/* ENTITY TIPS — the look of a game name in prose, and of the panel it opens.
   =============================================================================
   Lifted out of public/d4theorycraft/index.html on 4 Sep 2026 so the hub and
   the gear comparison page can mount the same feature instead of copying it.
   The values are that page's, unchanged, so nothing moves on the page that
   already had them.

   ⚠ A page that already defines #skvTip (the theorycraft skill strip does)
   must load this BEFORE its own rules, or lose them to source order at equal
   specificity. */

/* ⚠ THE SCHOOL COLOURS MOVED TO ../assets/school-colours.css, 4 Sep 2026, and
   they are GENERATED now. Three were written here by hand — Frost, Pyromancy,
   Shock — so the Paladin's four (Zealot, Juggernaut, Judicator, Disciple)
   rendered as plain body text, and a ninth on the next class would too. The
   owner: *"every typed skill should take on that school's colour ... this is
   class-wide."* `tools/build-school-css.mjs` writes one rule per school from
   `school-colours.json`, which `tools/measure-school-colours.mjs` measures off
   the game's own icons for every enabled class.
   ⚠ LOAD school-colours.css ALONGSIDE THIS FILE. Without it a school name has
   no colour rule and falls through to `.ent-skill` below, which is the
   behaviour this replaced.

   The rarity colours stay here: they are the item tooltip's, not a class's. */
:root{
  --rar-legendary:#f0913c; --rar-unique:#d8bd88; --rar-set:#7fd18a; --rar-mythic:#c99bff;
}

.ent{cursor:help;font-weight:600;text-underline-offset:3px;
  text-decoration:underline dotted rgba(255,255,255,.22)}
.ent:hover,.ent:focus-visible{text-decoration-color:currentColor;outline:none}
/* A skill whose school the data does not give still reads as a game word
   rather than falling back to body text, which would hide the fact. A school
   that HAS a colour beats this on specificity — `.ent-skill[data-school="X"]`
   is (0,2,0) against this (0,1,0) — so the two sheets can load in either
   order. */
.ent-skill{color:#cfc6b2}
.ent-legendary{color:var(--rar-legendary)}
.ent-unique{color:var(--rar-unique)}
.ent-set{color:var(--rar-set)}
.ent-mythic{color:var(--rar-mythic)}

#skvTip{position:fixed;z-index:70;max-width:360px;padding:14px 16px;border:1px solid #4a4336;
        border-radius:4px;background:#0f0d0b;box-shadow:0 6px 24px rgba(0,0,0,.75),inset 0 0 0 1px #000;
        opacity:0;pointer-events:none;transition:opacity .08s linear}
#skvTip .skvt-name{font-size:19px;color:#e8e0cd;font-weight:700}
#skvTip .skvt-chips{display:flex;gap:6px;flex-wrap:wrap;margin-top:6px}
#skvTip .skvt-chip{border:1px solid #3f4a4e;background:#1b1a1f;border-radius:2px;
                   padding:1px 8px;font-size:11px;color:#b9b1a0}
#skvTip .skvt-body{margin-top:10px;font-size:13px;line-height:1.55;color:#c8c0ae}
#skvTip .skvt-rank{margin-top:10px;font:600 12px ui-monospace,SFMono-Regular,Menlo,monospace;color:#e0a03c}
#skvTip .skvt-mods{margin-top:8px;border-top:1px solid #2e2a24;padding-top:8px}
#skvTip .skvt-mod{margin-top:6px;font-size:12.5px;line-height:1.5;color:#c8c0ae}
#skvTip .skvt-mod b{color:#e8e0cd}
#skvTip .skvt-ebanner{margin-top:10px;background:#2a2620;border:1px solid #3a352c;text-align:center;
                      font:700 12px/22px serif;letter-spacing:.08em;color:#ddd5c2;text-transform:uppercase}
/* ⚠ THIS RULE DID NOT EXIST UNTIL 4 Sep 2026 and the markup that needs it
   shipped on 3 Sep. `.skvt-note` is the line a borrowed class's skill tooltip
   prints to say which values it cannot price, and with no rule it rendered at
   the panel's default paragraph size in the panel's default colour — the same
   weight as the sentence above it, which is exactly what a footnote must not
   be. Dim and small, so it reads as an aside about the panel rather than as
   more of the game's text. */
#skvTip .skvt-note{margin-top:8px;font-size:11.5px;line-height:1.45;color:#8b8375}

/* THE TREE CARD'S MODIFIERS SECTION — the owner, 19 Sep 2026, with five screenshots: *"none of
   the abilities when hovered in the skill tree are showing their modifiers like they are
   supposed to."* The game prints a MODIFIERS heading under the skill's own sentence and one
   line per allocated variant and upgrade.

   It is styled to match `#skvTip`'s own `.skvt-mods` above rather than invented: the same rule
   above the block, the same row spacing, the same colour. Two panels on one site that say the
   same thing should look the same, and the write-up's one has looked like this since 3 Sep.

   ⚠ Scoped to `#tip`, which is the PLANNER's tree tooltip. `#skvTip` is the prose one and
   keeps its own rules; nothing here reaches it. */
#tip .skMods{margin-top:10px;border-top:1px solid #2e2a24;padding-top:8px}
#tip .skModsHead{font:700 11px/1.4 ui-sans-serif,system-ui,sans-serif;letter-spacing:.09em;
                 text-transform:uppercase;color:#9a9182}
#tip .skModRow{margin-top:6px;font-size:12.5px;line-height:1.5;color:#c8c0ae}
