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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@@ -4,7 +4,10 @@ extends Node3D
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## press Play, then edit any effect .tscn in the inspector and re-run to compare. See fx/README.md.
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const _CYCLE_SEC := 1.6
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const _EFFECTS: Array[StringName] = [&"blood_burst", &"slam_dust", &"spark", &"hit_flash"]
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const _EFFECTS: Array[StringName] = [
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&"blood_burst", &"slam_dust", &"spark", &"hit_flash",
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&"bull_slam", &"bull_kick", &"bull_dash",
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]
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@onready var _label: Label = $UI/Label
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# Reached by path rather than the Fx global so the placeholder-seeder can compile and attach this
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