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Skills in your scenarios ​

A skill vendor's results statement shows its executor behaves on the bus's fixtures. Your scenarios show the whole chain works in your house: your configured instance fires, your story owner turns the flag into a gate, your tools hold, your standards desk clears it. Each link is a different product, so each is a place it can break.

Add skill steps to the scenario runs in step 4

Available now, and to rehearsals of the standards-gate and AI-skill

workflows Available now, where the skill executor's stand-in plays until your vendor's executor is cast in its role. The stand-in's warnings are scripted, not raised from your configured instances, so they don't test your values: to test those, cast your vendor's executor.

S4 · The standards gate, step by step ​

A skill flags a story; the owner gates it; graphics must wait for standards. The run sheet:

#ActorActionExpected on the busCheck
1Newsroom systemCreate a story that meets your configured instance's conditionstory.context seq 1 → 202Every receiver shows it
2Skill executor(automatic)One skill.warning.raised, flag, rule_id = your label, causation_id = seq 1's message_idExactly one warning, within your agreed time. detail reads sensibly to an editor
3Newsroom system(automatic, or the editor)story.context seq 2 with an editorial gate PENDING, naming the skill and your labelThe owner turned the flag into a gate (P-13). The editor sees why
4GraphicsBook the lower thirdlink.committed, gate status PENDING → 202Booked, not aired
5GraphicsTry to clear it itselflink.gate_changed → 403 producer.message_type_not_allowedRefused: graphics wasn't granted it (step 3)
6PlayoutTry to air itNothingPlayout holds while the gate is PENDING
7Standards deskClear itlink.gate_changed CLEARED, then system.audit CLEARED → 202Recorded, with who cleared it
8Newsroom system(automatic, or the editor)story.context seq 3, the gate approvedThe owner closed the gate
9PlayoutAir ittelling.started, then telling.ended → 202Aired only after step 8
10Skill executor(automatic, on seq 2 and seq 3)Nothing new, unless the warning itself changedNo repeat warnings for the same condition

Passes when graphics and playout never output the item while the gate is PENDING, every reaction traces to its cause, and there's exactly one warning. Step 3 is the one that most often fails: if nobody turns the flag into a gate, the chain stops there and graphics goes ahead unchecked. SOM doesn't say which system does it, so your map must.

Skill cases worth adding ​

One or two lines each, on top of S1 to S8:

CasePlayExpect
The condition never holdsA story that doesn't meet any configured instance's conditionNo warning. Most evaluations raise nothing
A holdA story that meets a hold skill's conditionThe warning is hold, non_overridable, lists what's withheld in blocks; every tool withholds those fields
Condition clears, then returnsChange the story so the condition stops, then holds againNothing when it stops (a warning is never withdrawn on the bus); one new warning when it returns
Killed storyKill the story while a warning standsNo new warnings on a killed story
RedeliveryStop and restart the executor mid-runStill one warning per condition: no duplicates
Narrowed by skills_configThe owner leaves the skill out of the story's active_skillsThat configured instance doesn't run on this story (Configuring your house's skills)
Your values changedChange a value, then run the same story again with a fresh story_idThe warning follows the new values
Two executors, one skillTwo vendors run the same configured instanceCompare their warnings: same condition, same severity, same moment

What to check on every warning ​

Open it on the Story timeline and read the raw JSON:

  • rule_id is your label; skill_id and skill_version are the skill you configured.
  • correlation_id is the story's, and causation_id is the snapshot that caused it.
  • severity is what your values say; detail tells an editor what was read and what clears it.
  • It was accepted. A refused warning never reaches anyone: for your own executor, look under Activity; for a vendor's, ask it for the rule. The fields and their rules are in A warning that validates.

Record the results against each executor in your skill coverage table and your scorecard.

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