Commit aa3fc7

2026-09-08 11:22:52 Anonymous: Align older build example and event entry with owner automatic ordinary fire
hold the flood/build rules.md ..
@@ 14,7 14,7 @@
## Resolution and readable limits
- Manual activation, a new enemy attack or an ambient hazard is an **external event** and starts a causal wave. Rig-created projectiles, fragments, arcs, barriers and contacts keep that wave identity rather than becoming new external events.
+ An ordinary actuator's automatic launch, manual special activation, a new enemy attack or an ambient hazard is an **external event** and starts a causal wave. Ordinary firing is mostly automatic and special abilities are manual under the owner's decision. [Combat Rules](/Hold%20The%20Flood/Combat%20Rules) supplies the proposed targeting/readiness contract: a ready controller launches when a valid target is available, spends readiness, and recovers through stated world time; rig output cannot reset it. Rig-created projectiles, fragments, arcs, barriers and contacts keep that wave identity rather than becoming new external events.
Within a wave, each part resolves once and a returning signal stops. Force projectiles, pressure bursts, fragments and external strikes against the player or Barrier Plate are impacts; arcs and heat are not unless explicitly converted. Impact Dynamo batches several same-wave impacts into one visible accumulator contribution and emits one downstream packet. Stored states persist across waves with saturation visible. Releasing stored charge requires a chosen trigger: a manual release starts a new wave, while a release caused by a rig-generated packet retains that packet's wave. Storage becoming ready does not itself create a new external event. Exact capacities and damage remain open.
@@ 49,7 49,7 @@
## Three materially different paths
- **Cascade lance.** A manual Pulse Projector shot starts a wave; its impact lets Dynamo send a charged trigger through Fork. One branch activates Arc Emitter, the other stores charge. A later manual Capacitor release starts a new wave; Thermal Lens converts its stored charge into a heat payload that Projector launches. Sparse targets reduce Arc branching and later impact opportunities, not the basic sequence. Packed hordes may be overwhelmed.
+ **Cascade lance.** An automatically launched Pulse Projector shot starts a wave; its impact lets Dynamo send a charged trigger through Fork. One branch activates Arc Emitter, the other stores charge. A later manual Capacitor release starts a new wave; Thermal Lens converts its stored charge into a heat payload that Projector launches. Sparse targets reduce Arc branching and later impact opportunities, not the basic sequence. Packed hordes may be overwhelmed.
**Counterwall reactor.** A manual trigger raises Barrier Plate. Each later enemy strike starts a wave through Dynamo into Capacitor. Stored charge can trigger Barrier or Arc Emitter. The wall becomes protection and engine while a horde attacks; it stops when strikes stop, bypass its facing or break the barrier.
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