Scoped to everything since the last pass (3308850). Three blind
reviews, every finding verified before touching anything.
Confirmed and fixed: two identical comment-splitting insertions left
doc comments orphaned from their fields (net and local alike); a
51-line CSS fossil of the pre-extraction inline effects survived in
Board.svelte; the rev-13 miss-roll test asserted tautologies while
its comment claimed a check the code never made — it now proves the
die was consumed, and the skeleton is no longer returned as trollId;
the sprite registry's `as never` silently disabled the completeness
its annotation advertised (now a mapped type, one cast at the
dispatch seam); a dead ternary guarded a union that doesn't exist;
Bolt carried a duplicate .fork rule from a color iteration; fxTtl
contradicted three sprites' real animation lengths; the permanence
sentinel was reinvented as a magic 9000 (the engine now exports
isPermanentDuration); CELL was declared thrice (fx.ts now imports
it); App and Replay ran two divergent fx schedulers (one scheduleFx
now, cancellable — stale flourishes can no longer fire after leaving
a game); TokenArt retried missing files forever; the anti-anti
escape guards merge with the gate asymmetry explained; wall-of-fire's
rev-12 carve-out is marked; overLimit ignored a displayed BRAINSTONE
(bots over-discarded by two); botRemark's header mis-stated its own
branches; deliverGold fired on any drop, not a home-base delivery;
escape and win banter never fired from the steps that carry them.
Rejected: "as a human would" (house voice); FxGallery's dev-harness
framing (trimmed one plea, kept the facts).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Projectiles flew cell-center to cell-center, launching from the
caster's feet and landing under the target's chin — tokens sit high
in their squares and fan sideways when crowded. Every travelling
effect (fireball, waterbolt, bolt, streak, and the reflection's
return flight) now resolves token anchors that mirror the board's
exact positioning, fan-out included: caster's center to target's
center, wizard or creature. Spots with no token to aim at fall back
to sensible cell points, and wash/knockback streaks end on the
carried wizard wherever they fanned to.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The bolt deepens to saturated gold over a dark amber glow; the splash
throws a wider crown of five droplets over a broader pool; the
fireworks lose their protractor — uneven angles, lengths, sizes, and
staggered timing, as a real burst has; the portal-cell's void gains
turning swirl arms so the dark center reads as motion, not blur; the
streak narrows and softens so its peak frame no longer resembles a
drawn white line.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Eric's fireball lands as the house style — layered construction,
gradient core, glow halo, a directional tail riding rotate="auto" —
with its defs scoped per instance via $props.id(), so simultaneous
fireballs cannot steal each other's gradients. The rest of the
catalog is rebuilt in its image: the waterbolt becomes its cold
sibling (spray tail, no turbulence — one heavy filter stack is
enough); lightning grows a glowing core and branching forks; the
burst blooms through a fire gradient with a shockwave and flying
embers; the splash throws a crown of droplets; the shield raises a
gradient dome with a rim strike; the pow star flashes white and
radiates speed dashes; claws leave tapered gashes; the absorbed card
spirals in along a pull ring; the soul is a proper little ghost with
eyes, swaying as it rises; fireworks ride colored trails; Chaos
catches card slips in its vortex; the pit opens a gradient hole that
swallows a faller; ooze splats and flings blobs; the thornbush sheds
leaves; slime closes over and pops bubbles; masonry dust goes soft
with falling grit. Whiff, tacks, portal, and the sector ghosts keep
their simpler forms on purpose — restraint is part of the style.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The effects move out of Board.svelte into src/fx-sprites/ — one
component per flourish, markup and animation CSS together, so editing
the fireball means opening Fireball.svelte and nothing else. A
registry (index.ts) maps kind to sprite; Board renders through it.
The event mapping stays in fx.ts.
And a viewer: /?fx opens the Flourish Workshop — every sprite on a
labeled parchment tile, replaying on a 2.2-second beat. Under the dev
server, editing any sprite file hot-reloads the gallery mid-loop.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>