, and explicit expanded or dialog state. Opening a dialog moves focus to its close control; Escape and the close action dismiss it and return focus to the trigger. On mobile, the dialog fits the viewport, scrolls its body, and keeps its close action available. Reduced-motion preferences remove dialog and disclosure transitions. Syntax color and motion never carry meaning without text.

Mechanic reference surface

/isac/mechanic-reference is the dedicated read surface for the mechanic and combat-calculation languages. It contains no mutation controls. Give the page a compact section index beside the reference body and keep that index sticky when the available width and viewport height support it. Assign a stable heading anchor to each major section so editor dialogs can link to the relevant definition.

Present bounded syntax, state, phase, outcome, and calculation-stage vocabularies as connected reference matrices with shared borders and aligned columns. Generate the event registry and Action Family recipe catalog from code-defined metadata so the reference matches the available editor controls. Explain that events are runtime contracts and recipes only seed editable source branches. Pair complex mechanics with a worked PseudoScript example. Keep labels and descriptions visible; color, abbreviations, and script keywords cannot carry the explanation alone.

Include a live-searchable Attribute variable glossary sourced from the active ISAC Attribute registry. Search matches Attribute names, stored descriptions, types, categories, calculation types, units, source ranges, and caps. Display each stored Attribute description verbatim. Show type, category, calculation type, unit, applicable Gear, Weapon, and Skill Chip ranges, and optional cap as supporting metadata. Mark a missing description as DOCUMENTATION NEEDED and link authorized authors to the Attribute record; do not generate substitute copy. Search operates on the full active glossary before any result limit and keeps its visible label, clear action, keyboard focus, and textual result count.

Section-index links and anchored headings use visible keyboard focus. In-page navigation must place the target below the application header. At narrow widths, move the index into document flow above the content and stack reference sections in one column. Allow connected matrices to scroll within their own boundaries, and prevent horizontal page overflow. Reduced-motion preferences remove smooth anchor scrolling and sticky-state transitions.

Builder calculation modes

The current Builder and shared Build pages do not expose calculation modes or combat assumptions. They show deterministic equipped-item totals and reserve conditional Talent outcomes, weapon and Skill DPS, encounter assumptions, activation profiles, rotations, and simulation behind explicit COMING SOON panels.

Loadout schema version 4 retains maximum, custom, conditional state, encounter-assumption, and per-ability activation fields for compatibility. The current player UI ignores those fields. When player simulation ships, one required two-option SegmentedChoice will use these visible labels:

  • MAXIMUM POTENTIAL calculates a configured ceiling. It applies conditional effects at peak state and treats selected abilities as firing on cooldown against their maximum configured target count.
  • CUSTOM SCENARIO exposes encounter assumptions and source-defined advanced controls for a player-defined scenario.

The planned interface selects MAXIMUM POTENTIAL for new loadouts and labels its results as a modeled ceiling. Maximum will hide granular assumption fields without deleting their saved values. Returning to Custom will restore those values.

The planned Custom mode gives each unlocked conditional effect three state controls:

  • OFF excludes the effect.
  • PEAK applies its configured maximum stacks.
  • ENCOUNTER models stack buildup and expiry from weapon RPM, magazine size, reload time, hit rate, firing activity, and encounter duration.

The planned advanced scenario surface will let users override one effect without changing the global Custom profile. It will show only the toggle, slider, and numeric controls defined by that effect's owning source. The effect card will show uptime, activation count, and applied stack state beside the mode. A mechanic that needs an undefined cadence or another missing scenario input will display REQUIRES ASSUMPTIONS; the simulation will withhold its contribution until the author or player supplies that input.

The future Maximum and Custom control will use radio semantics, an explicit selected label, keyboard arrow navigation, and the standard orange selected rail. Results will repeat the active calculation mode in text. On mobile, the global mode control and Custom assumption fields will stack into full-width targets of at least 44 pixels. Mode changes will use the standard pressed feedback; reduced-motion preferences will remove transitions without hiding the state change.

The future combat result panels will show normal, critical, headshot, and critical-headshot values with burst, sustained, and encounter DPS. Conditional stack telemetry will list the mode, uptime, activations, average and peak stacks, ending stacks, buildup time, and maintained state. A result with missing equipment, Attribute bindings, rules, or assumptions will display INSUFFICIENT DATA and a concrete remediation list. Until this interface ships, the player pages show COMING SOON instead of combat numbers.

Specialization loadout composer

The builder presents Specialization and Focus as the first loadout decision. The Focus sets the primary Attribute, progression tree, and three ordered abilities. Its identity combines Specialization artwork and the primary Attribute mark. Each ability panel contains three fixed Skill Chip positions. A chip picker shows definitions assigned to that ability and excludes definitions assigned elsewhere.

The focus tree groups nodes by row and uses segmented rank controls. Disabled ranks remain visible with their lock state. The builder permits a row after the user buys every available Rank 1 and Rank 2 in preceding rows and enforces the 49-point limit. Cost telemetry lists Credits and components beside each rank.

Player ability panels currently expose equipped definitions and deterministic item contributions. Planned simulation panels display COMING SOON instead of activation controls or Skill DPS. The future interface will offer Off, On Cooldown, or Custom Rate, with uses per minute and a target count for each enabled ability. Future Skill result cards will show activation count, single-target DPS, total-target DPS, and a combined summary. They will state that Skills can critically hit and multi-shot but cannot headshot.

Saved loadouts store focus, node ranks, nine Skill Chips, conditional modes, encounter assumptions, and per-ability activation profiles. The builder accepts only the current complete structure for compatibility. Current player pages ignore the simulation fields. Invalid local drafts are discarded; invalid server records are removed through a backed-up database migration.

Calculation revision controls

Combat rules use immutable active and retired revisions. ISAC editors may change draft revisions, ordered stages, and Attribute profiles. Activation requires calculation.publish, an explicit review state, and a confirmation that saved builds will recalculate. Successful activation closes the confirmation surface and records the revision in the audit history.

Keep weapon and Skill Attribute profiles in separate compact registries inside the same revision editor. A Skill profile shows the Attribute, one of the bounded Skill stages, Add or Multiply, and its weight. Use searchable assignment for the ten-stage vocabulary and a segmented control for the two-value operator. Reject duplicate Attribute and stage pairs. Revision cloning, proposal review, publication evidence, and audit snapshots must include both profile registries.

Calibration cases pair a loadout snapshot with measured hit and timing values. Ready cases require the four hit values, magazine time, and reload time. Assisted suggestions create a draft revision for review and leave activation to an authorized operator. Use monospaced text for raw loadout and prediction snapshots; labels, findings, and errors stay in the standard operational typeface.

Calculation revision editors include the optional AI drafting panel after the revision identity and before the manual stage and profile controls. Reuse the READY FOR INPUT, DRAFTING, CLARIFICATION REQUIRED, CAPABILITY GAP, and DRAFT PREVIEW states from AI mechanic drafting. The panel uses calculation language, identifies the active or edited base revision, and previews changes to stages, weapon profiles, and Skill profiles.

ISAC keeps revision editing, calibration, assisted suggestions, publication, and the calculation AI assistant available for continued model authoring. The current Builder and shared Build pages do not consume their output.

Agents without ai.calculation.generate see the collapsed PERMISSION REQUIRED state. Agents with the permission may request and apply a draft, but the panel leaves every manual calculation control available. Applying a draft fills the open unsaved revision form. It does not save the revision, activate it, grant calculation.publish, or bypass the activation confirmation. Before applying, show current and proposed counts for stages, weapon profiles, and Skill profiles beside assumptions, warnings, and the generated script.

Use the same pending, duplicate-request, focus, live-region, mobile stacking, 44-pixel target, and reduced-motion rules as the mechanic assistant. A calculation capability gap names the unsupported stage, operator, binding, curve, or runtime behavior and keeps the manual revision editor available.

Image Library assignment state

An ISAC game-data editor registers each uploaded icon in the Image Library. The library record and editor share one processed file. Its card uses ASSIGNED ICON, names the owning entity type beside the category, and carries searchable tags for isac, game data, the module, the entity name, and entity context such as quality, focus, ability, or Talent category.

Operators may rename, recategorize, and add tags to the library record. Replacing the icon from its game-data editor keeps that metadata and refreshes the context tags and file facts. Removing the source icon removes its linked library record. Each library card offers DOWNLOAD, EDIT, and DELETE in a connected action rail. DELETE opens a focused confirmation that names the asset and states that the change is permanent. For assigned icons, the confirmation names the owning entity type. ISAC clears that source icon assignment before it removes the shared file. General library uploads retain the ICON or IMAGE state.