The eyes turn to meet magic thrown at them, even after a stride
Springing the Trap never showed its fireball: Rival stepped into the watched corridor facing the way he walked, and the ambush's fireball flew in from the mouth behind him while only the caption told of it. The director now aims at incoming magic and punches — the caster's or attacker's square, straight or through a mouth — and a stride that ends with something to watch turns once more after the walk, the slate holding the outcome until the eyes face it. The fireball comes through the wormhole at the camera, then the blow lands. The trap's first beat re-blessed for it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Jm2auWk6RP71CjaAb4FMoG
This commit is contained in:
co-authored by
Claude Fable 5.1
parent
86856781df
commit
86070b42a3
@@ -41,6 +41,12 @@ export function aimOfEvents(
|
||||
cell = e.targetCell ?? view.players.find((p) => p.id === e.target)?.position ?? null;
|
||||
} else if (e.type === "attackResolved" && e.attacker === povId) {
|
||||
cell = view.players.find((p) => p.id === e.defender)?.position ?? null;
|
||||
} else if (e.type === "spellCast" && e.target === povId && e.caster !== povId) {
|
||||
// Magic thrown AT these eyes: they turn to where it came from —
|
||||
// the ambusher down the corridor, or through the mouth.
|
||||
cell = view.players.find((p) => p.id === e.caster)?.position ?? null;
|
||||
} else if (e.type === "punched" && e.target === povId) {
|
||||
cell = view.players.find((p) => p.id === e.attacker)?.position ?? null;
|
||||
} else if (e.type === "objectThrown" && e.attacker === povId) {
|
||||
cell = e.landedAt;
|
||||
} else if (
|
||||
|
||||
Reference in New Issue
Block a user