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34 changes: 31 additions & 3 deletions projects/Magic/docs/MAGE_GEAR.md
Original file line number Diff line number Diff line change
Expand Up @@ -68,6 +68,31 @@ To recharge an existing mage weapon, right-click an empty station while holding
it without sneaking. One weapon moves from the hand onto the station and retains
its state. Apply a charge as above, or take it back with an empty-hand click.

### Re-attuning from scratch

A recharge only raises a weapon's requirements. To clear them instead, sneak and
right-click an empty station while holding an attuned weapon the station can
create. Chat lists the fee: `gear.reattune.cost_fraction` in `config.yml`
(default `0.5`) of the weapon's current part costs in `gear/parts.yml`, rounded
up per material. Sneak-right-click again within `confirm_seconds` to pay it. The
weapon then rests on the station as a pending reset. `0` makes the reset free,
and `magic.bypass_crafting_cost` skips the fee.

The next run that catches something replaces every element requirement with
what it caught. Its Rift becomes that run's bad hits; earlier Rift is dropped.
Sockets and runes stay as they are. A run that catches nothing leaves the old
attunement untouched, and the reset stays paid and pending for another charge.

While a reset is pending, only its owning character or `magic.admin` can apply a
charge, and an empty-hand click cannot take the weapon. Between runs, the
owner's shift-left-click calls the reset off and returns the unchanged weapon
and the whole fee. A running charge cannot be called off, so the fee is never
refunded after seeing how a run goes. A station that loses its furniture drops
the fee with the weapon. If the fee record is missing or malformed, or one of its
materials can no longer be built, calling the reset off fails and logs a
warning for staff review. On furniture loss, the weapon still drops and the fee
that cannot be built is logged instead.

The station does not need to be at a shrine. Difficulty uses the charge item's
tier, not its displayed aura band. A character switch, permanent death, disconnect
or shutdown finishes the outgoing character's runs with their captured result. The
Expand Down Expand Up @@ -136,7 +161,8 @@ their existing behavior.
Deposits, charges and releases persist intent before changing inventory or
spawning world output. Abort refunds are queued under
`data/gear-returns/<character UUID>/<operation UUID>.json`. Rested weapons return
as the original item; fresh crafts refund their recorded materials. Delivery
as the original item, with the recorded fee if a reset is pending; fresh crafts
refund their recorded materials. Delivery
always targets the station's owning character, even after a staff abort. Immediate
delivery uses only that recipient's captured session; staff aborts for another
character queue the property for its owner. Delivery uses empty storage slots,
Expand Down Expand Up @@ -266,7 +292,8 @@ minus missed-good-orb penalties. Bad hits add Rift up to its configured cap.
A later recharge can reduce existing Rift once per completed run.

Weapon requirements are stored per element. Applying captured aura uses the
higher of the existing and incoming requirement; values do not add. A new element
higher of the existing and incoming requirement; values do not add. A pending
reset is the exception: see [Re-attuning from scratch](#re-attuning-from-scratch). A new element
adds its own requirement. The first charge selects socket colours from the
captured band. Requirements display as tier bands.

Expand Down Expand Up @@ -306,4 +333,5 @@ Use the exact source and dependency set intended for release. Check station
persistence, material consumption, blank/over-tier charge handling, ejection
locks, perfect and missed orb runs, multi-element highest-only merging, Rift
at 0 and 100, refusal without cost, alignment resync, rune preservation and
recycling. Record results with the run or PR.
recycling. For re-attuning, check the fee, the refund on abort, the pickup lock,
and both a missed and a caught run. Record results with the run or PR.