Files
Bullosseum/systems/fx/bull_hoof_dust.tscn
richard c0a022fed4 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
2026-09-08 14:56:01 +03:00

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[gd_scene format=3]
; Bull hoof dust — the little kick-up under each hoof while moving. Continuous (not one-shot):
; the player instances one per hoof, positions it, and toggles `emitting`. Charge sprint bumps
; scale/velocity in code. Tune the look here; see systems/fx/README.md.
[sub_resource type="StandardMaterial3D" id="mat"]
transparency = 1
cull_mode = 2
shading_mode = 0
vertex_color_use_as_albedo = true
[sub_resource type="SphereMesh" id="mesh"]
material = SubResource("mat")
radius = 0.07
height = 0.14
radial_segments = 4
rings = 2
[sub_resource type="Curve" id="curve"]
_data = [Vector2(0, 0.2), 0.0, 0.0, 0, 0, Vector2(0.4, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 3
[sub_resource type="Gradient" id="grad"]
colors = PackedColorArray(0.94, 0.9, 0.83, 1, 0.94, 0.9, 0.83, 0)
[node name="bull_hoof_dust" type="CPUParticles3D"]
emitting = false
amount = 12
lifetime = 0.9
local_coords = false
explosiveness = 0.35
randomness = 0.6
mesh = SubResource("mesh")
direction = Vector3(0, 1, 0)
spread = 45.0
gravity = Vector3(0, -1.5, 0)
initial_velocity_min = 0.8
initial_velocity_max = 1.8
scale_amount_min = 0.2
scale_amount_max = 0.4
scale_amount_curve = SubResource("curve")
color_ramp = SubResource("grad")