1.4 KiB
1.4 KiB
Phase 7.1 Recruit Loadout And Level Contract
Equipment Rule
- Each living Recruit owns zero or one
equipped_item_id. - Item forms such as armament, guard, garb, charm and kit are eligibility and presentation families, not simultaneous body slots.
- Equip is a replacement transaction: candidate enters the one active slot and the prior item, if any, returns to run inventory in the same receipt.
- An item can interact with a neighbor's item or a shared event, but no effect may require its wearer to hold a second item.
- Artifacts remain run-wide rules and never consume the Recruit's item slot.
Level Rule
- Every Recruit stores its own
levelandxp. - Level range is
1..10; XP is earned only by the living deployed Recruit who qualifies under the economy authority. - Reserve and Fallen Recruits gain no battle XP.
- Hiring, dismissal, death, promotion and run closure never transfer level or XP to another Recruit.
- Promotion preserves that Recruit's level and XP; it does not create a shared Company level.
UI Read
- Offer, Roster, Recruit detail, Equipment, Party and Result surfaces identify level as text.
- Recruit detail exposes exact current XP/next-level progress.
- Equipment comparison shows exactly
Current slot -> Candidate, the returned item and the behavior delta. - Empty slot, incompatible item and replacement states remain distinguishable without color.