The cockpit learns to aim: marked beings, verdict-bearing crosshair
While a targeted card is armed, wizards and creatures standing on castable ground wear a pulsing ember ring at their feet — drawn behind the body, only when the walls actually show it, and only when the card could land on a being (creations still light floor alone). The hover cue now carries a verdict: gold outline and bright name for what the cast can reach, cold slate for what stands beyond it. The workshop poses it all: ?aim=1 arms a pretend cast and ?rival=x,y stands the Rival wherever the shot needs them. 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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@@ -2368,6 +2368,7 @@
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<LiveFirstPerson {view} batch={fpBatch} onhide={() => setPref("liveFp", false)}
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onstride={(side) => tryMove(side)} canStride={yourMoment}
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ontarget={fpvTarget} onfacing={(s) => (fpvFacing = s)} {litCells}
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aimBeings={selectedCard != null && !CELL_CARDS.has(selectedCard.cardId) && !EDGE_CARDS.has(selectedCard.cardId)}
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onpickup={(w) => dispatch(w.kind === "treasure"
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? { type: "pickUpTreasure", treasureId: w.id }
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: { type: "pickUpObject", instanceId: w.id })}
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