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docs(studio): the Behaviour section says what the UI does not
Only the rank rules, what writes a position, the Canvas wiring, the palette's source and the tab's docks; the outline, the bar, the tips and the markers are visible. Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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‎apps/studio/README.md‎

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@@ -89,28 +89,13 @@ starting where the last stood, facing as it faced, and the Timeline's bar above
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shows the steps (click one to pick it). Picking or playing anything else starts clips where
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they normally start.
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The Behaviour tab beside the 3D view (the button under the moves, or View > Panels) edits the
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port's `[behaviour]` graph as rules. The outline on the left lists what starts a rule: an event,
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a state between moves, or a move playing, each with its rule count and ranks; pick one and its
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rules are rows, or pick All rules for every one. A row is a frame titled `#rank · trigger · note`,
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in the order the game checks them (`#1` first): the rule's blocks left to right, then the move
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it plays as a dashed reference (`×n` when n rules play it) whose tip names those rules and the
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move's `then` sequence. A block or reference you select is edited in the bar below: its params
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and note, the move a reference plays, and Play, which plays the move in the game and is off,
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with the reason in its tip, when it cannot. `+ Rule` adds a rule checked last; right-click a
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block to insert one after it or delete it, and drag a frame to reorder it among its trigger's
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rules (in All, among its own trigger's only; the status says so). `⚠` marks a rule the game
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refuses (the tip says why). Every gesture is one undo step.
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All rules has a header toggle: In order (the default, kept per document) shows every rule as a
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row, each starting with its trigger, and Canvas shows the stored graph as a free canvas.
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Right-click adds a block (the palette is `mhfu_port.behaviour.KINDS`); a wire from a block's `out`
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feeds the next block's `in`, or plays a move at its `play`; a move's `while playing` starts a rule
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while it plays, and its `then` hands to another move (`after`); any other wire is refused in the
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status line. Selecting a node dims all but the rules through it. Spread out loosens the layout, a
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faded block is on no complete rule, and rows write no block position. A move is deleted in Moves.
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The tab has no docks until you open one on it, and keeps them apart from the 3D view's; Findings
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stays open across tabs.
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The Behaviour tab edits the port's `[behaviour]` as rules, grouped by what starts them: an event, a
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state between moves, or a move playing. The game checks rules in rank order, `#1` first. Rank is the
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stored canvas order, each block's `(y, x)`, top first: `+ Rule` adds a rule last, dragging a rule's
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frame trades places with its own trigger's rules only, and in All rules › Canvas dragging a node can
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change it. In Canvas a block's `out` wires to the next block's `in` or to a move's `play`; a move's
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`while playing` starts a rule, and `then` sets the move's `after`. The palette is
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`mhfu_port.behaviour.KINDS`. The tab keeps its own docks; Findings stays open across tabs.
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## Tests
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