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Ability data inventory

The inventory is a snapshot of the 121 individual Ability assets found on 2026-10-29, including draft and potentially unused content. It preserves authored values and direct asset links; it is not a list of playable or fully migrated behaviors. The old assets and metadata were archived in ability-assets-2026-10-30.zip and removed from active Assets. Recovery scenes still reference them.

Reading the inventory

  • Asset name, GUID and path: historical Unity asset identity. Internal definition keys are based on the mapped GUIDs; they are not backend reporting codes.
  • Category and character assets: direct character or upgrade links found in the scan, not proof of in-game availability.
  • Upgrade IDs, names and rarities: data from directly linked Upgrade assets; an ability may have multiple links or none. Upgrade and ability identities have different purposes.
  • Cooldown and stamina: values stored on the old asset. Zero is an authored value, not proof an ability has no timing or cost; runtime changes are not captured. Blank means the field was absent.
  • Definition script: the script attached at the snapshot date. A base Ability.cs entry does not establish that a behavior is absent or complete.

The scan reads direct asset references, not every scene, prefab, prerequisite, dynamic assignment or backend record. For the migration mapping and remaining behavior review, see the migration audit and data-only review.

Current data ownership

AB_ definitions hold named metadata and ability behavior. Their stable IDs are in a generated registry; use Tools > Tiny Chaos > Register Ability IDs after a new definition compiles. PlayerAbilityState holds each player's mutable state, including cooldown; individual abilities can add their own timing. Characters, starting bindings and Upgrade assets select definitions using internal keys. Upgrade assets continue to hold reward identity, icon, rarity, values and availability. Descriptions use upgrade localization.

Preserve the existing four-character ability upgrade codes exactly. The field was previously called reportingCode. Upgrade.idname is used for existing icon/leaderboard matching in the client, but upgrade identity and backend ability identity are distinct. Dash and automatically equipped character abilities do not need invented backend codes; Revive is an upgrade action with its existing REVIVE upgrade ID. Reward limits and duplicate-card handling are separate from reporting identity.

The inventory is a historical reference, not the game's runtime source. An AB_ definition alone does not prove all behavior has moved or works; use the roadmap and CLI report for current work and verification.