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Batch 59 · Ability-module design from broader gameplay paths

2026-10-28. Source reviewed at 0a150f7c; latest implementation remains 56f764c9. Documentation only, requested to cover actual skills and interactions beyond Run and Gun.

The ability-module contract owns the detailed design: typed definitions and views, private module state, explicit player/attack services, deterministic synchronous stages, time/count/phase meters, live/captured stat inputs, persistent summons, attributed child attacks and lifecycle/registration cleanup. It traces shields, carriers, attack counts/charge, damage/threshold/life reactions, ricochet/explosion/hydra/status combinations, pickups, serialized evolution and HUD readers. New proposals remain separate from observed code and acceptance evidence.

The reference index covers all 101 AbilityType ordinals with exact comment-excluded literal candidate locations: 92 types across 17 non-Editor scripts. Nine without direct sites are not declared unused; serialized, transferred-field and upgrade-effect routes exist. Existing authored definitions/routes/bindings/equivalence catalogs remain canonical. Eight selected Player.prefab references resolve in the correct GUID/fileID scope, including the nested Knight barrier and local Stellar shield. The Stellar controller is referenced despite its Unused Animation folder; no asset retirement is implied.

Important migration constraints are now explicit: views cannot be authoritative shield state; current clone identity cannot satisfy legacy HUD asset-equality lookup; cooldown fields can be count meters; conditional abilities need complete invalidation before polling is removed; secondary attacks inherit different properties and currently have incomplete initialization/reset. These are source-backed boundaries under existing ARCH/PC/CA gates, not newly reproduced shipped defects or fixed gameplay. Placeholder reachability and target-side cross-player marks remain investigation/disposition work.

Validation checks enum/index identity, 92/17 candidate counts and exact source locations, selected serialized targets, local documentation links, unchanged existing contract catalogs/gates and source/meta hashes. No Unity process, native build, full combination campaign or performance measurement ran. All 27 PC/CA/SE/RP/PS follow-ups remain open. Source/project edits remain only the pre-existing audio deletions and generated Addressables metadata; neither is staged. The source inventory stays at 293 scripts.

Continue the existing R3 simulation/lifecycle queue. R4a establishes module state/hooks and presentation identity; R4b supplies attack/impact/spawn execution; R4c migrates complete real ability families and combinations. Final native/control/Windows qualification and deferred features remain later work. Primary Unity examples and the project-specific adaptation are cited in the contract.