name: add-part description: Scaffold a new Starblaster Part (a slotted ship upgrade with Mk.1–9 scaling). Use when adding a new upgrade that mutates player stats. Implements the extend-Part / slot_type / apply+unapply / PartFactory pattern, checks balance, and verifies. Follows docs/contributing/04 and chains the part-author / economy-sim agents.
/add-part — guided Part scaffold
Full reference: docs/contributing/04-player-parts-economy.md. Parts are how the
player gets ANY stats — the ship starts at zero and Parts populate it.
Procedure
1. Gather intent
Confirm: which player stat(s) the Part affects, its slot_type (see
scripts/weapons/SlotTypes.gd for the slot enum), the Mk.1–9 scaling curve
(how the effect grows per mark), and roughly its cost tier. For balance
judgment (is the per-Mk delta worth the price?), consult the economy-sim /
game-design agents.
2. Implement via the part-author agent
The part-author agent owns this pattern:
- Extend
Part. - Set
slot_typein_init. apply(ship)— additive: add to the ship's stat AND record the delta.unapply(ship)— reverse exactly that recorded delta (so swapping/removing the Part cleanly undoes it — this is why the delta is recorded, not recomputed).- Mk scaling via the mark multiplier.
- Register the Part in
PartFactory(else it can't be offered/equipped).
3. Verify + ship
Run the /ship skill: parse_check + headless boot (confirm the Part script
compiles and the ship can equip it) + commit .uids + push + report to the user.
4. Balance pass (if it shifts the curve)
If the Part changes the power/cost curve meaningfully, run the economy-sim
agent to sanity-check run economics before considering it final. Mention the
relevant design docs (docs/archive/economy_2026-05-24.md,
docs/archive/weapon_mk_progression_2026-05-25.md) for context.
Notes
- For a pure data
.tresPart instance with no new code, the data-author agent is the lighter path; new behavior needs part-author (code). - Cross-refs:
docs/contributing/04, the "New Part" convention inCLAUDE.md.
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