The shop's five permits restock when the character and weapon banners change together, which no week, month or fixed cycle can express: rotations ran 21 days and then 19. A rotation is not a game version, so it gets its own table and caption, and follows the version rule that only a recorded end resets the count. The dates and reset rule are the owner's in-game reading, as no page states them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The new reader app replaces the old UI: Checklist with a rail (focus
pills, Next to expire, today's dailies, pinned routines), Timeline in a
new and a classic look, Routines, Archive and a Settings area, in a
Structured (default) and a Relaxed interface. It follows the approved
Round 6 B and Round 7 mockups, corrected screen by screen with the owner.
Reader data moves to a v2 store (gacha-tracker:v2:*). Existing v1 data
is migrated on first load, a recovery copy is written first, and the v1
keys are never removed, so a rollback finds them unchanged. Redeem codes
for Genshin arrive as their own feed.
Also: live's urgency ramp, editable per theme; completion and
section-complete fireworks; a returning-user tour; the design mockups,
specs, plans, reviews and handoff record.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A corrupt import is stored as it came, and "2026-13-01" passed the
pattern, then threw in periodOf on every render. "2026-02-30" rolled into
March instead and moved the cycle. The schema now round-trips the date,
so either is kept on disk and left off screen like any unreadable task.
Found by the schema-guardian review.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A third period, { unit: "cycle", days, from }, cut in day-key space like
weeks and months, so each game's per-server reset carries over. Tasks on
it are tallied and switched apart (showCycleTasks, on by default), show
the days left in their chip, and the lower row's heading now names the
periods it holds.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Check-in goals and weekly tasks both need a period longer than a day.
Working in game-day keys rather than instants means a week rolls exactly
where the game's own day does, per region, with no second clock.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>