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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@@ -26,10 +26,16 @@ func _run() -> void:
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root.add_child(host)
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current_scene = host
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for id: StringName in [&"blood_burst", &"slam_dust", &"spark", &"hit_flash"]:
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for id: StringName in [&"blood_burst", &"slam_dust", &"spark", &"hit_flash",
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&"bull_slam", &"bull_kick", &"bull_dash"]:
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var inst: Node = fx.call("spawn", id, Transform3D.IDENTITY, host)
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_ok(inst != null and is_instance_valid(inst), "spawns %s" % id)
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# Continuous bull effects are held (attach), not fired-and-forgotten (spawn).
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for id: StringName in [&"bull_hoof_dust", &"bull_charge_trail", &"bull_roll_sparks"]:
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var inst: Node = fx.call("attach", id, host)
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_ok(inst != null and is_instance_valid(inst), "attaches %s" % id)
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var missing: Node = fx.call("spawn", &"does_not_exist", Transform3D.IDENTITY, host)
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_ok(missing == null, "unknown effect returns null instead of crashing")
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