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 transmutation fired no flourish: its event carried no coordinates
for the wall case and the mapper knew neither it nor the wave it
raises. The event now carries its edge; the burst splashes both sides
of the vanished wall (or the freed square, for a block), and every
wizard the collapsing wave carries leaves a wash streak — which also
gives the plain WATERWALL's wave its motion for free.
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>
Green rings at the traveler's squares become a portal curtain: the
opening LINE itself shimmers on both boards — resolved from the warp
table via the step's direction — in iridescent cyan over a soft
violet breath, dashes drifting like light through a veil. Dimensional
warp tokens, whose mouths are whole squares, wrap in the same veil
around the square instead.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The showstopper: sectors visibly move — a dashed parchment ghost
rotates through its quarter-turn or slides the whole way to its new
ground (corrected for rev-11 renormalization, since the event records
pre-shift origins and the view holds the truth). Death sends a small
soul drifting up from the token; victory bursts fireworks over the
winner's home, three volleys; CHAOS spins a triple spiral over the
whole maze and stands alone in its batch.
And the slapstick tier: knockbacks, shoves, drags, and pit-jumps
leave a motion streak; falling in a pit swallows dark with dust;
ooze gets a wobbling pratfall ellipse; tacks sting in three hopping
asterisks; thornbush snaps green; slime sinks its ring; a successful
pit climb puffs dust.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The reflected spell turns in the air and flies home wearing its own
colors, striking its caster with the hit it meant for someone else.
Warp travel glows green at both mouths. Punches land as a proper
burst star; creature blows rake three red gashes; an absorbed spell
is a little card swallowed into the absorber, spinning as it shrinks.
And ongoing spells now wear their look between events: firewalls lick
and glow, the invisible and misted breathe at a fraction of opacity,
Medusa's victims gray to stone, and the webbed wear their webs. The
pulses stop under reduced motion; the informative looks stay.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A cosmetic effects layer on the board svg, fed by the same event
stream that writes the log. Fireballs streak and burst; waterbolts
arc and splash; lightning jags and flickers; teleports shimmer at
both ends; walls rise and fall in dust; stopped attacks flash a
golden shield; hits ring red; misses whiff; other attack spells
sparkle at the caster. Successive visuals from one command stagger by
a beat, everything self-expires, reduced-motion hides the layer
whole, and nothing here touches game state — the effects are mapped
from events in fx.ts and drawn in Board.svelte, online and hotseat
alike.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>