On the owner's own page, each wearable backpack item now carries a compare
card: a verdict chip (upgrade / downgrade / sidegrade / new / inert / same),
the per-stat deltas, and the name of the worn item it's measured against.
gogobee computes all of it — the power math needs tempering and bond state,
which live in the engine — so Pete only colours the result and does no
arithmetic. It rides the owner-private inventory, so it never reaches the
public page; the item names are game-authored, so unlike the LLM dispatch
prose there's no injection surface.
The verdict chip is always visible (a phone has no hover to lean on) with
the deltas beside it. Chip colours mix a fixed hue into --ink for text and
--card for fill, so they land on the readable side of the card in all four
phases — the same by-construction contrast trick the dungeon map uses, not
a Tailwind dark: variant. Screenshot-verified day and night, all six
verdict states, including the purple 'new' chip that the theme-contrast
history warned about. output.css rebuilt and committed.
The one adventure ask that carries intent back to the game box, built the
mischief way: no new network route, Pete records the equip/unequip and gogobee
polls it and files a verdict. The who page grows Equip / Take off buttons on the
owner's own worn and backpack panels, and a pending-changes strip that shows
'queued' until the verdict lands, never claiming a change it can't see.
The item handle is the inventory row id, sent only on wearable magic items, so a
non-zero id is also what gates the button. gogobee resolves the owner by
localpart, never a name.
Renders what gogobee now sends: descriptions, the engine's own effect
summary, slot and skill tags, and a Worn panel with the bond count. One row
template for all three panels — worn, backpack, vault show the same facts and
only the frame differs.
The one distinction worth the wrapper struct: "inert" is a real problem state
— the item is on you doing nothing because all three bonds are spoken for.
The same item in a backpack isn't inert, it's just not worn yet. Rendering
both the same would invent a problem the player doesn't have, on the exact
panel they'd go to to fix it. An ItemView can't tell you which panel it's in,
so itemRow carries it, and TestWhoInertOnlyWhenWorn pins it.
Effect arrives resolved and Pete renders it as given. If it ever disagrees
with what an item does in a fight, that's a gogobee bug — deriving it here
from tier and slot would just be a second opinion that drifts.
No migration: detail rides as a JSON blob.
Each roster name becomes /adventure/who/{token}. Anyone sees the public sheet —
stats and equipped gear, decoded from the detail_json gogobee now hangs on each
board entry — with a live JSON re-poll so an open tab tracks HP and room as they
move. The signed-in owner sees the same page enriched with their private
inventory, vault, house, and pets, unlocked by an ownership join in the new
player_self_detail table (localpart owns token) — Pete never reverses the
anonymous token to decide it. buyerLocalpart is extracted so the storefront and
the ownership check lowercase the session name the same way.