Update 2.83
6/11/2026
v2.83.0BETAMINOR
Lulu
Monster AI Editor 2: human mode is now a real tab, with behavior-first editing, multiselect, conservative drag/drop, narrower resize behavior, human AEON diff, and reconciled SIN/HP% gates
- This is the requested turn from a technical clone into a human-facing editor over the real AI engine. New sub-tab
Monster AI Editor 2opensMonsterAiEditor2_Control; Editor 1 stays preserved as the technical DevKit/legacy surface. Editor 2 is split intoNormal / Advanced / DevKit: behavior cards instead of opcode-first reading, always-visibleEdit this action, YUNALESCA/BIBLE/SIN/AEON/Live/DevKit relocated by human comprehension, human AEON diff rows, safety/execution badges (conditional branch,other worker,safe for single action), combo indicators, batch selection, clear batch, batch-aware commands, drag/drop handles for consecutive self-contained groups, and responsive layout that stacks panels instead of squeezing the window. New backend files:MonsterAiEditor_DataModel.HumanMode.cs,.Behavior.cs,.HumanDiff.cs,.InlineEdit.cs,MonsterAiEditor_ActionDrag.cs,MonsterAiEditor2_Control.axaml(.cs), reusingAiAutomation/AiValidator/AiScript_Diff/AppendGuardedActiondirectly. Also fixes stale HP% contracts:0x17=MUL,0x16=DIV; SIN-010 is no longer blocked by the old bug, and still honestly blocked by payload/jump-slot/RT2/operator gates. Versioned docs/prototypes include the full action-surface plan, human-accessibility research, HTML prototype, and agent handoffs. (new real human-editing tab/capability). Honesty: RT0/build/gates cover structure; in-game effects and loose-file patches such as Skollm014remain RT2/manual proof
v2.82.0