Add scene-authored FX library and bull ability effects
An Fx autoload + one_shot_effect base so every effect is an inspector-editable .tscn (the systems/fx/ authoring dir): blood/slam/spark/flash primitives and the bull's kick/dash/slam/roll + movement effects (bull_*.tscn), fired via Fx.spawn() / Fx.attach(). Plus a preview gallery + smoke test, and bull_impact_fx.gd for the coded, non-particle slam rings + kick flash-pop. 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 roll sparks — the dirt/ember spray flung outward from the spinning roll ("Powerball").
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; Continuous: the player instances it once under the bull and toggles `emitting` during a roll.
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; World-space so the spray peels off into a trail. Tune the look here; see README.md.
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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 = 0.05
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height = 0.1
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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, 0.3), 0.0, 0.0, 0, 0, Vector2(0.3, 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="grad"]
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colors = PackedColorArray(1, 0.78, 0.32, 1, 0.7, 0.42, 0.14, 0)
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[node name="bull_roll_sparks" type="CPUParticles3D"]
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emitting = false
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amount = 46
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lifetime = 0.45
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local_coords = false
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randomness = 0.7
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mesh = SubResource("mesh")
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direction = Vector3(0, 1, 0)
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spread = 180.0
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gravity = Vector3(0, -6, 0)
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initial_velocity_min = 3.0
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initial_velocity_max = 8.0
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scale_amount_min = 0.5
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scale_amount_max = 1.3
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scale_amount_curve = SubResource("curve")
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color_ramp = SubResource("grad")
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