062026 3
Summary
Third session on 062026 (working-title side project — a build-heavy SNKRX-style action roguelite where ~55 SNKRX units become solo active-aim classes). Built out two more of the Swordsman's kit slots: the Secondary · Cross Guard (a hold-to-charge guard → multi-hit Flurry) and the Ultimate · Blade Dance (a Flicker-Strike-style multi-leap that lands an AoE at each stop). Also surveyed SNKRX's melee roster and made a class-identity decision (Swordsman is AoE-primary). The kit is now 4/5 abilities done (Cleave, Cross Guard, Lunge, Blade Dance); only the Passive (Outnumbered) + the gems remain. All work in E:/a327ex/062026/; Lua syntax-checked with lua54.exe -e "loadfile(...)", never run by Claude (user tests).
Secondary · Cross Guard (hold RMB / mouse:2) — the bulk of the session:
- A hold-to-charge guard stance: movement slows (
GUARD_SLOW), a looping charge sound plays, inward charge particles converge on a wobbling charge circle in front of the player, and a charge bar fills over the head. - Hit-driven charge (confirmed over time-based): each hit taken while guarding banks one stack in the
player:hithook (cappedGUARD_MAX_STACKS8), softened by a flat-integerGUARD_DR— seekers deal 1 contact damage, so percentage DR is degenerate; flat subtraction (max(0, dmg - GUARD_DR)) keeps damage integer. A blocked hit still banks a stack. - Release = a NEW bespoke attack,
snkrx/flurry.lua(owner explicitly rejected reusing flicker / bezier-hops): grab enemies withinFLURRY_RADIUS(80) of the player, build a batched-random hit order (each full pass hits every area-enemy once in random order; final partial pass a random subset → enemies hit ~equally), apply direct single-target hits in sequence (one per 0.05s). Final hit count = 2× banked stacks (full bar = 16). Reuses flicker's per-hit FX + slash sounds only (no bezier, no hop trail). A no-target / 0-stack release does nothing (no whiff sound, no cooldown — owner's call).
Cross Guard charge visuals (heavily iterated):
- Inward streaks → a new
fx_charge_particle(infx.lua): they converge on the charge-circle center in the player's relative frame (draw atfollow.charge_cx/cy + rel, tweenrel → 0, so they track the moving player), tween yellow → white on a manual ramp (mix_t = elapsed/white_at,white_at = dur*0.3) separate from the positiontimer_tweenso white lands early (the original single-tween whitened only on the death frame). Reach/length/speed scale with charge (scale = remap(ct,0,1,0.25,1); speed scales because the converge duration is fixed). - Charge circle: a solid pure-white circle in front of the player along the aim, wobbling + jittering radius each frame, base radius
2→5with charge, drawn on the effects layer (above everything) viaplayer:draw_charge_circle(effects_layer)called from main.lua's effects pass. - Charge bar: drawn exactly like the enemy floating HP bar (
draw_health_ui— widthself.w,y - h - 2, radius 1) but with a fill that tweenslight_blue → whiteas it fills and flashes full white on each hit.
Two key infra findings during Cross Guard:
- Anchor 2 HAS looping/stoppable/retunable sfx —
sound_play_handle/sound_handle_set_looping/sound_handle_set_pitch/volume/sound_handle_stop(registered inanchor.c~9563-9567; NOT inENGINE_API_QUICK.md, which lists only one-shotsound_play). Added asfx_loop()helper in main.lua (mirrorssfx()'s DSP lookup, returns a handle). Two charge loops sourced to q10 ogg:charge_light=RPG3_LightMagic_ChargingLoop(v1's railgun charge),charge_subtle=Subtle_Magic_Loop, switched by an F1charge sndtoggle (GUARD_SOUND_ALT). - The
whitepalette token iscolor(200,200,200)(grey), not pure white — addedpure_white = color(255,255,255)topalette.luafor FX flashes (used by the circle + the particles' end color).
Reference research:
- Studied v1's charge implementation (
Invoker-old/v1/main.lua): the railgun (rg_charging) is the real hold-to-charge (charging_loop sound, converging particles, charge arc, slow), and Asal is the flicker-melee. Confirmed the railgun used the exactRPG3_LightMagic_ChargingLoopsound the user named. - Surveyed all SNKRX melee (warrior-class) units + their basic attacks + Lv.3 upgrades: area-swing melee = swordsman (96 swing, +15%/enemy crowd-scaling, Lv3 ×2 dmg), barbarian (96 swing, stun 4s), juggernaut (128 swing, knockback), highlander (72 swing, 6× dmg, Lv3 triple-swing); projectile warriors = outlaw (homing throw, Lv3 +50% aspd), blade (blade → 64 AoE on impact, Lv3 +33%/enemy); support = squire (aura +20% dmg/def, Lv3 stronger). Noted SNKRX has no "many-small-single-target" melee — supports keeping multi-hit as the Swordsman's deep spec.
Class-identity decision (PoE Marauder/Duelist analogy): the Swordsman is AoE-primary — Cleave + the ultimate are AoE; multi-hit (Flurry/Cross Guard) is the deep spec, with default multi-hit-primary reserved for a future class. Per-enemy crowd-scaling lives on Cleave / the Passive / gems, not for free everywhere. This drove the Bladestorm → AoE redesign.
Ultimate · Blade Dance (key R) — designed, built, then refactored:
- Replaces the planned "Bladestorm." A Flicker-Strike-style multi-leap that lands a Cleave-style square AoE at each stop (each dressed like Flicker's final burst — big
fx_energy_122s=1.6,slash_final+ random sword slash, hit_circle, particles, shake,hit_stop0.06), with fewer/slower hops than flicker. - First built as a separate entity (
snkrx/blade_dance.lua), then refactored per user feedback into a player state machine (like the Lunge dash) — the owner found a coexisting dancer + player wrong; "the player should be the one jumping around." Folded intoplayer.lua(player:start_blade_dance/update_blade_dance/bd_pick_target/bd_start_hop/bd_land); theblade_dance.luaentity file was deleted and its update/draw loops + require removed. The player itself bezier-leaps, is immune during the dance (collision guardnot pl.blade_dancing), other abilities suppressed, and ends at the final landing (it IS the mover). - Bezier: initial random-perpendicular-bow looked unnatural; switched to flicker's exact control points (
cubic_bezierde-localized to global inflicker.lua; 80% entry/exit + a point 12u shy of the target + exit-bend toward the tentative next target). Trail reusesplayer.dash_trail(clean, no jag wobble during the dance). - Targeting heuristic (NOT nearest-enemy — owner: "jumps have to be big"): among enemies in a jump band
[BLADE_DANCE_JUMP_MIN 70, JUMP_MAX 160], score = pack density (unhit enemies in the AoE = 1, already-hit = 0.3) +1.5*(dist/JUMP_MAX)edge bonus → weighted-random among top 3 → fallback to farthest in range. "Packs at the edge of the targeting radius prioritized." - AoE angle bug fixed: the landing AoE spawns AT the player, so
spawn_area's caster→spawn-point auto-aim is a degenerate zero vector → defaults to angle 0 (Cleave only works because it spawns ahead of the player). Fix: passr = self.rexplicitly so the square rotates to the player's facing (which tracks the mouse during the dance). - Damage made flat:
BLADE_DANCE_DAMAGE12, no crowd-scaling (owner: per-enemy bonus is Cleave's / the passive's / a gem's job, not free on the ult). - Per-leap whoosh:
subtle_whooshmoved from the one-shot cast intobd_start_hop, so every leap launches with a dash whoosh. - Timing split into two values (owner request):
BLADE_DANCE_JUMP_DURATION0.08 (leap movement time) vsBLADE_DANCE_JUMP_DELAY0.20 (pause after a landing).
F1 tuner evolution: added Cross Guard + Blade Dance knobs as they were built; extended the tuner to support a toggle widget (the charge-sound switch); near the end removed the now-settled Cleave, dash, and Cross Guard knobs, leaving just the Blade Dance group + seeker knobs.
Next session (the plan): finish the Swordsman in one go — (1) Passive · Outnumbered (crowd = +damage dealt & −damage taken when surrounded — the crowd-scaling home), then (2) the full gems / Linked Sockets pass. Still pending after: a player death / fail state (player:hit only clamps HP to 0).
Let's continue on 062026, read last session log summary to get aligned.
I'll get aligned on 062026. Let me read the project memory and find the last session log.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
1 ---
2 name: project_062026
3 description: "062026 (working title) — side-project build-heavy action roguelite (SNKRX units reimagined as solo RoR-like classes, Linked-Socket gem builds); designed alongside Mini Looper"
4 metadata:
5 node_type: memory
6 type: project
7 originSessionId: 081fadb9-c1ff-4449-b7f2-a024fefea81f
8 ---
9
10 `062026` (`E:/a327ex/062026/`, a temporary date-name) is a **side project** — something to design/build in the gaps while the agent runs [[project_mini_looper]] tasks. It is explicitly NOT a second main project; keep it cheap.
11
12 A **build-heavy action roguelite** (SNKRX × Risk of Rain): pick one of the ~55 SNKRX units reimagined as a solo **active-aim** class (kit = Passive + Primary + Secondary + Mobility + Ultimate), fight waves, and build it via **Linked Sockets** — gems socketed into abilities (5 sockets/ability, intrinsic socket-cost [1, keystones 2–3], per-ability caps, full-catalogue **deterministic** choice — no gambling). Builds are authored; per-run "surprise" is a **deferred** knob (seed / menu-subset / mutator / route / threat).
13
14 **Full design + the canonical unit-creation process + two worked example units live in `E:/a327ex/062026/design.md` — read it first.** Examples: Swordsman (multi-carrier melee: cleave + Cross-Guard flurry) and Archer (single-carrier, all arrows).
15
16 Key principle — the **Carrier Axis**: a class is single-carrier (one delivery method → archetypes blend, high interplay, global gems) or multi-carrier (distinct methods → modal builds, per-ability gems); choose consciously per unit. Favor archetype interplay (X+Y builds).
17
18 Status (2026-06-05): **grey-box started.** Forked from `snkrx-template` into `E:/a327ex/062026/` (its own copy of Anchor 2 + the snkrx toolkit; initially `.git` not copied, but a **private GitHub repo `a327ex/062026`** (SSH `origin`, created 2026-06-05) now version-controls it — commit/push there going forward; the end-session skill's project-repo step applies). The build lives in `062026/main.lua` (started from the clean reference scene). First playable: moving player (WASD/arrows + mouse-aim, already in the template), a **trickle of seekers from the right** edge toward the player (cap 12, one per 0.6s, 4 seeded), 4 boundary walls, and the **Swordsman Cleave** on LMB — a **square** AoE (`area` carrier, `shape='rect'`) popped just ahead of the aim (placeholder dmg 8 / cd 0.35s / half-side 18). Decisions this session: cleave = SNKRX-style **square** (not wedge/circle); enemies enter **from the right**; the swordsman is **yellow** (SNKRX-canon). Since then: cleave tuned to size/reach 32 (a 64px square) + cd 1 + **hold-LMB-to-repeat**; an **F1 live knob-tuner** panel (built from the snkrx UI toolkit) over the cleave/spawn constants; and a **swing sound** on the cleave — the template's existing `sword_slash` v3 (`Sword_Slash_1_v3.ogg`) at ±10% pitch, F3-tunable under the `sword_slash` volume key. (Briefly wired the SNKRX `Heavy sword woosh` pair from the sound packs, then dropped it for the existing slash.) ⛔ **The discipline / shipping gate does NOT apply to 062026** — the user declared it a side project for fun where he indulges however he likes; do NOT flag juice / polish / custom sound / infra as B-work on this project (he'll consciously decide), in contrast to [[feedback_shipping_gate]] which still governs his MAIN game projects. Cleave **crowd-scaling is now in**: each swing = base `CLEAVE_DAMAGE` (3) **+1 per enemy caught** in the square (counted at fire via `query_entities_box`, keeping `area.lua` generic; the +1/enemy is hardcoded, NOT a UI knob, per the user) — the "tighter mob = harder hit" identity, live. **Architecture (owner directive — applies project-wide):** class-specific behavior is structured as explicit `if self.character == '<class>' then … elseif …` chains, NOT a data-driven dispatch (he wants big readable if/elseif chains for the ~55 classes). `player.character = 'swordsman'`; ability input→dispatch lives in `player:update_abilities()` behind that branch, each ability its own method (`player:cleave`, `player:start_dash`/`update_dash`, `player:update_walk` for non-dash movement); **the Cleave was moved out of main.lua into `player:cleave`**; tunables stay `main.lua` globals the player reads (so F1 tunes them); `main.lua` publishes `game_input_blocked` so mouse abilities don't fire through the UI. Apply this pattern wherever behavior diverges by character (player + other systems). Documented — along with the **sound-sourcing process** (learn name from a ref project → glob `E:/sound packs` → ffmpeg q10 .ogg → delete .wav → wire pre-`volumes_apply_overrides` → F3) — in `062026/.claude/CLAUDE.md`. **Mobility · Lunge is in** (Space, in the **movement direction** — `last_move_r`, not the mouse): a **position dash via `math.lerp_dt`** — the owner REVERSED his earlier "absolutely no tween, physics only" call once he learned v1 `dash_strike` lerps, then asked to copy v1 but with a `lerp_dt` not a raw lerp. Copies v1 `dash_strike`: `collider:set_position` teleport-lerps THROUGH enemies, a `physics_raycast` wall clamp stops it, `DASH_DAMAGE` is **0** now (pure-mobility dash, sweep + impact FX skipped; the F1 dmg knob re-enables a damaging dash-strike); **2 charges** (`DASH_MAX_CHARGES` local in player.lua) with a **full 8s refill once BOTH are spent** (recharge starts only at 0); **distance 100**; reuses flicker's now-GLOBAL `trail_update`/`trail_draw` for a yellow wake; `subtle_whoosh` (`RPG3_Generic_SubtleWhoosh02`, q10-sourced) cast sound. F1 tuner is now **2-column** with `dash speed/dist/cd/dmg` knobs. Genuinely next (un-gated): the rest of the kit (Passive/Secondary/Ultimate), gems, player death/fail. Tuning knobs are all-caps globals near the SCENE section. Not in global CLAUDE.md project list yet.
19
Glob (062026/*/.md)
062026\snkrx\findings.md
062026\README.md
062026\design.md
062026\.claude\CLAUDE.md
The memory gives me the state. Now let me find the actual last session log summary.
Glob (/logs//062026)
a327ex-site\logs\062026-1.md
a327ex-site\logs\062026-2.md
Glob (062026/*/.{lua})
062026\anchor\class.lua
062026\anchor\object.lua
062026\anchor\timer.lua
062026\anchor\math.lua
062026\anchor\spring.lua
062026\anchor\color.lua
062026\anchor\camera.lua
062026\anchor\shake.lua
062026\anchor\image.lua
062026\anchor\helpers.lua
062026\anchor\spritesheet.lua
062026\anchor\input.lua
062026\anchor\animation.lua
062026\anchor\init.lua
062026\anchor\layer.lua
062026\anchor\memory.lua
062026\anchor\array.lua
062026\anchor\font.lua
062026\snkrx\stats.lua
062026\anchor\collider.lua
062026\anchor\physics.lua
062026\snkrx\fx.lua
062026\snkrx\airborne.lua
062026\snkrx\ui\rect.lua
062026\snkrx\sound_tuning.lua
062026\snkrx\ui\state.lua
062026\snkrx\ui\juice.lua
062026\main_old.lua
062026\snkrx\effect.lua
062026\snkrx\seeker.lua
... [20 more lines]
There are two log files. Let me read the most recent one (062026-2.md).
Read (E:\a327ex\a327ex-site\logs\062026-2.md)
I've read the session-2 summary (lines 1–48) — that plus the project memory give me the full picture. Let me quickly ground myself in the actual current code so I'm aligned with reality, not just the summary.
Read (E:\a327ex\062026\main.lua)
1 --[[
2 snkrx-template / main.lua — clean reference scene.
3
4 This is your file. It is a complete, minimal scene: a player you can
5 move (WASD / arrows), the five-layer render stack, a camera, physics,
6 the update / draw skeleton, AND the UI render pipeline — all wired
7 and ready, but firing no attacks and drawing no UI widgets. Read it
8 top to bottom; it is the contract you build on.
9
10 TWO TOOLKITS, ONE REQUIRE. `require('snkrx')` pulls in BOTH:
11
12 snkrx/<carrier>.lua attack toolkit — projectile / area / beam
13 / flicker / prop, the effect draw-shader
14 stack, fx, sounds, example entities.
15 snkrx/ui/<module>.lua UI toolkit — panel / button / slot / bar /
16 tabs / checkbox / radio / slider /
17 list_row / card / text_input / modal /
18 bracket_tag / stat_chip / pips / ...
19
20 Both are plain, readable Lua, not opaque modules — open the files.
21
22 ADDING AN ATTACK. Every carrier already has its object list and its
23 update / draw loop wired below. To add an attack:
24 1. bind a key in the INPUT section,
25 2. call the carrier's spawn_* helper on that press inside update()
26 — see the ATTACKS comment block there.
27 Nothing else: no new list, no new loop.
28
29 DRAWING UI. The UI toolkit is immediate-mode: call widget functions
30 in update() and they queue draws onto `ui_layer`. The render pipeline
... [516 more lines]
I'm aligned. Here's where 062026 stands coming out of session 2.
Where the project is
062026 — your side-project build-heavy action roguelite (SNKRX units → solo active-aim classes, Linked-Socket gem builds). Forked from snkrx-template into E:/a327ex/062026/, now version-controlled in the private repo a327ex/062026. The grey-box is the Swordsman (yellow), built in main.lua + player.lua.
What's playable right now:
- Moving unit — WASD/arrows + mouse-aim, yellow pure-yellow breathe spec.
- Enemies — seeker trickle from the right (cap 12, one per 0.6s, 4 seeded), 4 boundary walls.
- Cleave (Primary) — LMB, hold-to-repeat. A 64px square AoE popped ahead of the aim. Crowd-scaling:
CLEAVE_DAMAGE(3) +1 per enemy caught — the "tighter mob = harder hit" identity. Swing sound = two layered slashes. - Lunge (Mobility) — Space, dashes in the movement direction (not the mouse). Position dash via
math.lerp_dt, teleports through enemies, wall-raycast clamp, yellow jagged wake,subtle_whoosh. 0 damage (pure mobility), 2 charges with a full 8s refill once both spent, distance 100. - F1 dev tuner — 2-column live knob panel (11 knobs) over the cleave/dash/spawn constants, built from the snkrx UI toolkit.
Architecture (your directive): class behavior lives in explicit if self.character == 'swordsman' chains, not data-dispatch. Input→ability dispatch in player:update_abilities(), each ability its own method. Tunables stay main.lua globals so F1 can edit them.
Discipline note: the shipping gate does not apply here — this is your declared for-fun side project, so I won't flag juice/polish/sound/infra as B-work on 062026.
What's genuinely next (un-gated)
The Swordsman kit still needs its remaining slots, plus the systems around it:
- Passive — "Outnumbered" (the design's swordsman passive)
- Secondary — the design notes "Cross-Guard flurry" as the multi-carrier second verb
- Ultimate
- Gems / Linked Sockets — the build layer
- Fail state —
player:hitcurrently just clamps HP to 0; no death screen
Where do you want to take this session? My instinct is the Secondary (Cross-Guard) next — it completes the moment-to-moment offensive feel before you commit to the build/meta systems — but the Passive or a quick fail-state are equally reasonable, and you may have a different direction in mind entirely. Your call.
Yes, let's go with Cross Guard. Holding it should slow the swordsman's movement while holding, a charge sound playing, line particles moving inwards towards him to signify charging, a bar on top of him increasing up to its limit whenever it gets hit, then release creates multiple slashes (like the ones in Flicker Strike) towards nearby enemies. These slashes are single target hits.
Good — Cross-Guard it is. Before I write a brief I need to nail down what Cross-Guard was meant to be in your design and exactly how the pieces you listed map onto the existing code (Flicker for the slashes, fx for the inward particles, a bar drawn over the unit). Let me read the relevant files.
Read (E:\a327ex\062026\design.md)
1 # 062026 — Design & Unit-Creation Guide
2
3 > **Working title** (`062026`, the month it started). Rename once we land a real one.
4 >
5 > **This is a side project.** Its purpose is to give me something to design and build
6 > *in the gaps* — to work on alongside **Mini Looper** while the agent is busy with
7 > Mini Looper's tasks. Keep it cheap and incremental; it is explicitly **not** allowed to
8 > balloon into a second main project. The honest gate (Section 6) is to grey-box one
9 > playable class and confirm the loop is fun before scaling to a full roster.
10
11 ---
12
13 ## 1. What the game is
14
15 A **build-heavy action roguelite** in the SNKRX / Risk of Rain lineage. You pick one
16 **class**, pilot it in real time, fight waves, and assemble a synergistic **build** out of
17 **gems** you socket into its abilities. The fantasy is the build-heavy one: a simple
18 starting kit compounds into a screen-clearing power fantasy.
19
20 - **Control:** active-aim — you aim and trigger abilities yourself (RoR / Hades feel), not
21 an auto-battler.
22 - **Kit:** every class has a fixed kit of **Passive + Primary + Secondary + Mobility +
23 Ultimate** (4 actives + 1 passive).
24 - **Roster:** the ~55 **SNKRX units**, each reimagined as a solo playable class with its own
25 kit and gem progression. Source is `E:/a327ex/SNKRX/` — grep `player.lua` (attack
26 dispatch) and `main.lua` (`character_descriptions` / `character_classes` /
27 `character_effect_names`) for a unit's real mechanic before designing it.
28 - **Progression:** the **Linked Sockets** system (Section 2) — build the class by socketing
29 gems into its abilities.
30 - **Low randomness:** builds are *authored*, not gambled — you choose from the full, known
... [214 more lines]
Read (E:\a327ex\062026\snkrx\player.lua)
1 player = class()
2
3 -- Lunge charges: this many dashes before the full-refill lockout (DASH_CD, 8s)
4 -- triggers — and only once ALL are spent (see player:start_dash). A local
5 -- (not a main.lua global) because it's read in player:new, which runs before
6 -- main.lua's DASH_* globals exist.
7 local DASH_MAX_CHARGES = 2
8
9 -- Dash-wake wobble: each newly recorded trail point gets a small RANDOM
10 -- perpendicular kick (random side, magnitude in this range) so the wake looks
11 -- irregularly jagged — a little up here, a little down there — rather than a
12 -- regular wave. Cosmetic only; the body + collider stay perfectly straight.
13 local DASH_WOBBLE_MIN = 0.5
14 local DASH_WOBBLE_MAX = 1.5
15
16 function player:new(x, y)
17 self.x, self.y = x, y
18 self.w, self.h = 10, 10
19 self.base_speed = 100
20 self.speed = self.base_speed
21 self.r = 0
22 self.visual_r = 0
23 self.sx, self.sy = 1, 1
24 self.spec = player_spec -- four-axis effect spec (see snkrx/init.lua)
25 self.moving = false
26 self.previous_moving = false
27 self.flashing = false
28
29 -- Resource stats. Register modifier stats (hp_max, mp_max, regens)
30 -- before the pool stats so stats_update walks the caps first;
... [326 more lines]
The design's Cross Guard matches your description well — "hold to block; each blocked hit = +1 stack (capped); release = an N-hit Flurry." Your version refines it: the flurry spreads across nearby enemies (Flicker-style hops) rather than dumping all hits on the nearest one. Let me read the Flicker carrier, the fx system (for the inward line particles), and how a bar gets drawn over a unit.
Read (E:\a327ex\062026\snkrx\flicker.lua)
1 --[[
2 flicker.lua — flicker-strike line/trail carrier (v1 flicker_strike).
3
4 A self-contained moving entity. NOT the player — the caster only
5 supplies a spawn position, an aim direction, and an edition tint;
6 after that the flicker is autonomous. It hops between enemies along
7 cubic-bezier curves, leaving a fading dashed trail and spawning the
8 full v1 flicker-strike hit FX at each enemy it reaches. Port of v1's
9 flicker_strike (line 4450) — visuals + sounds, no player movement,
10 no modifiers (multistrike / melee_splash / echo are gameplay-side).
11
12 Lifecycle:
13 1. Find an initial target: closest enemy to the click position
14 (target_x/target_y) within `range` of it — v1 flicker_strike's
15 first jump (closest enemy to the cursor). No target → fizzle.
16 2. Hop to it via a cubic bezier (control points 80% along the
17 entry/exit angles; exit angle pre-bends toward the next target),
18 lerped over `hop_delay`. Departure puff + 2 particles + shake.
19 3. On arrival: per-enemy hit FX (fx_energy_122 burst, hit_circle,
20 4 zag particles) + arrival juice (slash sounds, shake, body
21 flash + spring pulse).
22 4. After `hits` enemies are struck (or targets run out), stop with
23 the final burst (hit_stop, slash_final, AoE knockback, big FX).
24 The trail fades; the entity self-destructs once it's empty.
25
26 Caller API:
27 spawn_flicker(caster, {
28 target_x, -- click position; first hop targets the enemy
29 target_y, -- closest to it. default: main_camera.mouse
30 aim_r, -- optional, default: caster → click position
... [371 more lines]
Flicker is a perfect fit — spawn_flicker(caster, {hits = N, damage = D}) already hops between N nearby enemies, each a single-target slash, with full hit FX. The release is essentially one flicker call with hits = charge. Now let me check the fx system (for the inward line particles) and how the seeker draws its floating bar (so the charge bar over the player matches that style).
Read (E:\a327ex\062026\snkrx\fx.lua)
1 --[[
2 fx.lua — one-shot visual effects.
3
4 Two entity types ported from v1's hit_circle / hit_particle. They
5 exist for a brief duration, draw something, and auto-kill. Spawned
6 by gameplay code (projectile spawn, wall hit, area damage in the
7 future) via spawn_hit_circle / spawn_particle. Both live in the
8 global fxs[] array, updated and drawn from main.lua.
9
10 fx_hit_circle — filled circle that SHRINKS from initial radius to
11 0 over `duration` (cubic_in_out). Starts white (the `text`
12 palette token); the optional :change_color(fraction, target)
13 chainable swaps it to the spell color at the given fraction of
14 duration, giving the v1 "flash white, then bleed into element
15 color" feel.
16
17 fx_particle — rotated rounded rectangle that flies outward at
18 self.angle, with w/h/velocity tweening down to {2, 2, 0} over
19 `duration` (sine_in_out). Same white-then-color flash via
20 :change_color. Used for cast bursts, wall impact debris, and
21 (future) on-hit particles.
22
23 Both kinds match v1 visuals byte-for-byte where possible —
24 ability_layer is replaced with the game_layer caller, the object
25 tree is replaced with explicit fxs[] iteration, an.random calls
26 become random_float / random_choice. Otherwise the math, easings,
27 defaults, and feel are unchanged.
28 ]]
29
30
... [262 more lines]
Let me check how the floating bar over a unit is drawn (seeker's HP bar) and confirm the input helpers for release detection.
Grep (draw_health_ui|should_show_health_ui|function.*health)
304: draw_health_ui(self, layer)
305-end
306-
307-
308---[[
309: should_show_health_ui(entity) -> bool
310-
311- v1 line 9367-9372. The floating HP bar fades out 2 seconds after
312- the most recent damage event. entity.last_damage_time is the
313- engine `time` at the last :hit; -math.huge keeps it hidden until
314- the seeker takes its first hit.
315-]]
316:function should_show_health_ui(entity)
317- if not entity then return false end
318- local since_damage = time - (entity.last_damage_time or -math.huge)
319- return since_damage < 2
320-end
321-
322-
323---[[
324: draw_health_ui(entity, layer)
325-
326- v1 lines 9374-9386. Draws a 2-pixel rounded rectangle 2 px above
327- the entity sprite, sized to match entity.w. Background is a dark
328- charcoal, foreground is red scaled by hp/max_hp. Caller must have
329- already attached the world camera to `layer` (this is called from
330- seeker:draw which runs inside the game_layer camera_attach in
331- main.lua's draw()).
332-
333- Intentionally generic — when packs land, the player can stay on
... [31 more lines]
Grep (^function is_released|^function is_down|^function is_pressed|function key_is_released)
No matches found
Grep (^function is_|^function .*released|down|pressed|released)
4: The C engine provides input_bind/is_down/is_pressed/is_released/etc.
16: if input_down('left') then ... end
17: if input_pressed('shoot') then ... end
33:function input_down(action) return is_down(action) end
34:function input_pressed(action) return is_pressed(action) end
35:function input_released(action) return is_released(action) end
39:function input_vector(left, right, up, down) return input_get_vector(left, right, up, down) end
42:function input_pressed_action() return input_get_pressed_action() end
is_released exists, and draw_health_ui gives me the exact floating-bar idiom to mirror. One more thing to pin down before the brief — how sounds play (whether I can hold a looping "charging" sound and stop it on release, vs a one-shot wind-up). Let me check the sfx wrapper and the engine's sound API.
Grep (function sfx|sound_play|sound_load|loop|sound_handle|sound_stop|function sfx)
15: draw loops) stay explicit in main.lua, NOT here.
16-
17- The toolkit files live flat in snkrx/; this file requires them as
18- `snkrx.<name>`. Carrier object lists (projectiles / areas / beams /
--
74:function sfx(handle, volume, pitch)
75- if not handle then return end
76- local tune = sound_tuning[sound_get_path(handle)]
77- local bits = tune and tune.bits or 16
--
79: sound_play(handle, volume or 1, pitch or random_float(0.95, 1.05), bits, sr_div)
80-end
81-
82--- Volumes — Invoker baseline-normalized values (v1 line refs noted).
--
99:-- by sfx. A new game adds its own with `sounds.X = sound_load(...)`.
100-sounds = {}
101:sounds.player_hit = sound_load('assets/Body Fall 2.ogg')
102:sounds.enemy_hit = sound_load('assets/Body Head (Headshot) 1.ogg')
103-sounds.enemy_die_variants = {
104: sound_load('assets/Bloody punches 3.ogg'),
105: sound_load('assets/Bloody punches 7.ogg'),
106: sound_load('assets/Bloody punches 10.ogg'),
107-}
108--- Standard projectile fire stack (v1's arrow-type abilities).
109:sounds.arrow_hit_wood = sound_load('assets/ARROW_Hit_Wood_Shield_stereo.ogg')
110:sounds.arrow_shoot = sound_load('assets/RPG3_GenericArrow_Shoot01.ogg')
111--- Persistent-area (DoT) per-tick sound.
112:sounds.dot_tick = sound_load('assets/Click sound 37 + Body Fall 18.ogg')
113--- Flicker-strike stack: slash_hit + a random sword_slash per strike,
... [20 more lines]
Grep (sound_play|sound_loop|sound_stop|loop)
75:sound_play(sound, volume?, pitch?)
78:music_play(music, loop?, channel?)
Grep (sound|music|voice|channel)
74:sound_load(path) -> sound
75:sound_play(sound, volume?, pitch?)
76:sound_set_volume(volume)
77:music_load(path) -> music
78:music_play(music, loop?, channel?)
79:music_stop(channel?)
80:music_set_volume(volume, channel?)
81:music_get_volume(channel) -> number
82:music_is_playing(channel) -> bool
83:music_at_end(channel) -> bool
84:music_get_position(channel) -> number
85:music_get_duration(channel) -> number
I have everything I need. The Flicker carrier does the release flurry almost for free, draw_health_ui is the bar idiom to mirror, fx_particle does the inward streaks, and is_released gives me clean release detection. One real constraint surfaced: SFX are one-shot only (sound_play) — there's no stop-a-playing-voice call, so a sustained "charge sound that cuts off on release" needs either a music channel (loopable + stoppable) or retriggered ticks. That shapes one of the decisions below.
Here's the design brief.
Design brief — Secondary · Cross Guard
Concept (matches design.md §5.1 + your spec)
Hold RMB to enter a guard stance: movement slows, a charge sound plays, yellow line-particles stream inward, and a small bar floats over the swordsman. Each hit you take while guarding adds one stack (the bar fills). Release fires a Flurry — an N-hit flicker chain that hops between nearby enemies, one single-target slash each, where N = the stacks you banked.
Approach — the guard lifecycle
A small held-button state machine on the player, character-branched like Cleave/Lunge:
- Enter (
is_pressed('cross_guard')):guarding = true,guard_stacks = 0, start the charge sound, slowself.speed. - Hold (
is_down('cross_guard')): each frame keepself.speedslowed and run the inward-particle emitter on a throttle (a couple offx_particles spawned on a ring ~26px out, aimed at the player center, yellow, short-lived — they converge and shrink, reading as "drawn in"). - Charge (driven from
player:hit): when a hit lands while guarding,guard_stacks = min(guard_stacks + 1, GUARD_MAX_STACKS)and the bar grows. - Release (
is_released('cross_guard')): ifguard_stacks >= 1,spawn_flicker(self, { hits = guard_stacks, damage = FLURRY_DMG }); stop the charge sound; restoreself.speed;guarding = false. Releasing at 0 stacks just exits the stance (no flurry).
While guarding, Cleave is suppressed (you're holding the guard up); Lunge stays available as your out.
Three decisions I want your call on (the rest are placeholder knobs)
1. What fills the bar — hits taken (my pick) or time held? Both your wording ("whenever it gets hit") and the design ("each blocked hit = +1 stack") point to hit-driven: you turtle up and the bar climbs as enemies wail on you, then you punish. The charge sound + inward particles are the ambient "stance is live" feedback; the stacks tick only on hits. The alternative is a time-based charge that fills on a timer while held (getting hit optional). I'm going hit-driven unless you say otherwise — it's the more interesting fantasy and it's what makes Cross Guard Cross Guard rather than a generic charge attack.
2. Does guarding reduce incoming damage? The design calls Cross Guard a block ("damage reduced"); your spec didn't mention it. Two feels:
- (a) Block (design default, my pick): while guarding, incoming hits are scaled by
GUARD_DR(placeholder ~0.5). Safe turtle — you absorb chip damage to build the flurry. - (b) No reduction: you take full hits to charge. Riskier, higher-stakes turtle.
I lean (a) to match the design, as a tunable knob (set
GUARD_DR = 1to get (b) for free). Your call.
3. The charge sound (the SFX constraint). Since SFX can't be stopped mid-play, a sustained "hummmm that cuts on release" needs one of:
- (a) Retriggered ticks (my pick): a soft charge tick re-fired every ~0.12s while guarding, its pitch ramping up as the bar fills — so you hear the charge level. Stays in the normal sfx pipeline (F3-tunable), and a release just stops re-firing. I think this feels best and is the most on-brand.
- (b) Looping hum on a music channel: a true continuous loop via
music_play(loop, channel)+music_stopon release. Smooth, but it lives on a music channel outside the F3 sfx tuner, and it's a flat hum (no charge-level cue). I'd source a short charge/hum sound (via the usual pipeline) and go with (a).
Interfaces (what it touches)
- main.lua — one bind (
bind('cross_guard', 'mouse:2')); new tunable globals in the SCENE block (GUARD_SLOW,GUARD_MAX_STACKS,GUARD_DR,FLURRY_DMG, plus particle/sound timing); 2–3 new F1 tuner knobs. The cleave-fire guard inupdate_abilitiesalready exists; I addand not self.guarding. - player.lua — the new state + methods (below); a hook in
player:hit; a bar draw inplayer:draw. - flicker.lua — reused as-is (
spawn_flickerwithhits/damage). No changes. - fx.lua — reused as-is (
spawn_particlefor the inward streaks). No changes. - sound — one new
sounds.charge_*entry sourced via the documented pipeline.
Functions (new/changed in player.lua)
player:new— addguarding=false,guard_stacks=0,guard_emit_at=0(particle throttle),next_charge_tick=0(sound throttle, approach 3a).player:update_abilities— in the swordsman branch, the press/hold/release dispatch above; gate Cleave withnot self.guarding. Callsstart_guard/update_guard/release_guard.player:start_guard— set flags, slow speed, kick the first charge tick.player:update_guard(dt)— keep speed slowed; on throttle, emit inwardfx_particles and re-fire the pitch-ramped charge tick.player:release_guard— spawn the flurry flicker ifguard_stacks >= 1, restore speed, clear flags.player:hit— at the top, ifself.guarding: scaledamagebyGUARD_DRand bumpguard_stacks(capped). (Charge is fed here, so it's inherently hit-driven.)player:draw— after the body, ifguarding(or stacks > 0), draw a floating bar mirroringdraw_health_ui: charcoal bg + fill =guard_stacks/GUARD_MAX_STACKS, in a cool accent (blue/green) so it reads against the yellow unit.
Numbers are all placeholders for F1 tuning. Slashes map 1:1 to stacks (cap ~8).
Confirm the three decisions (or redirect any), and I'll build it.
- Hits.
- How much damage do Seekers do on hit right now? I want damage to always be an integer.
- Let's try two charge sounds, RPG3_LightMagic_ChargingLoop.wav and Subtle_Magic_Loop.wav. Give me a toggle on the F1 menu to switch between them. I believe there's on charged ability in Invoker/Orblike (Asal) so you can look over there for reference too.
In fact, you can look at Asal for reference for the whole charging process itself, because I believe we did it well there. Sounds for the slashes you can copy exactly how Flicker Strike does them for now, as well as the visuals (except for no dash trails since player doesn't move).
Good — hits-driven, and the two named files are loops, which means the sustained-sound path (loop + stop on release) rather than retriggered ticks. Let me (a) check the seeker's contact damage for the integer question, (b) find Asal's charging implementation in Invoker-old for reference, and (c) confirm the two charge sounds exist in the sound packs.
Grep (contact_damage)
62: self.contact_damage = args.contact_damage or 1
Grep (asal|Asal|charge|charging|ChargingLoop)
Found 70 files
Invoker-old\stats.lua
Invoker-old\reference\archive\design_orbs_v1.md
Invoker-old\reference\archive\plan_beach.md
Invoker-old\reference\archive\orblike_ability_system_old.md
Invoker-old\reference\archive\orblike_ability_system.md
Invoker-old\reference\archive\feature_by_feature_analysis.md
Invoker-old\reference\archive\three_phase_system.md
Invoker-old\reference\poe_skill_examples.md
Invoker-old\reference\poe_skill_generator.md
Invoker-old\reference\poe_gem_mechanics.md
Invoker-old\v1\main.lua
Invoker-old\reference\todo.md
Invoker-old\reference\archive\lore.md
Invoker-old\reference\file_split_and_ownership.md
Invoker-old\reference\reference_games_strategy.md
Invoker-old\reference\anchor_usage_analysis.md
Invoker-old\reference\ai_coding_paradigms.md
Invoker-old\reference\interactions.md
Invoker-old\reference\tags.md
Invoker-old\reference\balatro_shader_analysis.md
Invoker-old\reference\ability_modifier_map.md
Invoker-old\v1\anchor\init.lua
Invoker-old\reference\ability_design_reference.md
Invoker-old\reference\area_modifiers_analysis.md
Invoker-old\reference\ability_reference.md
Invoker-old\reference\archive\system_design.md
Invoker-old\reference\yue\anchor\init.yue
Invoker-old\reference\snkrx_style_effects.md
Invoker-old\reference\SNKRX_visual_effects_catalog.md
... [41 more lines]
Bash (ls "E:/sound packs" 2>/dev/null; echo "=== ChargingLoop ==="; find "E:/sound pac...)
Gamemaster Audio - Pro Sound Collection/
Pixel Magic Sound Effects Pack/
RPG Magic SFX/
RPG Magic SFX 2/
RPG Magic Sound Effects Pack 3 [ELEMENTAL]/
SFX_Collection/
Sci-Fi Gun Sounds PRO/
Sci-Fi Sounds/
Ultimate SFX Bundle (2020)/
Ultimate SFX Bundle - HD Remaster/
Universal Sound FX/
unitypackage extractor/
=== ChargingLoop ===
E:/sound packs/RPG Magic Sound Effects Pack 3 [ELEMENTAL]/Light Magic/RPG3_LightMagic_ChargingLoop.wav
=== Subtle_Magic_Loop ===
E:/sound packs/RPG Magic SFX 2/DucVu_Spells_SFX_[Video_Demo_1]/Subtle_Magic_Loop.wav
=== any Subtle_Magic ===
E:/sound packs/RPG Magic SFX 2/Basic_Magic_Attacks_Impacts/Subtle_Magic_Impact_1_v1.wav
E:/sound packs/RPG Magic SFX 2/Basic_Magic_Attacks_Impacts/Subtle_Magic_Impact_1_v2.wav
E:/sound packs/RPG Magic SFX 2/Basic_Magic_Attacks_Impacts/Subtle_Magic_Impact_2_v1.wav
E:/sound packs/RPG Magic SFX 2/Basic_Magic_Attacks_Impacts/Subtle_Magic_Impact_2_v2.wav
E:/sound packs/RPG Magic SFX 2/DucVu_Spells_SFX_[Video_Demo_1]/Subtle_Magic_Loop.wav
Seeker contact damage is 1 right now. That makes the integer constraint matter — I'll address it below. Let me pull Asal's charging implementation from v1 for reference.
Grep (asal|charge|charging|charged|charge_loop|charge_sound)
44: charging_loop = 0.47,
179:an:sound('charging_loop', 'assets/RPG3_LightMagic_ChargingLoop.ogg')
543: {'charging_loop', 'assets/RPG3_LightMagic_ChargingLoop'},
668:-- Asal chain explosion: spawns area at position that chains on kill
669:function spawn_asal_explosion(x, y, damage, base_radius, mods, color, edition, cast_log)
671: local a = area(x, y, {ability = 'asal', color = color, mods = mods, damage = damage, edition = edition or 0, cast_log = cast_log})
672: a.asal_chain_radius = base_radius
673: a.asal_chain_color = color
890: asal = {
893: carrier = 'asal',
899: charge_duration = 0.3,
905: tags = {'melee', 'movement', 'charges', 'strike'},
913: flicker_charges = 10,
950: charge_duration = 1.0,
1036: activation = 'charges',
1037: tags = {'projectile', 'physical', 'construct', 'duration', 'charges'},
1040: charge_time = 4,
1041: max_charges = 3,
1090: 'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
2373: p1.asal_dashing = false
2507: p1.asal_dashing = true
2593: if not self.rg_charging then
2594: self.rg_charging = true
2595: self.rg_charge_time = 0
2598: self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2599: sfx_set_looping(self.rg_charge_handle, true)
2601: self.rg_charge_time = self.rg_charge_time + dt
2602: local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2609: local charge_src_x = rg_null and self.x or p1.x
2610: local charge_src_y = rg_null and self.y or p1.y
... [52 more lines]
This is illuminating. v1 has two relevant systems: the railgun (rg_charging, lines ~2590–2760) is the actual hold-to-charge implementation — and it uses charging_loop = RPG3_LightMagic_ChargingLoop.ogg, the exact sound you named, via a looping sfx handle (sfx_handle + sfx_set_looping + sfx_stop_handle). Asal (lines ~3160+) is the flicker-strike melee release. Let me read both, and critically check whether Anchor 2 supports looping/stoppable sfx (v1 did) or whether I need the music-channel route.
Read (E:\a327ex\Invoker-old\v1\main.lua)
2588 end
2589 end
2590 elseif def and def.activation == 'manual' and def.carrier == 'railgun' then
2591 self.cooldown = math.max(self.cooldown - dt, 0)
2592 if orb_input_down(self.slot) and self.cooldown <= 0 then
2593 if not self.rg_charging then
2594 self.rg_charging = true
2595 self.rg_charge_time = 0
2596 self.rg_preview_path = nil
2597 p1.speed_buffs.railgun = 0.3
2598 self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2599 sfx_set_looping(self.rg_charge_handle, true)
2600 end
2601 self.rg_charge_time = self.rg_charge_time + dt
2602 local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2603 -- Null conversion check
2604 local rg_check_mods = p1:get_mods()
2605 for _, s in ipairs(self.slots) do
2606 if s.type == 'modifier' then rg_check_mods[s.name] = rg_check_mods[s.name] or s.value end
2607 end
2608 local rg_null = ability_has_tag(ability_name, 'null') or rg_check_mods.null_conversion
2609 local charge_src_x = rg_null and self.x or p1.x
2610 local charge_src_y = rg_null and self.y or p1.y
2611 local charge_aim_r = rg_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or math.angle_to_point(p1.x, p1.y, an.camera.mouse.x, an.camera.mouse.y)
2612 -- Face mouse while charging
2613 if not rg_null then p1.r = charge_aim_r end
2614 -- Charge circle UI
2615 local charge_radius = 12
2616 local arc_amount = charge_t*2*math.pi
2617 local segments = math.max(1, math.floor(arc_amount/0.2))
... [145 more lines]
Grep (sound_play|sound_loop|sound_set_loop|sound_stop|sfx_loop|set_looping|sound_handle|loop)
558:### sound_play
560:`sound_play(sound, volume?, pitch?)`
565:sound_play(hit_sound)
566:sound_play(hit_sound, 0.5, 1.2) -- half volume, higher pitch
591:`music_play(music, loop?, channel?)`
596:music_play(bgm, true) -- loop on channel 0
The railgun charge block is the exact reference. Critically: Anchor 2's documented sound API has only sound_play and music_play(loop, channel) — v1's sfx_set_looping/sfx_stop_handle don't appear. Let me confirm against the actual engine source whether looping/stoppable sfx exists in Anchor 2, since that decides how the charge loop is implemented.
Grep ("sound|"music|sound_play|set_looping|sound_stop|al_set_sample|ALLEGRO_PLAYMODE|sound_handle)
1487:static int sound_handle_encode(int slot, uint32_t generation) {
1491:static bool sound_handle_decode(int handle, int* out_slot) {
1521: ma_sound_stop(&playing_sounds[i].sound);
1536:static int sound_play(Sound* sound, float volume, float pitch, int bits, int sr_div) {
1575: // block when bits>=16 and sr_div==1. Lets sound_handle_set_dsp
1611:static void sound_handle_set_dsp(int handle, int bits, int sr_div) {
1613: if (!sound_handle_decode(handle, &slot)) return;
1624:static void sound_handle_set_pitch(int handle, float pitch) {
1626: if (!sound_handle_decode(handle, &slot)) return;
1632:static void sound_handle_set_volume(int handle, float volume) {
1634: if (!sound_handle_decode(handle, &slot)) return;
1640:static void sound_handle_stop(int handle) {
1642: if (!sound_handle_decode(handle, &slot)) return;
1643: ma_sound_stop(&playing_sounds[slot].sound);
1651:static void sound_handle_set_looping(int handle, bool looping) {
1653: if (!sound_handle_decode(handle, &slot)) return;
1654: ma_sound_set_looping(&playing_sounds[slot].sound, looping);
1746: ma_sound_stop(&ch->music->sound);
1750: ma_sound_set_looping(&music->sound, loop);
1761: ma_sound_stop(&music_channels[i].music->sound);
1778: ma_sound_stop(&ch->music->sound);
5478:static int l_sound_play(lua_State* L) {
5484: sound_play(sound, volume, pitch, bits, sr_div);
5488:static int l_sound_play_handle(lua_State* L) {
5494: int slot = sound_play(sound, volume, pitch, bits, sr_div);
5498: lua_pushinteger(L, sound_handle_encode(slot, playing_sounds[slot].generation));
5503:static int l_sound_handle_set_dsp(lua_State* L) {
5507: sound_handle_set_dsp(handle, bits, sr_div);
5538:static int l_sound_handle_set_pitch(lua_State* L) {
5541: sound_handle_set_pitch(handle, pitch);
... [28 more lines]
Anchor 2 does support looping, stoppable sfx — sound_play_handle + sound_handle_set_looping + sound_handle_stop (lines 9563–9567). Same capability v1 used for the railgun charge, just renamed. So I can do a true looping charge sound that cuts cleanly on release, no music-channel hack. That settles the sound implementation.
Let me source both charge sounds and check the ui_toggle signature for the F1 switch.
Bash (cd "E:/a327ex/062026"
ffmpeg -y -loglevel error -i "E:/sound packs/RPG Magic Sou...)
charging_loop OK
subtle_loop OK
-rw-r--r-- 1 adn 197121 491435 Jun 6 07:37 assets/RPG3_LightMagic_ChargingLoop.ogg
-rw-r--r-- 1 adn 197121 308147 Jun 6 07:37 assets/Subtle_Magic_Loop.ogg
Grep (^function ui_toggle)
697:function ui_toggle(opts)
698- local id = opts.id
699- local font = opts.font or ui_font_body_ark
700- local ed = opts.spec
701- local w = opts.w or 28
702- local h = opts.h or 16
703- local on = opts.on
704-
705- -- Hit region spans the track plus the label.
706- local hit = { x = opts.x, y = opts.y, w = w, h = h }
707- local lw = opts.label and font:text_width(opts.label) or 0
708- if opts.label then hit.w = w + 6 + lw end
709-
710- local hovered, clicked = form_control_interact(id, hit)
711- if clicked then on = not on end
712-
713- -- Track — a rounded pill (radius = half height).
714- ui_rrect(opts.x, opts.y, w, h, h/2, on and green or charcoal, ed)
715-
716- -- Knob — a white circle, scale-popped, slid right (on) / left (off).
717- local kd = h - 4
718- local kr = kd/2
719- local kcx = on and (opts.x + w - 2 - kr) or (opts.x + 2 + kr)
720- local kcy = opts.y + h/2
721- local s = (id and ui_juice_scale(id)) or 1
722- layer_push(ui_layer, kcx, kcy, 0, s, s)
723- ui_rrect(-kr, -kr, kd, kd, kr, white, ed)
724- layer_pop(ui_layer)
725-
726- -- Label, to the right.
... [11 more lines]
Both charge loops sourced to q10 ogg (491KB / 308KB). ui_toggle({x, y, w, h, id, on, label}) -> {on, clicked} confirmed. Let me confirm the exact palette token names for the charge bar color (I want a cool token that definitely exists) and the tuner's text tokens.
Grep (^\s(blue|light_blue|snkrx_blue|green|charcoal|text|text_muted|yellow|lime)\s=|palette.(blue|light_blue|snkrx_blue|green))
59:charcoal = color(45, 48, 51)
62:text_muted = color(140, 140, 145)
64:text = color(240, 240, 235)
72:yellow = color(234, 171, 28)
73:lime = color(148, 176, 41)
74:green = color(106, 166, 52)
75:light_blue = color( 35, 143, 194)
76:blue = color( 39, 88, 180)
90:snkrx_blue = color( 82, 179, 203)
126: light_blue = light_blue, blue = blue, violet = violet, pink = pink,
127: snkrx_blue = snkrx_blue, snkrx_purple = snkrx_purple, snkrx_red = snkrx_red,
166: charcoal = 'panel_border', panel_border = 'grey', grey = 'text_muted',
167: text_muted = 'white', white = 'text', text = 'white',
170: green = 'light_blue', light_blue = 'blue', blue = 'violet',
173: snkrx_blue = 'snkrx_blue2', snkrx_blue2 = 'snkrx_blue',
Everything's confirmed. Here's the delta from the approved brief, then I'll build it.
Delta brief — what changed / resolved
- Charge sound = a true looping sfx. Anchor 2 has
sound_play_handle+sound_handle_set_looping+sound_handle_stop(same capability v1's railgun charge used). I'll add a smallsfx_loop()wrapper (mirrorssfx()'s DSP/volume lookup, returns a handle), start the loop on guard-enter, stop it on release. Both sounds sourced to q10 ogg. F1 toggle (GUARD_SOUND_ALT) pickscharge_light(ChargingLoop, default) vscharge_subtle(Subtle_Magic_Loop). - Charge process modeled on v1's railgun (the real hold-to-charge in v1): slow movement (~0.4×), converging inward particles (ring → center, rate scales with how full the bar is), and the floating bar over the head (mirrors
draw_health_ui, coollight_blueagainst the yellow unit) in place of v1's arc-circle since you asked for a bar. Charge is hit-driven: a stack banks inplayer:hitwhile guarding. - Release =
spawn_flicker(self, {hits = stacks, damage = FLURRY_DMG})— gives Flicker Strike's slash sounds + hit visuals exactly. Player stays planted (no player movement, so no player trail). Resolved default: I'm keeping the flicker's own dashed hop-line (it's the carrier's signature "slash path" visual, not a player dash) — say the word if you want that suppressed too. - Integer damage: seekers do 1. So percentage DR is degenerate at 1 dmg. I'm using a flat integer
GUARD_DR(damage = max(0, incoming − GUARD_DR)), default 1 — which fully blocks current seekers but scales correctly when tougher enemies arrive (setGUARD_DR = 0for full-risk turtle). A blocked hit still banks a stack regardless. All damage stays integer.
New F1 knobs: guard stacks, flurry dmg, guard slow, guard dr, + the charge snd toggle.
Building now.
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
main.lua done. Now player.lua — state, the dispatch, the four methods, the hit hook, and the bar.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now syntax-check both files (compile only — I won't run the game).
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
main.lua SYNTAX OK
player.lua SYNTAX OK
Both compile clean. I did not run the game — that's yours.
Cross Guard (Secondary) — built
Hold RMB to enter the guard stance; release to unleash the Flurry.
- While held: movement slows (
GUARD_SLOW0.4×), a looping charge sound plays, yellow streaks pull inward toward the swordsman (the swirl speeds up as the bar fills), and a light-blue bar floats over the head. - Charging is hit-driven: each enemy hit while guarding banks one stack (bar fills, capped at
GUARD_MAX_STACKS8) and is softened by a flatGUARD_DR(1). A blocked hit still banks a stack. - Release: fires a Flurry —
spawn_flickerwithhits =your banked stacks, so it hops between that many nearby enemies, one single-target slash each, with Flicker-Strike's exact slash sounds + per-hit FX. The player stays planted. Charge sound stops cleanly. - Cleave (LMB) is suppressed while guarding.
How to test
cd E:/a327ex/062026
./run.bat
- Hold RMB in the open → you slow down, hear the charge loop, see inward yellow streaks + the blue bar (empty).
- Let seekers hit you while holding → bar fills one notch per hit; contact damage is reduced (at
GUARD_DR1, current 1-dmg seekers are fully blocked but still charge you). - Release → Flurry hops to N nearby enemies (N = stacks), single-target slashes. Releasing at 0 stacks just exits (no flurry — you have to get hit to charge).
- F1 → new knobs
guard stacks · flurry dmg · guard slow · guard dr, plus acharge sndtoggle (light ↔ subtle). Toggle it, then re-guard to hear the other loop.
Two things to watch / your call
GUARD_DR = 1fully blocks the current 1-damage seekers — so guarding feels risk-free right now. Set guard dr → 0 in F1 for the full-risk turtle (take the hits to charge). It scales correctly once tougher enemies exist.- The flicker keeps its dashed hop-line between enemies (the carrier's signature "slash path"). You said "no dash trails since player doesn't move" — I read that as the player not trailing (it doesn't move). If you also want the flicker's connector gone so it's just discrete slashes, say so and I'll suppress it.
- Minor: a blocked hit still plays the normal player-hit sound/flash. Tell me if you want blocked hits to feel distinct (or silent).
Once you've played it, I'll fold the feedback in and update the project memory.
spawn_flicker for doing this attack is wrong, we want the effects to be the same but the attack to be something different entirely. First, the attack should focus only on units in a certain area around the player. Create a new routine specifically for this attack, don't reuse flicker, just reuse the way its hits connect visually and aurally. Line particles charging in should be yellow -> white with tweening in between. There should be a circle lightly in front of the player that wobbles and changes size slightly every frame, so signify the charge, it gets bigger the closer it is to full charge. The blue bar on top should be smaller horizontally, flash white whenever the player is hit also, and tween white the closer it is to full too. When the charge is released without attacking, no cooldown happens, it just plays a fizzle/whiff sound, check if Invoker/Orblike already has this, if it doesn't I can look for one. Ah, and finally, the line particles should follow the relative position of their target, which is the center of the circle in front of the player, if the player moves, the particle should move relatively too along with the player.
This is a meaningful redesign — a new bespoke attack (not flicker), plus specific charge-circle, bar, and particle behavior. Before I write it I need two things: whether v1/Orblike already has a fizzle/whiff sound, and how the snkrx modules are required (so I can wire a new entity in).
Grep (fizzle|whiff|whoosh|_miss|no_target|nothing|cancel|swoosh|woosh)
30: wind_whoosh_1 = 0.14,
35: wind_whoosh_2 = 0.378,
45: subtle_whoosh = 0.43,
159:an:sound('wind_whoosh_1', 'assets/Wind_Whoosh_01.ogg')
168:an:sound('wind_whoosh_2', 'assets/Wind_Whoosh_1.ogg')
169:an:sound('wind_whoosh_3', 'assets/Wind_Whoosh_2.ogg')
180:an:sound('subtle_whoosh', 'assets/RPG3_Generic_SubtleWhoosh02.ogg')
523: {'wind_whoosh_1', 'assets/Wind_Whoosh_01'},
528: {'wind_whoosh_2', 'assets/Wind_Whoosh_1'},
529: {'wind_whoosh_3', 'assets/Wind_Whoosh_2'},
544: {'subtle_whoosh', 'assets/RPG3_Generic_SubtleWhoosh02'},
2514: sfx('subtle_whoosh', volumes.subtle_whoosh)
3320: sfx('subtle_whoosh', volumes.subtle_whoosh)
3492: sfx('subtle_whoosh', volumes.subtle_whoosh)
4097: local whoosh_rate = def.area_tick_rate*2.2
4098: self.timer:every(whoosh_rate, 'cyclone_whoosh_2', function()
4156: self.timer:cancel('cyclone_whoosh_2')
8127: local swoosh_len = math.pi*1.08
8138: local a1 = spin - frac*swoosh_len
8139: local a2 = spin - (frac + 1/segments)*swoosh_len
8168: local seg_dist = frac*swoosh_len*arc_r
8175: local a1 = spin - frac1*swoosh_len
8176: local a2 = spin - frac2*swoosh_len
8203: local a1 = spin - frac1*swoosh_len
8204: local a2 = spin - frac2*swoosh_len
8744: self.timer:cancel('tick')
10490:-- Rectangle that flies outward, shrinks to nothing. Starts white, optionally changes color.
11823:-- Bright line that appears at full width then shrinks to nothing.
11944:-- Static line left behind by arc projectiles. Shrinks to nothing, no alpha fade.
12184: self.done = true -- no target in this direction, fizzle
Read (E:\a327ex\062026\snkrx\init.lua)
30 -- project's rendering substrate — there is no separate "edition" system.
31 -- A drawable carries a SPEC and brackets its draw with effect_set /
32 -- effect_clear (or uses the effect_* single-call wrappers). See
33 -- snkrx/effect.lua + assets/draw_shader.frag.
34 require('snkrx.palette')
35 require('snkrx.effect')
36 palette_init() -- push tokens to u_palette[]
37 effect_setup({ draw_shader = 'assets/draw_shader.frag' })
38 require('snkrx.geometry')
39
40 -- ── Default effect specs ──────────────────────────────────────────
41 -- The SNKRX "breathe": an organic noise field (the same Balatro noise the
42 -- old editions used) sweeping a 2-token accent MIX, plus a 2-level Bayer
43 -- dither for the pixel stipple. Each entity / carrier defaults to one of
44 -- these; pass `spec = {...}` to a spawn helper (or set `entity.spec`) to
45 -- re-theme. color_a / color_b are palette token NAMES (see palette.lua) and
46 -- are close hue-neighbors so the entity reads as one color rippling. These
47 -- are SHARED table references on purpose — mutate one to re-theme every
48 -- drawable that uses it. For a smooth (un-dithered) breathe set dither='off'.
49 player_spec = { pattern = 'organic', pattern_scale = 0.5, color = 'mix',
50 color_a = 'snkrx_blue', color_b = 'light_blue', dither = 'bayer4_2' }
51 enemy_spec = { pattern = 'organic', pattern_scale = 0.5, color = 'mix',
52 color_a = 'red', color_b = 'orange', dither = 'bayer4_2' }
53 attack_spec = { pattern = 'organic', pattern_scale = 0.5, color = 'mix',
54 color_a = 'red', color_b = 'orange', dither = 'bayer4_2' }
55 rock_spec = { pattern = 'organic', pattern_scale = 0.5, color = 'mix',
56 color_a = 'yellow', color_b = 'orange', dither = 'bayer4_2' }
57 wall_spec = { color = 'none' } -- flat: walls pass through their own slate base
58
59 -- flash_spec: flat near-white. A drawable swaps its spec for this while
... [40 more lines]
v1/Orblike has no dedicated fizzle sound — only whooshes (wind_whoosh_1/2/3, subtle_whoosh); its "fizzle" is just a code comment. Let me check the sound packs for a real whiff/fizzle candidate so I can propose something concrete.
Bash (find "E:/sound packs" -type f ( -iname "fizzle" -o -iname "whiff" -o -iname...)
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Collectibles_Items_Powerup/collect_item_jingle_fail_01.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Collectibles_Items_Powerup/collect_item_jingle_fail_02.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Doors/door_lock_fail_01.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Doors/door_lock_fail_02.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Doors/door_lock_fail_03.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Doors/door_lock_fail_04.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Doors/door_lock_fail_05.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro/retro_fail_alarm_01.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro/retro_fail_sound_01.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro/retro_fail_sound_02.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro/retro_fail_sound_03.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro/retro_fail_sound_04.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro/retro_fail_sound_05.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro_Classic/Weapons/retro_missle_bomb_drop_fall_01.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro_Classic/Weapons/retro_missle_bomb_drop_fall_02.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Retro_Classic/Weapons/retro_missle_bomb_drop_fall_03.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_01.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_02.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_03.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_04.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_05.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_06.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_07.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_08.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_09.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_10.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_11.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_12.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_13.wav
E:/sound packs/Gamemaster Audio - Pro Sound Collection/Sci-Fi/sci-fi_code_fail_14.wav
... [2 more lines]
Grep (require('snkrx.(projectile|area|beam|flicker|prop|seeker|wall|player)'))
180:require('snkrx.player')
181:require('snkrx.seeker')
182:require('snkrx.wall')
185:require('snkrx.projectile')
186:require('snkrx.area')
187:require('snkrx.beam')
188:require('snkrx.flicker')
190:require('snkrx.prop')
Findings in hand. Here's the brief for the redesign — it's substantial (a new attack entity + a new particle type + the charge-circle/bar work), so I want your sign-off before I write it.
Design brief — Cross Guard v2 (bespoke Flurry + charge visuals)
1. The attack — a new Flurry entity (snkrx/flurry.lua), NOT flicker
A standalone entity modeled on flicker's structure but with its own targeting:
- Targeting (the real difference): only enemies within
FLURRY_RADIUSof the player — the area around the player, re-queried each hop from the player's live position. (Flicker targets from the cursor and ranges the whole screen; the Flurry stays local.) - Behavior: starts at the player, performs
hits(= banked stacks) bezier hops, each to an area-enemy, striking it single-target; ends if the area empties. - Reused from flicker (the "connection," visually + aurally): the dashed fading trail (
trail_update/trail_draw, already global), the per-hit FX (fx_energy_122 burst, white→spec hit_circle, zag particles), the per-arrival sounds (slash_hit+ randomsword_slash), and the final burst (hit_stop,slash_final, AoE knockback). I'll de-localizecubic_bezierin flicker.lua to global (liketrail_update) and copy the FX/sound calls into the Flurry, leaving flicker otherwise untouched. - Wiring: new
flurrys = {}global,require('snkrx.flurry')in init.lua, and aflurrys[]update-prune + draw loop in main.lua (parallel to flickers).spawn_flurry(caster, {hits, damage, radius, spec}). - Note (will do unless you object): when stacks exceed the area-enemy count, it re-hits (cycles targets, never the same one twice running) so a big charge always lands all its slashes — consistent with the design's "Flurry scales on hit-count, not crowd."
2. Charge particles → new fx_charge_particle (in fx.lua)
The current spawn_particle can't do what you asked, so a dedicated type:
- Converges on the charge-circle center in front of the player, in the player's relative frame: I draw at
(follow.charge_cx + rel, follow.charge_cy + rel)and tweenrel → 0. The player setscharge_cx/cyeach frame, so if the player moves or re-aims, in-flight particles travel with it. (Your point 6.) - Color tweens yellow → white smoothly over its life (a
mix_t0→1 lerp), not a discrete swap. - Lives in the existing
fxs[]loop — no new main.lua wiring. Replaces thespawn_particlecall inupdate_guard.
3. Charge circle (in player:draw, while guarding)
A light filled circle at charge_cx/cy (in front, along aim) that wobbles (tiny per-frame position jitter) and jitters its radius slightly each frame, with base radius growing with charge (remap(ct,0,1,MIN,MAX)). Yellow, low alpha ("lightly"), drifting toward white as it fills.
4. Bar changes (player:draw / player:hit)
- Narrower (14 → ~8px).
- Flashes white when the player is hit while guarding (short
guard_bar_flash_untiltimestamp set inplayer:hit). - Fill tweens toward white as it fills (
color_mix(light_blue, white, ct)).
5. No-attack release → fizzle
A release that produces no attack — 0 stacks, or stacks but no enemy in the area — plays a whiff and does nothing else. No cooldown is added (and guard has none anyway).
On the sound: v1 has no dedicated fizzle, and the packs' "fail" sounds are UI/retro jingles (wrong for a sword). A sword whiff is really a soft air-swing — which is what the existing subtle_whoosh already is. Plan unless you'd rather source one: wire subtle_whoosh pitched-down as the whiff placeholder now (so it's testable), and swap in a dedicated whiff whenever you hand me one.
New F1 knob: flurry radius.
Two things to confirm (rest I'll proceed on as written): the re-hit policy (§1 note) and the fizzle placeholder (§5). Green light and I'll build it.
Do not reuse flicker's logic, there's no need for bezier hops or anything, just get the enemies in the area, then apply a hit to each directly, until you run out of hits. Choose enemies randomly. If there are 3 enemies and you have 8 hits. Choose the order of the first 3 randomly, then the order of the next 3 randomly, then the next 2 randomly. Just make sure that you apply the hits in sequence such that each batch hits all enemies equally. Charge circle should be always white. Let's go with no whiff sound for now, everything looks good.
Clear — much simpler attack than I'd planned. No flicker logic at all: pick area enemies, batched-random direct hits in sequence. And no whiff sound, circle always white. This also means I don't touch flicker.lua at all. Building it now.
Write (E:\a327ex\062026\snkrx\flurry.lua)
File created successfully at: E:\a327ex\062026\snkrx\flurry.lua (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\init.lua)
The file E:\a327ex\062026\snkrx\init.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\fx.lua)
The file E:\a327ex\062026\snkrx\fx.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now player.lua. Top locals for the charge circle, then the field, method, and draw changes.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now syntax-check all four changed files.
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
main.lua SYNTAX OK
snkrx/player.lua SYNTAX OK
snkrx/flurry.lua SYNTAX OK
snkrx/fx.lua SYNTAX OK
snkrx/init.lua SYNTAX OK
All five files compile. Let me verify the wiring is clean — no stray spawn_flicker left in the player, and flurrys/spawn_charge_particle are referenced where expected.
Grep (spawn_flicker|spawn_flurry|spawn_charge_particle|flurrys)
main.lua:403: spawn_flicker(p, { damage = 2, hits = 5 })
main.lua:450: for i = #flurrys, 1, -1 do
main.lua:451: local x = flurrys[i]
main.lua:452: if x._dead then table.remove(flurrys, i) else x:update(sdt) end
main_old.lua:499: spawn_flicker(p, {
main_scaffold.lua:204: spawn_flicker(p, { damage = 2, hits = 5 })
main_scaffold.lua:235: spawn_flicker(p, { damage = 2, hits = 5 })
snkrx\flicker.lua:27: spawn_flicker(caster, {
snkrx\flicker.lua:379:function spawn_flicker(caster, opts)
snkrx\flurry.lua:18: flurrys[] only so main.lua ticks its timer; it self-destructs when done.
snkrx\flurry.lua:20: spawn_flurry(caster, { hits, damage, radius, delay?, spec? })
snkrx\flurry.lua:24:flurrys = {}
snkrx\flurry.lua:122:function spawn_flurry(caster, opts)
snkrx\flurry.lua:125: flurrys[#flurrys + 1] = f
snkrx\fx.lua:239:function spawn_charge_particle(follow, opts)
snkrx\player.lua:177: spawn_charge_particle(self, {
snkrx\player.lua:199: spawn_flurry(self, { hits = self.guard_stacks, damage = FLURRY_DMG, radius = FLURRY_RADIUS })
Wired and compiling. The leftover spawn_flicker hits are only in comments/reference files (main_scaffold.lua, the ATTACKS doc-comment, the flicker carrier itself) — the player now uses spawn_flurry. I didn't touch flicker.lua.
Cross Guard v2 — rebuilt
The attack is now a bespoke Flurry (snkrx/flurry.lua), no flicker logic:
- On release, it grabs enemies within
FLURRY_RADIUS(90) of the player, builds a batched-random order (each full pass = every area-enemy once in random order; final partial pass = random subset), and applies direct single-target hits in sequence (one per 0.05s) until stacks run out. With 3 enemies + 8 stacks → shuffle(3)+shuffle(3)+shuffle(3)[:2], each enemy hit ~equally. - Each slash reuses Flicker-Strike's per-hit FX + sounds (fx_energy burst, white→spec hit-circle, fanned particles,
slash_hit+ randomsword_slash); the last slash getsslash_final+ a short hit-stop. No hops, no trail, no player movement.
Charge visuals reworked:
- Inward streaks now
fx_charge_particle: yellow→white smooth tween, and they converge on the white circle in front of you in your relative frame — move or re-aim and the in-flight streaks travel with you. - Charge circle: a light always-white circle in front along your aim that wobbles + jitters its radius each frame and grows with charge.
- Bar: narrower (8px), flashes white when you're hit, and the fill tweens light_blue→white as it fills.
No-attack release (0 stacks, or no enemy within range) → nothing happens: no sound, no cooldown. (Per your call — no whiff sound for now.)
Test
cd E:/a327ex/062026
./run.bat
- Hold RMB → slow, charge loop, white wobbling circle in front, yellow→white streaks pulling into it. Walk while holding → confirm the streaks follow you.
- Get hit while holding → bar ticks up + flashes white; fill drifts toward white as it fills.
- Release near enemies (within ~90px) → a rapid flurry of single-target slashes spread across the area enemies (batched). Watch a clump of 3 with a full bar — hits should distribute evenly.
- Release with no one nearby, or at 0 stacks → nothing (silent, no cooldown).
- F1 → new
flurry dmg,flurry rad,guard stacks/slow/drknobs +charge sndtoggle.
Once you've played it, tell me what to adjust and I'll fold it in + update the project memory.
You can remove cleave and dash knobs from the UI, circle is fully white, not alpha, give me a knob for charging circle distance to (0 to whatever).
All three are quick imperatives — making them directly.
First, swap the tuner knob list (drop cleave + dash groups, add circle dist):
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now make CHARGE_CIRCLE_DIST a main.lua global (so F1 can edit it):
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now drop the local CHARGE_CIRCLE_DIST from player.lua (it's a global now) and make the circle fully white (no alpha):
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
main.lua SYNTAX OK
player.lua SYNTAX OK
Done — all three, syntax clean.
- F1 tuner trimmed: dropped the 4 cleave + 5 dash knobs. It now shows just
guard stacks · flurry dmg · flurry rad · guard slow · guard dr · circle dist · charge snd · max enemies · spawn rate. (TheCLEAVE_*/DASH_*globals still exist and work — they're just no longer live-tunable.) - Circle fully white: removed the alpha ramp —
layer_circle(..., white()), solid. - New
circle distknob: promotedCHARGE_CIRCLE_DISTfrom a player.lua local to a main.lua global (default 22) and added it to the tuner at 0–60. Drag it to 0 and the circle sits right on the player; crank it to push the charge point further out front.
Run it whenever — hold RMB and sweep the circle dist slider to find the spot you like. Tell me the next adjustment.
Circle distance = 6, flurry damage = 3, guard stacks = 8, guard slow = 0.25, flurry radius = 80. Circle should be in effects layer, above everything else, same for particles. Particles are not tweening towards white as they reach the circle. Circle radius should be 2 -> 8 at most, -1, +1 random variation every frame. Size of top bar the same as HP bar for enemies, the bar should be drawn in the exact same way too, same distance from player, just above. Number of flurry hits is fixed at 2x guard stacks, so 16 for full hit.
Let me verify how color_mix/color_clone behave before I touch the particle tween — I want to make sure the white tween fix is the right one.
Grep (^function color_mix|^function color_clone|^function color\b|^color =)
105:color = color_new
106-
107---[[
108- color_from_hsl(h, s, l, a)
109- Create a color from HSL values (h: 0-360, s: 0-1, l: 0-1).
110-]]
111-function color_from_hsl(h, s, l, a)
112- local r, g, b = hsl_to_rgb(h, s, l)
113- return color_new(r, g, b, a)
114-end
115-
116--- v1 alias
117-hsl_color = color_from_hsl
--
131:function color_clone(c)
132- return color_new(c.r, c.g, c.b, c.a)
133-end
134-
135---[[
136- color_mix(a, b, t)
137- Linear interpolation between two colors. Returns a new color.
138- t=0 returns a, t=1 returns b, t=0.5 returns the midpoint.
139-]]
140:function color_mix(a, b, t)
141- t = t or 0.5
142- return color_new(
143- a.r + (b.r - a.r)*t,
144- a.g + (b.g - a.g)*t,
145- a.b + (b.b - a.b)*t,
146- a.a + (b.a - a.a)*t
... [6 more lines]
color_mix(a,b,t) works as I assumed (t=0→a, t=1→b), so the particles are tweening yellow→white — the problem is the tween finishes exactly at the circle (death frame), so white only shows for one frame. I'll front-load it to reach white by mid-flight. Making all the changes now.
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now player.lua — circle radius range, remove circle from player:draw, add the effects-layer method, fix the bar, and 2× hits.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now add the effects-layer circle method (between player:draw and player:destroy):
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the particle white-tween fix in fx.lua:
Edit (E:\a327ex\062026\snkrx\fx.lua)
The file E:\a327ex\062026\snkrx\fx.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
main.lua SYNTAX OK
snkrx/player.lua SYNTAX OK
snkrx/fx.lua SYNTAX OK
All compile. Changes are in:
Tuned values baked in (main.lua): CHARGE_CIRCLE_DIST=6, FLURRY_DMG=3, GUARD_SLOW=0.25, FLURRY_RADIUS=80 (GUARD_MAX_STACKS was already 8).
Circle → effects layer, above everything: moved the circle out of player:draw (game layer) into a new player:draw_charge_circle(effects_layer), called in main.lua's effects pass after the fx loop — so it renders above the game layer and above the particles. Particles were already on the effects layer (the fxs[] pass), so they're covered too.
Particle white-tween fixed: the tween was completing exactly at arrival (white for one frame, then death). Now the color hits full white at ~half-life and stays white through the rest of the approach, while convergence still spans the full life. So they visibly whiten as they fly into the circle.
Circle radius: CHARGE_CIRCLE_MIN/MAX now 2 → 8 (was 4 → 12), with the existing ±1 per-frame jitter.
Charge bar = enemy HP bar: now drawn exactly like draw_health_ui — width self.w (10), height 2, corner radius 1, positioned y - h - 2 (just above the unit), same as seekers. Kept the charge-specific fill (light_blue→white + white flash on hit); say the word if you actually want it red like the enemy bars.
Flurry hits = 2× stacks: release now spawns hits = guard_stacks*2, so a full 8-stack bar fires 16 slashes (distributed batched-random over the area enemies).
Run it and check the circle now floats on top, the streaks go white mid-flight, and a full bar throws 16 hits. I'll update the project memory once you're happy with the feature.
2 -> 5, -0.5, 0.5 variation, white that the circle uses should be actually white instead of the current color, same for particles. White tween on the particles should start sooner too, how are you doing the tween exactly in code?
Good catches. Let me check what the white token actually resolves to (you're right that it's likely off-white, not pure 255).
Grep (white|255, 255, 255|^text\s*=)
63:white = color(200, 200, 200)
64:text = color(240, 240, 235)
110: 'text_muted', 'white', 'text',
124: white = white, text = text,
167: text_muted = 'white', white = 'text', text = 'white',
176: snkrx_yellow = 'snkrx_orange', snkrx_neutral = 'white',
The white token is color(200, 200, 200) — light grey, not pure white. That's the off-color you're seeing. I'll add a real pure_white and use it for both the circle and the particles' end color, plus the radius and tween-timing tweaks.
Edit (E:\a327ex\062026\snkrx\palette.lua)
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read (E:\a327ex\062026\snkrx\palette.lua)
55 -- lightness breathe (used by the UI's optional shimmer — see ui/paint.lua).
56 bg = color(34, 40, 46)
57 slot_fill = color(27, 31, 34)
58 panel_fill = color(31, 33, 38)
59 charcoal = color(45, 48, 51)
60 panel_border = color(56, 60, 65)
61 grey = color(74, 77, 80)
62 text_muted = color(140, 140, 145)
63 white = color(200, 200, 200)
64 text = color(240, 240, 235)
65
66 -- Accents, roughly by hue (a hue wheel: red → … → pink → back to red).
67 -- Mixing an accent with its neighbor here is a warm/cool hue breathe — the
68 -- SNKRX "polychrome" feel — which is how the entity specs reproduce the old
69 -- edition shimmer.
Edit (E:\a327ex\062026\snkrx\palette.lua)
The file E:\a327ex\062026\snkrx\palette.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\fx.lua)
The file E:\a327ex\062026\snkrx\fx.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
snkrx/palette.lua SYNTAX OK
snkrx/player.lua SYNTAX OK
snkrx/fx.lua SYNTAX OK
All compile. Here's the summary plus the tween explanation you asked for.
Changes:
pure_whiteadded to palette.lua =color(255, 255, 255). The oldwhitetoken wascolor(200,200,200)(grey) — that was the off-color. The circle and the particles' end color now usepure_white.- Circle radius:
2 → 5(was 2 → 8), per-frame jitter now±0.5(was ±1). - Particle white tween starts sooner: reaches full white at 30% of life (was 50%).
How the particle tween works in code (fx_charge_particle, in fx.lua) — there are two independent clocks over the particle's ~0.22–0.4s life:
Motion (position + length) — the engine's
timer_tweenover the full duration, easedsine_in_out:lua timer_tween(self.timer, dur, self, {rel_x = 0, rel_y = 0, w = 2}, math.sine_in_out, kill)rel_x/rel_yis the offset from the circle center, tweened to 0 → it converges on the circle;wthins to 2.Color — driven manually in
update(not by timer_tween), so it can finish earlier:lua self.elapsed = self.elapsed + dt self.mix_t = math.min(self.elapsed / self.white_at, 1) -- linear 0→1, hits 1 at white_at self.draw_color = color_mix(self.ca, self.cb, self.mix_t) -- ca=yellow → cb=pure_whitewhite_at = dur * 0.3, somix_tramps 0→1 over the first 30% then clamps.color_mix(a,b,t)is a per-channel lerp (a + (b-a)*t).
So: yellow at the ring → lerps to pure white over the first 30% → stays white for the remaining 70% while it slides into the circle. I split color onto its own manual ramp precisely because timer_tween applies one duration/easing to everything listed — and I wanted the whitening to complete on a different (shorter) schedule than the convergence. To make the white come even sooner/later, change the 0.3 multiplier on white_at.
Run it and see if the white reads right now.
Particle speed, distance from center, length, should also increase as the circle increases. So at the initial 2 radius it should be very small slow particles, and then at max it should be what it is now.
Got it — scale the particles' reach, length, and (consequently) speed with the charge level, so they start tiny/slow at radius 2 and reach their current values at full. The speed comes for free: since the convergence duration is fixed, a shorter ring distance = slower travel.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"; "E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe"...)
player.lua SYNTAX OK
Compiles.
The streaks now scale with scale = remap(ct, 0, 1, 0.25, 1):
- Reach (spawn ring distance) =
random(26,50) * scale - Length =
random(8,14) * scale - Speed = reach ÷ fixed
duration, so it scales with the reach automatically
At an empty bar (ct≈0, circle at radius 2) you get short, slow ~2–3px streaks hugging the center; at a full bar (ct=1, circle at 5) they're back to the current 26–50px reach and 8–14px length, sweeping in fast. The 0.25 floor keeps them from vanishing entirely when empty — drop it toward 0 if you want the low end even tinier.
Run it and watch the charge ramp from a faint flicker to the full inrush.
Great, it's beautiful now. I think this is it for this ability. What's next?
This one came together really well — the scaling charge feels great. Let me lock it into the project memory first, then lay out what's left.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
17
18 Status (2026-06-05): **grey-box started.** Forked from `snkrx-template` into `E:/a327ex/062026/` (its own copy of Anchor 2 + the snkrx toolkit; initially `.git` not copied, but a **private GitHub repo `a327ex/062026`** (SSH `origin`, created 2026-06-05) now version-controls it — commit/push there going forward; the end-session skill's project-repo step applies). The build lives in `062026/main.lua` (started from the clean reference scene). First playable: moving player (WASD/arrows + mouse-aim, already in the template), a **trickle of seekers from the right** edge toward the player (cap 12, one per 0.6s, 4 seeded), 4 boundary walls, and the **Swordsman Cleave** on LMB — a **square** AoE (`area` carrier, `shape='rect'`) popped just ahead of the aim (placeholder dmg 8 / cd 0.35s / half-side 18). Decisions this session: cleave = SNKRX-style **square** (not wedge/circle); enemies enter **from the right**; the swordsman is **yellow** (SNKRX-canon). Since then: cleave tuned to size/reach 32 (a 64px square) + cd 1 + **hold-LMB-to-repeat**; an **F1 live knob-tuner** panel (built from the snkrx UI toolkit) over the cleave/spawn constants; and a **swing sound** on the cleave — the template's existing `sword_slash` v3 (`Sword_Slash_1_v3.ogg`) at ±10% pitch, F3-tunable under the `sword_slash` volume key. (Briefly wired the SNKRX `Heavy sword woosh` pair from the sound packs, then dropped it for the existing slash.) ⛔ **The discipline / shipping gate does NOT apply to 062026** — the user declared it a side project for fun where he indulges however he likes; do NOT flag juice / polish / custom sound / infra as B-work on this project (he'll consciously decide), in contrast to [[feedback_shipping_gate]] which still governs his MAIN game projects. Cleave **crowd-scaling is now in**: each swing = base `CLEAVE_DAMAGE` (3) **+1 per enemy caught** in the square (counted at fire via `query_entities_box`, keeping `area.lua` generic; the +1/enemy is hardcoded, NOT a UI knob, per the user) — the "tighter mob = harder hit" identity, live. **Architecture (owner directive — applies project-wide):** class-specific behavior is structured as explicit `if self.character == '<class>' then … elseif …` chains, NOT a data-driven dispatch (he wants big readable if/elseif chains for the ~55 classes). `player.character = 'swordsman'`; ability input→dispatch lives in `player:update_abilities()` behind that branch, each ability its own method (`player:cleave`, `player:start_dash`/`update_dash`, `player:update_walk` for non-dash movement); **the Cleave was moved out of main.lua into `player:cleave`**; tunables stay `main.lua` globals the player reads (so F1 tunes them); `main.lua` publishes `game_input_blocked` so mouse abilities don't fire through the UI. Apply this pattern wherever behavior diverges by character (player + other systems). Documented — along with the **sound-sourcing process** (learn name from a ref project → glob `E:/sound packs` → ffmpeg q10 .ogg → delete .wav → wire pre-`volumes_apply_overrides` → F3) — in `062026/.claude/CLAUDE.md`. **Mobility · Lunge is in** (Space, in the **movement direction** — `last_move_r`, not the mouse): a **position dash via `math.lerp_dt`** — the owner REVERSED his earlier "absolutely no tween, physics only" call once he learned v1 `dash_strike` lerps, then asked to copy v1 but with a `lerp_dt` not a raw lerp. Copies v1 `dash_strike`: `collider:set_position` teleport-lerps THROUGH enemies, a `physics_raycast` wall clamp stops it, `DASH_DAMAGE` is **0** now (pure-mobility dash, sweep + impact FX skipped; the F1 dmg knob re-enables a damaging dash-strike); **2 charges** (`DASH_MAX_CHARGES` local in player.lua) with a **full 8s refill once BOTH are spent** (recharge starts only at 0); **distance 100**; reuses flicker's now-GLOBAL `trail_update`/`trail_draw` for a yellow wake; `subtle_whoosh` (`RPG3_Generic_SubtleWhoosh02`, q10-sourced) cast sound. F1 tuner is now **2-column** with `dash speed/dist/cd/dmg` knobs. Genuinely next (un-gated): the rest of the kit (Passive/Secondary/Ultimate), gems, player death/fail. Tuning knobs are all-caps globals near the SCENE section. Not in global CLAUDE.md project list yet.
19
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
Memory updated — Cross Guard locked in, including the engine finding (Anchor 2 does have looping/stoppable sfx) and the pure_white note so future sessions don't re-discover them.
Swordsman kit status
- ✅ Primary · Cleave — crowd-scaling square
- ✅ Secondary · Cross Guard — charge-on-hit → flurry (just finished)
- ✅ Mobility · Lunge — 2-charge dash
- ⬜ Passive · Outnumbered
- ⬜ Ultimate · Bladestorm
Two ability slots left, plus the systems around them. Here's how I'd frame the next step — pick one or point me elsewhere:
A. Ultimate · Bladestorm (my recommendation) — a spin of many small hits around the player; the last active and the screen-clearing power moment. Finishing it completes the full moment-to-moment kit, and per your build-heavy method it's the "is the end-game fun?" taste — worth proving before any gems. Naturally reuses the area/flurry machinery you've now got.
B. Passive · Outnumbered — crowd = more damage dealt and less taken when surrounded. The class's identity glue: it unifies Cleave (crowd-scaling) and Cross Guard (charge-from-being-hit) into one "I want to be mobbed" fantasy. Quick to build — a per-frame stat modifier driven by a nearby-enemy count. Less flashy than the Ultimate but defines how the whole kit feels.
C. Player death / fail state — right now player:hit just clamps HP to 0; there's no lose condition, so you can't really fun-test the loop (only the abilities in isolation). Adding stakes — death → a simple game-over/restart — makes the grey-box an actual loop you can sit with.
D. Gems / Linked Sockets — the build layer, the game's core hook. Tempting, but your own unit-creation process says lock the abilities first, so I'd hold this until the kit's complete.
My instinct: A (Bladestorm) to finish the actives, then B (Outnumbered) since it's quick, then C so the loop has stakes. But Outnumbered-first is just as defensible if you'd rather feel the identity before the spectacle. Your call.
What were the Bladestorm-related possible builds as well as its passives?
This is all in design.md §5.1 — let me pull the exact lines so I quote the costs/tags right.
Read (E:\a327ex\062026\design.md)
155 Two reference units. Numbers/effects are illustrative — the point is the *shape*.
156
157 ### 5.1 Swordsman — "The Cleaver" (multi-carrier, melee)
158
159 Carriers: AoE **Cleave** (crowd) + single-target **Flurry** (via Cross Guard). Multi-carrier →
160 per-ability gems, modal builds.
161
162 **Kit**
163 - **Passive · Outnumbered** — crowd = more damage *and* less damage taken when surrounded.
164 - **Primary · Cleave** — wide crowd-scaling melee arc (big-hit carrier).
165 - **Secondary · Cross Guard** — hold to block (all sides, damage reduced); each blocked hit =
166 +1 stack (capped); release = an N-hit Flurry on the nearest enemy. Flurry scales on
167 hit-count, not crowd.
168 - **Mobility · Lunge** — dash that damages along its path.
169 - **Ultimate · Bladestorm** — a spin of many small hits (the multi-hit ult).
170
171 **Archetypes:** Heavy (big hits) · Flurry (small hits) · Bulwark (defense) · Maelstrom (crowd).
172
173 **Gems**
174 - *Outnumbered:* Bloodlust ⟳(1)[M] · Thick Hide ⟳(1)[B] dmg-reduction per enemy · Bloodhunger
175 (1)[B] heal per enemy Cleaved · Adrenaline ⟳(1)[F] +aspd while ≥3 near · ★Berserk (2)[H/M]
176 <50% HP doubles the per-enemy bonus · ★Event Horizon (3)[M] drag nearby enemies in.
177 - *Cleave:* Whetstone ⟳(1)[H] +dmg · Wide Arc ⟳(1)[M] +arc · Heavy Swing (1)[H] +dmg/−aspd ·
178 Undertow (2)[M] drags hit enemies inward · Shockwave (2)[H/M] shock past melee · ★Execute
179 (3)[H] kill <15% HP, refund · ★Cyclone (3)[M] 360° spin, per-enemy bonus → all dmg for 2s.
180 - *Cross Guard:* Reinforced ⟳(1)[B] +block · Rapid Stacks ⟳(1)[F] charge faster · Flurry Edge
181 ⟳(1)[F] +dmg/hit · Bleed Strike (2)[F] Flurry stacks bleed · ★Riposte (2)[B] release stuns;
182 perfect release ×2 · ★Counterweight (2)[H] Flurry → one huge hit · ★Aegis (3)[B] guard
183 reflects projectiles, immune to knockback, charges Bladestorm.
184 - *Lunge:* Swift ⟳(1) −cd · Cleaving Dash ⟳(1)[H/M] +path dmg · Grapple Line (2)[M] yank a
... [5 more lines]
From design.md §5.1, here's everything Bladestorm-related. (Notation: ⟳ stackable · ★ keystone · (n) socket cost · [TAG] archetype. Tags: Heavy / Flurry / Bulwark / Maelstrom. All numbers/effects are illustrative placeholders.)
Bladestorm's gems (its hub)
- Overspin ⟳(1)[F] — +duration
- Momentum ⟳(1)[F] — −cooldown
- Wide Vortex ⟳(1)[M] — +radius
- Whirlpool (2)[M] — pulls enemies in
- ★Perpetual Motion (3)[F] — hits cut its cooldown, full move speed during it
- ★Eye of the Storm (2)[H] — one massive overhead instead of the spin
The builds it feeds
The Bladestorm hub touches three of the four Swordsman archetypes:
- Flurry (small hits) — its home lane. Overspin + Momentum stack it longer/more often; Perpetual Motion is the engine that makes it near-permanent (hits refund cd + you keep full move speed mid-spin). This is the "spin forever, death-by-a-thousand-cuts" fantasy.
- Maelstrom (crowd) — Wide Vortex + Whirlpool: a big arena-sweeping spin that sucks enemies into it. Pairs across hubs with Outnumbered's ★Event Horizon (drag nearby enemies in) and Cleave's ★Cyclone — a herd-everything-then-grind build.
- Heavy (big hits) — the ★Eye of the Storm keystone flips the few-vs-many dial: it throws out the spin entirely for one giant overhead. This is the "Bladestorm but as a single nuke" pivot.
The cross-hub hook
There's no Bulwark gem inside Bladestorm, but Bulwark connects to it via Cross Guard's ★Aegis (3)[B] — "guard reflects projectiles, immune to knockback, charges Bladestorm." So a defensive turtle build feeds the ultimate: hold Cross Guard to power up the spin.
So Bladestorm is the kit's few-vs-many crossroads — the same ult reads as a sustained Flurry engine, a crowd-herding Maelstrom, or a single Heavy nuke depending on the keystone, and a Bulwark build can fuel it.
Want me to build a first grey-box Bladestorm (the base spin of many small hits — no gems), so we can feel the "end" before designing its sockets? That's the natural next implementation step.
I'm trying to decide if I want Bladestorm to be AoE or multiple hits. We have Cleave as AoE, Cross Guard as multi-hit, the Swordsman should probably lean AoE and we should leave multi-hit as a deep spec possibility, but by default it multi-hit should go another class, like how Marauder is primarily big hits in PoE while Duelist is more focused on multi-hit strikes. This means Bladestorm should probably be some kind of AoE ability instead.
I think your instinct is right, and it's more principled than it might feel — let me sharpen why, then push on two consequences it creates.
The mechanical axis you're actually splitting
"AoE vs multi-hit" is cleanest stated as: AoE = one hit that touches many targets; multi-hit = many hits that each touch one target. By that line your kit already reads:
- Cleave = AoE (one square, everyone inside takes the hit)
- Cross Guard / Flurry = multi-hit (N discrete single-target slashes)
So the Swordsman is currently a 50/50 multi-carrier. Making Bladestorm AoE tilts the kit-level default to AoE (Cleave + Bladestorm + Outnumbered's crowd reward), and leaves Flurry as the lone multi-hit tool. That's exactly the "lean, don't lock" structure your PoE analogy points at — Marauder/Duelist anchor an identity but the tree lets you cross over. The lean should live in gem density + the default kit, not a hard restriction (consistent with your "soft build-lines, every gem always pickable").
And it's not ad hoc — it's the same principle already written into your design doc: "Apply principled boundaries that keep the class thematically pure (the Archer is purely kinetic… reserve affliction for a different ranged class)." Reserving multi-hit-primary for a future Duelist-type unit is that rule applied to the Swordsman. So: yes, Bladestorm AoE.
What AoE Bladestorm should be (so it isn't just "big Cleave")
Cleave is instant, aimed, directional (square in front). For Bladestorm to earn its slot it should differ on the other axes:
- Omnidirectional (360° around you — a spin, not an aimed shape; you don't point it)
- Sustained (a persistent damage field for a few seconds, ticking —
area.lua's persistent mode is built for this) - Follows you (re-centers on the player each frame — a walking buzzsaw you ride through the crowd)
That's the screen-clearing "end" moment, and each pulse is a true AoE (everyone near you takes it at once) — which keeps it AoE-coded rather than drifting into multi-hit (it's repeated-AoE, not chained single hits). Default = the sustained spin; the Eye of the Storm keystone collapses it to one giant slam — your few-vs-many dial, both poles still AoE (wide vs big).
Two knots this creates — worth resolving now
- Cleave's ★Cyclone gem already is a 360° spin ("per-enemy bonus → all dmg for 2s"). If Bladestorm is the spin, Cyclone is a redundant mini-Bladestorm bolted onto Cleave. Either differentiate (Cyclone = short burst, Bladestorm = the real sustained ult) or repurpose Cyclone now that the ult owns the spin.
- This demotes Cross Guard/Flurry to the deep-spec gateway — the one multi-hit anchor in an AoE class. That's good (it gives the Flurry lane a clear job: "the pivot into the off-identity spec"), but it should be intentional. The four archetypes remap cleanly under it: Maelstrom = wide AoE (default), Heavy = big AoE slams (few pole), Flurry = the multi-hit deep spec (Cross Guard-anchored), Bulwark = defense.
So my recommendation: AoE Bladestorm — a sustained, follow-the-player 360° spin field, with Eye of the Storm as the Heavy-pole keystone, and Cyclone repurposed/narrowed.
If that lands, the natural next step is to grey-box just the base spin (a persistent radial area that tracks the player, no gems) so you can feel the "end" power fantasy before designing its sockets. Want me to brief that?
What are all the melee characters in SNKRX and what are their basic attacks + Lv.3 upgrades? Please list them to me here.
I'll pull this from the SNKRX source. Let me locate the class/attack data.
Glob (SNKRX/*/.lua)
SNKRX\arena.lua
SNKRX\buy_screen.lua
SNKRX\conf.lua
SNKRX\enemies.lua
SNKRX\engine\datastructures\graph.lua
SNKRX\engine\datastructures\grid.lua
SNKRX\engine\datastructures\string.lua
SNKRX\engine\datastructures\table.lua
SNKRX\engine\external\binser.lua
SNKRX\engine\external\clipper.lua
SNKRX\engine\external\init.lua
SNKRX\engine\external\mlib.lua
SNKRX\engine\external\ripple.lua
SNKRX\engine\game\flashes.lua
SNKRX\engine\game\gameobject.lua
SNKRX\engine\game\group.lua
SNKRX\engine\game\hitfx.lua
SNKRX\engine\game\input.lua
SNKRX\engine\game\object.lua
SNKRX\engine\game\parent.lua
SNKRX\engine\game\physics.lua
SNKRX\engine\game\springs.lua
SNKRX\engine\game\state.lua
SNKRX\engine\game\steering.lua
SNKRX\engine\game\trigger.lua
SNKRX\engine\graphics\animation.lua
SNKRX\engine\graphics\camera.lua
SNKRX\engine\graphics\canvas.lua
SNKRX\engine\graphics\color.lua
SNKRX\engine\graphics\font.lua
... [26 more lines]
Grep (character_classes|class_color|classes =|warrior|^ \w+ = {class)
134: warrior = Image('warrior')
237: class_colors = {
238: ['warrior'] = yellow[0],
256: class_color_strings = {
257: ['warrior'] = 'yellow',
455: character_classes = {
457: ['swordsman'] = {'warrior'},
463: ['outlaw'] = {'warrior', 'rogue'},
464: ['blade'] = {'warrior', 'nuker'},
470: ['squire'] = {'warrior', 'enchanter'},
480: ['barbarian'] = {'curser', 'warrior'},
481: ['juggernaut'] = {'forcer', 'warrior'},
495: ['highlander'] = {'warrior'},
954: ['warrior'] = {hp = 1.4, dmg = 1.1, aspd = 0.9, area_dmg = 1, area_size = 1, def = 1.25, mvspd = 0.9},
992: ['warrior'] = function(lvl) return '[' .. ylb1(lvl) .. ']3[light_bg]/[' .. ylb2(lvl) .. ']6 [fg]- [' .. ylb1(lvl) .. ']+25[light_bg]/[' .. ylb2(lvl) .. ']+50 [fg]defense to allied warriors' end,
1083: local classes = {'vagrant', 'archer', 'scout', 'outlaw', 'blade', 'wizard', 'cannoneer', 'dual_gunner', 'hunter', 'spellblade', 'engineer', 'corruptor', 'beastmaster', 'jester', 'assassin', 'barrager',
1090: local warriors = 0
1106: for _, unit_class in ipairs(character_classes[unit.character]) do
1108: if unit_class == 'warrior' then warriors = warriors + 1 end
1125: return {ranger = rangers, warrior = warriors, healer = healers, mage = mages, nuker = nukers, conjurer = conjurers, rogue = rogues,
1132: if class == 'ranger' or class == 'warrior' or class == 'mage' or class == 'nuker' or class == 'rogue' then
1152: warrior = units_to_class_level(units_per_class.warrior, 'warrior'),
1170: get_classes = function(units)
1171: local classes = {}
1173: table.insert(classes, table.copy(character_classes[unit.character]))
1180: ['warrior'] = function(units) return 3, 6, nil, get_number_of_units_per_class(units).warrior end,
1336: ['berserking'] = '[fg]all warriors have up to [yellow]+50/75/100%[fg] attack speed based on missing HP',
1337: ['unwavering_stance'] = '[fg]all warriors gain [yellow]+4/8/12%[fg] defense every [yellow]5[fg] seconds',
1338: ['unrelenting_stance'] = '[yellow]+2/5/8%[fg] defense to all allies whenever a warrior is hit',
1424: ['berserking'] = function(lvl) return '[fg]all warriors have up to ' .. ts(lvl, '+50%', '75%', '100%') .. ' attack speed based on missing HP' end,
... [2 more lines]
Read (E:\a327ex\SNKRX\main.lua)
455 character_classes = {
456 ['vagrant'] = {'explorer', 'psyker'},
457 ['swordsman'] = {'warrior'},
458 ['wizard'] = {'mage', 'nuker'},
459 ['magician'] = {'mage'},
460 ['archer'] = {'ranger'},
461 ['scout'] = {'rogue'},
462 ['cleric'] = {'healer'},
463 ['outlaw'] = {'warrior', 'rogue'},
464 ['blade'] = {'warrior', 'nuker'},
465 ['elementor'] = {'mage', 'nuker'},
466 -- ['saboteur'] = {'rogue', 'conjurer', 'nuker'},
467 ['bomber'] = {'nuker', 'conjurer'},
468 ['stormweaver'] = {'enchanter'},
469 ['sage'] = {'nuker', 'forcer'},
470 ['squire'] = {'warrior', 'enchanter'},
471 ['cannoneer'] = {'ranger', 'nuker'},
472 ['dual_gunner'] = {'ranger', 'rogue'},
473 -- ['hunter'] = {'ranger', 'conjurer', 'forcer'},
474 ['sentry'] = {'ranger', 'conjurer'},
475 ['chronomancer'] = {'mage', 'enchanter'},
476 ['spellblade'] = {'mage', 'rogue'},
477 ['psykeeper'] = {'healer', 'psyker'},
478 ['engineer'] = {'conjurer'},
479 ['plague_doctor'] = {'nuker', 'voider'},
480 ['barbarian'] = {'curser', 'warrior'},
481 ['juggernaut'] = {'forcer', 'warrior'},
482 ['lich'] = {'mage'},
483 ['cryomancer'] = {'mage', 'voider'},
484 ['pyromancer'] = {'mage', 'nuker', 'voider'},
... [25 more lines]
Read (E:\a327ex\SNKRX\main.lua)
509 ['merchant'] = {'mercenary'},
510 ['usurer'] = {'curser', 'mercenary', 'voider'},
511 ['gambler'] = {'mercenary', 'sorcerer'},
512 ['thief'] = {'rogue', 'mercenary'},
513 }
514
515 character_class_strings = {
516 ['vagrant'] = '[fg]Explorer, Psyker',
517 ['swordsman'] = '[yellow]Warrior',
518 ['wizard'] = '[blue]Mage, [red]Nuker',
519 ['magician'] = '[blue]Mage',
520 ['archer'] = '[green]Ranger',
521 ['scout'] = '[red]Rogue',
522 ['cleric'] = '[green]Healer',
523 ['outlaw'] = '[yellow]Warrior, [red]Rogue',
524 ['blade'] = '[yellow]Warrior, [red]Nuker',
525 ['elementor'] = '[blue]Mage, [red]Nuker',
526 -- ['saboteur'] = '[red]Rogue, [orange]Conjurer, [red]Nuker',
527 ['bomber'] = '[red]Nuker, [orange]Builder',
528 ['stormweaver'] = '[blue]Enchanter',
529 ['sage'] = '[red]Nuker, [yellow]Forcer',
530 ['squire'] = '[yellow]Warrior, [blue]Enchanter',
531 ['cannoneer'] = '[green]Ranger, [red]Nuker',
532 ['dual_gunner'] = '[green]Ranger, [red]Rogue',
533 -- ['hunter'] = '[green]Ranger, [orange]Conjurer, [yellow]Forcer',
534 ['sentry'] = '[green]Ranger, [orange]Builder',
535 ['chronomancer'] = '[blue]Mage, Enchanter',
536 ['spellblade'] = '[blue]Mage, [red]Rogue',
537 ['psykeeper'] = '[green]Healer, [fg]Psyker',
538 ['engineer'] = '[orange]Builder',
Warriors (SNKRX's melee class) are: swordsman, outlaw, blade, squire, barbarian, juggernaut, highlander. Let me confirm whether any non-warrior units also melee, and pull each one's attack + Lv.3 behavior from player.lua.
Grep (character == '(swordsman|outlaw|blade|squire|barbarian|juggernaut|highlander|spellblade|scout|assassin)')
26: elseif self.character == 'swordsman' then
121: elseif self.character == 'scout' then
235: elseif self.character == 'outlaw' then
244: elseif self.character == 'blade' then
400: elseif self.character == 'spellblade' then
460: elseif self.character == 'barbarian' then
466: elseif self.character == 'juggernaut' then
587: elseif self.character == 'assassin' then
666: elseif self.character == 'highlander' then
1150: if self.character == 'squire' then
1192: if self.character == 'swordsman' and self.level == 3 then
1196: if self.character == 'outlaw' and self.level == 3 then
1823: if self.character == 'outlaw' then
1833: elseif self.character == 'blade' then
1893: elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'assassin' or self.character == 'beastmaster' or
1896: if self.character == 'spellblade' then
1925: if self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
1935: if self.character == 'juggernaut' then
2013: elseif self.character == 'spellblade' then
2115: if self.character == 'spellblade' then
2205: elseif self.character == 'blade' then
2242: elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'beastmaster' or self.character == 'witch' or
2250: if self.character == 'spellblade' then
2304: if self.level == 3 and self.character == 'scout' then
2317: if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' or
2318: self.character == 'jester' or self.character == 'assassin' or self.character == 'barrager' or self.character == 'beastmaster' or self.character == 'witch' or self.character == 'miner' or self.character == 'thief' or
2321: if self.character == 'spellblade' or self.character == 'psyker' then
2356: if self.character == 'assassin' then
2451: elseif self.character == 'swordsman' then
2454: elseif self.character == 'blade' and self.level == 3 then
... [4 more lines]
The melee/warrior units mechanically split into "spin/area-around-self" attackers and "dash-strike" attackers. Let me read the actual attack functions and their Lv.3 branches.
Read (E:\a327ex\SNKRX\player.lua)
20 local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
21 if closest_enemy then
22 self:shoot(self:angle_to_object(closest_enemy))
23 end
24 end, nil, nil, 'shoot')
25
26 elseif self.character == 'swordsman' then
27 self.attack_sensor = Circle(self.x, self.y, 48)
28 self.t:cooldown(3, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
29 self:attack(96)
30 end, nil, nil, 'attack')
31
32 elseif self.character == 'wizard' then
33 self.attack_sensor = Circle(self.x, self.y, 128)
34 self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
35 local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
36 if closest_enemy then
37 self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 2 or 0)})
38 end
39 end, nil, nil, 'shoot')
40
41 elseif self.character == 'magician' then
42 self.attack_sensor = Circle(self.x, self.y, 96)
43 self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
44 if self.magician_invulnerable then return end
45 local enemy = self:get_random_object_in_shape(self.attack_sensor, main.current.enemies)
46 if enemy then
47 self:attack(32, {x = enemy.x, y = enemy.y})
48 end
49 end, nil, nil, 'attack')
... [310 more lines]
Read (E:\a327ex\SNKRX\player.lua)
460 elseif self.character == 'barbarian' then
461 self.attack_sensor = Circle(self.x, self.y, 48)
462 self.t:cooldown(8, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
463 self:attack(96, {stun = 4})
464 end, nil, nil, 'attack')
465
466 elseif self.character == 'juggernaut' then
467 self.attack_sensor = Circle(self.x, self.y, 64)
468 self.t:cooldown(8, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
469 self:attack(128, {juggernaut_push = true})
470 end, nil, nil, 'attack')
471
472 elseif self.character == 'lich' then
473 self.attack_sensor = Circle(self.x, self.y, 128)
474 self.t:cooldown(4, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
475 local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
476 if closest_enemy then
477 self:shoot(self:angle_to_object(closest_enemy), {chain = (self.level == 3 and 14 or 7), v = 140})
478 end
479 end, nil, nil, 'shoot')
480
481 elseif self.character == 'cryomancer' then
482 self.t:after(0.01, function()
483 self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*72, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
484 end)
485
486 elseif self.character == 'pyromancer' then
487 self.t:after(0.01, function()
488 self.dot_area = DotArea{group = main.current.effects, x = self.x, y = self.y, rs = self.area_size_m*48, color = self.color, dmg = self.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self}
489 end)
... [100 more lines]
Read (E:\a327ex\SNKRX\player.lua)
587 elseif self.character == 'assassin' then
588 self.attack_sensor = Circle(self.x, self.y, 64)
589 self.t:cooldown(2, function() local enemies = self:get_objects_in_shape(self.attack_sensor, main.current.enemies); return enemies and #enemies > 0 end, function()
590 local closest_enemy = self:get_closest_object_in_shape(self.attack_sensor, main.current.enemies)
591 if closest_enemy then
592 self:shoot(self:angle_to_object(closest_enemy), {pierce = 1000})
593 end
594 end, nil, nil, 'shoot')
595
596 elseif self.character == 'host' then
597 if self.level == 3 then
598 self.t:every(1, function()
599 critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
600 for i = 1, 2 do
601 Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.dmg, parent = self}
602 end
603 end, nil, nil, 'spawn')
604 else
605 self.t:every(2, function()
606 critter1:play{pitch = random:float(0.95, 1.05), volume = 0.35}
607 Critter{group = main.current.main, x = self.x, y = self.y, color = orange[0], r = random:float(0, 2*math.pi), v = 10, dmg = self.dmg, parent = self}
608 end, nil, nil, 'spawn')
609 end
610
611 elseif self.character == 'carver' then
612 self.t:every(16, function()
613 Tree{group = main.current.main, x = self.x, y = self.y, color = self.color, parent = self, level = self.level}
614 end, nil, nil, 'spawn')
615
616 elseif self.character == 'sentry' then
... [90 more lines]
Read (E:\a327ex\SNKRX\player.lua)
1185 if class_levels.sorcerer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
1186 if class_levels.mercenary >= 1 then number_of_active_sets = number_of_active_sets + 1 end
1187 if class_levels.explorer >= 1 then number_of_active_sets = number_of_active_sets + 1 end
1188 self.vagrant_dmg_m = 1 + 0.1*number_of_active_sets
1189 self.vagrant_aspd_m = 1 + 0.1*number_of_active_sets
1190 end
1191
1192 if self.character == 'swordsman' and self.level == 3 then
1193 self.swordsman_dmg_m = 2
1194 end
1195
1196 if self.character == 'outlaw' and self.level == 3 then
1197 self.outlaw_aspd_m = 1.5
1198 end
1199
1200 if table.any(self.classes, function(v) return v == 'ranger' end) then
1201 if main.current.ranger_level == 2 then self.chance_to_barrage = 16
1202 elseif main.current.ranger_level == 1 then self.chance_to_barrage = 8
1203 elseif main.current.ranger_level == 0 then self.chance_to_barrage = 0 end
1204 end
Read (E:\a327ex\SNKRX\player.lua)
2445 if self.character == 'elementor' then
2446 if self.parent.resonance then resonance_dmg = 2*self.dmg*resonance_m*#enemies end
2447 enemy:hit(2*self.dmg + resonance_dmg, self)
2448 if self.level == 3 then
2449 enemy:slow(0.4, 6)
2450 end
2451 elseif self.character == 'swordsman' then
2452 if self.parent.resonance then resonance_dmg = (self.dmg + self.dmg*0.15*#enemies)*resonance_m*#enemies end
2453 enemy:hit(self.dmg + self.dmg*0.15*#enemies + resonance_dmg, self)
2454 elseif self.character == 'blade' and self.level == 3 then
2455 if self.parent.resonance then resonance_dmg = (self.dmg + self.dmg*0.33*#enemies)*resonance_m*#enemies end
2456 enemy:hit(self.dmg + self.dmg*0.33*#enemies + resonance_dmg, self)
2457 elseif self.character == 'highlander' then
2458 if self.parent.resonance then resonance_dmg = 6*self.dmg*resonance_m*#enemies end
2459 enemy:hit(6*self.dmg + resonance_dmg, self)
2460 elseif self.character == 'launcher' then
2461 if self.parent.resonance then resonance_dmg = (self.level == 3 and 6*self.dmg*0.05*#enemies or 2*self.dmg*0.05*#enemies) end
2462 enemy:curse('launcher', 4*(self.hex_duration_m or 1), (self.level == 3 and 6*self.dmg or 2*self.dmg) + resonance_dmg, self.parent)
2463 elseif self.character == 'freezing_field' then
2464 enemy:slow(0.5, 2)
2465 else
2466 if self.parent.resonance then resonance_dmg = self.dmg*resonance_m*#enemies end
2467 enemy:hit(self.dmg + resonance_dmg, self)
2468 end
2469 HitCircle{group = main.current.effects, x = enemy.x, y = enemy.y, rs = 6, color = fg[0], duration = 0.1}
2470 for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = self.color} end
2471 for i = 1, 1 do HitParticle{group = main.current.effects, x = enemy.x, y = enemy.y, color = enemy.color} end
2472 if self.character == 'wizard' or self.character == 'magician' or self.character == 'elementor' or self.character == 'psychic' then
2473 magic_hit1:play{pitch = random:float(0.95, 1.05), volume = 0.5}
2474 elseif self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
... [10 more lines]
Grep ((barbarian|juggernaut|squire|blade).{0,40}level == 3|level == 3.{0,40}(barbarian|juggernaut|squire)|character == 'juggernaut'|character == 'squire'|character == 'blade')
244: elseif self.character == 'blade' then
466: elseif self.character == 'juggernaut' then
1150: if self.character == 'squire' then
1833: elseif self.character == 'blade' then
1893: elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'assassin' or self.character == 'beastmaster' or
1925: if self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
1935: if self.character == 'juggernaut' then
2205: elseif self.character == 'blade' then
2242: elseif self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'spellblade' or self.character == 'jester' or self.character == 'beastmaster' or self.character == 'witch' or
2317: if self.character == 'archer' or self.character == 'scout' or self.character == 'outlaw' or self.character == 'blade' or self.character == 'hunter' or self.character == 'spellblade' or self.character == 'engineer' or
2454: elseif self.character == 'blade' and self.level == 3 then
2474: elseif self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
2476: elseif self.character == 'blade' then
3385: elseif self.character == 'blade' then
Read (E:\a327ex\SNKRX\player.lua)
1920 self.hfx:use('shoot', 0.25)
1921 local t = {group = main.current.effects, x = mods.x or self.x, y = mods.y or self.y, r = self.r, w = self.area_size_m*(area or 64), color = self.color, dmg = self.area_dmg_m*self.dmg,
1922 character = self.character, level = self.level, parent = self}
1923 Area(table.merge(t, mods))
1924
1925 if self.character == 'swordsman' or self.character == 'barbarian' or self.character == 'juggernaut' or self.character == 'highlander' then
1926 _G[random:table{'swordsman1', 'swordsman2'}]:play{pitch = random:float(0.9, 1.1), volume = 0.75}
1927 elseif self.character == 'elementor' then
1928 elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
1929 elseif self.character == 'psychic' then
1930 psychic1:play{pitch = random:float(0.9, 1.1), volume = 0.4}
1931 elseif self.character == 'launcher' then
1932 buff1:play{pitch == random:float(0.9, 1.1), volume = 0.5}
1933 end
1934
1935 if self.character == 'juggernaut' then
1936 elementor1:play{pitch = random:float(0.9, 1.1), volume = 0.5}
1937 end
1938 end
1939
1940
1941 function Player:dot_attack(area, mods)
1942 mods = mods or {}
1943 camera:shake(2, 0.5)
1944 self.hfx:use('shoot', 0.25)
Read (E:\a327ex\SNKRX\player.lua)
1148 self:update_game_object(dt)
1149
1150 if self.character == 'squire' then
1151 local all_units = self:get_all_units()
1152 for _, unit in ipairs(all_units) do
1153 unit.squire_dmg_m = 1.2
1154 unit.squire_def_m = 1.2
1155 if self.level == 3 then
1156 unit.squire_dmg_m = 1.5
1157 unit.squire_def_m = 1.5
1158 unit.squire_aspd_m = 1.3
1159 unit.squire_mvspd_m = 1.3
Read (E:\a327ex\SNKRX\player.lua)
2200 self.dead = true
2201
2202 if self.character == 'wizard' then
2203 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*24, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self,
2204 void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
2205 elseif self.character == 'blade' then
2206 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*64, color = self.color, dmg = self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self,
2207 void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
2208 elseif self.character == 'cannoneer' then
2209 Area{group = main.current.effects, x = self.x, y = self.y, r = self.r, w = self.parent.area_size_m*96, color = self.color, dmg = 2*self.parent.area_dmg_m*self.dmg, character = self.character, level = self.level, parent = self,
2210 void_rift = self.parent.void_rift, echo_barrage = self.parent.echo_barrage}
2211 if self.level == 3 then
2212 self.parent.t:every(0.3, function()
2213 _G[random:table{'cannoneer1', 'cannoneer2'}]:play{pitch = random:float(0.95, 1.05), volume = 0.5}
2214 Area{group = main.current.effects, x = self.x + random:float(-32, 32), y = self.y + random:float(-32, 32), r = self.r + random:float(0, 2*math.pi), w = self.parent.area_size_m*48, color = self.color,
Here are all the warrior-class units (SNKRX's melee class), pulled from SNKRX/player.lua + main.lua. They split into three attack styles. ("Lv.3" = the special upgrade a unit gets when merged to level 3, on top of the normal stat growth.)
Area-swing melee (the true melee — a swing/spin around themselves)
These four share the melee hit-sound and the attack(size) area swing; they're grouped together all over the code.
Swordsman {warrior}
- Basic: 48-radius sensor, 3s cooldown → a 96-wide swing around itself. Damage =
base + 15% × (enemies hit)— crowd-scaling (tighter mob = harder hit). - Lv.3: ×2 damage (
swordsman_dmg_m = 2).
Barbarian {curser, warrior}
- Basic: 48 sensor, 8s cooldown → a 96-wide swing that stuns hit enemies for 4s. Flat damage (no crowd-scaling).
- Lv.3: no special branch — just the normal level-3 stat bump.
Juggernaut {forcer, warrior}
- Basic: 64 sensor, 8s cooldown → a big 128-wide swing that knocks enemies back (
juggernaut_push). Flat damage. - Lv.3: no special branch — normal stat bump.
Highlander {warrior}
- Basic: tiny 36 sensor, 4s cooldown → a 72-wide swing dealing 6× damage (the "few, big hits" melee).
- Lv.3: swings 3 times in a row (every 0.25s) instead of once.
Projectile-delivered warriors (thrown blades, not a self-swing)
Outlaw {warrior, rogue}
- Basic: 96 sensor, 3s cooldown → throws a projectile at the nearest enemy.
- Lv.3: the projectile homes, +50% attack speed (
outlaw_aspd_m = 1.5).
Blade {warrior, nuker}
- Basic: 64 sensor, 4s cooldown → throws a blade that detonates into a 64-wide AoE on impact (the warrior/nuker hybrid).
- Lv.3: that AoE gains crowd-scaling — +33% damage per enemy hit (a steeper version of the swordsman's 15%).
Support warrior (no attack)
Squire {warrior, enchanter}
- Basic: aura — all allies get +20% damage & +20% defense.
- Lv.3: +50% dmg/def, +30% attack speed, +30% move speed to all allies.
Worth noting for your Bladestorm question: the SNKRX melee roster already spreads across the exact AoE-vs-burst axis you're weighing. Swordsman + Blade own crowd-scaling AoE (15% / 33% per enemy), Juggernaut is utility AoE (knockback), Barbarian is control AoE (stun), and Highlander is the few-big-hits / burst outlier (6× damage, triple-swing at Lv3). None of the melee units are "many-small-single-target-hits" — that flurry identity genuinely isn't in SNKRX's warrior kit, which supports your call to make it the Swordsman's deep spec rather than a core slot, and to keep Bladestorm in the AoE family.
Let's turn Bladestorm into Blade Dance, and let's make it Flicker Strike-like, but instead of single hits, it does AoE hits like Cleave's whenever it gets to an enemy location. It jumps few times and the jumps have higher amount of delay between each, but that's the idea. Create a new routine or whatever for this, do not simply reuse Flicker Strike's, although this time it is very similar to it, with dash trails, all the visual effects and so on. Ah, the landing of each AoE hit should actually be like the final hit for Flicker Strike, multiple times, so copy visuals and sounds from there too.
Love it — Blade Dance as the ult. Before I write it, here's the design brief (it's a new entity + a new player ability, so it needs sign-off).
Design brief — Ultimate · Blade Dance (replaces Bladestorm)
Concept
A Flicker-Strike-style hop sequence that lands a Cleave-style AoE at each enemy location instead of a single hit. Fewer jumps than Flicker, longer delay between each, dash trail + full visuals. Each landing is dressed like Flicker Strike's final burst (the big slam), not its small per-hit FX — so it reads as several huge overhead slams in sequence.
The blade_dance entity (new — snkrx/blade_dance.lua, NOT flicker)
A standalone autonomous entity, structurally its own routine (I won't reuse flicker's class/spawn), though it reuses the global helpers trail_update/trail_draw and a small local cubic_bezier:
- Targeting: first target = enemy nearest the player; then
find_next-style picks (a nearby enemy ≠ the last), forBLADE_DANCE_JUMPShops. No enemies → fizzle. - Movement: bezier-hops between locations leaving a dashed trail (like flicker), but with a longer
BLADE_DANCE_HOP_DELAY(~0.25s vs flicker's 0.05) so it's a deliberate dance, not a blur. - On each arrival →
land()(the heart of it, below). - Lifecycle: spawn → hop → land → hop → land … → after N jumps, done → trail fades → self-destruct.
Each landing = damage (Cleave) + spectacle (Flicker final-burst)
Two layers per landing:
- Damage — a Cleave-style AoE:
spawn_areawithshape='rect', oriented to the hop's arrival angle, crowd-scaling like Cleave (BLADE_DANCE_DAMAGE + 1 per enemy in the box). This brings the breathing square + the area carrier's own cast juice. - Spectacle — copied from flicker's
final_burst: the bigfx_energy_122burst (s≈1.6), white→spec hit_circle, particle spray, camera shake,slash_finalsound + a shorthit_stop— at every landing (per your "like the final hit, multiple times"). FX/sounds only; the damage is the AoE above, so I won't double-deal.
One thing to decide: flicker's final burst also knocks enemies back. On every landing that would scatter the crowd out of your AoE, fighting the crowd-scaling. My rec: drop the knockback (or make it a tiny nudge) so the dance keeps enemies clustered — but it's your call.
Player side — the ultimate ability
- A new bind (proposed
key:r) →player:blade_dance()in the swordsman branch, gated by a cooldown (ULT_CD, ~10s) so it's an ult, not spammable. Spawns the entity, plays a cast sound, starts the cd.
Interfaces
- New file
snkrx/blade_dance.lua:blade_dances = {}, the class,spawn_blade_dance(caster, opts).requireit insnkrx/init.lua. - main.lua: a
blade_dances[]update-prune loop and a draw loop (unlike the flurry, this one has a visible body + trail, drawn ongame_layer). One ult bind. New tunable globals + F1 knobs:BLADE_DANCE_JUMPS,BLADE_DANCE_HOP_DELAY,BLADE_DANCE_DAMAGE,BLADE_DANCE_RADIUS,ULT_CD. - Reuses:
trail_update/trail_draw(already global),spawn_area(the Cleave AoE),spawn_fx_effect/spawn_hit_circle/spawn_particle,hit_stop,shake_*,query_entities_box, the slash sounds. Flicker.lua stays untouched.
Functions
blade_dance:new(caster, args)— capture spec/damage/jumps/delay; pick the first target; init hop state.make_entity.blade_dance:update(dt)— bezier-advance the current hop +trail_update; on arrival callland()then pick the next target (or finish); fade + self-destruct when done.blade_dance:land(x, y, arrival_r)— the Cleave AoE (spawn_area) + the copied final-burst FX/sounds.blade_dance:draw(layer)— the hopping body (a square) +trail_draw(like flicker).spawn_blade_dance(caster, opts)— construct + register inblade_dances[].player:blade_dance()— spawn it, setnext_ult_time, cast sound.
Three things to confirm
- Autonomous dancer vs the player teleport-dancing. I read "Flicker-Strike-like" as an autonomous entity that hops while the player stays put (flicker's model) — the trail is the entity's. The alternative is the player's collider teleport-hops along the path (the v1 Asal/dash feel), which is more "ult-like" but moves you into the fray. I recommend autonomous; say if you want the player to ride it.
- Knockback on landings — drop it (keep crowd clustered, my rec) or keep flicker's shove?
- Bind + cooldown —
key:r, ~10s cd. Good defaults, or different?
Give me the calls (or just "go with your recs") and I'll build it.
It's fine if it's another entity as long as the player goes to the target location in the end. Everything looks good, except target. Don't always target the nearest enemy because this will make the jumps small, for the ability to feel good visually the jumps have to be big. So the target should be a mix of enemies that are far away enough (but not so far you can cross the map with a jump) and also locations that will hit multiple enemies that ideally haven't been hit. This is a heuristic, not a rule, but that's what I'd like, "packs at the edge of the targeting radius are prioritized" sort of thing.
Got it — two changes to the brief: the player relocates to the final landing at the end (entity does the dance, player ends up there), and a smarter target heuristic. Here's exactly how I'll do the targeting, then I'll build:
Target heuristic (replaces "nearest enemy"): from the current spot, look at enemies within a jump band [BLADE_DANCE_JUMP_MIN, BLADE_DANCE_JUMP_MAX] (so jumps are always big but never map-crossing). Score each candidate by pack density (enemies within the AoE around it, unhit ones weighted full, already-hit weighted low) plus an edge bonus (dist / JUMP_MAX, so far-edge packs win). Pick weighted-randomly among the top few for organic variety. Track hit enemies in a set for the freshness weighting. Fallback to the farthest in-range enemy if the band is empty so it never stalls. Player teleports to the final landing on finish.
Building it now.
Write (E:\a327ex\062026\snkrx\blade_dance.lua)
File created successfully at: E:\a327ex\062026\snkrx\blade_dance.lua (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\init.lua)
The file E:\a327ex\062026\snkrx\init.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the main.lua wiring — bind, globals, the update + draw loops, and the F1 knobs.
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the F1 knobs (insert the Blade Dance group after circle dist):
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the update + draw loops for blade_dances:
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now player.lua — the ult field, dispatch, and method.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
main.lua SYNTAX OK
snkrx/player.lua SYNTAX OK
snkrx/blade_dance.lua SYNTAX OK
snkrx/init.lua SYNTAX OK
All compile. I did not run it.
Ultimate · Blade Dance — built (key R, 10s cd)
The dancer (snkrx/blade_dance.lua, its own entity — flicker untouched): an autonomous dancer leaps between enemy packs with arced, trailed hops (5 jumps, 0.25s apart), and the player teleports to the final landing when it ends.
Targeting heuristic (not nearest-enemy): from each spot it scores enemies in a jump band [70, 160] by pack density (enemies in the AoE around them — unhit weighted full, already-hit weighted 0.3) + an edge bonus (farther = better), then picks weighted-randomly among the top 3. So it favors dense, distant, fresh packs at the edge of range → big, meaningful leaps. Falls back to the farthest in-range enemy if the band is empty.
Each landing: a Cleave-style crowd-scaling square AoE (BLADE_DANCE_DAMAGE 5 + 1 per enemy caught) for the damage, dressed with Flicker Strike's final-burst visuals + sounds (big fx_energy_122 burst, slash_final + random sword slash, white→spec hit-circle, particle spray, shake, a short hit-stop) — every stop, not just the last. No enemy knockback (per our call, so the crowd stays in the AoE).
Test
cd E:/a327ex/062026
./run.bat
- Let a few seeker clusters build up in different spots, then press R.
- Watch it leap between the bigger/farther clusters (not the nearest straggler), arcing with a trail, slamming a square AoE + big burst at each stop.
- Confirm jumps read as big, and it prefers dense fresh packs.
- At the end, the player snaps to the final landing spot.
- Press R again immediately → nothing (10s cooldown); after 10s → fires again.
- F1 → new knobs:
dance jumps / delay / dmg / size,jump min / max,ult cd.
Watch for / easy to change
- Player relocation is an instant teleport at the end — if it pops too hard I can add a quick dash-slide.
- Hit-stop fires on every landing (0.06 × 5 jumps). With 5 jumps it might feel a touch stuttery — tune
dance jumpsdown, raisedance delay, or I can shrink/limit the per-landing freeze. - You're not movement-locked during the dance — you can still walk, then get snapped to the final spot. Tell me if you'd rather be locked for the duration.
jump min/maxis the feel dial you asked for — widen the band for grander leaps, tighten it if they overshoot.
Once you've danced through a few packs, tell me what to tune. I'll update the project memory after it settles.
The bezier curve for the trail dash as well as the position the entity goes through is curved in a way that feels unnatural, copy Flicker Strike's directly, that looked a lot better. Currently the entity exists while the player also exists, this feels wrong. The player should be the one jumping around at all times I think. Separate the amount of time each jump takes from the delay until the next jump starts, those should be different values in the F1 menu. Remove the menu options for Cross Guard as already settled those. Angle the area in accordance with the player when it arises at a given position.
Five clear changes. The big one — "the player should be the one jumping" — means folding Blade Dance out of the separate entity and into the player as a state machine (like the Lunge dash), so the player itself leaps. That also makes "player ends at the final spot" automatic (it is the mover) and lets the AoE use the player's facing. Let me do the refactor.
First: de-localize flicker's cubic_bezier so I can copy its exact curve, remove the entity, and drop its wiring.
Edit (E:\a327ex\062026\snkrx\flicker.lua)
The file E:\a327ex\062026\snkrx\flicker.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026" && rm -f snkrx/blade_dance.lua && echo "removed blade_danc...)
removed blade_dance.lua
Edit (E:\a327ex\062026\snkrx\init.lua)
The file E:\a327ex\062026\snkrx\init.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now main.lua — remove the entity loops, split the timing globals, and rebuild the F1 knob list (drop Cross Guard, keep Blade Dance).
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now the collision handler — make the player immune during the dance (like the dash):
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now player.lua — the state fields, the update_abilities rewrite, the movement branch + trail flag, and replacing the old method with the player-driven state machine.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now replace the old player:blade_dance method with the player-driven state machine:
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Now syntax-check and verify no stale references to the removed entity/globals remain.
Bash (cd "E:/a327ex/062026"
LUA="E:/a327ex/Anchor/reference/love-compare/tools/lua54.e...)
main.lua SYNTAX OK
snkrx/player.lua SYNTAX OK
snkrx/flicker.lua SYNTAX OK
snkrx/init.lua SYNTAX OK
Grep (blade_dances|spawn_blade_dance|BLADE_DANCE_HOP_DELAY|player:blade_dance\b)
main.lua:231:-- Implemented in snkrx/blade_dance.lua (spawned by player:blade_dance).
Clean except one stale comment in the globals block. Let me fix it.
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
All five changes are in, compiling clean, no stale references. I did not run it.
Refactor done
- Player is the dancer. Blade Dance is now a player state machine (like the Lunge dash) — the player's own collider leaps along the bezier path; there's no second entity anymore.
snkrx/blade_dance.luais deleted and its update/draw loops removed. The player simply ends at the final landing (it's the mover), and is immune to contact damage during the dance (like the dash). - Flicker's exact bezier.
bd_start_hopcopies Flicker Strike's control points verbatim — 80% along the entry direction, 80% back from a point 12u shy of the target along the exit direction (bent toward the tentative next target). I de-localized flicker'scubic_bezierto global so it's literally the same curve. The random perpendicular bow is gone. - Jump duration ≠ jump delay. Split into two F1 knobs:
dance dur(BLADE_DANCE_JUMP_DURATION, the leap movement time, 0.12s) anddance delay(BLADE_DANCE_JUMP_DELAY, the pause after a landing before the next leap, 0.2s). - Cross Guard knobs removed from F1. The panel is now just Blade Dance (
dance jumps / dur / delay / dmg / size,jump min / max,ult cd) +max enemies+spawn rate. - AoE angled to the player. Each landing's square uses
caster = self, so it orients to the player's facing (which tracks the mouse) — you can aim the slashes by where you point during the dance.
The trail is the player's own dash-trail fed during the dance (clean flicker-style dashes, no jag wobble), drawn in player:draw.
Test
cd E:/a327ex/062026
./run.bat
- R with a few seeker clusters around → the player leaps between dense far packs along a natural flicker curve, slamming an angled AoE + big burst at each stop, ending at the last landing.
- Confirm the curve looks natural now (no weird side-bow), and that only one thing moves (the player — no ghost entity).
- F1 → tune
dance durvsdance delayindependently (snappy leaps with long telegraphs, or vice versa), plusjump min/maxfor leap size. - Point the mouse a direction mid-dance → the landing squares should angle that way.
Tell me how the curve + timing feel; I'll update the project memory once it settles.
Is the dash woosh playing on each dash start? Also, the angle of the area is not being rotated according to the angle of the player when it reaches the destination, what's what I want.
Let me answer the dash-woosh question and dig into the area-rotation issue — I need to see exactly how area.lua derives the rect's angle from the caster.
Grep (caster|aim_r|self.r|angle|.r =)
8: 'rect' + jagged=true: filled triangle fan + jittered perimeter polygon outline
36: polygon_verts, -- polygon only; list of {a, d} (angle in rad, distance as
45: spec, -- four-axis effect spec; inherits caster.spec if passed
46: caster, -- optional; its spec tints the area AND triggers
47: -- caster-side juice: camera shake (directional toward
48: -- area, omnidirectional if caster≈area), 'shoot' spring
50: -- at caster position.
61:-- 8-12 perimeter verts around a circle with ±0.15 rad angle jitter and
83: local rx = hw*math.abs(ca) + hh*math.abs(sa) -- max distance to box edge at angle a
93:-- is folded into each angle. If jagged, apply per-vert angle + radius
138: self.radius = args.radius or 24
139: self.rect_h = args.rect_h
141: self.spec = args.spec or (args.caster and args.caster.spec) or attack_spec
145: self.r = args.r or 0
182: self.verts = build_polygon_verts(args.polygon_verts, self.radius, args.polygon_r or 0, self.jagged)
184: self.verts = build_jagged_circle_verts(self.radius)
186: self.verts = build_jagged_rect_verts(self.radius, self.rect_h or self.radius)
195: -- and aimed_area cast effects. Skipped entirely when no caster passed.
196: if args.caster then
197: local caster = args.caster
198: local cdx, cdy = self.x - caster.x, self.y - caster.y
200: -- Aimed cast (area not on caster) → directional shake + cone particles
201: -- Self cast (area at caster) → omnidirectional trauma + spread particles
210: if caster.spring then spring_pull(caster.spring, 'shoot', 0.25) end
211: if caster.timer then
212: caster.flashing = true
213: timer_after(caster.timer, 0.15, 'shoot_flash', function() caster.flashing = false end)
219: -- spawn pattern. Self-casts (no cast_dir) spawn on the caster body
223: local mx = caster.x + (cast_dir and cast_off*math.cos(cast_dir) or 0)
224: local my = caster.y + (cast_dir and cast_off*math.sin(cast_dir) or 0)
... [22 more lines]
Two real findings:
1. Dash whoosh — no, it was only playing once at the ult cast (in start_blade_dance), not per leap. Moving it to each jump.
2. The area-angle bug — found it. spawn_area auto-derives the rect's angle from the caster → spawn-point vector (that's why Cleave works — it spawns ahead of the player along player.r). But Blade Dance spawns the AoE exactly at the player's position (the player is the landing), so that vector is zero → the auto-aim is skipped and the angle defaults to 0 (axis-aligned). The hit-box was using self.r, but the visual square was stuck at 0. Fix: pass r = self.r explicitly so it uses the player's facing.
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"; "E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe"...)
player.lua SYNTAX OK
Compiles. Both fixed:
- Whoosh per leap — moved
subtle_whooshout of the cast and intobd_start_hop, so every jump (including the first) launches with a dash whoosh (±10% pitch). Each leap now reads as whoosh → land-slam. - Area now rotates to the player's angle —
bd_landpassesr = self.r, overriding the degenerate auto-aim. The square at each landing aligns to the player's facing (which tracks the mouse during the dance), and the visual now matches the hit-box (both useself.r).
Test: trigger R, and as the dance plays, move the mouse — each landing square should orient to where you're pointing, and you should hear a whoosh on every leap.
One thing to confirm by feel: the square aligns to the player's facing (mouse aim). If you actually meant the leap/arrival direction (square aligned to the direction you jumped from, so the slash follows the leap), that's a one-line swap — say the word and I'll use the arrival angle instead.
Great, 0.08 dance duration, 0.20 dance delay, damage for the Blade Dance area should be higher but flat, no stacking based on number of enemies hit, that's for Cleave, the passive and potentially one of the modifiers in the skill itself, but shouldn't be free.
On it — all flat-value/imperative changes.
Edit (E:\a327ex\062026\main.lua)
The file E:\a327ex\062026\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Edit (E:\a327ex\062026\snkrx\player.lua)
The file E:\a327ex\062026\snkrx\player.lua has been updated successfully. (file state is current in your context — no need to Read it back)
Bash (cd "E:/a327ex/062026"; "E:/a327ex/Anchor/reference/love-compare/tools/lua54.exe"...)
player.lua SYNTAX OK
main.lua SYNTAX OK
Done, both compile.
dance dur= 0.08 (snappier leaps),dance delay= 0.20 (unchanged).- Blade Dance AoE is now flat
12— removed the+ ncrowd-scaling. Each landing deals a fixed 12 to everyone in the square regardless of how many are caught. The box query stays (only to mark hit enemies for target freshness), but the per-enemy bonus is gone — that scaling is reserved for Cleave, the Passive (Outnumbered), and potential gems, so the ult's raw hit doesn't get it for free.
All live-tunable in F1 (dance dmg, dance dur, dance delay). Run it and see if 12 feels right for the flat number — easy to dial.
Perfect, let's end this session here, now the only thing left is the passive and then the gems, which we'll try to cover entirely in the next session to finish the Swordsman. Name this session 062026 3.
Let me lock this session's work into the project memory, then run the end-session.
Read (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
18 Status (2026-06-05): **grey-box started.** Forked from `snkrx-template` into `E:/a327ex/062026/` (its own copy of Anchor 2 + the snkrx toolkit; initially `.git` not copied, but a **private GitHub repo `a327ex/062026`** (SSH `origin`, created 2026-06-05) now version-controls it — commit/push there going forward; the end-session skill's project-repo step applies). The build lives in `062026/main.lua` (started from the clean reference scene). First playable: moving player (WASD/arrows + mouse-aim, already in the template), a **trickle of seekers from the right** edge toward the player (cap 12, one per 0.6s, 4 seeded), 4 boundary walls, and the **Swordsman Cleave** on LMB — a **square** AoE (`area` carrier, `shape='rect'`) popped just ahead of the aim (placeholder dmg 8 / cd 0.35s / half-side 18). Decisions this session: cleave = SNKRX-style **square** (not wedge/circle); enemies enter **from the right**; the swordsman is **yellow** (SNKRX-canon). Since then: cleave tuned to size/reach 32 (a 64px square) + cd 1 + **hold-LMB-to-repeat**; an **F1 live knob-tuner** panel (built from the snkrx UI toolkit) over the cleave/spawn constants; and a **swing sound** on the cleave — the template's existing `sword_slash` v3 (`Sword_Slash_1_v3.ogg`) at ±10% pitch, F3-tunable under the `sword_slash` volume key. (Briefly wired the SNKRX `Heavy sword woosh` pair from the sound packs, then dropped it for the existing slash.) ⛔ **The discipline / shipping gate does NOT apply to 062026** — the user declared it a side project for fun where he indulges however he likes; do NOT flag juice / polish / custom sound / infra as B-work on this project (he'll consciously decide), in contrast to [[feedback_shipping_gate]] which still governs his MAIN game projects. Cleave **crowd-scaling is now in**: each swing = base `CLEAVE_DAMAGE` (3) **+1 per enemy caught** in the square (counted at fire via `query_entities_box`, keeping `area.lua` generic; the +1/enemy is hardcoded, NOT a UI knob, per the user) — the "tighter mob = harder hit" identity, live. **Architecture (owner directive — applies project-wide):** class-specific behavior is structured as explicit `if self.character == '<class>' then … elseif …` chains, NOT a data-driven dispatch (he wants big readable if/elseif chains for the ~55 classes). `player.character = 'swordsman'`; ability input→dispatch lives in `player:update_abilities()` behind that branch, each ability its own method (`player:cleave`, `player:start_dash`/`update_dash`, `player:update_walk` for non-dash movement); **the Cleave was moved out of main.lua into `player:cleave`**; tunables stay `main.lua` globals the player reads (so F1 tunes them); `main.lua` publishes `game_input_blocked` so mouse abilities don't fire through the UI. Apply this pattern wherever behavior diverges by character (player + other systems). Documented — along with the **sound-sourcing process** (learn name from a ref project → glob `E:/sound packs` → ffmpeg q10 .ogg → delete .wav → wire pre-`volumes_apply_overrides` → F3) — in `062026/.claude/CLAUDE.md`. **Mobility · Lunge is in** (Space, in the **movement direction** — `last_move_r`, not the mouse): a **position dash via `math.lerp_dt`** — the owner REVERSED his earlier "absolutely no tween, physics only" call once he learned v1 `dash_strike` lerps, then asked to copy v1 but with a `lerp_dt` not a raw lerp. Copies v1 `dash_strike`: `collider:set_position` teleport-lerps THROUGH enemies, a `physics_raycast` wall clamp stops it, `DASH_DAMAGE` is **0** now (pure-mobility dash, sweep + impact FX skipped; the F1 dmg knob re-enables a damaging dash-strike); **2 charges** (`DASH_MAX_CHARGES` local in player.lua) with a **full 8s refill once BOTH are spent** (recharge starts only at 0); **distance 100**; reuses flicker's now-GLOBAL `trail_update`/`trail_draw` for a yellow wake; `subtle_whoosh` (`RPG3_Generic_SubtleWhoosh02`, q10-sourced) cast sound. F1 tuner is now **2-column**. **Secondary · Cross Guard is DONE** (hold RMB / `mouse:2`): a **hold-to-charge guard stance** — movement slows (`GUARD_SLOW` 0.25), a **looping charge sound** plays, white **yellow→pure_white inward streaks** converge on a **wobbling white charge circle in front of the player**, and a **charge bar over the head** fills. Charge is **hit-driven**: each hit taken while guarding banks a stack (`player:hit` hook; capped `GUARD_MAX_STACKS` 8) and is softened by a flat-integer `GUARD_DR` (seekers do 1 contact dmg, so DR must be flat-int not %); the bar **flashes white on each hit** and its fill tweens light_blue→white. **Release = a NEW bespoke attack, `snkrx/flurry.lua` (NOT flicker — the owner explicitly rejected reusing flicker/bezier-hops):** grab enemies within `FLURRY_RADIUS` (80) of the player, build a **batched-random order** (each full pass hits every area-enemy once in random order; final partial pass a random subset → enemies hit ~equally), and apply **direct single-target hits in sequence** (one per 0.05s), `hits = guard_stacks*2` (full bar = **16**), reusing flicker's **per-hit FX + slash sounds** only. A no-target / 0-stack release does **nothing** (no whiff sound, no cd — owner's call). Charge visuals: **circle + particles draw on the EFFECTS layer** (above everything) via `player:draw_charge_circle(effects_layer)` called from main.lua's effects pass; circle radius `2→5` (×`ct`) + ±0.5 jitter; **particles (`fx_charge_particle` in fx.lua) follow the player's relative frame** (converge on `player.charge_cx/cy`, recomputed each frame, so they track the moving player), color whitens on a **manual ramp** (`mix_t = elapsed/white_at`, `white_at = dur*0.3`, then `color_mix(yellow, pure_white, mix_t)`) SEPARATE from the position `timer_tween` so white lands early, and their **reach/length/speed scale with charge** (`scale = remap(ct,0,1,0.25,1)`; speed scales because duration is fixed). Charge **bar drawn exactly like the enemy `draw_health_ui`** (width `self.w`, `y - h - 2`, radius 1) but blue→white + hit-flash. Two **looping charge sounds** sourced (q10 ogg): `charge_light` = `RPG3_LightMagic_ChargingLoop` (v1's railgun charge, vol 0.47), `charge_subtle` = `Subtle_Magic_Loop`; an **F1 `charge snd` toggle** (`GUARD_SOUND_ALT`) switches them. **KEY ENGINE FINDING:** Anchor 2 DOES have **looping, stoppable, retunable sfx** — `sound_play_handle` / `sound_handle_set_looping` / `sound_handle_set_pitch/volume` / `sound_handle_stop` (registered in anchor.c ~9563-9567; NOT in ENGINE_API_QUICK.md, which only lists one-shot `sound_play`). A `sfx_loop()` helper in main.lua wraps it (mirrors `sfx()` DSP lookup). Also: the **`white` palette token is `color(200,200,200)` (grey)** — added **`pure_white = color(255,255,255)`** to palette.lua for FX flashes. F1 tuner: **cleave + dash knobs REMOVED** (still globals, just not live-tuned); now `guard stacks/flurry dmg/flurry rad/guard slow/guard dr/circle dist` + the `charge snd` toggle + seeker knobs. Genuinely next (un-gated): **Passive · Outnumbered** (crowd = +dmg & −dmg-taken when surrounded), **Ultimate · Bladestorm** (spin of many small hits), gems / Linked Sockets, and a **player death / fail state** (`player:hit` still just clamps HP to 0). Tuning knobs are all-caps globals near the SCENE section. Not in global CLAUDE.md project list yet.
19
Edit (C:\Users\adn.claude\projects\E--a327ex\memory\project_062026.md)
The file C:\Users\adn\.claude\projects\E--a327ex\memory\project_062026.md has been updated successfully. (file state is current in your context — no need to Read it back)
Memory updated. Now ending the session as 062026 3.
Skill
Launching skill: end-session
Base directory for this skill: E:\a327ex.claude\skills\end-session
End Session Workflow
This skill is invoked from the same conversation where the work was done. You already have the full session context in memory — you do NOT need to read the transcript.
Step 1: Get Session Info
Ask the user for the session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix", "Thalien Lune Design".
Determine the project yourself from your session context — you know which repo(s) were worked on, which files were created/modified, and where they live. No need to ask. See Step 5 for the list of known project roots; if the session touched something outside the list, infer the root from the paths you actually edited.
Step 2: Write Summary
Write the summary from your conversation memory. You have the full session context — no need to read any files.
The summary should be thorough and detailed. Each major topic deserves its own section with multiple specific bullet points. Don't compress — expand.
Purpose: These summaries serve as searchable records. Future Claude instances will grep through past logs to find how specific topics were handled. The more detail you include, the more useful the summary becomes for finding relevant context later.
Format (this is just an example structure — adapt sections to match what actually happened):
# [Title] ## Summary [1-2 sentence overview of the session's main focus] **[Topic 1 - e.g., "Spring Module Implementation"]:** - First specific detail about what was done - Second detail - include file names, function names - User correction or feedback (quote if notable) - Technical decisions and why **[Topic 2 - e.g., "Camera Research"]:** - What was researched - Key findings - How it influenced implementation **[Topic 3 - e.g., "Errors and Fixes"]:** - Specific error message encountered - Root cause identified - How it was fixed [Continue for each major topic...] --- [Rest of transcript follows]Rules: - Be thorough — If in doubt, include more detail, not less. Each topic should be as detailed as possible while still being a summary. - Think searchability — Future instances will search these logs. Include keywords, function names, error messages that someone might grep for. - One section per major topic — Don't combine unrelated work into one section - Chronological order — Sections should match conversation flow - Specific details — Error messages, file names, function names, parameter values - Include user quotes — When user gave notable feedback, quote it (e.g., "k/d variables are not intuitive at all") - Weight planning equally — Research, proposals, alternatives considered, user feedback on approach are as important as implementation - Weight problems solved — Errors, root causes, fixes, user corrections all matter - Technical specifics — Include formulas, API signatures, parameter changes when relevant
Step 3: Proceed Without Approval
Do NOT show the summary to the user for approval. Write it directly. The user can review the committed log after the fact and request a follow-up edit if anything is off.
Step 4: Convert Transcript and Write the Log File
# Find recent sessions (Claude + Cursor + Codex). Same script lives in Anchor2: python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5 # or: python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.
Use a lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").
Get the end timestamp for the Date frontmatter — this is the wall-clock time when end-session was invoked, NOT the time the JSONL started. Sessions often span multiple days, and the log should be filed under the day the work was wrapped up:
date "+%Y-%m-%d %H:%M:%S"Use this output verbatim. Do not substitute the JSONL start timestamp; the log appears in the sidebar sorted by Date, and a multi-day session with a Date pinned to day 1 will sort below sessions that ended later but started later, hiding the most recent work.
Convert the transcript to markdown:
python E:/a327ex/Anchor2/scripts/jsonl-to-markdown.py [SESSION_PATH] /tmp/session-log.md # or: python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py ...The same script auto-detects Claude Code JSONL vs Cursor/Composer agent JSONL (
~/.cursor/projects/.../agent-transcripts/...) vs Codex rollouts (~/.codex/sessions/...). For Composer sessions, usefind-recent-session.py(it merges all sources) and pick the[cursor]line for the current chat.Replace the default header (
# Session YYYY-MM-DD...) at the top of/tmp/session-log.mdwith the approved title and summary, AND prepend frontmatter. The final file shape:Title: [Title] Date: YYYY-MM-DD HH:MM:SS # [Title] ## Summary [approved summary text from step 2] --- [transcript content from jsonl-to-markdown script]Frontmatter is non-negotiable. Every log file MUST start with
Title:andDate:lines. Without them, the site's sidebar shows the slug as the title and 0 (epoch) as the sort date. The backfill script ina327ex-site/deploy/backfill_metadata.pyis a safety net, not a substitute — write it correctly the first time.Then copy the final file to the log destination:
cp /tmp/session-log.md E:/a327ex/a327ex-site/logs/[slug].mdStep 4.5: Decrement the lock (if active)
Read
E:/a327ex/a327ex-site/.lock.jsonif it exists. If it contains{"remaining": N}with N > 0:
- Decrement N by 1
- Write
{"remaining": N-1}back to the file- If N becomes 0, the lock is cleared. You may leave the file at
{"remaining": 0}or delete it; both work.The lock file lives in the a327ex-site repo, so the change is staged automatically by
git add -Ain Step 6.If no lock file exists or
remainingis already 0, do nothing. (See the/lockskill for the lock's full design.)Step 5: Commit Project Repo
Identify the project repo(s) worked on this session from your own context — you already know which repos were touched and which files changed. For the common projects:
Project Root Stage command Anchor E:/a327ex/Anchorgit add docs/ framework/ engine/ scripts/ reference/Anchor2 E:/a327ex/Anchor2git add framework/ engine/ arena/ reference/ scripts/ docs/ .claude/emoji-ball-battles E:/a327ex/emoji-ball-battlesgit add -Ainvoker E:/a327ex/Invokergit add -Athalien-lune E:/a327ex/thalien-lunegit add -Aa327ex-site E:/a327ex/a327ex-sitegit add -A(this IS one of the web repos — the log file added in Step 4 is staged here automatically)For a project not listed, infer the root from the files you actually created or modified this session and stage those. If multiple candidate roots look valid, ask the user which files to stage.
cdinto the project root, stage, rungit statusto verify before committing.IMPORTANT — FULL SUMMARY IN COMMIT: The commit message MUST include the FULL summary from the log file. Read the summary back from the log file to ensure nothing is missing.
IMPORTANT — COMMIT METHOD: The summary contains backticks, special characters, and markdown that WILL break heredocs and
git commit -m. ALWAYS use the file-based method below. NEVER try a heredoc first — it will fail and produce a malformed commit that needs amending.# Skip until we hit the line "## Summary", then take everything after the next # blank line until the --- separator that precedes the transcript. awk '/^## Summary$/{found=1; next} found && NR>1 && /^---$/{exit} found' \ E:/a327ex/a327ex-site/logs/[slug].md > /tmp/commit_msg.txt # Prepend the title (plain text, no #) and append attribution sed -i "1i [Title]\n" /tmp/commit_msg.txt printf "\nGenerated with [Claude Code](https://claude.com/claude-code)\n\nCo-Authored-By: Claude <noreply@anthropic.com>\n" >> /tmp/commit_msg.txt git commit -F /tmp/commit_msg.txtStep 6: Push the Repos
Two pushes — project (to GitHub) and a327ex-site (to the VPS):
# Project repo to GitHub. Skip this push if the project IS a327ex-site # (handled by the second push below — don't duplicate). git push origin main # a327ex-site to the VPS (post-receive hook restarts the Lua server). cd E:/a327ex/a327ex-site git add -A git commit -m "[Title]" git push prod main 2>&1 | tail -3Failure handling: if either push fails, the other still happens. Local commits stay intact, so the user can re-push manually once they've fixed whatever blocked it. Don't roll back; the committed state on disk is the source of truth.
Step 7: Confirm
Tell the user: - Project commit hash + GitHub push result - a327ex-site commit hash + VPS push result
Format:
Logged — "[Title]". project (Anchor2): abc1234 pushed to GitHub a327ex-site: ghi9012 pushed to a327ex.com (post-receive deployed)If a push failed, surface that explicitly with the error.
Notes
- Frontmatter is non-negotiable. Every log file MUST have
Title:andDate:at the top. Enforced at write time in step 4. The backfill script is a safety net, not a substitute.- If the project IS
a327ex-site(e.g., you spent the session writing the renderer or fixing the theme), there's no separate "project repo to GitHub" push — the a327ex-site push at the end IS the project push. Don't duplicate.- Legacy note: this skill used to also dual-write to
anchor.blot.im/logs/andanchor.blot.im/context/. Post-cutover (May 2026),anchor.blot.imis a JS redirect toa327ex.comand no longer receives content. Drop those steps if you find any older docs that still reference them.ARGUMENTS: 062026 3
Bash (python E:/a327ex/Anchor2/scripts/find-recent-session.py --limit 5; echo "=== NOW...)
2026-06-06T21:57:14.034Z 4ca9d3ba-ee95-49e0-af65-69649c8d546a [claude] <-- MOST RECENT
C:\Users\adn\.claude\projects\E--a327ex\4ca9d3ba-ee95-49e0-af65-69649c8d546a.jsonl
2026-06-06T21:57:07.249Z 4a237add-051d-4c8c-a1df-96eb1c685cdb [claude]
C:\Users\adn\.claude\projects\E--a327ex\4a237add-051d-4c8c-a1df-96eb1c685cdb.jsonl
2026-06-06T21:35:48.812Z 99310df4-4d95-4196-9132-c6d30137684d [claude]
C:\Users\adn\.claude\projects\E--a327ex\99310df4-4d95-4196-9132-c6d30137684d.jsonl
2026-06-06T20:49:42.335Z dfbf8269-0da9-4a29-8d7f-c611bccdfcbf [claude]
C:\Users\adn\.claude\projects\E--a327ex\dfbf8269-0da9-4a29-8d7f-c611bccdfcbf.jsonl
2026-06-06T03:14:22.198Z 3ec7c86a-d4e5-4f02-8a7e-6deb6961ef74 [claude]
C:\Users\adn\.claude\projects\E--a327ex\3ec7c86a-d4e5-4f02-8a7e-6deb6961ef74.jsonl
=== NOW ===
2026-06-06 18:57:24
Most recent session confirmed (the 062026 one). Converting the transcript.