Add scene-authored FX effect library and Fx autoload
Replace code-buried CPUParticles with inspector-editable effect scenes fired through one Fx autoload: code names the effect (Fx.spawn(&"blood_burst", xform)), the .tscn owns the look. Ships four placeholder effects (blood_burst, slam_dust, spark, hit_flash) seeded from the old code params, a self-freeing one_shot_effect root helper, a live preview gallery, and an FX style guide for Siim. CPUParticles only (mobile GLES3 constraint). Existing call sites untouched -- migrated later. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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[gd_scene format=3]
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[ext_resource type="Script" path="res://fx/one_shot_effect.gd" id="1_88uyl"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_1tr47"]
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transparency = 1
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cull_mode = 2
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shading_mode = 0
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vertex_color_use_as_albedo = true
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[sub_resource type="SphereMesh" id="SphereMesh_bw8nk"]
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material = SubResource("StandardMaterial3D_1tr47")
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radius = 0.16
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height = 0.32
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radial_segments = 4
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rings = 2
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[sub_resource type="Curve" id="Curve_xgm72"]
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_data = [Vector2(0, 0.4), 0.0, 0.0, 0, 0, Vector2(0.35, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
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point_count = 3
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[sub_resource type="Gradient" id="Gradient_l8m5g"]
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colors = PackedColorArray(0.72, 0.6, 0.4, 0.9, 0.55, 0.45, 0.3, 0)
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[node name="slam_dust" type="CPUParticles3D" unique_id=82833428]
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emitting = false
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amount = 36
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lifetime = 0.9
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one_shot = true
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explosiveness = 1.0
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randomness = 0.5
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mesh = SubResource("SphereMesh_bw8nk")
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emission_shape = 1
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emission_sphere_radius = 0.5
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direction = Vector3(0, 1, 0)
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spread = 75.0
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gravity = Vector3(0, -6, 0)
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initial_velocity_min = 2.5
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initial_velocity_max = 6.5
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scale_amount_min = 0.6
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scale_amount_max = 1.4
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scale_amount_curve = SubResource("Curve_xgm72")
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color_ramp = SubResource("Gradient_l8m5g")
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script = ExtResource("1_88uyl")
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