Fire modes, fitted sights and lamps, and a tab rail

Selectable fire, with the modifiers on the choice
  Every weapon has carried a fireMode since the packs were first built and nothing
  read it: a musket could rip a ten-round burst and "rapid" bought a weapon nothing.
  FIRE_MODE now gates the burst rules and carries its own attack modifier — slow +10%
  and then you work for the next one, fast a second shot at -20% to both, rapid
  bursts, beam +5% and it can be held on the target for damage instead of hits. The
  gate lives in burstAttack too, so no macro can route round it. `fast` was on five
  catalogue weapons and was not in the system's list of modes at all, so re-saving one
  of them silently blanked it; the list is derived from the rule now.

  burstAttack shipped complete and was reachable from nothing. It is the resolution
  path the selector chooses, and takes the dialog's whole stack rather than charging
  the player twice for the same burst.

Sights and lamps that apply themselves
  A sight is graded by range band, so a telescopic sight is a -10% liability inside
  ten metres and worth +20% at extreme, and it only counts if it fits. The band is
  already known when the modifier is wanted, so nothing is selected and nothing is
  forgotten. The dark costs something now; a carried lamp buys it back to dim, never
  to daylight, and the card says it shows them exactly where you are. A migration
  fits gear that predates the fields, matched on the stamped key rather than by name.

The damage card
  The last card still wearing Foundry's stock dice styling — it posted a bare Roll and
  let the core template dress it. It renders through the module's own card now, with
  the Roll still on the message so dice stay inspectable.

A rail instead of a strip
  Eight tabs across an 820px sheet compressed to 11px type. They run down the side
  now, one line each, with counts as badges; the sheet is 152px wider to pay for it.

Also fixed: any weapon with a Coherence cost could not be attacked with AT ALL — the
handler re-read the weapon after an await, when currentTarget is already null, and the
attack died on a TypeError with nothing shown. And the duplicate-rule guard failed an
honest table because FIRE_MODE and speedBands share two key names; it wants a majority
now, and prints partial overlaps rather than swallowing them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
slaguru666
2026-08-11 08:56:04 +01:00
co-authored by Claude Opus 5
parent d4442a55f0
commit 2e10ecced9
125 changed files with 1023 additions and 172 deletions
+17 -7
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@@ -61,11 +61,11 @@ changing underneath a running server.
| | |
|---|---|
| **Roles** | 25 postings, each with a key characteristic, trained skills, talents and its own kit |
| **Catalogue** | 175 items — 118 gear, 30 weapons, 13 armour, 14 vehicles |
| **Catalogue** | 229 items — 123 gear, 62 weapons, 25 armour, 19 vehicles |
| **Eras** | modern, antique, future, anomalous — the agency is old and never abolishes anything |
| **Icons** | 231, all generated from `tools/icons.mjs`; no external art |
| **Icons** | 285, all generated from `tools/icons.mjs`; no external art |
| **Compendia** | pregens, NPCs, skills, weapons, armour, gear, vehicles, powers, tables, rules, a starter case |
| **Rules journal** | 8 pages, generated from `rules.mjs` so the book cannot drift from the code |
| **Rules journal** | 12 pages, generated from `rules.mjs` so the book cannot drift from the code |
---
@@ -92,6 +92,16 @@ Only a critical stops a critical.
**Access is a record.** There is no hacking skill and nothing to break into — see
below.
**A weapon's fire mode is a decision.** Slow weapons shoot better and then make you
work; fast ones offer a second shot at the cost of both; rapid ones fire bursts; beams
can be held on the target for damage instead of hits. A weapon that cannot fire a
burst cannot be made to.
**Sights and lamps apply themselves.** A sight is graded by range band — a telescopic
sight is a penalty inside ten metres — and a carried lamp buys the dark back to dim,
never to daylight, and tells everyone where you are. Neither is a thing the player
selects: both are facts about what is in the pack.
---
## Borrowed Authority — the access subsystem
@@ -129,7 +139,7 @@ and nothing in this game spends anything to converge them back.
## Repository layout
```
ringbrp.mjs the system: sheets, engine, hooks (~4,900 lines)
ringbrp.mjs the system: sheets, engine, hooks (~5,500 lines)
rules.mjs THE SINGLE AUTHORITY for every rule formula
system.json Foundry manifest
template.json data model for every Actor and Item type
@@ -163,7 +173,7 @@ one set of numbers and played under another; this makes that impossible to ship.
The build runs all three guards before it writes anything:
```
check-rules: 40 rules, 12 files scanned, 132 formulas verified
check-kits: 25 roles, 162 catalogue items, every kit key resolves
check-lang: 738 keys, no leaf/branch collisions
check-rules: 76 rules, 12 files scanned, 230 formulas verified
check-kits: 25 roles, 211 catalogue items, every kit key resolves
check-lang: 878 keys, no leaf/branch collisions
```
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@@ -4211,3 +4211,82 @@ is the retuned extraction rule working end to end.
all four agents. Only the Field Lead ever had it — the other three had never been
awarded it, and the probe could not tell the difference between a talent removed and a
talent never held. The amendments actually made were three, not four.
## Fire modes, fitted kit, and a rail instead of a strip
Four requests, and the first of them turned over the usual stone.
**R-231. Every weapon has carried a fire mode since the packs were first built, and
nothing has ever read it.** A musket could rip a ten-round burst; "rapid" bought a
weapon precisely nothing. `FIRE_MODE` now gates the burst rules and carries its own
attack modifier, so the mode is a decision rather than a label: **slow** +10% and then
you work for the next one, **single** the baseline, **fast** a second shot at −20% to
*both*, **rapid** bursts, **beam** +5% and it can be held. The gate is checked inside
`burstAttack` rather than only in the dialog, so no macro or harness can route round it.
**R-232. `fast` was not a fire mode at all.** Five weapons carried it — longbow, sling,
javelin, the Webley and the Lee-Enfield — and the system's list of modes did not
include it, so the item sheet's dropdown had no matching option and re-saving one of
those weapons silently blanked its mode. The list was hand-written next to the rule
instead of derived from it. It is derived now, and the guard that should have caught
this was the one I had to fix in R-236.
**R-233. `burstAttack` was reachable from nothing.** The automatic-fire rules shipped
complete and could not be used from any sheet. It is now the resolution path the fire
selector chooses, and it takes the dialog's whole modifier stack rather than rebuilding
its own — the first version charged the player twice for the same burst.
**R-234. Any weapon with a Coherence cost could not be attacked with at all.** The
handler read the weapon, awaited the Coherence charge, and then read the weapon
*again* — but `currentTarget` is only set while an event is being dispatched, so the
second read returned null and the attack died on a TypeError with nothing shown to the
player. The Redaction lance, the Unmaker and every piece of transposed materiel were
unusable, and the failure was completely silent. Resolve once, before anything is
awaited.
**R-235. The damage card was the last one wearing Foundry's stock dice styling.** It
posted a bare Roll and let the core template dress it — grey boxes on a white panel in
the middle of a navy sheet. It renders through the module's own card now, with the Roll
still riding on the message so the dice stay inspectable and Dice So Nice still
animates.
**R-236. The duplicate-rule guard reported an honest table as a copy.** `FIRE_MODE` has
`slow` and `fast`; so does the entirely unrelated `speedBands` vocabulary, and two
shared key names was enough to fail the build. Every real instance this guard has ever
caught duplicated the *whole* table, so it now wants a majority of the keys — and
prints partial overlaps rather than swallowing them.
**Sights and lamps.** A sight is not a flat bonus, which is why most systems end up
with everybody carrying the same scope. It is graded by range band, so **a telescopic
sight is a −10% liability inside ten metres** and worth +20% at extreme, and it only
counts if it *fits* — the scope and the thermal sight are rifle furniture. Because the
band is already known by the time the modifier is wanted, the sight applies itself:
there is nothing to select and nothing to forget. The dark now costs something, a
carried lamp buys it back to dim and never to daylight, and the card says plainly that
the lamp shows them exactly where you are.
**R-237. "Automatic" that needs a re-import is not automatic.** Agents created before
those fields existed carried a Field lamp whose `lightSource` was the template default
of false — the lamp sat in the pack doing nothing. A migration stamps fitted gear from
the compendium on load, matched on `flags.ringbrp.key` rather than on display name,
because the fuzzy-name match this project used before once mapped a climbing kit to
breaching charges.
**My own error, caught by playing it.** I first costed a sustained beam as
`multiplier × energyPerShot`, which made a locked beam cost 60 charge from a 20-charge
cell — unfirable, and the failure was a warning the player would read as a bug. The
magazine is spent one per shot everywhere else in the system, so the cost is in shots:
a locked beam burns six. Worth noting that `energyPerShot` itself is written by the
pack builder and **read by nothing** — the same defect again, left alone here because
wiring it would change every energy weapon's economy.
**The tabs.** Eight of them across the top of an 820px sheet compressed to 11px type
and were genuinely hard to read. They are a rail down the side now: one line each,
larger type, a solid block for the active tab, and counts as badges. The sheet is 152px
wider to pay for the rail so nothing else got tighter, and the skills list is driven by
the space actually available rather than by a window-width breakpoint that was
measuring the wrong box.
Also noted, not fixed: fourteen rules are imported into `ringbrp.mjs` and read nowhere
in it. They are live rules with real readers in the rulebook generator and the guards,
so this is dead *imports* rather than dead rules — but it is the same smell.
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"RINGBRP.Salvage.Title": "Salvage",
"RINGBRP.Salvage.Found": "Left lying about — {era}",
"RINGBRP.Salvage.None": "Nothing of that era in the catalogue ({era}).",
"RINGBRP.Gen.Cancel": "Cancel"
"RINGBRP.Gen.Cancel": "Cancel",
"RINGBRP.Fire.Shot": "Single shot",
"RINGBRP.Fire.Rounds": "{n} rounds, {hits} connect",
"RINGBRP.Fire.Adds": "adds {dice} damage",
"RINGBRP.Fire.Second": "Two shots",
"RINGBRP.Fire.SecondEffect": "both hurried",
"RINGBRP.Fire.Reloading": "{name} — reloading, {n} round(s)",
"RINGBRP.Fire.slow.Label": "Slow",
"RINGBRP.Fire.single.Label": "Single",
"RINGBRP.Fire.fast.Label": "Fast",
"RINGBRP.Fire.rapid.Label": "Rapid",
"RINGBRP.Fire.beam.Label": "Beam",
"RINGBRP.Fire.slow.Note": "One shot, then work. Nothing about this weapon rewards haste, and it is fired by somebody who knows that.",
"RINGBRP.Fire.single.Note": "One aimed shot a round. The ordinary case, and the baseline everything else is measured against.",
"RINGBRP.Fire.fast.Note": "The action will give you a second shot if you will accept both of them being worse.",
"RINGBRP.Fire.rapid.Note": "Bursts. One roll, and how well it went decides how much of the burst arrived.",
"RINGBRP.Fire.beam.Note": "No recoil, no lead, no drop — and it can be held on the target for damage instead of hits.",
"RINGBRP.Sustain.tap": "Tap",
"RINGBRP.Sustain.hold": "Held beam",
"RINGBRP.Sustain.lock": "Locked beam",
"RINGBRP.Sight.none": "No sight",
"RINGBRP.Sight.irons": "Aperture sights",
"RINGBRP.Sight.reflex": "Reflex sight",
"RINGBRP.Sight.telescopic": "Telescopic sight",
"RINGBRP.Sight.thermal": "Thermal sight",
"RINGBRP.Sight.LampEffect": "lit, and visible",
"RINGBRP.Sight.Revealed": "{name} shows them exactly where you are",
"RINGBRP.Lighting.lit": "Lit",
"RINGBRP.Lighting.dim": "Dim",
"RINGBRP.Lighting.dark": "Dark",
"RINGBRP.Lighting.pitch": "Pitch dark",
"RINGBRP.Dialog.Fire": "Fire",
"RINGBRP.Dialog.Lighting": "Light",
"RINGBRP.Dialog.Fitted": "Applies itself",
"RINGBRP.Notify.NoBurst": "{name} cannot fire a burst.",
"RINGBRP.Notify.NotEnoughCharge": "Not enough charge to hold the beam that long.",
"RINGBRP.Notify.SecondUsed": "That second shot has already been taken this round.",
"RINGBRP.Chat.Damage": "damage",
"RINGBRP.Chat.Sustained": "sustained",
"RINGBRP.Chat.DamageMod": "damage mod",
"RINGBRP.Notify.GearFitted": "Fitted {n} item(s) that were carried before sights and lamps did anything."
}
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2026/08/11-08:06:46.417544 17416f000 Recovering log #3
2026/08/11-08:06:46.417572 17416f000 Level-0 table #5: started
2026/08/11-08:06:46.417699 17416f000 Level-0 table #5: 3269 bytes OK
2026/08/11-08:06:46.417964 17416f000 Delete type=0 #3
2026/08/11-08:06:46.417996 17416f000 Delete type=3 #2
2026/08/11-08:56:03.947107 16e763000 Delete type=3 #1
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2026/08/11-08:06:46.424344 175993000 Recovering log #3
2026/08/11-08:06:46.424368 175993000 Level-0 table #5: started
2026/08/11-08:06:46.424513 175993000 Level-0 table #5: 4129 bytes OK
2026/08/11-08:06:46.424759 175993000 Delete type=0 #3
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2026/08/11-08:06:46.418514 17497b000 Recovering log #3
2026/08/11-08:06:46.418608 17497b000 Level-0 table #5: started
2026/08/11-08:06:46.418879 17497b000 Level-0 table #5: 27954 bytes OK
2026/08/11-08:06:46.419164 17497b000 Delete type=0 #3
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2026/08/11-08:56:03.949621 16f77b000 Delete type=3 #1
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2026/08/11-08:06:46.407760 17497b000 Recovering log #3
2026/08/11-08:06:46.408666 17497b000 Level-0 table #5: started
2026/08/11-08:06:46.410003 17497b000 Level-0 table #5: 223489 bytes OK
2026/08/11-08:06:46.410364 17497b000 Delete type=0 #3
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2026/08/11-08:06:46.415299 17416f000 Recovering log #3
2026/08/11-08:06:46.415324 17416f000 Level-0 table #5: started
2026/08/11-08:06:46.415442 17416f000 Level-0 table #5: 3295 bytes OK
2026/08/11-08:06:46.415703 17416f000 Delete type=0 #3
2026/08/11-08:06:46.415749 17416f000 Delete type=3 #2
2026/08/11-08:56:03.974409 16e763000 Delete type=3 #1
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2026/08/11-08:06:46.405358 17497b000 Recovering log #3
2026/08/11-08:06:46.405609 17497b000 Level-0 table #5: started
2026/08/11-08:06:46.406137 17497b000 Level-0 table #5: 57435 bytes OK
2026/08/11-08:06:46.406463 17497b000 Delete type=0 #3
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2026/08/11-08:06:46.421106 17497b000 Recovering log #3
2026/08/11-08:06:46.421169 17497b000 Level-0 table #5: started
2026/08/11-08:06:46.421431 17497b000 Level-0 table #5: 28916 bytes OK
2026/08/11-08:06:46.421607 17497b000 Delete type=0 #3
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2026/08/11-08:06:46.413121 17416f000 Recovering log #3
2026/08/11-08:06:46.413179 17416f000 Level-0 table #5: started
2026/08/11-08:06:46.413357 17416f000 Level-0 table #5: 7486 bytes OK
2026/08/11-08:06:46.413587 17416f000 Delete type=0 #3
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2026/08/11-08:06:46.422268 17416f000 Recovering log #3
2026/08/11-08:06:46.422303 17416f000 Level-0 table #5: started
2026/08/11-08:06:46.422611 17416f000 Level-0 table #5: 16892 bytes OK
2026/08/11-08:06:46.422814 17416f000 Delete type=0 #3
2026/08/11-08:06:46.422839 17416f000 Delete type=3 #2
2026/08/11-08:56:03.972924 16ef6f000 Delete type=3 #1
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2026/08/11-08:06:46.423379 175187000 Recovering log #3
2026/08/11-08:06:46.423401 175187000 Level-0 table #5: started
2026/08/11-08:06:46.423489 175187000 Level-0 table #5: 3739 bytes OK
2026/08/11-08:06:46.423704 175187000 Delete type=0 #3
2026/08/11-08:06:46.423739 175187000 Delete type=3 #2
2026/08/11-08:56:03.971218 16e763000 Delete type=3 #1
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2026/08/11-08:06:24.274259 171d3f000 Delete type=3 #1
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+1 -1
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MANIFEST-000004
MANIFEST-000002
+1 -5
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@@ -1,5 +1 @@
2026/08/11-08:06:46.414303 17497b000 Recovering log #3
2026/08/11-08:06:46.414338 17497b000 Level-0 table #5: started
2026/08/11-08:06:46.414485 17497b000 Level-0 table #5: 5770 bytes OK
2026/08/11-08:06:46.414718 17497b000 Delete type=0 #3
2026/08/11-08:06:46.414751 17497b000 Delete type=3 #2
2026/08/11-08:56:03.942298 16ff87000 Delete type=3 #1
-1
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@@ -1 +0,0 @@
2026/08/11-08:06:24.252690 17051b000 Delete type=3 #1
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+1 -1
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MANIFEST-000004
MANIFEST-000002

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