The helm yields the glass while a card is aimed
The drive chevrons are buttons over the canvas edges, and the back-stride strip owns the bottom band — exactly where an adjacent square's floor renders. With a card selected, hovering there showed no target and a click would have STEPPED backward instead of casting (the tacks report: the pane refused what the map allowed). While a card is aimed the strips now fade and stop catching the pointer, so every pixel of the pane hovers and clicks as a target; the arrow keys still steer throughout. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Claude Fable 5
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0530ecb039
@@ -1914,7 +1914,8 @@
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onbody={(id) => (fpvBody = id)}
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onWarpStep={(creatureId) => dispatch(creatureId
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? { type: "creatureWarpStep", creatureId }
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: { type: "warpStep" })} />
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: { type: "warpStep" })}
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targeting={!!selectedCard && yourMoment} />
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{/if}
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<Board
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{view}
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