Move bull ability FX into the authorable systems/fx/ library
The bull's kick/dash/slam/roll and movement particles were ~112 lines of hand-built CPUParticles3D in player.gd, bypassing the Fx system entirely (Fx.spawn had zero callers) — so Siim couldn't author them in the inspector. - Add six inspector-editable effect scenes (bull_slam/kick/dash one-shots + bull_hoof_dust/charge_trail/roll_sparks continuous); wire player.gd to Fx.spawn() / new Fx.attach(); register them + the gallery + smoke test. - Extract the coded, non-particle slam rings + kick flash into a new bull_impact_fx.gd component (bull_legs.gd pattern). - Drop 12 now-obsolete DP dust look-params (the .tscn owns the look now). - Trim god-file comment noise: rewrite an AI-placeholder barrel block to typed code, drop dead commented-out bounce/topple code, fix stale post-reorg file paths (Assets/… → art/…, PascalCase scene names → snake_case). - Document the Siim workflow in systems/fx/README.md; update CLAUDE.md. player.gd 1307 → 944 lines. Full suite green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
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[gd_scene format=3]
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; Bull ground-slam dust — the one-shot dirt burst thrown up when the slam lands. Fired via
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; Fx.spawn(&"bull_slam", xform) at the impact point. The expanding shockwave RINGS are a
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; separate coded effect (actors/player/bull_impact_fx.gd), not this. Tune the look here.
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[ext_resource type="Script" path="res://systems/fx/one_shot_effect.gd" id="oneshot"]
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[sub_resource type="StandardMaterial3D" id="mat"]
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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="mesh"]
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material = SubResource("mat")
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radius = 0.09
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height = 0.18
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radial_segments = 4
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rings = 2
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[sub_resource type="Curve" id="curve"]
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_data = [Vector2(0, 0.25), 0.0, 0.0, 0, 0, Vector2(0.35, 1.6), 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="grad"]
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colors = PackedColorArray(0.88, 0.74, 0.46, 1, 0.88, 0.74, 0.46, 0)
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[node name="bull_slam" type="CPUParticles3D"]
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emitting = false
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amount = 48
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lifetime = 1.1
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one_shot = true
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local_coords = false
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explosiveness = 0.85
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randomness = 0.5
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mesh = SubResource("mesh")
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direction = Vector3(0, 1, 0)
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spread = 85.0
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gravity = Vector3(0, -7, 0)
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initial_velocity_min = 3.5
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initial_velocity_max = 10.0
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scale_amount_min = 0.5
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scale_amount_max = 2.0
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scale_amount_curve = SubResource("curve")
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color_ramp = SubResource("grad")
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script = ExtResource("oneshot")
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