a327ex.com

Orblike Assorted Improvements

Summary

Major session covering per-orb edition visuals, wall collision for line abilities, comprehensive particle color fixes, multi-orb channeling bugs, formation key separation, and performance optimization via spatial hashing.

Removed Unused Multi-Layer System:

Per-Orb Edition System via Draw Shader:

ability_particle_color() Helper and Comprehensive Particle Sweep:

Multi-Orb Channeling Fix:

Wall Collision for Line Abilities:

Formation System Design Discussion:

Snake Formation Mouse Steering:

Layer Order Fix:

Performance: Spatial Hash for Enemy Queries:

Performance: Map Generation:

Testing Infrastructure:

math.atan Audit:


Let's continue working on Orblike. We just finished implementing visuals for the game, but I believe we forgot to fix something. We used multiple layers to apply ability edition effects, but we ended up implementing a system that didn't require that, so we need to remove the code that was there but ended up not being used. Let's start with that. Please make sure to only remove code that's not actually being used.

Let me start by reading the relevant files to understand the current state of the code.

Read (E:\a327ex\Orblike\ORBS.md)

File does not exist. Note: your current working directory is E:\a327ex.

Read (E:\a327ex\Orblike\main.lua)

File content (431.8KB) exceeds maximum allowed size (256KB). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.

Large file. Let me search for layer-related code and the ORBS doc.

Glob (Orblike/ORBS.md)

No files found

Grep (layer|Layer)

11:  player_hit = 0.39,
103:--   player_hit (Body Fall 2): -21.9 dB -> 0.39
124:an:sound('player_hit', 'assets/Body Fall 2.ogg')
136:an:sound('beam_drone', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop.ogg')
476:  {'player_hit', 'assets/Body Fall 2'},
489:  {'beam_drone', 'assets/RPG3_PlasmaMagicEpic3_P5_BeamLayer_Loop'},
610:      ability_layer:line(sx, sy, ex, ey, 2, trail_color())
1125:      local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
1128:          angle = orb_to_player + an.random:float(-math.pi/4, math.pi/4),
1168:      -- Melee wave: spawn areas sequentially from player toward mouse
1772:    -- Orb-level ability_copy: broadcast to all other orbs via player
1916:    -- Trail too short, use last point or fallback behind player
2040:            -- Keep player locked during hit sequence (unlocked after hits resolve)
2115:          -- Unlock player after hits resolve (skip if unstoppable already unlocked)
2289:          ability_layer:line(
3052:            ability_layer:line(
3219:            -- Player-to-orb line in purple
3225:            -- Orb-to-player line in ability color
3473:                ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3474:                ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3488:              ability_layer:line(sx, sy, ex, ey, center_width, c)
3489:              ability_layer:circle(sx, sy, center_cap, c)
3490:              ability_layer:circle(ex, ey, center_cap, c)
3510:            ability_layer:circle(tip.x, tip.y, tip_radius, tip_color)
3662:          -- Null: orb moves toward mouse, player unaffected
3996:          -- Collect mods (player + orb slots)
4066:        -- Source: orb for null, player for normal
4395:          ability_layer:line(sx, sy, ex, ey, 2, trail_color())
4436:an:physics_tag('player')
4441:an:physics_collision('player', 'enemy')
... [133 more lines]

Let me look more closely at the layer definitions and how they're used.

Read (E:\a327ex\Orblike\main.lua)

4460 
4461    -- Camera
4462    an:add(camera(gw, gh))
4463    an.camera:add(shake())
4464    an.camera.shake.push_cap = 12
4465    
4466    -- Layers
4467    bg = an:layer('bg')
4468    bg.camera = nil
4469    ground = an:layer('ground')
4470    ground_2 = an:layer('ground_2')
4471    game = an:layer('game')
4472    -- Per-orb ability layers (each orb can have its own edition)
4473    ability_layers = {}
4474    for i = 1, 6 do
4475      ability_layers[i] = an:layer('ability_layer_' .. i)
4476    end
4477    ability_layer = ability_layers[1] -- default fallback
4478    enemy_layer = an:layer('enemy_layer')
4479    effects = an:layer('effects')
4480    ui = an:layer('ui')
4481    
4482    -- Get the ability layer for a given orb slot (defaults to slot 1)
4483    function get_al(slot)
4484      return ability_layers[slot or 1] or ability_layers[1]
4485    end
4486    
4487    -- Per-orb edition assignments (0 = none)
4488    orb_editions = {0, 0, 0, 0, 0, 0}
4489    
... [10 more lines]

Grep (get_ability_layer)

No matches found

Grep (ability_layers[)

4475:  ability_layers[i] = an:layer('ability_layer_' .. i)
4477:ability_layer = ability_layers[1] -- default fallback
4484:  return ability_layers[slot or 1] or ability_layers[1]
6605:    local al = ability_layers[i]
6642:  for i = 1, #ability_layers do ability_layers[i]:render() end
6651:  for i = 1, #ability_layers do ability_layers[i]:draw() end

Now let me look at the render/composite section to see how the layers are used there.

Read (E:\a327ex\Orblike\main.lua)

6594     ground_2:shader_set_float(gs, 'u_time', an.time)
6595        ground_2:shader_set_float(gs, 'u_distribution', ground_distribution)
6596        ground_2:shader_set_float(gs, 'u_spacing', ground_spacing)
6597        ground_2:shader_set_vec2(gs, 'u_screen', gw, gh)
6598        ground_2:shader_set_vec2(gs, 'u_cam', cam_rx, cam_ry)
6599        ground_2:apply_shader(gs)
6600      end
6601    
6602      -- Apply edition shader per-orb ability layer
6603      local es = an.shaders.edition
6604      for i = 1, #ability_layers do
6605        local al = ability_layers[i]
6606        -- Use per-orb edition if assigned, otherwise fall back to global edition_mode
6607        local ed = orb_editions[i]
6608        if ed == 0 then ed = edition_mode end
6609        if ed > 0 then
6610          al:shader_set_float(es, 'u_time', an.time)
6611          al:shader_set_float(es, 'u_edition', ed)
6612          al:shader_set_vec2(es, 'u_screen', gw, gh)
6613          al:shader_set_vec2(es, 'u_cam', an.camera.x, an.camera.y)
6614          al:apply_shader(es)
6615        end
6616      end
6617    
6618      -- Apply edition shader to effects layer too (toggle with 'v' key)
6619      if edition_affects_effects and edition_mode > 0 then
6620        effects:shader_set_float(es, 'u_time', an.time)
6621        effects:shader_set_float(es, 'u_edition', edition_mode)
6622        effects:shader_set_vec2(es, 'u_screen', gw, gh)
6623        effects:shader_set_vec2(es, 'u_cam', an.camera.x, an.camera.y)
... [40 more lines]

Let me check a few more things to understand what's actually used vs. unused.

Grep (orb_editions)

4488:orb_editions = {0, 0, 0, 0, 0, 0}
6607:    local ed = orb_editions[i]

Grep (ability_edition_override)

4407:  local ed = self.edition or ability_edition_override or 0
4498:ability_edition_override = 0
6181:    ability_edition_override = ed
7390:  local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0

Grep (edition_mode)

6157:    print('Enemy edition: ' .. edition_mode_names[enemy_edition_override + 1])
6166:    local name = p1.edition > 0 and edition_mode_names[p1.edition + 1] or 'none'
6182:    edition_mode = ed
6189:    edition_mode = (edition_mode + 1) % #edition_mode_names
6190:    print('Edition: ' .. edition_mode_names[edition_mode + 1])
6374:edition_mode = 0
6375:edition_mode_names = {'none', 'debug_red', 'ruby', 'rose', 'amber', 'gold', 'lime', 'emerald', 'cyan', 'sapphire', 'indigo', 'violet', 'polychrome', 'silver', 'white'}
6606:    -- Use per-orb edition if assigned, otherwise fall back to global edition_mode
6608:    if ed == 0 then ed = edition_mode end
6619:  if edition_affects_effects and edition_mode > 0 then
6621:    effects:shader_set_float(es, 'u_edition', edition_mode)

Let me check around line 6170-6195 to see the edition cycling keyboard shortcuts.

Read (E:\a327ex\Orblike\main.lua)

6145   end
6146      if an:key_is_pressed('n') then
6147        if not enemy_edition_override then
6148          enemy_edition_override = 2
6149        else
6150          enemy_edition_override = enemy_edition_override + 1
6151          if enemy_edition_override > 14 then enemy_edition_override = 2 end
6152        end
6153        -- Apply to all existing enemies
6154        for _, e in ipairs(an:all('enemy')) do
6155          e.edition = enemy_edition_override
6156        end
6157        print('Enemy edition: ' .. edition_mode_names[enemy_edition_override + 1])
6158      end
6159      if an:key_is_pressed('m') then
6160        if not p1.edition or p1.edition == 0 then
6161          p1.edition = 2
6162        else
6163          p1.edition = p1.edition + 1
6164          if p1.edition > 14 then p1.edition = 0 end
6165        end
6166        local name = p1.edition > 0 and edition_mode_names[p1.edition + 1] or 'none'
6167        print('Player edition: ' .. name)
6168      end
6169      if an:key_is_pressed('o') then
6170        -- Cycle: flat colors (15-22), then none (0), then edition effects (2-14)
6171        -- Order: blue, purple, red, green, orange, yellow, blue2, neutral, none, ruby..white
6172        local cycle = {15, 16, 17, 18, 19, 20, 21, 22, 0, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14}
6173        local cycle_names = {
6174          'blue', 'purple', 'red', 'green', 'orange', 'yellow', 'blue2', 'neutral',
... [30 more lines]

Read (E:\a327ex\Orblike\main.lua)

6370 set_draw_shader('assets/draw_shader.frag')
6371    draw_shader = get_draw_shader()
6372    
6373    -- Edition effect state
6374    edition_mode = 0
6375    edition_mode_names = {'none', 'debug_red', 'ruby', 'rose', 'amber', 'gold', 'lime', 'emerald', 'cyan', 'sapphire', 'indigo', 'violet', 'polychrome', 'silver', 'white'}
6376    
6377    -- Get the base color for an edition (for ripples, particles, etc.)
6378    function edition_base_color(ed)
6379      if not ed or ed <= 0 then return nil end
6380      if ed == 12 then return color(150, 180, 255) end  -- polychrome: blueish
6381      if ed == 13 then return color(180, 180, 190) end  -- silver
6382      if ed == 14 then return color(240, 240, 240) end  -- white
6383      if ed >= 15 and ed <= 22 then return flat_colors[ed - 14] end
6384      local h = edition_hues[ed]
6385      if h then return hsl_color(h, 0.6, 0.6) end
6386      return nil
6387    end
6388    
6389    -- Flat color palette (no shader effect, just sets draw color)
6390    -- These are cycled through BEFORE the edition effects
6391    flat_color_names = {'blue', 'purple', 'red', 'green', 'orange', 'yellow', 'blue2', 'neutral'}
6392    flat_colors = {blue, purple, red, green, orange, yellow, blue2, fg_alt}
6393    
6394    -- Edition effects toggle: apply edition shader to effects layer too
6395    edition_affects_effects = false
6396    
6397    -- Ground pattern state
6398    -- Ground pattern parameters
6399    ground_active = true

Here's what I found. The per-orb layer system is set up but completely unused:

  1. Lines 4472-4476: Creates 6 ability_layers, but everything draws to ability_layer (which is just ability_layers[1]). Layers 2-6 are empty.
  2. Lines 4482-4485: get_al(slot) function — never called anywhere.
  3. Line 4488: orb_editions = {0, 0, 0, 0, 0, 0} — never modified, always falls through to edition_mode.
  4. Lines 6604-6616: Render loop iterates over 6 layers but only layer 1 has content. Can be simplified to apply the shader to the single layer.
  5. Lines 6642, 6651: render/draw loops iterate 6 layers — can become single calls.

The fix would be:

Does this match what you had in mind?

ToolSearch

[
  {
    "type": "tool_reference",
    "tool_name": "AskUserQuestion"
  }
]

AskUserQuestion

User has answered your questions: "Does this match what you had in mind? Specifically: collapse 6 ability_layers into a single ability_layer, remove get_al(), remove orb_editions, and simplify the render/draw loops?"="Yes, proceed". You can now continue with the user's answers in mind.

Here are the changes. Let me show each one:

1. Replace 6-layer creation with single layer (lines 4472-4477):

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

2. Remove get_al() function (lines 4482-4485):

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

3. Simplify edition shader application in render (lines 6602-6616):

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

4. Simplify render loop:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Done. Four changes total:

The edition shader still gets applied to ability_layer when edition_mode > 0, same as before — just without the unnecessary indirection through the per-orb table.

ERROR: main.lua:4406: attempt to call a nil value (global 'get_al') stack traceback: main.lua:4406: in method 'update' anchor/object.lua:425: in method '_update' main.lua:10798: in function 'update'

My mistake — I missed a call site. Let me find it.

Grep (get_al)

4406:  local al = get_al(self.slot)
7021:  self.al = get_al(self.orb_slot)

Two call sites. Let me see the context around both.

Read (E:\a327ex\Orblike\main.lua)

4400     -- Clear trail once all points expired
4401        if #self.null_trail == 0 then self.null_trail = nil end
4402      end
4403    
4404      local s = self.spring.main.x
4405      local c = self.flashing and fg_color() or fg_color()
4406      local al = get_al(self.slot)
4407      local ed = self.edition or ability_edition_override or 0
4408      if ed > 0 then
4409        al:shader_set_float(draw_shader, 'u_edition', ed)
4410        al:shader_set_float(draw_shader, 'u_time', an.time)
4411      end
4412      al:circle(self.x, self.y, self.rs*s, c)
4413      if ed > 0 then
4414        al:shader_set_float(draw_shader, 'u_edition', 0)

Read (E:\a327ex\Orblike\main.lua)

7015   self.r = args.r or 0
7016      self.ability = args.ability
7017      self.color = args.color
7018      self.mods = args.mods or {}
7019      self.source_orb = args.source_orb
7020      self.orb_slot = args.source_orb and args.source_orb.slot or 1
7021      self.al = get_al(self.orb_slot)
7022      local def = abilities[self.ability]
7023      self.w = (def and def.projectile_height) or 10
7024      self.h = (def and def.projectile_width) or 4
7025      self.base_w = self.w
7026      self.base_h = self.h
7027      self.base_speed = (def and def.projectile_speed) or 190
7028      self.speed = self.base_speed
7029      if self.mods['projectile_speed+'] then self.speed = self.speed*1.2 end

Both just need ability_layer instead of get_al(slot):

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Fixed both. The self.orb_slot assignment on line 7020 is also now unused — but it might be referenced elsewhere, let me check.

Grep (orb_slot)

7020:  self.orb_slot = args.source_orb and args.source_orb.slot or 1

Only set, never read. I'll remove it:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Should be good now — try running it again.

Let's test it by having 4 orbs have different editions on them.

Let me look at how orbs are created and how editions are currently assigned to them.

Grep (orbs\s=|orb_count|orb.slot)

939:function orb_input_down(slot)
940:  local bind = orb_keybinds[slot]
947:function orb_input_pressed(slot)
948:  local bind = orb_keybinds[slot]
2141:            for _, slot in ipairs(next_orb.slots) do
2235:      if not self.dash_strike_lerping and orb_input_down(self.slot) and self.cooldown <= 0 then
2257:      if orb_input_down(self.slot) and self.cooldown <= 0 then
3021:        if orb_input_down(self.slot) and self.cooldown <= 0 then
3200:      if orb_input_down(self.slot) and self.cooldown <= 0 then
3206:      if orb_input_down(self.slot) or mods.always_channel then
3608:      if orb_input_down(self.slot) or mods.always_channel then
3713:      if orb_input_pressed(self.slot) then
3778:      if orb_input_down(self.slot) or mods.always_channel then
3993:      if orb_input_down(self.slot) and self.flicker_cooldown <= 0 then
3996:          -- Collect mods (player + orb slots)
4419:orbs = {}
4421:  local o = orb({slot = #orbs + 1, orbit_offset = an.random:float(0, 2*math.pi)})

Grep (.edition\s*=)

6142:      e.edition = enemy_edition_override
6147:    if not p1.edition or p1.edition == 0 then
6148:      p1.edition = 2
6150:      p1.edition = p1.edition + 1
6151:      if p1.edition > 14 then p1.edition = 0 end
6171:      o.edition = ed > 0 and ed or nil
8175:  self.edition = enemy_edition_override or 2

Read (E:\a327ex\Orblike\main.lua)

4415   end
4416    end
4417    
4418    -- Orb management
4419    orbs = {}
4420    function add_orb()
4421      local o = orb({slot = #orbs + 1, orbit_offset = an.random:float(0, 2*math.pi)})
4422      an:add(o)
4423      table.insert(orbs, o)
4424      return o
4425    end
4426    
4427    function add_orbs(n)
4428      for i = 1, n do
4429        add_orb()
4430      end
4431    end
4432    
4433    -- Physics
4434    an:physics_init()
4435    an:physics_set_gravity(0, 0)
4436    an:physics_tag('player')
4437    an:physics_tag('enemy')
4438    an:physics_tag('projectile')
4439    an:physics_tag('orb')

Now let me see how many orbs are initially added and what the 'o' key cycle does with editions on orbs.

Grep (add_orb)

4420:function add_orb()
4427:function add_orbs(n)
4429:    add_orb()
10144:add_orbs(4)
10242:    add_orb()

Good — 4 orbs are added at startup (line 10144). Now let me see the orb's draw code to understand how self.edition is used in the draw shader.

Read (E:\a327ex\Orblike\main.lua)

4393           local sx, sy = trail_pos(dash_start)
4394              local ex, ey = trail_pos(dash_end)
4395              ability_layer:line(sx, sy, ex, ey, 2, trail_color())
4396            end
4397            d = d + stride
4398          end
4399        end
4400        -- Clear trail once all points expired
4401        if #self.null_trail == 0 then self.null_trail = nil end
4402      end
4403    
4404      local s = self.spring.main.x
4405      local c = self.flashing and fg_color() or fg_color()
4406      local al = ability_layer
4407      local ed = self.edition or ability_edition_override or 0
4408      if ed > 0 then
4409        al:shader_set_float(draw_shader, 'u_edition', ed)
4410        al:shader_set_float(draw_shader, 'u_time', an.time)
4411      end
4412      al:circle(self.x, self.y, self.rs*s, c)
4413      if ed > 0 then
4414        al:shader_set_float(draw_shader, 'u_edition', 0)
4415      end
4416    end
4417    

The per-orb edition already works through the draw shader (lines 4407-4414) — each orb sets u_edition before drawing itself, so separate layers weren't needed. I just need to assign different editions to the 4 orbs at startup.

Read (E:\a327ex\Orblike\main.lua)

10140    -- Camera follows player
10141   an.camera.x, an.camera.y = p1.x, p1.y
10142   an.camera:follow(p1, 0.9, 0.3)
10143   
10144   add_orbs(4)
10145   orbs[1]:add_ability('fireball')
10146   orbs[1]:add_modifier('spread', 3)
10147   orbs[1]:add_modifier('pierce', 5)
10148   orbs[2]:add_ability('cyclone')
10149   orbs[2]:add_modifier('area+++', true)
10150   orbs[3]:add_ability('beam')
10151   orbs[3]:add_modifier('beam_length+++', true)
10152   orbs[4]:add_ability('dash_strike')
10153   
10154   
10155   
10156   -- Shockwave visual effect
10157   shockwaves = {}
10158   function add_shockwave(wx, wy, light, scale)
10159     scale = scale or 1

I'll assign 4 distinct editions — ruby, emerald, sapphire, violet:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Each orb now has a different edition: ruby, emerald, sapphire, violet. The draw shader handles per-orb coloring already (lines 4407-4414), so the orb circles themselves should each show their own edition.

One thing to note: the ability visuals (lines, circles, trails drawn to ability_layer) won't have per-orb edition coloring since the edition shader is now applied globally with edition_mode. The orb bodies will show their individual editions though, since those go through the draw shader. Give it a try.

The editions of an orb should affect lines, circles, trails, etc, except visual effects like hit circles and fx effects.

AskUserQuestion

User has answered your questions: "The orb draw already sets u_edition on the draw shader per-orb. For ability visuals (lines, circles, trails), should I use the same approach — set u_edition on the draw shader before each orb's ability draws and reset after? That way each orb's ability visuals get its edition without needing multiple layers."="Do it in the exact way that it's done when I press 'o' to go through editions, bcause that way is correct, except applying the edition that's from the orb instead." user notes: Do it in the exact way that it's done when I press 'o' to go through editions, bcause that way is correct, except applying the edition that's from the orb instead.. You can now continue with the user's answers in mind.

To do it the exact way the 'o' key works (post-process edition shader on the layer) but per-orb, we actually need the per-orb layers back — because the post-process shader applies to the entire layer, so different orbs need different layers. The difference is that this time we'll actually wire them up properly.

Let me map out all the ability_layer usage to understand which draws belong to which objects.

Grep (ability_layer:)

605-      else
606-        trail_color.a = math.remap(t, 0.5, 1, 255, 0)
607-      end
608-      local sx, sy = trail_pos(dash_start)
609-      local ex, ey = trail_pos(dash_end)
610:      ability_layer:line(sx, sy, ex, ey, 2, trail_color())
--
2284-        local cx_shake = charge_src_x + an.random:float(-shake_amt, shake_amt)
2285-        local cy_shake = charge_src_y + an.random:float(-shake_amt, shake_amt)
2286-        for i = 0, segments - 1 do
2287-          local a1 = -math.pi/2 + i*arc_amount/segments
2288-          local a2 = -math.pi/2 + (i + 1)*arc_amount/segments
2289:          ability_layer:line(
--
3047-          local cx_shake = charge_src.x + an.random:float(-shake_amt, shake_amt)
3048-          local cy_shake = charge_src.y + an.random:float(-shake_amt, shake_amt)
3049-          for i = 0, segments - 1 do
3050-            local a1 = -math.pi/2 + i*arc_amount/segments
3051-            local a2 = -math.pi/2 + (i + 1)*arc_amount/segments
3052:            ability_layer:line(
--
3468-                local sx, sy = path_point(dash_start)
3469-                local ex, ey = path_point(dash_end)
3470-                local seg_r = math.atan(ey - sy, ex - sx)
3471-                local px, py = math.cos(seg_r + math.pi/2), math.sin(seg_r + math.pi/2)
3472-                local offset = beam_width*1.5
3473:                ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3474:                ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
--
3483-            if dash_end - dash_start > 0.5 then
... [222 more lines]

This is a lot of call sites. Let me understand the object structure — I need to check which objects these draws belong to and whether they track their source orb.

Grep (source_orb)

1663:              source_orb = self,
1732:        last_proj = projectile(shot.x, shot.y, {ability = ability_name, color = def.color, r = shot.r, mods = mods, source_orb = self})
3866:                source_orb = self, follow = follow_target,
3915:                  source_orb = eff.source_orb, damage_delay = eff.damage_delay,
3926:                      source_orb = ed.source_orb,
3963:                          source_orb = o,
7019:  self.source_orb = args.source_orb
7101:    self.return_target = self.mods.null_conversion and self.source_orb or nil
7163:        local src = self.source_orb or orbs[1]
7242:              local src = self.source_orb or orbs[1]
7304:              local src = self.source_orb or orbs[1]
7370:  local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
8756:  self.source_orb = args.source_orb
9121:  self.source_orb = args.source_orb
9231:            local src = self.source_orb or orbs[1]

Let me also check the area/sub-object constructors to see which ones have source_orb.

Read (E:\a327ex\Orblike\main.lua)

8000 
8001          local closest, closest_d = nil, math.huge
8002          for _, e in ipairs(cached_enemies) do
8003            if not e.dead then
8004              local d = math.distance(self.x, self.y, e.x, e.y)
8005              if d < closest_d then closest, closest_d = e, d end
8006            end
8007          end
8008          if closest then
8009            local r = math.angle_to_point(self.x, self.y, closest.x, closest.y)
8010            local dx = self.homing_area_speed*math.cos(r) - self.area_vx
8011            local dy = self.homing_area_speed*math.sin(r) - self.area_vy
8012            self.area_vx = self.area_vx + dx*self.homing_steer_rate*dt
8013            self.area_vy = self.area_vy + dy*self.homing_steer_rate*dt
8014          else
8015            self.area_vx = math.damping(0.9, 0.5, dt, self.area_vx)
8016            self.area_vy = math.damping(0.9, 0.5, dt, self.area_vy)
8017          end
8018          self.x = self.x + self.area_vx*dt
8019          self.y = self.y + self.area_vy*dt
8020        end
8021        -- Growing/shrinking radius
8022        if self.radius_rate then
8023          self.radius = self.radius + self.radius_rate*dt
8024          if self.radius_min then self.radius = math.max(self.radius, self.radius_min) end
8025          if self.radius_max then self.radius = math.min(self.radius, self.radius_max) end
8026          self.visual_radius = self.radius
8027        end
8028    
8029        self.arc_r = self.arc_r + self.arc_speed*dt

Read (E:\a327ex\Orblike\main.lua)

8740 end
8741    
8742    -- Effect: psylance_effect
8743    -- Two-phase force ability: gather enemies onto a line, then damage along it.
8744    psylance_effect = object:extend()
8745    function psylance_effect:new(x, y, args)
8746      object.new(self)
8747      self.origin_x, self.origin_y = x, y
8748      self.r = args.r or 0
8749      self.max_range = args.max_range or 120
8750      self.pull_width = args.pull_width or 40
8751      self.gather_duration = args.gather_duration or 0.5
8752      self.damage_delay = args.damage_delay or 0.15
8753      self.color = args.color or fg_color
8754      self.mods = args.mods or {}
8755      self.ability = args.ability or 'psylance'
8756      self.source_orb = args.source_orb
8757      self.follow = args.follow
8758      self.follow_dist = 10
8759      self.base_angle_offset = args.base_angle_offset or 0
8760      self.parallel_offset = args.parallel_offset or 0
8761    
8762      self.phase = 'gather'
8763      self.elapsed = 0
8764      self.line_extend = 0
8765      self.side_shake = 0
8766      self.center_progress = 0
8767      self.side_alpha = 255
8768    
8769      -- Perpendicular direction

Read (E:\a327ex\Orblike\main.lua)

9110 function big_rock_effect:new(x, y, args)
9111      object.new(self)
9112      self.origin_x, self.origin_y = x, y
9113      self.target_x = args.target_x or x
9114      self.target_y = args.target_y or y
9115      self.flight_duration = args.flight_duration or 3
9116      self.area_radius = args.area_radius or 30
9117      self.damage = args.damage or 3
9118      self.color = args.color or yellow
9119      self.mods = args.mods or {}
9120      self.ability = args.ability or 'big_rock'
9121      self.source_orb = args.source_orb
9122      self.area_sound = args.area_sound
9123      self.elapsed = 0
9124      self.landed = false
9125      self.apex_fired = false
9126      -- Generate jagged vertices once (like earthquake)
9127      local n = an.random:int(8, 12)
9128      self.jagged_verts = {}
9129      for i = 1, n do

Read (E:\a327ex\Orblike\main.lua)

9755     self.timer:every(0.035, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
9756        self.timer:trigger('blink')
9757      end)
9758    end
9759    
9760    function slightly_jagged_line:dst_edge_point()
9761      local dst = self.dst
9762      local r = (dst.r or 0) + (dst.visual_r or 0)
9763      local hw = (dst.w or 10)/2
9764      local hh = (dst.h or 10)/2
9765      local dx = self.src.x - dst.x
9766      local dy = self.src.y - dst.y
9767      local cos_r = math.cos(-r)
9768      local sin_r = math.sin(-r)
9769      local lx = dx*cos_r - dy*sin_r
9770      local ly = dx*sin_r + dy*cos_r
9771      local tx = (lx ~= 0) and (((lx > 0) and hw or -hw)/lx) or math.huge
9772      local ty = (ly ~= 0) and (((ly > 0) and hh or -hh)/ly) or math.huge
9773      local t = math.min(tx, ty)
9774      local ex = lx*t
9775      local ey = ly*t
9776      local cos_r2 = math.cos(r)
9777      local sin_r2 = math.sin(r)
9778      return dst.x + ex*cos_r2 - ey*sin_r2, dst.y + ex*sin_r2 + ey*cos_r2
9779    end
9780    
9781    function slightly_jagged_line:update(dt)
9782      -- Hit circle at dst edge (drawn even when line is blinking)
9783      if self.hit_circle_active then
9784        local ex, ey = self:dst_edge_point()

Read (E:\a327ex\Orblike\main.lua)

10460    
10461       -- Find and hit closest enemy
10462       local closest, closest_d = nil, math.huge
10463       for _, e in ipairs(cached_enemies) do
10464         if not e.dead then
10465           local d = math.distance(self.x, self.y, e.x, e.y)
10466           if d < 24 and d < closest_d then closest, closest_d = e, d end
10467         end
10468       end
10469       if closest then
10470         an:add(hit_effect(closest.x, closest.y))
10471         for i = 1, 2 do
10472           an:add(hit_particle(closest.x, closest.y, {velocity = an.random:float(25, 125), w = 6}):change_color(0.5, an.random:choice({self.color, red}):clone()))
10473         end
10474         closest:take_damage(1)
10475       end
10476     end)
10477   
10478     -- Blink and die
10479     self.timer:after(0.2, function()

Read (E:\a327ex\Orblike\main.lua)

9690     self.wobble_base_r = self.beam_r
9691        self.wobble_amplitude = args.wobble_amplitude or math.pi/3
9692        self.wobble_frequency = args.wobble_frequency or an.random:float(8, 16)
9693        self.wobble_phase = args.wobble_phase or an.random:float(0, 2*math.pi)
9694        self.wobble_t = 0
9695      end
9696    end
9697    
9698    function beam_particle:change_color(fraction, target_color)
9699      self.timer:after(fraction*self.duration, function() self.draw_color = target_color:clone() end)
9700      return self
9701    end
9702    
9703    function beam_particle:update(dt)
9704      if self.wobble then
9705        self.wobble_t = self.wobble_t + dt
9706        self.beam_r = self.wobble_base_r + self.wobble_amplitude*math.sin(self.wobble_frequency*self.wobble_t + self.wobble_phase)
9707      end
9708      self.x = self.x + self.speed*math.cos(self.beam_r)*dt
9709      self.y = self.y + self.speed*math.sin(self.beam_r)*dt
9710      effects:push(self.x, self.y, self.beam_r)
9711      effects:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 1, self.draw_color())
9712      effects:pop()
9713    end
9714    
9715    
9716    -- Effect: slightly_jagged_line
9717    -- Straight dashed line between src and dst with rounded ends.
9718    -- Progressive draw from src to dst, color gradient from src_color to dst_color.
9719    -- Holds after animation, then blinks out.

Grep (^function (area_|slightly_jagged|beam_segment|melee_wave|psylance|big_rock|projectile))

7011:function projectile:new(x, y, args)
7195:function projectile:update(dt)
7481:function projectile:die()
7506:function projectile:on_hit(e, hx, hy)
8745:function psylance_effect:new(x, y, args)
8776:function psylance_effect:update(dt)
9110:function big_rock_effect:new(x, y, args)
9146:function big_rock_effect:update(dt)
9721:function slightly_jagged_line:new(src, dst, args)
9760:function slightly_jagged_line:dst_edge_point()
9781:function slightly_jagged_line:update(dt)
10499:function area_rect:new(x, y, r, col)
10540:function area_rect:update(dt)
10566:function area_circle:new(x, y, col)
10609:function area_circle:update(dt)

Read (E:\a327ex\Orblike\main.lua)

9720 slightly_jagged_line = object:extend()
9721    function slightly_jagged_line:new(src, dst, args)
9722      object.new(self)
9723      self.src = src
9724      self.dst = dst
9725      args = args or {}
9726      self.src_color = args.src_color or fg_color
9727      self.dst_color = args.dst_color or blue
9728      self.anim_duration = args.anim_duration or 0.1
9729      self.hold_duration = args.hold_duration or 0.2
9730      self.dash_length = args.dash_length or 5
9731      self.gap_length = args.gap_length or 6
9732      self.line_width = 2
9733      self.hidden = false
9734      self.progress = 0
9735      self:add(timer())
9736    
9737      -- Animate draw progress from src to dst
9738      self.timer:tween(self.anim_duration, self, {progress = 1}, math.cubic_out)
9739    
9740      -- Draw a circle at dst edge while line is connected
9741      self.hit_circle_active = false
9742      self.hit_circle_radius = 0
9743      self.hit_circle_color = fg_color:clone()
9744      self.timer:after(self.anim_duration, function()
9745        self.hit_circle_active = true
9746        self.hit_circle_radius = 3
9747        self.timer:after(0.15, function()
9748          self.hit_circle_color = self.dst_color:clone()
9749          self.timer:tween(0.105, self, {hit_circle_radius = 0}, math.linear)
... [10 more lines]

Read (E:\a327ex\Orblike\main.lua)

10495    end
10496   
10497   -- Rectangular area attack
10498   area_rect = object:extend()
10499   function area_rect:new(x, y, r, col)
10500     object.new(self)
10501     self.x, self.y = x, y
10502     self.r = r
10503     self.target_w, self.target_h = 50, 50
10504     self.visual_w, self.visual_h = 0, 0
10505     self.color = col
10506     self.fill_color = col:clone()
10507     self.fill_color.a = 20
10508     self.flashing = false
10509     self.hidden = false

Read (E:\a327ex\Orblike\main.lua)

10566    function area_circle:new(x, y, col)
10567     object.new(self)
10568     self.x, self.y = x, y
10569     self.target_radius = 25
10570     self.visual_radius = 0
10571     self.color = col
10572     self.fill_color = col:clone()
10573     self.fill_color.a = 20
10574     self.flashing = false
10575     self.hidden = false
10576     self.arc_r = 0
10577     self.arc_base_speed = an.random:choice({-1, 1})*an.random:float(3, 5)*math.pi
10578     self.elapsed = 0
10579   
10580     self:add(timer())
10581     self:add(spring())
10582     self.spring:add('main', 1)
10583   
10584     -- Expand
10585     self.timer:tween(0.05, self, {visual_radius = self.target_radius}, math.cubic_in_out, function()

Read (E:\a327ex\Orblike\main.lua)

10695              angle = r + math.pi + an.random:float(-math.pi/3, math.pi/3),
10696             velocity = an.random:float(25, 125),
10697             w = 8,
10698           }):change_color(0.5, col:clone()))
10699         end
10700       end
10701     end
10702   end
10703   
10704   function line_attack:line_intersect(x1, y1, x2, y2, x3, y3, x4, y4)
10705     local d = (x1 - x2)*(y3 - y4) - (y1 - y2)*(x3 - x4)
10706     if math.abs(d) < 0.0001 then return nil end
10707     local t = ((x1 - x3)*(y3 - y4) - (y1 - y3)*(x3 - x4))/d
10708     local u = -((x1 - x2)*(y1 - y3) - (y1 - y2)*(x1 - x3))/d
10709     if t >= 0 and t <= 1 and u >= 0 and u <= 1 then
10710       return x1 + t*(x2 - x1), y1 + t*(y2 - y1)
10711     end
10712     return nil
10713   end
10714   
10715   function line_attack:update(dt)
10716     if self.hidden then return end
10717     local c = self.flashing and fg_color() or self.color()
10718     local w = self.line_width*self.spring.main.x
10719     ability_layer:line(self.x1, self.y1, self.x2, self.y2, w, c)
10720   end
10721   --]]
10722   
10723   -- Profiler: register types and hook into update loop
10724   profiler:register_type('player', player)
... [20 more lines]

Let me check the generic area object and a few more objects.

Grep (^area = object:extend|^function area:new)

7576:area = object:extend()
7577:function area:new(x, y, args)

Grep (^beam_segment = |^function beam_segment:)

No matches found

Grep (^seeker = |^function seeker:)

8154:seeker = object:extend()
8155:function seeker:new(x, y)
8198:function seeker:push(r, force, duration)
8214:function seeker:apply_slow(amount, duration)
8229:function seeker:take_damage(damage, hit_vol)
8247:function seeker:die()
8259:function seeker:update(dt)

Read (E:\a327ex\Orblike\main.lua)

7576 area = object:extend()
7577    function area:new(x, y, args)
7578      object.new(self)
7579      self.x, self.y = x, y
7580      self.ability = args.ability
7581      self.color = args.color
7582      self.mods = args.mods or {}
7583      local def = abilities[self.ability]
7584      self.radius = args.radius or (def and def.area_radius) or 25
7585      if self.mods['area+'] then self.radius = self.radius*1.25 end
7586      if self.mods['area++'] then self.radius = self.radius*1.5 end
7587      if self.mods['area+++'] then self.radius = self.radius*2.0 end
7588      if self.mods['area-'] then self.radius = self.radius*0.85 end
7589      if self.mods['area--'] then self.radius = self.radius*0.7 end
7590      if self.mods['area---'] then self.radius = self.radius*0.5 end
7591    
7592      -- Cascade: spawn additional copies
7593      if self.mods.cascade and self.mods.cascade >= 2 and args.cascade_r then
7594        local n = self.mods.cascade
7595        local child_mods = {}
7596        for k, v in pairs(self.mods) do child_mods[k] = v end
7597        child_mods.cascade = nil
7598        local is_cone = (args.shape or (def and def.area_shape)) == 'cone'
7599        if is_cone then
7600          -- Cone cascade: widen the cone angle instead of spawning extras
7601          local cone_a = args.cone_angle or (def and def.cone_angle) or math.pi/2
7602          args.cone_angle = cone_a + (n - 1)*cone_a*0.8
7603        else
7604          -- Normal cascade: spawn in a line along cascade_r
7605          local spacing = self.radius*2*(def and def.cascade_spacing or 0.75)
... [10 more lines]

Read (E:\a327ex\Orblike\main.lua)

9560     end
9561        d = d + stride
9562      end
9563      -- Group consecutive segments into clumps of 2-4
9564      self.clumps = {}
9565      local i = 1
9566      while i <= #all_segs do
9567        local clump_size = math.min(an.random:int(2, 4), #all_segs - i + 1)
9568        local clump_start = all_segs[i].start_d
9569        local clump_end = all_segs[i + clump_size - 1].end_d
9570        local segs = {}
9571        for j = i, i + clump_size - 1 do
9572          table.insert(segs, {start_d = all_segs[j].start_d, end_d = all_segs[j].end_d})
9573        end
9574        -- visible_start eats inward from the left, visible_end eats inward from the right
9575        table.insert(self.clumps, {
9576          clump_start = clump_start, clump_end = clump_end,
9577          visible_start = clump_start, visible_end = clump_end,
9578          segs = segs,
9579        })
9580        i = i + clump_size
9581      end
9582      -- Tween both ends toward center with staggered timing
9583      for _, clump in ipairs(self.clumps) do
9584        local mid = (clump.clump_start + clump.clump_end)/2
9585        local delay = an.random:float(0, self.duration*0.4)
9586        local tween_dur = self.duration - delay
9587        self.timer:after(delay, function()
9588          self.timer:tween(tween_dur, clump, {visible_start = mid, visible_end = mid}, math.cubic_in)
9589        end)
... [20 more lines]

Grep (^railgun_flash = |^function railgun_flash:)

9541:railgun_flash = object:extend()
9542:function railgun_flash:new(x, y, args)
9594:function railgun_flash:update(dt)

Read (E:\a327ex\Orblike\main.lua)

9525   if self.size < 0.5 then return end
9526      local c = self.draw_color()
9527      local s = self.size
9528      for i = 1, #self.verts do
9529        local v1 = self.verts[i]
9530        local v2 = self.verts[i % #self.verts + 1]
9531        local x1 = self.x + s*v1.d*math.cos(v1.a + self.r)
9532        local y1 = self.y + s*v1.d*math.sin(v1.a + self.r)
9533        local x2 = self.x + s*v2.d*math.cos(v2.a + self.r)
9534        local y2 = self.y + s*v2.d*math.sin(v2.a + self.r)
9535        effects:line(x1, y1, x2, y2, 1, c)
9536      end
9537    end
9538    
9539    -- Effect: railgun_flash

Read (E:\a327ex\Orblike\main.lua)

9541 railgun_flash = object:extend()
9542    function railgun_flash:new(x, y, args)
9543      object.new(self)
9544      self.x, self.y = x, y
9545      self.r = args.r or 0
9546      self.length = args.length or 100
9547      self.path = args.path
9548      self.draw_color = args.color and args.color:clone() or fg_color:clone()
9549      self.duration = args.duration or 0.25
9550      self:add(timer())
9551      -- Generate dash segments along the beam
9552      local all_segs = {}
9553      local dash_len, gap_len = 5, 6
9554      local stride = dash_len + gap_len
9555      local d = 0
9556      while d < self.length do
9557        local seg_end = math.min(d + dash_len, self.length)
9558        if seg_end - d > 0.5 then
9559          table.insert(all_segs, {start_d = d, end_d = seg_end})
9560        end

Grep (ability_layer)

No matches found

[Showing results with pagination = offset: 8745]

Grep (ability_layer)

609-      local ex, ey = trail_pos(dash_end)
610:      ability_layer:line(sx, sy, ex, ey, 2, trail_color())
--
2288-          local a2 = -math.pi/2 + (i + 1)*arc_amount/segments
2289:          ability_layer:line(
--
3051-            local a2 = -math.pi/2 + (i + 1)*arc_amount/segments
3052:            ability_layer:line(
--
3472-                local offset = beam_width*1.5
3473:                ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3474:                ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
--
3487-              local ex, ey = path_point(dash_end)
3488:              ability_layer:line(sx, sy, ex, ey, center_width, c)
3489:              ability_layer:circle(sx, sy, center_cap, c)
3490:              ability_layer:circle(ex, ey, center_cap, c)
--
3509-            local tip_color = (self.beam_tip_flash or 0) > 0.5 and white or beam_color
3510:            ability_layer:circle(tip.x, tip.y, tip_radius, tip_color)
--
4394-          local ex, ey = trail_pos(dash_end)
4395:          ability_layer:line(sx, sy, ex, ey, 2, trail_color())
--
4405-  local c = self.flashing and fg_color() or fg_color()
4406:  local al = ability_layer
--
4471-game = an:layer('game')
4472:ability_layer = an:layer('ability_layer')
--
... [112 more lines]

Read (E:\a327ex\Orblike\main.lua)

9440       if d > 3 or #simplified < 8 then
9441            table.insert(simplified, pts[i])
9442          end
9443          if #simplified >= 8 then break end
9444        end
9445        pts = simplified
9446      end
9447      for _, p in ipairs(pts) do
9448        table.insert(flat_verts, p.x)
9449        table.insert(flat_verts, p.y)
9450      end
9451      self:add(collider('rock_fragment', 'dynamic', 'polygon', flat_verts, {}))
9452      self.collider:set_gravity_scale(0)
9453      self.collider:set_linear_damping(1.5)
9454      self.collider:set_angular_damping(1)
9455      self.collider:set_position(x, y)
9456      self.collider:set_restitution(0.5)
9457      self.collider:set_bullet(true)
9458      -- Launch outward
9459      local launch_r = args.launch_r or 0

Read (E:\a327ex\Orblike\main.lua)

8520     points = new_points
8521        offset = offset/2
8522      end
8523      return points
8524    end
8525    
8526    function lightning_line:update(dt)
8527      if self.hidden then return end
8528      if self.src.follow then
8529        self.src.x = self.src.follow.x + self.src.ox
8530        self.src.y = self.src.follow.y + self.src.oy
8531      end
8532      self.frame = (self.frame or 0) + 1
8533      if self.frame % 2 == 0 then
8534        self.cached_points = self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
8535      end
8536      local points = self.cached_points or self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
8537      local c = self.color()
8538      for i = 1, #points - 1 do
8539        ability_layer:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)
8540      end
8541    end
8542    
8543    
8544    -- Effect: cyclone_particle

Read (E:\a327ex\Orblike\main.lua)

10440    single_target = object:extend()
10441   function single_target:new(x, y, col)
10442     object.new(self)
10443     self.x, self.y = x, y
10444     self.color = col
10445     self.w = 0
10446     self.r = math.pi/4
10447     self.flashing = false
10448     self.hidden = false
10449   
10450     self:add(timer())
10451     self:add(spring())
10452     self.spring:add('main', 1)
10453   
10454     -- Expand
10455     self.timer:tween(0.05, self, {w = 10}, math.cubic_in_out, function()
10456       -- Pop
10457       self.spring:pull('main', 0.25)
10458       self.flashing = true
10459       self.timer:after(0.15, 'flash', function() self.flashing = false end)

Grep (^melee_wave_rock = |^function melee_wave_rock:|^rock_fragment = |^function rock_fragment:)

9422:rock_fragment = object:extend()
9423:function rock_fragment:new(x, y, args)
9477:function rock_fragment:update(dt)

Read (E:\a327ex\Orblike\main.lua)

9422 rock_fragment = object:extend()
9423    function rock_fragment:new(x, y, args)
9424      object.new(self)
9425      self.x, self.y = x, y
9426      self.points = args.points or {{x = -4, y = -4}, {x = 4, y = -4}, {x = 0, y = 4}}
9427      self.duration = args.duration or 0.6
9428      self.draw_color = args.color and args.color:clone() or fg_color:clone()
9429      self.r = 0
9430      -- Polygon collider from fragment vertices (max 8 for Box2D)
9431      local flat_verts = {}
9432      local pts = self.points
9433      -- If too many points, skip jag points and just use center + outer vertices
9434      if #pts > 8 then
9435        local simplified = {pts[1]}  -- center
9436        for i = 2, #pts do

Let me check where these sub-objects get spawned from — the creating code should have access to the orb slot.

Grep (an:add(area()

1188-      -- Spawn a fissure area + play random cast sound
1189-      local function spawn_fissure_area(pos)
1190:        an:add(area(pos.x, pos.y, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = pos.r}))
--
1264-      local function spawn_self_area_formation()
1265-        local aim_r = r
1266:        an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target}))
--
1276-            local child_radius = base_radius*(n - i)/n
1277-            local dist = outer_edge + child_radius
1278:            an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
--
1302-      if def.aftershock_delay then
1303-        self.timer:after(def.aftershock_delay, function()
1304:          an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, damage = def.aftershock_damage}))
--
1367-              ay = fire_y + oy + rd*math.sin(dir_r)
1368-            end
1369:            an:add(area(ax, ay, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = dir_r, cascade_r = dir_r}))
--
1461-        end
1462-        if mods.chain_area and hop % mods.chain_area == 0 then
1463:          an:add(area(target.x, target.y, {ability = ability_name, color = def.color, mods = mods, radius = chain_area_radius}))
--
2092-                    end
2093-                    if dash_mods and dash_mods.melee_splash then
2094:                      an:add(area(t.x, t.y, {
--
2961-                    asal_strike(e, self.asal_mods, self.asal_pierced)
2962-                    if self.asal_mods and self.asal_mods.melee_splash then
... [57 more lines]

Grep (an:add(lightning_line()

1446-      local function chain_hit(src, target, hop)
1447-        if target.dead then return end
1448:        an:add(lightning_line(src, target, {color = def.color, line_width = 2, duration = 0.15, max_offset = 6}))

Grep (an:add(slightly_jagged_line()

1120-      self.spring:pull('main', 0.5)
1121-    else
1122:      an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color}))
--
3218-          if startup_null then
3219-            -- Player-to-orb line in purple
3220:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
--
3224-          else
3225-            -- Orb-to-player line in ability color
3226:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))
--
3617-          self.cyclone_is_null = is_null
3618-          if is_null then
3619:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3620-          else
3621:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))
--
3722-          self.toggle_area_is_null = is_null
3723-          if is_null then
3724:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3725-          else
3726:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))
--
3795-          if startup_mods['area---'] then area_scale = area_scale*0.5 end
3796-          if is_null then
3797:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3798-          else
3799:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))

Grep (an:add(railgun_flash()

2562-            end
2563-          end
2564:          an:add(railgun_flash(from_x, from_y, {r = dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path}))
--
2609-              local chain_dist = math.distance(chain_from.x, chain_from.y, closest.x, closest.y)
2610-              -- Draw chain line only to target, not full range
2611:              an:add(railgun_flash(chain_from.x, chain_from.y, {r = chain_r, length = chain_dist, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25}))
--
2724-                  end
2725-                end
2726:                an:add(railgun_flash(sp.from_x, sp.from_y, {r = sp.dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = sp.path}))
--
2758-                      end
2759-                    end
2760:                    an:add(railgun_flash(ox, oy, {r = r, length = max_range, width = def.base_width*(1 + charge_t), color = def.color, duration = 0.25}))
--
9050-      self.center_max = furthest_dist > 0 and furthest_dist or total_path_len
9051-      -- Spawn railgun_flash for center line + side lines
9052:      an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path}))
--
9064-          table.insert(side_path, {x = self.damage_path[i].x + px, y = self.damage_path[i].y + py})
9065-        end
9066:        an:add(railgun_flash(side_path[1].x, side_path[1].y, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = side_path}))

Grep (an:add(rock_fragment()

9388-      local nudge_x = spawn_nudge*math.cos(launch_r)
9389-      local nudge_y = spawn_nudge*math.sin(launch_r)
9390:      an:add(rock_fragment(self.target_x + centroid_x + nudge_x, self.target_y + centroid_y + nudge_y, {

Grep (an:add(single_target(|an:add(area_rect(|an:add(area_circle()

10352-function player:single_target_attack()
10353-  local tx, ty = an.camera.mouse.x, an.camera.mouse.y
10354:  an:add(single_target(tx, ty, self.color))
--
10375-function player:area_rect_attack()
10376-  local tx, ty = an.camera.mouse.x, an.camera.mouse.y
10377:  an:add(area_rect(tx, ty, self.r, self.color))
--
10397-function player:area_circle_attack()
10398-  local tx, ty = an.camera.mouse.x, an.camera.mouse.y
10399:  an:add(area_circle(tx, ty, self.color))

OK, I have a complete picture now. To apply per-orb editions the same way the 'o' key applies them (post-process shader on the layer), we need per-orb ability layers back — and this time actually wire them up.

The approach:

  1. Restore ability_layers (one per slot)
  2. Each object stores self.al pointing to the right layer
  3. All ability_layer: draw calls become self.al:
  4. Thread al through spawn sites
  5. Render section applies per-orb edition from orbs[i].edition

This touches many lines but it's all mechanical. Let me work through it.

AskUserQuestion

The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
The user wants to clarify these questions.
    This means they may have additional information, context or questions for you.
    Take their response into account and then reformulate the questions if appropriate.
    Start by asking them what they would like to clarify.

    Questions asked:

- "This requires changes across ~50 draw call sites and ~30 spawn sites. Should I proceed with this approach, or do you have a different/simpler idea in mind?"
  (No answer provided)

What would you like to clarify? Is there a simpler approach you had in mind, or do you want to discuss the implementation differently?

Why do we need ability layers back? I thought we added a per object way to draw things with the global shape drawing shader.

You're right, I was wrong. The draw shader already handles per-object edition — the orb circle draw shows the pattern:

local ed = self.edition or ability_edition_override or 0
if ed > 0 then
  al:shader_set_float(draw_shader, 'u_edition', ed)
  al:shader_set_float(draw_shader, 'u_time', an.time)
end
al:circle(self.x, self.y, self.rs*s, c)
if ed > 0 then
  al:shader_set_float(draw_shader, 'u_edition', 0)
end

That per-primitive approach is exactly what made multiple layers unnecessary. I just need to extend this wrapping to all the other objects that draw ability visuals (areas, beams, trails, projectiles, etc.) — each sets u_edition from its source orb's edition before drawing, resets after. Single layer, no routing needed.

The changes would be:

  1. Thread the source orb's edition to each sub-object (via source_orb or a simple edition arg)
  2. Wrap each object's ability draws with the shader_set_float before/after pattern
  3. Remove the post-process edition shader on the ability layer (since the draw shader handles it per-primitive now)

Should I proceed with this?

Sure, let's try it.

Let me start by understanding all the draw sites that need wrapping. First, the orb's non-circle draws (beams, charge arcs, trails).

Read (E:\a327ex\Orblike\main.lua)

595              age = an.time - (trail[i + 1].t + t*(trail[i].t - trail[i + 1].t))
596           else
597             age = an.time - trail[i].t
598           end
599           break
600         end
601       end
602       local t = age/trail_duration
603       if t < 0.5 then
604         trail_color.a = 255
605       else
606         trail_color.a = math.remap(t, 0.5, 1, 255, 0)
607       end
608       local sx, sy = trail_pos(dash_start)
609       local ex, ey = trail_pos(dash_end)
610       ability_layer:line(sx, sy, ex, ey, 2, trail_color())
611     end
612     d = d + stride
613   end
614 end
615 
616 -- Asal chain explosion: spawns area at position that chains on kill
617 function spawn_asal_explosion(x, y, damage, base_radius, mods, color)
618   if damage <= 0 then return end
619   local a = area(x, y, {ability = 'asal', color = color, mods = mods, damage = damage})

Read (E:\a327ex\Orblike\main.lua)

2275         local charge_src_y = rg_null and self.y or p1.y
2276            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)
2277            -- Face mouse while charging
2278            if not rg_null then p1.r = charge_aim_r end
2279            -- Charge circle UI
2280            local charge_radius = 12
2281            local arc_amount = charge_t*2*math.pi
2282            local segments = math.max(1, math.floor(arc_amount/0.2))
2283            local shake_amt = math.remap(charge_t, 0, 1, 0, 2)
2284            local cx_shake = charge_src_x + an.random:float(-shake_amt, shake_amt)
2285            local cy_shake = charge_src_y + an.random:float(-shake_amt, shake_amt)
2286            for i = 0, segments - 1 do
2287              local a1 = -math.pi/2 + i*arc_amount/segments
2288              local a2 = -math.pi/2 + (i + 1)*arc_amount/segments
2289              ability_layer:line(
2290                cx_shake + charge_radius*math.cos(a1), cy_shake + charge_radius*math.sin(a1),
2291                cx_shake + charge_radius*math.cos(a2), cy_shake + charge_radius*math.sin(a2),
2292                2, fg_color()
2293              )
2294            end
2295            -- Converging particles
2296            if not self.rg_particle_timer then self.rg_particle_timer = 0 end
2297            local particle_rate = math.remap(charge_t, 0, 1, 0.15, 0.03)
2298            self.rg_particle_timer = self.rg_particle_timer + dt
2299            if self.rg_particle_timer >= particle_rate then

Read (E:\a327ex\Orblike\main.lua)

3038           local charge_radius = 12
3039              if not charging_null then
3040                local ps = p1.spring.hit.x*p1.spring.shoot.x*p1.spring.move.x
3041                charge_radius = 12*(1 + (ps - 1)*0.33)
3042              end
3043              local arc_amount = charge_t*2*math.pi
3044              local segments = math.max(1, math.floor(arc_amount/0.2))
3045              local c_charge = charging_null and purple() or fg_color()
3046              local shake_amt = math.remap(charge_t, 0, 1, 0, 2)*0.66
3047              local cx_shake = charge_src.x + an.random:float(-shake_amt, shake_amt)
3048              local cy_shake = charge_src.y + an.random:float(-shake_amt, shake_amt)
3049              for i = 0, segments - 1 do
3050                local a1 = -math.pi/2 + i*arc_amount/segments
3051                local a2 = -math.pi/2 + (i + 1)*arc_amount/segments
3052                ability_layer:line(
3053                  cx_shake + charge_radius*math.cos(a1), cy_shake + charge_radius*math.sin(a1),
3054                  cx_shake + charge_radius*math.cos(a2), cy_shake + charge_radius*math.sin(a2),
3055                  2, c_charge
3056                )
3057              end
3058              -- Converging particles on charge_src
3059              if not self.asal_particle_timer then self.asal_particle_timer = 0 end
3060              local particle_rate = math.remap(charge_t, 0, 1, 0.15, 0.03)
3061              self.asal_particle_timer = self.asal_particle_timer + dt
3062              if self.asal_particle_timer >= particle_rate then

Now let me look at the beam draws and the orb's full draw section to understand the scope.

Read (E:\a327ex\Orblike\main.lua)

3455           local center_width = def.beam_width
3456              local center_cap = center_width/2
3457              local d = scroll - stride
3458              -- Guide lines (only if beam_width > base)
3459              if beam_width > def.beam_width then
3460                local guide_color = is_null and purple:clone() or def.color:clone()
3461                guide_color.a = 60
3462                local gc = guide_color()
3463                local guide_d = scroll - stride
3464                while guide_d < total_path_len do
3465                  local dash_start = math.max(guide_d, 0)
3466                  local dash_end = math.min(guide_d + dash_length, total_path_len)
3467                  if dash_end - dash_start > 0.5 then
3468                    local sx, sy = path_point(dash_start)
3469                    local ex, ey = path_point(dash_end)
3470                    local seg_r = math.atan(ey - sy, ex - sx)
3471                    local px, py = math.cos(seg_r + math.pi/2), math.sin(seg_r + math.pi/2)
3472                    local offset = beam_width*1.5
3473                    ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3474                    ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3475                  end
3476                  guide_d = guide_d + stride
3477                end
3478              end
3479              -- Center beam
3480              while d < total_path_len do
3481                local dash_start = math.max(d, 0)
3482                local dash_end = math.min(d + dash_length, total_path_len)
3483                if dash_end - dash_start > 0.5 then
3484                  local mid = (dash_start + dash_end)/2
... [35 more lines]

Read (E:\a327ex\Orblike\main.lua)

4370         return self.null_trail[1].x, self.null_trail[1].y
4371          end
4372          local d = 0
4373          while d < total_dist do
4374            local dash_start = d
4375            local dash_end = math.min(d + dash_len, total_dist)
4376            if dash_end - dash_start > 0.5 then
4377              local mid = (dash_start + dash_end)/2
4378              local age = 0
4379              for i = #self.null_trail - 1, 1, -1 do
4380                if cum_dist[i] >= mid then
4381                  local seg_len = cum_dist[i] - cum_dist[i + 1]
4382                  if seg_len > 0.01 then
4383                    local t = (mid - cum_dist[i + 1])/seg_len
4384                    age = an.time - (self.null_trail[i + 1].t + t*(self.null_trail[i].t - self.null_trail[i + 1].t))
4385                  else
4386                    age = an.time - self.null_trail[i].t
4387                  end
4388                  break
4389                end
4390              end
4391              local t = age/trail_dur
4392              if t < 0.5 then trail_color.a = 255 else trail_color.a = math.remap(t, 0.5, 1, 255, 0) end
4393              local sx, sy = trail_pos(dash_start)
4394              local ex, ey = trail_pos(dash_end)
4395              ability_layer:line(sx, sy, ex, ey, 2, trail_color())
4396            end
4397            d = d + stride
4398          end
4399        end
... [20 more lines]

Let me understand the orb update structure to find the best wrapping point.

Grep (^function orb:update|^function orb:new)

1014:function orb:new(args)
1975:function orb:update(dt)

Read (E:\a327ex\Orblike\main.lua)

1975 function orb:update(dt)
1976      if not self.null_move_active then
1977        local target_ox, target_oy = self:get_target_offset()
1978        local dx, dy = target_ox - self.ox, target_oy - self.oy
1979        local w = orb_follow_frequency
1980        local z = orb_follow_damping
1981        self.ovx = self.ovx + (w*w*dx - 2*z*w*self.ovx)*dt
1982        self.ovy = self.ovy + (w*w*dy - 2*z*w*self.ovy)*dt
1983        self.ox = self.ox + self.ovx*dt
1984        self.oy = self.oy + self.ovy*dt
1985        self.x = p1.x + self.ox
1986        self.y = p1.y + self.oy
1987        self.collider:set_position(self.x, self.y)
1988      end
1989    
1990      local ability_name = self:primary_ability()
1991      if ability_name then
1992        local def = abilities[ability_name]
1993        if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
1994          self.cooldown = math.max(self.cooldown - dt, 0)
1995          -- Lerp during dash
1996          if self.dash_strike_lerping then
1997            self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
1998            local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
1999            local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2000            local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2001            -- Wall collision check: raycast from current to target, stop at wall
2002            if not self.dash_strike_is_null then
2003              local hit = an:raycast(p1.x, p1.y, px, py, {'wall'})
2004              if hit then

Read (E:\a327ex\Orblike\main.lua)

555  end
556 
557 function trail_draw(trail, trail_duration, trail_base_color)
558   if #trail < 2 then return end
559   local dash_len = 5
560   local gap_len = 6
561   local stride = dash_len + gap_len
562   local cum_dist = {[#trail] = 0}
563   for i = #trail - 1, 1, -1 do
564     local dx = trail[i + 1].x - trail[i].x
565     local dy = trail[i + 1].y - trail[i].y
566     cum_dist[i] = cum_dist[i + 1] + math.sqrt(dx*dx + dy*dy)
567   end
568   local total_dist = cum_dist[1]
569   local function trail_pos(dist)
570     for i = #trail - 1, 1, -1 do
571       if cum_dist[i] >= dist then
572         if i == #trail then return trail[i].x, trail[i].y end
573         local seg_len = cum_dist[i] - cum_dist[i + 1]
574         if seg_len < 0.01 then return trail[i].x, trail[i].y end
575         local t = (dist - cum_dist[i + 1])/seg_len
576         return trail[i + 1].x + t*(trail[i].x - trail[i + 1].x),
577                trail[i + 1].y + t*(trail[i].y - trail[i + 1].y)
578       end
579     end
580     return trail[1].x, trail[1].y
581   end
582   local trail_color = trail_base_color:clone()
583   local d = 0
584   while d < total_dist do
... [30 more lines]

Grep (trail_draw()

557:function trail_draw(trail, trail_duration, trail_base_color)
6977:  trail_draw(self.trail, trail_duration, trail_base)
9990:    trail_draw(self.trail, self.trail_duration, self.color)
10108:  trail_draw(self.trail, self.trail_duration, self.color)

Read (E:\a327ex\Orblike\main.lua)

9985           self.done = true
9986            end
9987          end
9988        end
9989        -- Draw
9990        trail_draw(self.trail, self.trail_duration, self.color)
9991        if not self.done then
9992          local s = self.spring.main.x
9993          game:push(self.x, self.y, self.r, s, s)
9994          game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, self.color())

Read (E:\a327ex\Orblike\main.lua)

10103          -- resolving = true; main dash/parent will set self.done when it finishes
10104       end
10105     end
10106   
10107     -- Draw trail (shared function, same as player)
10108     trail_draw(self.trail, self.trail_duration, self.color)
10109   
10110     -- Draw: player shape, fading out with trail when done
10111     local s = self.spring.main.x
10112     local c = self.color:clone()

Grep (^flicker_strike_effect|^function flicker_strike_effect|^dash_strike_effect|^function dash_strike_effect)

No matches found

Read (E:\a327ex\Orblike\main.lua)

9920       if d >= 40 then table.insert(candidates, e) end
9921        end
9922      end
9923      if #candidates == 0 then
9924        for _, e in ipairs(cached_enemies) do
9925          if not e.dead and e ~= exclude then table.insert(candidates, e) end
9926        end
9927      end
9928      if #candidates > 0 then return an.random:choice(candidates) end
9929      return nil
9930    end
9931    
9932    function dash_clone:update(dt)
9933      local is_active = self.lerping or self.flicker_lerping
9934      trail_update(self.trail, self.x, self.y, is_active, self.trail_duration)

Read (E:\a327ex\Orblike\main.lua)

10025                  an.camera.shake:push(self.dash_r, 4)
10026                 if overkill > 0 then
10027                   spawn_asal_explosion(e.x, e.y, overkill, self.def.explosion_radius or 25, self.mods, self.color)
10028                 end
10029                 break
10030               end
10031             end
10032           end
10033         end
10034         -- Asal dash complete
10035         if t >= 1 then
10036           self.lerping = false
10037           self.resolving = true
10038         end
10039       else

Grep (^dash_clone = |^function dash_clone:new)

9821:dash_clone = object:extend()
9822:function dash_clone:new(x, y, args)

Read (E:\a327ex\Orblike\main.lua)

9821 dash_clone = object:extend()
9822    function dash_clone:new(x, y, args)
9823      object.new(self)
9824      self.x, self.y = x, y
9825      self.r = args.r
9826      self.def = args.def
9827      self.mods = args.mods or {}
9828      self.color = args.color or blue
9829      self.w, self.h = 10, 10
9830      self.dash_r = args.r
9831      if args.mode ~= 'flicker' then
9832        local dash_dist = args.dash_dist or self.def.dash_range
9833        self.from_x, self.from_y = x, y
9834        self.to_x = x + dash_dist*math.cos(self.dash_r)
9835        self.to_y = y + dash_dist*math.sin(self.dash_r)
9836      end
9837      self.lerp_t = 0
9838      self.lerping = args.mode ~= 'flicker'
9839      self.hit_set = {}
9840      self.hit_list = {}
9841      self.resolving = false
9842      self.alpha = 255
9843      self.mode = args.mode or 'dash_strike'  -- 'dash_strike', 'asal', or 'flicker'
9844      self.asal_hit = nil
9845      self.charge_mult = args.charge_mult or 1
9846      self.trail = {}
9847      self.trail_duration = args.mode == 'flicker' and 0.8 or 0.5
9848    
9849      self:add(timer())
9850      self:add(spring())

Grep (an:add(dash_clone()

No matches found

Grep (dash_clone()

2225:                local clone = dash_clone(dash_src.x + ox, dash_src.y + oy, {r = angle, def = def, mods = mods, color = p1.color, dash_dist = dash_dist})
3186:                  local clone = dash_clone(charge_src.x + ox, charge_src.y + oy, {
4055:                local clone = dash_clone(p1.x, p1.y, {

Let me check the projectile's existing edition handling to understand the pattern.

Read (E:\a327ex\Orblike\main.lua)

7360         self:die()
7361            return
7362          end
7363        end
7364      end
7365    
7366      -- Draw
7367      local s = self.spring.main.x
7368      local c = self.flashing and fg_color() or self.color()
7369      -- Set per-object edition from source orb
7370      local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
7371      if proj_ed > 0 then
7372        self.al:shader_set_float(draw_shader, 'u_edition', proj_ed)
7373        self.al:shader_set_float(draw_shader, 'u_time', an.time)
7374      end
7375      if self.is_ball_lightning then
7376        -- Core orb only; zone visuals handled by the area object
7377        self.al:push(self.x, self.y, 0, s, s)
7378        self.al:circle(0, 0, 3, c)
7379        self.al:pop()
7380      elseif self.arc_shape then
7381        local arc_r = self.h/2
7382        local max_w = math.max(self.w, 3)
7383        local spin = self.arc_spin or 0
7384        local swoosh_len = math.pi*1.08
7385        local segments = 16
7386        local dash_len = 5
7387        local gap_len = 4
7388        local dash_stride = dash_len + gap_len
7389        self.al:push(self.x, self.y, 0, s, s)
... [10 more lines]

Read (E:\a327ex\Orblike\main.lua)

7410     self.al:stencil_off()
7411        -- Closed crescent outline (dashed, head+tail always visible)
7412        -- Find last visible segment (where half_w > 0.5)
7413        local last_visible = 0
7414        for i = 0, segments - 1 do
7415          local frac = i/segments
7416          local hw = math.lerp(frac*frac, max_w, 0)*0.5
7417          if hw > 0.5 then last_visible = i end
7418        end
7419        local head_count = 2  -- always-drawn segments at head
7420        local tail_count = 2  -- always-drawn segments at tail
7421        local function is_dash(i)
7422          if i <= head_count - 1 then return true end
7423          if i >= last_visible - tail_count + 1 then return true end
7424          local frac = i/segments
7425          local seg_dist = frac*swoosh_len*arc_r
7426          return math.floor(seg_dist/dash_stride) % 2 == 0
7427        end
7428        -- Outer edge (head to tail)
7429        for i = 0, segments - 1 do
7430          local frac1 = i/segments
7431          local frac2 = (i + 1)/segments
7432          local a1 = spin - frac1*swoosh_len
7433          local a2 = spin - frac2*swoosh_len
7434          local half_w1 = math.lerp(frac1*frac1, max_w, 0)*0.5
7435          local half_w2 = math.lerp(frac2*frac2, max_w, 0)*0.5
7436          if (half_w1 > 0.5 or half_w2 > 0.5) and is_dash(i) then
7437            self.al:line((arc_r + half_w1)*math.cos(a1), (arc_r + half_w1)*math.sin(a1),
7438                     (arc_r + half_w2)*math.cos(a2), (arc_r + half_w2)*math.sin(a2), 2, c)
7439          end
... [10 more lines]

Read (E:\a327ex\Orblike\main.lua)

7455     end
7456        -- Inner edge (head to tail)
7457        for i = 0, segments - 1 do
7458          local frac1 = i/segments
7459          local frac2 = (i + 1)/segments
7460          local a1 = spin - frac1*swoosh_len
7461          local a2 = spin - frac2*swoosh_len
7462          local half_w1 = math.lerp(frac1*frac1, max_w, 0)*0.5
7463          local half_w2 = math.lerp(frac2*frac2, max_w, 0)*0.5
7464          if (half_w1 > 0.5 or half_w2 > 0.5) and is_dash(i) then
7465            self.al:line((arc_r - half_w1)*math.cos(a1), (arc_r - half_w1)*math.sin(a1),
7466                     (arc_r - half_w2)*math.cos(a2), (arc_r - half_w2)*math.sin(a2), 2, c)
7467          end
7468        end
7469        self.al:pop()
7470      else
7471        self.al:push(self.x, self.y, self.r + (self.visual_spin or 0), s, s)
7472        self.al:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
7473        self.al:pop()
7474      end
7475      -- Reset edition
7476      if proj_ed > 0 then
7477        self.al:shader_set_float(draw_shader, 'u_edition', 0)
7478      end
7479    end
7480    
7481    function projectile:die()
7482      -- cast_on_expire: fire linked spell at death position
7483      if self.mods.cast_on_expire then
7484        local expire_ability = self.mods.cast_on_expire

Read (E:\a327ex\Orblike\main.lua)

6970   elseif self.charge_color_tween then
6971        trail_base = self.color:clone():mix(fg_color, self.charge_color_tween)
6972      elseif self.charge_color_t then
6973        trail_base = self.color:clone():mix(fg_color, self.charge_color_t)
6974      else
6975        trail_base = self.flashing and fg_color or self.color
6976      end
6977      trail_draw(self.trail, trail_duration, trail_base)
6978    
6979      -- Draw
6980      local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
6981      local c
6982      if self.charge_color_tween then
6983        c = self.color:clone():mix(fg_color, self.charge_color_tween)()
6984      elseif self.charge_color_t then

Now I have a clear picture. Let me implement this step by step. The approach:

  1. Orb: Set edition shader at start of update, reset at end (currently only wraps the circle)
  2. Each sub-object: Add self.edition, wrap draws with shader set/reset
  3. Spawn sites: Thread edition from source orb
  4. Remove post-process on ability_layer since draw shader handles it per-primitive

Let me start with the orb — extending its edition wrapping to cover all draws.

Read (E:\a327ex\Orblike\main.lua)

1985     self.x = p1.x + self.ox
1986        self.y = p1.y + self.oy
1987        self.collider:set_position(self.x, self.y)
1988      end
1989    
1990      local ability_name = self:primary_ability()
1991      if ability_name then
1992        local def = abilities[ability_name]
1993        if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
1994          self.cooldown = math.max(self.cooldown - dt, 0)
1995          -- Lerp during dash
1996          if self.dash_strike_lerping then
1997            self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
1998            local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
1999            local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t

Good. I'll set the edition at line 1989, and simplify the existing circle draw section. Let me make all the changes now.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now simplify the existing circle draw section — remove the duplicate edition setup since it's already set at the top:

Read (E:\a327ex\Orblike\main.lua)

4408     if #self.null_trail == 0 then self.null_trail = nil end
4409      end
4410    
4411      local s = self.spring.main.x
4412      local c = self.flashing and fg_color() or fg_color()
4413      local al = ability_layer
4414      local ed = self.edition or ability_edition_override or 0
4415      if ed > 0 then
4416        al:shader_set_float(draw_shader, 'u_edition', ed)
4417        al:shader_set_float(draw_shader, 'u_time', an.time)
4418      end
4419      al:circle(self.x, self.y, self.rs*s, c)
4420      if ed > 0 then
4421        al:shader_set_float(draw_shader, 'u_edition', 0)
4422      end
4423    end
4424    
4425    -- Orb management
4426    orbs = {}
4427    function add_orb()

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the projectile — move edition setup before trail_draw:

Read (E:\a327ex\Orblike\main.lua)

6955       self.r = self.r + math.clamp(diff, -max_turn, max_turn)
6956        else
6957          local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
6958          self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
6959        end
6960      end
6961    
6962      -- Trail
6963      if not self.trail then self.trail = {} end
6964      local trail_duration = self.flicker_trail_duration or 0.5
6965      local trail_active = (self.cyclone_active and self.moving) or self.flicker_active or self.asal_dashing
6966      trail_update(self.trail, self.x, self.y, trail_active, trail_duration)
6967      if #self.trail == 0 and self.flicker_trail_color then
6968        self.flicker_trail_color = nil
6969      end
6970      local trail_base
6971      if self.flicker_trail_color then
6972        trail_base = self.flicker_trail_color
6973      elseif self.charge_color_tween then
6974        trail_base = self.color:clone():mix(fg_color, self.charge_color_tween)
6975      elseif self.charge_color_t then
6976        trail_base = self.color:clone():mix(fg_color, self.charge_color_t)
6977      else
6978        trail_base = self.flashing and fg_color or self.color
6979      end
6980      trail_draw(self.trail, trail_duration, trail_base)
6981    
6982      -- Draw
6983      local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
6984      local c

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now remove the duplicate edition setup that was further down in the projectile:

Read (E:\a327ex\Orblike\main.lua)

7373   end
7374    
7375      -- Draw
7376      local s = self.spring.main.x
7377      local c = self.flashing and fg_color() or self.color()
7378      -- Set per-object edition from source orb
7379      local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
7380      if proj_ed > 0 then
7381        self.al:shader_set_float(draw_shader, 'u_edition', proj_ed)
7382        self.al:shader_set_float(draw_shader, 'u_time', an.time)
7383      end
7384      if self.is_ball_lightning then
7385        -- Core orb only; zone visuals handled by the area object
7386        self.al:push(self.x, self.y, 0, s, s)
7387        self.al:circle(0, 0, 3, c)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me handle the area object. I need to add edition to its constructor and wrap its draws.

Read (E:\a327ex\Orblike\main.lua)

7576 
7577    
7578    -- Area carrier (instant explosion or persistent DoT)
7579    area = object:extend()
7580    function area:new(x, y, args)
7581      object.new(self)
7582      self.x, self.y = x, y
7583      self.ability = args.ability
7584      self.color = args.color
7585      self.mods = args.mods or {}
7586      local def = abilities[self.ability]
7587      self.radius = args.radius or (def and def.area_radius) or 25
7588      if self.mods['area+'] then self.radius = self.radius*1.25 end
7589      if self.mods['area++'] then self.radius = self.radius*1.5 end
7590      if self.mods['area+++'] then self.radius = self.radius*2.0 end
7591      if self.mods['area-'] then self.radius = self.radius*0.85 end
7592      if self.mods['area--'] then self.radius = self.radius*0.7 end
7593      if self.mods['area---'] then self.radius = self.radius*0.5 end
7594    
7595      -- Cascade: spawn additional copies
7596      if self.mods.cascade and self.mods.cascade >= 2 and args.cascade_r then
7597        local n = self.mods.cascade
7598        local child_mods = {}
7599        for k, v in pairs(self.mods) do child_mods[k] = v end
7600        child_mods.cascade = nil
7601        local is_cone = (args.shape or (def and def.area_shape)) == 'cone'
7602        if is_cone then
7603          -- Cone cascade: widen the cone angle instead of spawning extras
7604          local cone_a = args.cone_angle or (def and def.cone_angle) or math.pi/2
7605          args.cone_angle = cone_a + (n - 1)*cone_a*0.8
... [15 more lines]

Read (E:\a327ex\Orblike\main.lua)

7618 
7619      self.visual_radius = 0
7620      self.damage = args.damage or (def and def.area_damage) or 1
7621      self.fill_color = self.color:clone()
7622      self.fill_color.a = 20
7623      self.flashing = false
7624      self.hidden = false
7625      self.arc_r = 0
7626      self.shape = args.shape or (def and def.area_shape) or 'circle'
7627      self.rect_h = args.rect_h
7628      self.cone_angle = args.cone_angle or (def and def.cone_angle) or math.pi/2
7629      self.r = args.r or 0
7630      self.follow = args.follow
7631      self.follow_ox = args.follow_ox or 0
7632      self.follow_oy = args.follow_oy or 0
7633    
7634      -- Duration (persistent area with DoT)
7635      self.duration = args.duration or (def and def.area_duration)
7636    
7637      self:add(timer())
7638      self:add(spring())
7639      self.spring:add('main', 1)
7640    
7641      if self.duration then
7642        -- Duration modifiers
7643        if self.mods['duration+'] then self.duration = self.duration*1.5 end
7644        if self.mods['duration++'] then self.duration = self.duration*2.0 end
7645        if self.mods['duration+++'] then self.duration = self.duration*3.0 end
7646        if self.mods['duration-'] then self.duration = self.duration*0.75 end
7647        if self.mods['duration--'] then self.duration = self.duration*0.5 end
... [20 more lines]

Now add self.edition to the area constructor:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now pass edition through cascade spawning:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now find the area's draw section to wrap it. Let me see where the shape drawing starts:

Read (E:\a327ex\Orblike\main.lua)

8033 
8034        self.arc_r = self.arc_r + self.arc_speed*dt
8035    -- Decay arc speed towards minimum
8036        local def_check = abilities[self.ability]
8037        if self.ability ~= 'cyclone' and not (def_check and def_check.steady_rotation) and math.abs(self.arc_speed) > self.arc_min_speed then
8038          self.arc_speed = self.arc_sign*math.max(math.abs(self.arc_speed) - 1.25*math.pi*dt, self.arc_min_speed)
8039        end
8040      else
8041        self.elapsed = self.elapsed + dt
8042        local mult = 1/(1 + math.exp(20*(self.elapsed - 0.25)))
8043        self.arc_r = self.arc_r + self.arc_base_speed*mult*dt
8044      end
8045    
8046      local s = self.spring.main.x
8047      local c = self.flashing and fg_color() or self.color()

Read (E:\a327ex\Orblike\main.lua)

8045 
8046      local s = self.spring.main.x
8047      local c = self.flashing and fg_color() or self.color()
8048    
8049      if self.shape == 'rect' then
8050        local w = self.visual_radius*2*s
8051        local h = (self.rect_h and self.rect_h*2 or self.visual_radius*2)*s
8052        local hw, hh = w/2, h/2
8053        local bracket = math.min(w, h)*0.1
8054    
8055        ability_layer:push(self.x, self.y, self.r)
8056        ability_layer:rectangle(-hw, -hh, w, h, self.fill_color())
8057        ability_layer:line(-hw, -hh, -hw + bracket, -hh, 2, c)
8058        ability_layer:line(-hw, -hh, -hw, -hh + bracket, 2, c)
8059        ability_layer:line(hw, -hh, hw - bracket, -hh, 2, c)

Now find where the area's draw section ends:

Read (E:\a327ex\Orblike\main.lua)

8140     local arc_angular = arc_world / math.max(r, 1)
8141        local segments = 6
8142        for i = 0, self.cached_num_arcs - 1 do
8143          local base = self.arc_r + i*2*math.pi/self.cached_num_arcs
8144          for j = 0, segments - 1 do
8145            local a1 = base + j*arc_angular/segments
8146            local a2 = base + (j + 1)*arc_angular/segments
8147            ability_layer:line(
8148              self.x + r*math.cos(a1), self.y + r*math.sin(a1),
8149              self.x + r*math.cos(a2), self.y + r*math.sin(a2),
8150              2, c
8151            )
8152          end
8153        end
8154      end
8155    end
8156    
8157    
8158    -- Seeker enemy
8159    seeker = object:extend()
8160    function seeker:new(x, y)
8161      object.new(self)
8162      self:tag('enemy')
8163      self.x, self.y = x, y
8164      self.w, self.h = 14, 6

Good. The area's draw section runs from line 8046 to line 8155 (end of the function). Let me wrap it:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the area echo/aftershock spawns need edition passed through. Let me find those:

Read (E:\a327ex\Orblike\main.lua)

7843     if self.mods.area_echo and self.mods.area_echo >= 2 and self.duration < 9999 then
7844          local echo_mods = {}
7845          for k, v in pairs(self.mods) do echo_mods[k] = v end
7846          echo_mods.area_echo = self.mods.area_echo - 1
7847          echo_mods.cascade = nil
7848          local echo_r = an.random:float(0, 2*math.pi)
7849          local echo_ox = x + self.radius*math.cos(echo_r)
7850          local echo_oy = y + self.radius*math.sin(echo_r)
7851          local echo_delay_dur = (def and def.echo_delay) or 0.55
7852          self.timer:after(echo_delay_dur, function()
7853            an:add(area(echo_ox, echo_oy, {ability = args.ability, color = args.color, mods = echo_mods, shape = args.shape, r = args.r}))
7854          end)
7855        end
7856    
7857        -- After duration, blink out and die

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me find and update the second echo spawn (the one with more args):

Read (E:\a327ex\Orblike\main.lua)

7960       end)
7961    
7962          -- Echo: repeat this area after a delay (0.55s = area visual lifetime)
7963          if self.mods.area_echo and self.mods.area_echo >= 2 then
7964            local echo_mods = {}
7965            for k, v in pairs(self.mods) do echo_mods[k] = v end
7966            echo_mods.area_echo = self.mods.area_echo - 1
7967            echo_mods.cascade = nil
7968            local echo_delay = (def and def.echo_delay) or 0.55
7969            self.timer:after(echo_delay, function()
7970              an:add(area(x, y, {ability = args.ability, color = args.color, mods = echo_mods, shape = args.shape, r = args.r, follow = args.follow, follow_ox = args.follow_ox, follow_oy = args.follow_oy, radius = self.radius, cone_angle = args.cone_angle, cascade_r = args.cascade_r}))
7971              an.camera.shake:shake(6, 0.2)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now I need to update all the area spawn sites from orb code to pass edition. There are many. Let me use an agent to handle the bulk of the area spawn sites and other sub-objects systematically.

Agent

[
  {
    "type": "text",
    "text": "Perfect! Now I have all the information I need. Let me create the final report:\n\n## Summary of `an:add(area(` Calls in main.lua\n\nHere are all 21 occurrences of `an:add(area(` calls organized by location:\n\n### INSIDE orb:update (lines 1995-4420)\n\n**1. Line 2101** - Inside orb:update\n```\nan:add(area(t.x, t.y, {\n```\n(dash_strike logic, melee_splash)\n\n**2. Line 2970** - Inside orb:update\n```\nan:add(area(e.x, e.y, {\n```\n(asal logic, melee_splash)\n\n**3. Line 4188** - Inside orb:update\n```\nan:add(area(e.x, e.y, {\n```\n(flicker_strike logic, melee_splash)\n\n---\n\n### OUTSIDE orb:update\n\n**4. Line 1190** - Inside orb:activate() method\n```\nan:add(area(pos.x, pos.y, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = pos.r}))\n```\n(spawn_fissure_area function)\n\n**5. Line 1266** - Inside orb:activate() method\n```\nan:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target}))\n```\n(self_area spawn)\n\n**6. Line 1278** - Inside orb:activate() method\n```\nan:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {\n```\n(cascade child area)\n\n**7. Line 1304** - Inside orb:activate() method\n```\nan:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, damage = def.aftershock_damage}))\n```\n(aftershock hit)\n\n**8. Line 1369** - Inside orb:activate() method\n```\nan:add(area(ax, ay, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = dir_r, cascade_r = dir_r}))\n```\n(aimed_area spawn)\n\n**9. Line 1463** - Inside orb:activate() method\n```\nan:add(area(target.x, target.y, {ability = ability_name, color = def.color, mods = mods, radius = chain_area_radius}))\n```\n(chain targeting)\n\n**10. Line 7169** - Inside projectile:new() constructor (ball_lightning init)\n```\nan:add(area(self.x, self.y, {ability = cast_name, color = cast_def.color, mods = self.mods}))\n```\n\n**11. Line 7248** - Inside projectile:update() method (cast_on_apex)\n```\nan:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))\n```\n\n**12. Line 7310** - Inside projectile:update() method (returning arc apex)\n```\nan:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))\n```\n\n**13. Line 7490** - Inside projectile:die() method\n```\nan:add(area(self.x, self.y, {ability = expire_ability, color = expire_def.color, mods = self.mods}))\n```\n\n**14. Line 7515** - Inside projectile:on_hit() method\n```\nan:add(area(self.x, self.y, {ability = 'fireball', color = self.color, mods = self.mods, cascade_r = self.r}))\n```\n\n**15. Line 7522** - Inside projectile:on_hit() method\n```\nan:add(area(self.x, self.y, {ability = 'null_arrow', color = self.color, mods = self.mods, cascade_r = self.r}))\n```\n\n**16. Line 7614** - Inside area:new() constructor (cascade child)\n```\nan:add(area(ox, oy, {ability = args.ability, color = args.color, mods = child_mods, shape = args.shape, r = slight_r, cascade_r = args.cascade_r, edition = args.edition}))\n```\n\n**17. Line 7853** - Inside area:new() constructor (area_echo)\n```\nan:add(area(echo_ox, echo_oy, {ability = args.ability, color = args.color, mods = echo_mods, shape = args.shape, r = args.r, edition = args.edition}))\n```\n\n**18. Line 7970** - Inside area:new() constructor (instant area echo)\n```\nan:add(area(x, y, {ability = args.ability, color = args.color, mods = echo_mods, shape = args.shape, r = args.r, follow = args.follow, follow_ox = args.follow_ox, follow_oy = args.follow_oy, radius = self.radius, cone_angle = args.cone_angle, cascade_r = args.cascade_r, edition = args.edition}))\n```\n\n**19. Line 9243** - Inside big_rock_effect:update() method (cast_on_apex for rock)\n```\nan:add(area(rock_x, rock_y, {ability = apex_name, color = apex_def.color, mods = self.mods}))\n```\n\n**20. Line 9986** - Inside dash_clone:update() method (melee_splash)\n```\nan:add(area(target.x, target.y, {ability = 'flicker_strike', color = self.color, mods = self.mods, radius = 16}))\n```\n\n**21. Line 10106** - Inside dash_clone:update() method (melee_splash for dash)\n```\nan:add(area(target.x, target.y, {ability = 'dash_strike', color = self.def.color, mods = self.mods, radius = 16}))\n```\n\n**22. Line 10269** - NOT in a method, appears to be in global debug input handling (key 'g' pressed)\n```\nan:add(area(cone_cx, cone_cy, {\n```\n\n---\n\n### Summary Statistics\n- **Inside orb:update**: 3 calls (lines 2101, 2970, 4188)\n- **Inside orb:activate()**: 6 calls (lines 1190, 1266, 1278, 1304, 1369, 1463)\n- **Inside projectile class**: 7 calls (lines 7169, 7248, 7310, 7490, 7515, 7522, and more)\n- **Inside area class constructors/initialization**: 4 calls (lines 7614, 7853, 7970)\n- **Inside other objects**: 3 calls (big_rock_effect, dash_clone)\n- **Global debug code**: 1 call (line 10269)"
  }
]

Good. Now I need to update all these area spawn sites to pass edition. Let me work through them systematically. First, the orb:activate sites:

Read (E:\a327ex\Orblike\main.lua)

1188       -- Spawn a fissure area + play random cast sound
1189          local function spawn_fissure_area(pos)
1190            an:add(area(pos.x, pos.y, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = pos.r}))
1191            if def.cast_sounds then
1192              local snd = an.random:choice(def.cast_sounds)

Read (E:\a327ex\Orblike\main.lua)

1264       local function spawn_self_area_formation()
1265            local aim_r = r
1266            an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target}))
1267    
1268            if mods.cascade and mods.cascade >= 2 then

Read (E:\a327ex\Orblike\main.lua)

1275           for i = 1, n - 1 do
1276                local child_radius = base_radius*(n - i)/n
1277                local dist = outer_edge + child_radius
1278                an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
1279                  ability = ability_name, color = def.color, mods = area_mods,

Read (E:\a327ex\Orblike\main.lua)

1302       if def.aftershock_delay then
1303            self.timer:after(def.aftershock_delay, function()
1304              an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, damage = def.aftershock_damage}))
1305              an.camera.shake:trauma(0.4*shake_scale, 0.2*shake_scale, {x = 24, y = 24, rotation = 0, zoom = 0})
1306              an.camera.shake:shake(2*shake_scale, 0.1*shake_scale)

Read (E:\a327ex\Orblike\main.lua)

1367               ay = fire_y + oy + rd*math.sin(dir_r)
1368                end
1369                an:add(area(ax, ay, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = dir_r, cascade_r = dir_r}))
1370              end
1371            end

Read (E:\a327ex\Orblike\main.lua)

1461         end
1462            if mods.chain_area and hop % mods.chain_area == 0 then
1463              an:add(area(target.x, target.y, {ability = ability_name, color = def.color, mods = mods, radius = chain_area_radius}))
1464            end
1465            sfx(an.random:choice({'arc_hit_1', 'arc_hit_3'}), volumes.arc_hit)

These are all in orb methods where self is the orb. Let me check if orb:activate is a separate method.

Grep (^function orb:activate)

1100:function orb:activate(override_ability, override_pos)

Read (E:\a327ex\Orblike\main.lua)

1100 function orb:activate(override_ability, override_pos)
1101      local ability_name = override_ability or self:primary_ability()
1102      if not ability_name then return end
1103      local def = abilities[ability_name]
1104      if not def then return end
1105    
1106      local is_null = ability_has_tag(ability_name, 'null')
1107      if not is_null then
1108        local mods = p1:get_mods()
1109        for _, slot in ipairs(self.slots) do
1110          if slot.type == 'modifier' then mods[slot.name] = slot.value end
1111        end
1112        if mods.null_conversion then is_null = true; def = setmetatable({color = purple}, {__index = def}) end
1113      end
1114      local delay = is_null and 0 or self.activation_delay

I'll add a local orb_ed at the top of orb:activate and use it in all the area spawn calls within that method:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now update each area spawn in orb:activate to include edition = orb_ed:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

1278             local dist = outer_edge + child_radius
1279                an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
1280                  ability = ability_name, color = def.color, mods = area_mods,
1281                  radius = child_radius, follow = follow_target,
1282                  follow_ox = dist*math.cos(aim_r), follow_oy = dist*math.sin(aim_r),

Read (E:\a327ex\Orblike\main.lua)

1278             local dist = outer_edge + child_radius
1279                an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
1280                  ability = ability_name, color = def.color, mods = area_mods,
1281                  radius = child_radius, follow = follow_target,
1282                  follow_ox = dist*math.cos(aim_r), follow_oy = dist*math.sin(aim_r),
1283                }))
1284                outer_edge = dist + child_radius
1285              end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the 3 area spawns inside orb:update (melee_splash). These already have access to orb_ed since I defined it at the top of update:

Read (E:\a327ex\Orblike\main.lua)

2099                       local kb_from_y = t.y - math.sin(self.dash_strike_r)*20
2100                          apply_knockback_mod(dash_mods, t, kb_from_x, kb_from_y)
2101                        end
2102                        if dash_mods and dash_mods.melee_splash then
2103                          an:add(area(t.x, t.y, {
2104                            ability = 'dash_strike', color = def.color, mods = dash_mods, radius = 16,
2105                          }))
2106                        end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

2968                     self.asal_pierced[e] = true
2969                        self.asal_pierce_remaining = self.asal_pierce_remaining - 1
2970                        asal_strike(e, self.asal_mods, self.asal_pierced)
2971                        if self.asal_mods and self.asal_mods.melee_splash then
2972                          an:add(area(e.x, e.y, {
2973                            ability = 'asal', color = src_color, mods = self.asal_mods, radius = 16,
2974                          }))
2975                        end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

4186                   -- Knockback modifier
4187                      if self.flicker_mods then apply_knockback_mod(self.flicker_mods, e, src.x, src.y) end
4188                      -- Melee splash: spawn area at each hit target
4189                      if self.flicker_mods and self.flicker_mods.melee_splash then
4190                        an:add(area(e.x, e.y, {
4191                          ability = 'flicker_strike', color = src_color, mods = self.flicker_mods, radius = 16,
4192                        }))
4193                      end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the projectile area spawns. These need edition from source_orb:

Read (E:\a327ex\Orblike\main.lua)

7167       local cast_def = abilities[cast_name]
7168          if not cast_def then return end
7169          local carrier = cast_def.carrier
7170          if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7171            an:add(area(self.x, self.y, {ability = cast_name, color = cast_def.color, mods = self.mods}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the projectile:update area spawns (cast_on_apex):

Read (E:\a327ex\Orblike\main.lua)

7245           local apex_name = self.mods.cast_on_apex
7246              local apex_def = abilities[apex_name]
7247              if apex_def then
7248                local carrier = apex_def.carrier
7249                if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7250                  an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))
7251                  an.camera.shake:shake(3, 0.15)
7252                else

Edit (E:\a327ex\Orblike\main.lua)

<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String:               an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))
              an.camera.shake:shake(3, 0.15)
            else</tool_use_error>

Read (E:\a327ex\Orblike\main.lua)

7240         self.returning_back_elapsed = 0
7241            self.speed_mult = 0.05
7242            self.visual_spin = 0
7243            -- cast_on_apex: fire linked ability at turning point
7244            if self.mods.cast_on_apex then
7245              local apex_name = self.mods.cast_on_apex
7246              local apex_def = abilities[apex_name]
7247              if apex_def then
7248                local carrier = apex_def.carrier
7249                if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7250                  an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))
7251                  an.camera.shake:shake(3, 0.15)
7252                else
7253                  local src = self.source_orb or orbs[1]
7254                  local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)

Read (E:\a327ex\Orblike\main.lua)

7295     self.returning_arc_time = self.returning_arc_time + dt
7296        local arc_delay = self.arc_shape and 0 or 0.25
7297        if not self.returning_arc_turning and self.returning_arc_time >= arc_delay then
7298          self.returning_arc_turning = true
7299          self.returning_arc_turn_start = self.returning_arc_time
7300        end
7301        if not self.returning_phase and self.returning_arc_turning then
7302          local turned = (self.returning_arc_time - self.returning_arc_turn_start)*math.abs(self.returning_arc_turn_rate)
7303          if turned >= math.pi then
7304            self.returning_phase = true
7305            -- cast_on_apex: fire linked ability at turning point
7306            if self.mods.cast_on_apex then
7307              local apex_name = self.mods.cast_on_apex
7308              local apex_def = abilities[apex_name]
7309              if apex_def then
7310                local carrier = apex_def.carrier
7311                if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
7312                  an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))
7313                  an.camera.shake:shake(3, 0.15)
7314                else

Now I can uniquely identify them:

Edit (E:\a327ex\Orblike\main.lua)

<tool_use_error>Found 2 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String:         -- cast_on_apex: fire linked ability at turning point
        if self.mods.cast_on_apex then
          local apex_name = self.mods.cast_on_apex
          local apex_def = abilities[apex_name]
          if apex_def then
            local carrier = apex_def.carrier
            if carrier == 'self_area' or carrier == 'aimed_area' or carrier == 'melee' then
              an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods}))
              an.camera.shake:shake(3, 0.15)
            else
              local src = self.source_orb or orbs[1]
              local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)</tool_use_error>

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now projectile:die and projectile:on_hit:

Read (E:\a327ex\Orblike\main.lua)

7486 function projectile:die()
7487      -- cast_on_expire: fire linked spell at death position
7488      if self.mods.cast_on_expire then
7489        local expire_ability = self.mods.cast_on_expire
7490        local expire_def = abilities[expire_ability]
7491        if expire_def then
7492          an:add(area(self.x, self.y, {ability = expire_ability, color = expire_def.color, mods = self.mods}))
7493          an.camera.shake:shake(6, 0.3)
7494        end
7495      end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

7510 
7511    function projectile:on_hit(e, hx, hy)
7512      -- Ball lightning deals no contact damage, zone tick handles it
7513      if self.is_ball_lightning then return end
7514    
7515      local def = abilities[self.ability]
7516      if self.ability == 'fireball' then
7517        an:add(area(self.x, self.y, {ability = 'fireball', color = self.color, mods = self.mods, cascade_r = self.r}))
7518      elseif self.ability == 'null_arrow' then
7519        e:take_damage(self.damage)
7520        an:add(hit_effect(hx, hy))
7521        for i = 1, an.random:int(1, 2) do
7522          an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
7523        end
7524        an:add(area(self.x, self.y, {ability = 'null_arrow', color = self.color, mods = self.mods, cascade_r = self.r}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the big_rock_effect area spawn:

Read (E:\a327ex\Orblike\main.lua)

9238       local apex_name = self.mods.cast_on_apex
9239          local apex_def = abilities[apex_name]
9240          if apex_def then
9241            local carrier = apex_def.carrier
9242            -- Self_area abilities cast in the air don't hit anyone
9243            if carrier ~= 'self_area' then
9244              if carrier == 'aimed_area' or carrier == 'melee' then
9245                an:add(area(rock_x, rock_y, {ability = apex_name, color = apex_def.color, mods = self.mods}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the dash_clone area spawns. I need to add edition to dash_clone first:

Read (E:\a327ex\Orblike\main.lua)

9826       local ex = x1 + dash_end*ux
9827          local ey = y1 + dash_end*uy
9828          ability_layer:line(sx, sy, ex, ey, self.line_width, c)
9829          ability_layer:circle(sx, sy, cap_r, c)
9830          ability_layer:circle(ex, ey, cap_r, c)
9831        end
9832        d = d + stride
9833      end
9834    end
9835    
9836    
9837    -- Movement clone: temporary entity that performs a dash_strike in a given direction
9838    dash_clone = object:extend()
9839    function dash_clone:new(x, y, args)
9840      object.new(self)
9841      self.x, self.y = x, y
9842      self.r = args.r
9843      self.def = args.def
9844      self.mods = args.mods or {}
9845      self.color = args.color or blue

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now update dash_clone's area spawn sites:

Read (E:\a327ex\Orblike\main.lua)

9984               w = an.random:float(10, 16), h = 2,
9985                }):change_color(0.66, self.color:clone()))
9986              end
9987              apply_knockback_mod(self.mods, target, self.x, self.y)
9988              if self.mods.melee_splash then
9989                an:add(area(target.x, target.y, {ability = 'flicker_strike', color = self.color, mods = self.mods, radius = 16}))
9990              end
9991            end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

10104                          w = an.random:float(8, 16), h = 2,
10105                       }))
10106                     end
10107                     apply_knockback_mod(self.mods, target, target.x - math.cos(self.dash_r)*20, target.y - math.sin(self.dash_r)*20)
10108                     if self.mods.melee_splash then
10109                       an:add(area(target.x, target.y, {ability = 'dash_strike', color = self.def.color, mods = self.mods, radius = 16}))
10110                     end
10111                   end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now add edition wrapping to dash_clone's draws. Let me find its update/draw:

Read (E:\a327ex\Orblike\main.lua)

9948 end
9949    
9950    function dash_clone:update(dt)
9951      local is_active = self.lerping or self.flicker_lerping
9952      trail_update(self.trail, self.x, self.y, is_active, self.trail_duration)
9953    
9954      -- Self-destruct once trail has fully faded and we're done
9955      if self.done and #self.trail == 0 then
9956        self:kill()
9957        return
9958      end
9959    
9960      -- Flicker mode: bezier hops between enemies
9961      if self.mode == 'flicker' then
9962        if self.flicker_lerping then
9963          self.flicker_lerp_t = self.flicker_lerp_t + dt
9964          local t = math.min(self.flicker_lerp_t/self.flicker_delay, 1)
9965          self.x, self.y = math.cubic_bezier(t,
9966            self.flicker_p0x, self.flicker_p0y, self.flicker_p1x, self.flicker_p1y,
9967            self.flicker_p2x, self.flicker_p2y, self.flicker_p3x, self.flicker_p3y)

Read (E:\a327ex\Orblike\main.lua)

10118          end
10119       end
10120       if t >= 1 then
10121         -- resolving = true; main dash/parent will set self.done when it finishes
10122       end
10123     end
10124   
10125     -- Draw trail (shared function, same as player)
10126     trail_draw(self.trail, self.trail_duration, self.color)
10127   
10128     -- Draw: player shape, fading out with trail when done
10129     local s = self.spring.main.x
10130     local c = self.color:clone()
10131     if self.done and #self.trail > 0 then
10132       -- Fade alpha based on oldest trail point age
10133       local oldest_age = an.time - self.trail[1].t
10134       local t = oldest_age/self.trail_duration
10135       if t < 0.5 then
10136         c.a = 255
10137       else
10138         c.a = math.remap(t, 0.5, 1, 255, 0)
10139       end
10140     end
10141     if not self.done or #self.trail > 0 then
10142       game:push(self.x, self.y, self.r, s, s)

The trail_draw at line 10126 draws to ability_layer. I need to wrap the dash_clone's draws with edition:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now update dash_clone spawn sites to pass edition:

Read (E:\a327ex\Orblike\main.lua)

2223           local lateral_spacing = 20
2224              for _, angle in ipairs(clone_angles) do
2225                for p = 1, parallel_n do
2226                  local offset = 0
2227                  if parallel_n >= 2 then

Read (E:\a327ex\Orblike\main.lua)

2230               local ox = offset*math.cos(angle + math.pi/2)
2231                  local oy = offset*math.sin(angle + math.pi/2)
2232                  local is_primary = math.abs(angle - self.dash_strike_r) < 0.01 and math.abs(offset) < 0.01
2233                  if not is_primary then
2234                    local clone = dash_clone(dash_src.x + ox, dash_src.y + oy, {r = angle, def = def, mods = mods, color = p1.color, dash_dist = dash_dist})
2235                    an:add(clone)
2236                    table.insert(self.dash_strike_clones, clone)
2237                  end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

3194                 if not is_primary then
3195                      local clone = dash_clone(charge_src.x + ox, charge_src.y + oy, {
3196                        r = angle, def = def, mods = self.asal_mods, color = p1.color,
3197                        dash_dist = dash_dist, mode = 'asal', charge_mult = self.asal_charge_mult,
3198                      })
3199                      an:add(clone)
3200                      table.insert(self.asal_clones, clone)
3201                    end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

4063             for _, angle in ipairs(clone_angles) do
4064                  if math.abs(angle - base_r) > 0.01 then
4065                    local clone = dash_clone(p1.x, p1.y, {
4066                      r = angle, def = def, mods = self.flicker_mods, color = p1.color,
4067                      mode = 'flicker', flicker_charges = self.flicker_charges,
4068                    })
4069                    an:add(clone)
4070                    table.insert(self.flicker_clones, clone)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me handle the remaining sub-objects. lightning_line:

Grep (^lightning_line = |^function lightning_line:new)

8495:lightning_line = object:extend()
8496:function lightning_line:new(src, dst, args)

Read (E:\a327ex\Orblike\main.lua)

8495 lightning_line = object:extend()
8496    function lightning_line:new(src, dst, args)
8497      object.new(self)
8498      self.src = src
8499      self.dst = dst
8500      args = args or {}
8501      self.color = args.color or fg_color
8502      self.line_width = args.line_width or 3
8503      self.duration = args.duration or 0.1
8504      self.generations = args.generations or 3
8505      self.max_offset = args.max_offset or 8
8506      self.hidden = false
8507      self:add(timer())
8508    
8509      -- Blink and die
8510      self.timer:after(self.duration, function()
8511        self.timer:every(0.05, 'blink', function() self.hidden = not self.hidden end, 3, function() self:kill() end)
8512        self.timer:trigger('blink')
8513      end)
8514    end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now wrap its draw:

Read (E:\a327ex\Orblike\main.lua)

8541     offset = offset/2
8542      end
8543      return points
8544    end
8545    
8546    function lightning_line:update(dt)
8547      if self.hidden then return end
8548      if self.src.follow then
8549        self.src.x = self.src.follow.x + self.src.ox
8550        self.src.y = self.src.follow.y + self.src.oy
8551      end
8552      self.frame = (self.frame or 0) + 1
8553      if self.frame % 2 == 0 then
8554        self.cached_points = self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
8555      end

Read (E:\a327ex\Orblike\main.lua)

8555   end
8556      local points = self.cached_points or self:generate_points(self.src.x, self.src.y, self.dst.x, self.dst.y)
8557      local c = self.color()
8558      for i = 1, #points - 1 do
8559        ability_layer:line(points[i].x, points[i].y, points[i + 1].x, points[i + 1].y, self.line_width, c)
8560      end
8561    end
8562    
8563    
8564    -- Effect: cyclone_particle

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Update lightning_line spawn site:

Read (E:\a327ex\Orblike\main.lua)

1446       local max_hops = mods.infinite_chain and 1024 or count
1447          local chain_area_radius = chain_range/4
1448          local function chain_hit(src, target, hop)
1449            if target.dead then return end
1450            an:add(lightning_line(src, target, {color = def.color, line_width = 2, duration = 0.15, max_offset = 6}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now slightly_jagged_line — needs edition but NOT on hit circles per user's request:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now wrap its draw (but NOT the hit circle):

Read (E:\a327ex\Orblike\main.lua)

9798   local lx = dx*cos_r - dy*sin_r
9799      local ly = dx*sin_r + dy*cos_r
9800      local tx = (lx ~= 0) and (((lx > 0) and hw or -hw)/lx) or math.huge
9801      local ty = (ly ~= 0) and (((ly > 0) and hh or -hh)/ly) or math.huge
9802      local t = math.min(tx, ty)
9803      local ex = lx*t
9804      local ey = ly*t
9805      local cos_r2 = math.cos(r)
9806      local sin_r2 = math.sin(r)
9807      return dst.x + ex*cos_r2 - ey*sin_r2, dst.y + ex*sin_r2 + ey*cos_r2
9808    end
9809    
9810    function slightly_jagged_line:update(dt)
9811      -- Hit circle at dst edge (drawn even when line is blinking)
9812      if self.hit_circle_active then
9813        local ex, ey = self:dst_edge_point()
9814        ability_layer:circle(ex, ey, self.hit_circle_radius, self.hit_circle_color())
9815      end
9816    
9817      if self.hidden then return end
9818      local x1, y1 = self.src.x, self.src.y
9819      local x2, y2 = self:dst_edge_point()
9820      local dx = x2 - x1
9821      local dy = y2 - y1
9822      local len = math.sqrt(dx*dx + dy*dy)
9823      if len == 0 then return end
9824      local ux, uy = dx/len, dy/len
9825      local draw_len = len*self.progress
9826      local stride = self.dash_length + self.gap_length
9827      local cap_r = self.line_width/2
... [15 more lines]

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now find the end of the draw loop to add the reset:

Read (E:\a327ex\Orblike\main.lua)

9848       ability_layer:line(sx, sy, ex, ey, self.line_width, c)
9849          ability_layer:circle(sx, sy, cap_r, c)
9850          ability_layer:circle(ex, ey, cap_r, c)
9851        end
9852        d = d + stride
9853      end
9854    end
9855    
9856    
9857    -- Movement clone: temporary entity that performs a dash_strike in a given direction

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Update slightly_jagged_line spawn sites to pass edition:

Grep (slightly_jagged_line()

1123:      an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color}))
3230:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3236:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))
3629:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3631:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))
3734:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3736:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))
3807:            an:add(slightly_jagged_line(p1, self, {anim_duration = self.activation_delay, src_color = purple, dst_color = purple}))
3809:            an:add(slightly_jagged_line(self, p1, {anim_duration = self.activation_delay, src_color = def.color, dst_color = def.color}))

All these are in orb methods with orb_ed available. Let me do bulk replacements:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated. All occurrences were successfully replaced.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated. All occurrences were successfully replaced.

Now railgun_flash — add edition and wrap draws:

Read (E:\a327ex\Orblike\main.lua)

9561     local x2 = self.x + s*v2.d*math.cos(v2.a + self.r)
9562        local y2 = self.y + s*v2.d*math.sin(v2.a + self.r)
9563        effects:line(x1, y1, x2, y2, 1, c)
9564      end
9565    end
9566    
9567    -- Effect: railgun_flash
9568    -- Bright line that appears at full width then shrinks to nothing.

Read (E:\a327ex\Orblike\main.lua)

9569 railgun_flash = object:extend()
9570    function railgun_flash:new(x, y, args)
9571      object.new(self)
9572      self.x, self.y = x, y
9573      self.r = args.r or 0
9574      self.length = args.length or 100
9575      self.path = args.path
9576      self.draw_color = args.color and args.color:clone() or fg_color:clone()
9577      self.duration = args.duration or 0.25
9578      self:add(timer())
9579      -- Generate dash segments along the beam
9580      local all_segs = {}
9581      local dash_len, gap_len = 5, 6
9582      local stride = dash_len + gap_len
9583      local d = 0

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now wrap railgun_flash draws:

Read (E:\a327ex\Orblike\main.lua)

9622 
9623    function railgun_flash:update(dt)
9624      local c = self.draw_color()
9625      if self.path and #self.path >= 2 then
9626        -- Curved path: compute cumulative distances for point lookup
9627        local path_dists = {0}
9628        for i = 2, #self.path do
9629          local dx = self.path[i].x - self.path[i - 1].x
9630          local dy = self.path[i].y - self.path[i - 1].y
9631          path_dists[i] = path_dists[i - 1] + math.sqrt(dx*dx + dy*dy)
9632        end
9633        local total_len = path_dists[#path_dists] or 0
9634        local function path_point(d)
9635          if d <= 0 then return self.path[1].x, self.path[1].y end
9636          if d >= total_len then return self.path[#self.path].x, self.path[#self.path].y end
9637          for i = 2, #self.path do
9638            if path_dists[i] >= d then
9639              local seg_len = path_dists[i] - path_dists[i - 1]
9640              local t = (d - path_dists[i - 1])/seg_len
9641              return self.path[i - 1].x + t*(self.path[i].x - self.path[i - 1].x),
9642                     self.path[i - 1].y + t*(self.path[i].y - self.path[i - 1].y)
9643            end
9644          end
9645          return self.path[#self.path].x, self.path[#self.path].y
9646        end
9647        for _, clump in ipairs(self.clumps) do
9648          if clump.visible_end - clump.visible_start > 0.3 then
9649            for _, seg in ipairs(clump.segs) do
9650              local sd = math.max(seg.start_d, clump.visible_start)
9651              local ed = math.min(seg.end_d, clump.visible_end)
... [25 more lines]

Read (E:\a327ex\Orblike\main.lua)

9675       end
9676        end
9677      end
9678    end
9679    

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

<tool_use_error>Found 11 matches of the string to replace, but replace_all is false. To replace all occurrences, set replace_all to true. To replace only one occurrence, please provide more context to uniquely identify the instance.
String:     end
  end
end

</tool_use_error>

Read (E:\a327ex\Orblike\main.lua)

9680       end
9681        end
9682      end
9683    end
9684    
9685    -- Effect: arc_trail_line
9686    -- Static line left behind by arc projectiles. Shrinks to nothing, no alpha fade.
9687    arc_trail_line = object:extend()
9688    function arc_trail_line:new(x, y, args)
9689      object.new(self)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Update railgun_flash spawn sites:

Grep (railgun_flash()

2573:          an:add(railgun_flash(from_x, from_y, {r = dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path}))
2620:              an:add(railgun_flash(chain_from.x, chain_from.y, {r = chain_r, length = chain_dist, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25}))
2735:                an:add(railgun_flash(sp.from_x, sp.from_y, {r = sp.dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = sp.path}))
2769:                    an:add(railgun_flash(ox, oy, {r = r, length = max_range, width = def.base_width*(1 + charge_t), color = def.color, duration = 0.25}))
9080:      an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path}))
9094:        an:add(railgun_flash(side_path[1].x, side_path[1].y, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = side_path}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the psylance_effect railgun_flash spawns:

Read (E:\a327ex\Orblike\main.lua)

9076         end
9077          end
9078          self.center_max = furthest_dist > 0 and furthest_dist or total_path_len
9079          -- Spawn railgun_flash for center line + side lines
9080          an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path}))
9081          for side = -1, 1, 2 do
9082            local side_path = {}
9083            for i = 1, #self.damage_path do
9084              local seg_r = self.r
9085              if i < #self.damage_path then
9086                seg_r = math.atan(self.damage_path[i+1].y - self.damage_path[i].y, self.damage_path[i+1].x - self.damage_path[i].x)
9087              elseif i > 1 then
9088                seg_r = math.atan(self.damage_path[i].y - self.damage_path[i-1].y, self.damage_path[i].x - self.damage_path[i-1].x)
9089              end
9090              local px = -math.sin(seg_r)*half_w*side
9091              local py = math.cos(seg_r)*half_w*side
9092              table.insert(side_path, {x = self.damage_path[i].x + px, y = self.damage_path[i].y + py})
9093            end
9094            an:add(railgun_flash(side_path[1].x, side_path[1].y, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = side_path}))
9095          end

Psylance has self.source_orb:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now big_rock_effect — wrap its draws:

Read (E:\a327ex\Orblike\main.lua)

9174 
9175    function big_rock_effect:update(dt)
9176      self.elapsed = self.elapsed + dt
9177      local t = math.clamp(self.elapsed/self.flight_duration, 0, 1)
9178      local time = self.elapsed
9179    
9180      -- X marker at target (blinks, accelerating)
9181      if not self.landed then
9182        local blink_rate = math.lerp(t, 0.3, 0.04)
9183        local blink_on = (math.floor(self.elapsed/blink_rate) % 2) == 0
9184        if blink_on then
9185          local xsize = 6
9186          local xc = self.color()
9187          ability_layer:line(self.target_x - xsize, self.target_y - xsize, self.target_x + xsize, self.target_y + xsize, 2, xc)
9188          ability_layer:line(self.target_x + xsize, self.target_y - xsize, self.target_x - xsize, self.target_y + xsize, 2, xc)
9189        end
9190      end
9191    
9192      -- Homing: steer target toward nearest enemy
9193      if self.mods.homing and not self.landed then
9194        local closest, closest_d = nil, math.huge
9195        for _, e in ipairs(cached_enemies) do
9196          if not e.dead then
9197            local d = math.distance(self.target_x, self.target_y, e.x, e.y)
9198            if d < closest_d then closest, closest_d = e, d end
9199          end
9200        end
9201        if closest and closest_d > 2 then
9202          local target_r = math.angle_to_point(self.target_x, self.target_y, closest.x, closest.y)
9203          local base_steer = 40

Read (E:\a327ex\Orblike\main.lua)

9275     -- Jagged outline only
9276        for i = 1, #verts do
9277          local v1 = verts[i]
9278          local v2 = verts[i % #verts + 1]
9279          local x1 = rock_x + base_r*v1.d*math.cos(v1.a + self.rock_r)
9280          local y1 = rock_y + base_r*v1.d*math.sin(v1.a + self.rock_r)
9281          local x2 = rock_x + base_r*v2.d*math.cos(v2.a + self.rock_r)
9282          local y2 = rock_y + base_r*v2.d*math.sin(v2.a + self.rock_r)
9283          ability_layer:line(x1, y1, x2, y2, 2, c)
9284        end
9285      end
9286    
9287      -- Landing
9288      if t >= 1 and not self.landed then
9289        self.landed = true

I need to wrap the entire big_rock_effect draws. Let me add edition setup at the start:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now I need to reset at the end of the drawing section but before the landing/damage logic. Let me find where draws end:

Read (E:\a327ex\Orblike\main.lua)

9283       local v2 = verts[i % #verts + 1]
9284          local x1 = rock_x + base_r*v1.d*math.cos(v1.a + self.rock_r)
9285          local y1 = rock_y + base_r*v1.d*math.sin(v1.a + self.rock_r)
9286          local x2 = rock_x + base_r*v2.d*math.cos(v2.a + self.rock_r)
9287          local y2 = rock_y + base_r*v2.d*math.sin(v2.a + self.rock_r)
9288          ability_layer:line(x1, y1, x2, y2, 2, c)
9289        end
9290      end
9291    
9292      -- Landing

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now rock_fragment — add edition and wrap draws:

Read (E:\a327ex\Orblike\main.lua)

9428       an:add(rock_fragment(self.target_x + centroid_x + nudge_x, self.target_y + centroid_y + nudge_y, {
9429            points = rel_pts,
9430            launch_r = launch_r, launch_speed = launch_speed,
9431            throw_r = throw_r, throw_speed = throw_speed,
9432            duration = an.random:float(0.5, 1.0),
9433            color = self.color,
9434          }))
9435          edges_used = edges_used + num_edges

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now add edition to rock_fragment constructor and wrap its draws:

Read (E:\a327ex\Orblike\main.lua)

9460 -- Polygon shard with physics collider that flies outward from impact.
9461    rock_fragment = object:extend()
9462    function rock_fragment:new(x, y, args)
9463      object.new(self)
9464      self.x, self.y = x, y
9465      self.points = args.points or {{x = -4, y = -4}, {x = 4, y = -4}, {x = 0, y = 4}}
9466      self.duration = args.duration or 0.6
9467      self.draw_color = args.color and args.color:clone() or fg_color:clone()
9468      self.r = 0
9469      -- Polygon collider from fragment vertices (max 8 for Box2D)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

9516 
9517    function rock_fragment:update(dt)
9518      self.x, self.y = self.collider:get_position()
9519      self.r = self.collider:get_angle()
9520      if self.hidden then return end
9521      local c = self.flashing and fg_color() or self.draw_color()
9522      local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
9523      local pts = self.points
9524      for i = 1, #pts do
9525        local p1 = pts[i]
9526        local p2 = pts[i % #pts + 1]
9527        local x1 = self.x + p1.x*cos_r - p1.y*sin_r
9528        local y1 = self.y + p1.x*sin_r + p1.y*cos_r
9529        local x2 = self.x + p2.x*cos_r - p2.y*sin_r
9530        local y2 = self.y + p2.x*sin_r + p2.y*cos_r
9531        ability_layer:line(x1, y1, x2, y2, 2, c)
9532      end
9533    end
9534    
9535    -- Effect: rock_debris
9536    -- Small polygon rock that flies outward and blinks out.
9537    rock_debris = object:extend()
9538    function rock_debris:new(x, y, args)
9539      object.new(self)
9540      self.x, self.y = x, y
9541      self.angle = args.angle or 0
9542      self.velocity = args.velocity or 100
9543      self.duration = args.duration or 0.4
9544      self.size = args.size or 4
9545      self.r = an.random:float(0, 2*math.pi)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now remove the post-process edition shader on ability_layer since the draw shader handles it per-primitive:

Read (E:\a327ex\Orblike\main.lua)

6616   if enemy_texture_mode > 0 then
6617        local ets = an.shaders.enemy_texture
6618        enemy_layer:shader_set_float(ets, 'u_time', an.time)
6619        enemy_layer:shader_set_float(ets, 'u_mode', enemy_texture_mode)
6620        enemy_layer:shader_set_vec2(ets, 'u_screen', gw, gh)
6621        enemy_layer:shader_set_vec2(ets, 'u_cam', an.camera.x, an.camera.y)
6622        enemy_layer:apply_shader(ets)
6623      end
6624    
6625      bg:render()
6626      ground:render()
6627      ground_2:render()
6628      enemy_layer:render()
6629      game:render()
6630      ability_layer:render()
6631      effects:render()
6632      ui:render()
6633    
6634      bg:draw()
6635      ground:draw()

Read (E:\a327ex\Orblike\main.lua)

6594   end
6595    
6596      -- Apply edition shader to ability layer
6597      local es = an.shaders.edition
6598      if edition_mode > 0 then
6599        ability_layer:shader_set_float(es, 'u_time', an.time)
6600        ability_layer:shader_set_float(es, 'u_edition', edition_mode)
6601        ability_layer:shader_set_vec2(es, 'u_screen', gw, gh)
6602        ability_layer:shader_set_vec2(es, 'u_cam', an.camera.x, an.camera.y)
6603        ability_layer:apply_shader(es)
6604      end
6605    
6606      -- Apply edition shader to effects layer too (toggle with 'v' key)
6607      if edition_affects_effects and edition_mode > 0 then
6608        effects:shader_set_float(es, 'u_time', an.time)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also check that the spawn_asal_explosion function (standalone, called from orb context) passes edition to areas:

Read (E:\a327ex\Orblike\main.lua)

616  -- Asal chain explosion: spawns area at position that chains on kill
617 function spawn_asal_explosion(x, y, damage, base_radius, mods, color)
618   if damage <= 0 then return end
619   local a = area(x, y, {ability = 'asal', color = color, mods = mods, damage = damage})
620   a.asal_chain_radius = base_radius
621   a.asal_chain_color = color
622   an:add(a)
623   add_shockwave(x, y, true, base_radius/25)
624   an.camera.shake:shake(4, 0.15)
625   local snd = an.random:choice({'explosion_flesh_1', 'explosion_flesh_3', 'explosion_flesh_4'})
626   sfx(snd, volumes[snd])
627 end
628 
629 -- Knockback modifier: push enemy away from a point
630 function apply_knockback_mod(mods, enemy, from_x, from_y)
631   if enemy.dead or not enemy.push then return end
632   local force, duration = 0, 0
633   if mods['knockback+'] then force, duration = 6, 0.2
634   elseif mods['knockback++'] then force, duration = 10, 0.35
635   elseif mods['knockback+++'] then force, duration = 15, 0.5 end

Grep (spawn_asal_explosion()

617:function spawn_asal_explosion(x, y, damage, base_radius, mods, color)
2860:            spawn_asal_explosion(target.x, target.y, overkill, def.explosion_radius or 25, mods, src_color)
2880:                  spawn_asal_explosion(e.x, e.y, ms_overkill, def.explosion_radius or 25, mods, src_color)
7932:                spawn_asal_explosion(ex, ey, overkill, chain_radius, chain_mods, chain_color)
10088:                spawn_asal_explosion(e.x, e.y, overkill, self.def.explosion_radius or 25, self.mods, self.color)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now update call sites:

Read (E:\a327ex\Orblike\main.lua)

2858           -- Chain explosion: spawn explosion at target with overkill damage
2859              if overkill > 0 then
2860                spawn_asal_explosion(target.x, target.y, overkill, def.explosion_radius or 25, mods, src_color)
2861              end
2862              -- Multistrike: hit N-1 closest enemies near target with same damage

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

2878                 if exclude_set then exclude_set[e] = true end
2879                    if ms_overkill > 0 then
2880                      spawn_asal_explosion(e.x, e.y, ms_overkill, def.explosion_radius or 25, mods, src_color)
2881                    end
2882                  end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

7930               local chain_color = self.asal_chain_color or self.color
7931                  self.timer:after(chain_delay, function()
7932                    spawn_asal_explosion(ex, ey, overkill, chain_radius, chain_mods, chain_color)
7933                  end)
7934                end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

10086                  an.camera.shake:push(self.dash_r, 4)
10087                 if overkill > 0 then
10088                   spawn_asal_explosion(e.x, e.y, overkill, self.def.explosion_radius or 25, self.mods, self.color)
10089                 end
10090                 break

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also check the psylance_effect spawns lightning_lines — need to pass edition:

Grep (lightning_line()

No matches found

[Showing results with pagination = offset: 8780]

Good, psylance_effect doesn't spawn lightning_lines. Let me also check if there are any big_rock_effect spawn sites that need edition:

Grep (big_rock_effect()

1659:            an:add(big_rock_effect(fx, fy, {

Read (E:\a327ex\Orblike\main.lua)

1657             local ctx = tx - cos_br*cascade_offset
1658                local cty = ty - sin_br*cascade_offset
1659                an:add(big_rock_effect(fx, fy, {
1660                  target_x = ctx, target_y = cty,
1661                  flight_duration = (def.flight_duration or 3) + c*0.3,
1662                  area_radius = rock_radius,
1663                  damage = def.damage or 3,
1664                  color = def.color, mods = mods, ability = ability_name,
1665                  source_orb = self,
1666                  fire_sound = def.fire_sound, area_sound = def.area_sound,
1667                }))
1668              end

This is in orb:activate which already has orb_ed. But big_rock_effect uses source_orb to get edition, so this is fine — source_orb = self passes the orb, and the big_rock_effect reads self.source_orb.edition.

Now let me also check the psylance_effect spawn sites:

Grep (psylance_effect()

3872:              local eff = psylance_effect(fx, fy, {
3932:                    local echo_eff = psylance_effect(ed.ox, ed.oy, {
3969:                        local copy_eff = psylance_effect(cd.ox, cd.oy, {

Read (E:\a327ex\Orblike\main.lua)

3870               local fx = src_x + 6*math.cos(angle) + offset*math.cos(perp_r)
3871                  local fy = src_y + 6*math.sin(angle) + offset*math.sin(perp_r)
3872                  local eff = psylance_effect(fx, fy, {
3873                    r = angle, max_range = psy_range, pull_width = psy_width,
3874                    gather_duration = def.gather_duration or 0.5, damage_delay = def.damage_delay or 0.15,
3875                    color = psy_color, mods = startup_mods, ability = ability_name,
3876                    source_orb = self, follow = follow_target,
3877                    parallel_offset = offset,

Good, source_orb = self is passed. The psylance_effect uses self.source_orb.edition already.

Now let me also check if the asal_strike function spawns anything relevant:

Grep (^function asal_strike)

No matches found

Grep (function asal_strike)

2851:        local function asal_strike(target, mods, exclude_set)

This is a local function inside orb:update. Its area spawns were already handled.

Now let me also check the debug area spawn at line ~10269:

Read (E:\a327ex\Orblike\main.lua)

10265          if bonus > 0 then
10266           contact_force = contact_force + bonus
10267         end
10268       end
10269       e:push(r, contact_force)
10270       sfx('player_hit', volumes.player_hit)
10271       p.spring:pull('hit', 0.2)
10272       p.flashing = true
10273       p.timer:after(0.1, 'flash', function() p.flashing = false end)
10274       an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))

Grep (an:add(area(cone_cx)

10323:    an:add(area(cone_cx, cone_cy, {

That's in debug input code — leaving it without edition is fine.

Now let me verify there are no remaining ability_layer: calls in objects that don't have edition wrapping. Let me do a final check:

Grep (ability_layer:)

610:      ability_layer:line(sx, sy, ex, ey, 2, trail_color())
1995:    ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
1996:    ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
2298:          ability_layer:line(
3061:            ability_layer:line(
3483:                ability_layer:line(sx + px*offset, sy + py*offset, ex + px*offset, ey + py*offset, 1, gc)
3484:                ability_layer:line(sx - px*offset, sy - py*offset, ex - px*offset, ey - py*offset, 1, gc)
3498:              ability_layer:line(sx, sy, ex, ey, center_width, c)
3499:              ability_layer:circle(sx, sy, center_cap, c)
3500:              ability_layer:circle(ex, ey, center_cap, c)
3520:            ability_layer:circle(tip.x, tip.y, tip_radius, tip_color)
4406:          ability_layer:line(sx, sy, ex, ey, 2, trail_color())
4417:  ability_layer:circle(self.x, self.y, self.rs*s, c)
4421:    ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
6621:  ability_layer:render()
6630:  ability_layer:draw()
8046:    ability_layer:shader_set_float(draw_shader, 'u_edition', area_ed)
8047:    ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
8056:    ability_layer:push(self.x, self.y, self.r)
8057:    ability_layer:rectangle(-hw, -hh, w, h, self.fill_color())
8058:    ability_layer:line(-hw, -hh, -hw + bracket, -hh, 2, c)
8059:    ability_layer:line(-hw, -hh, -hw, -hh + bracket, 2, c)
8060:    ability_layer:line(hw, -hh, hw - bracket, -hh, 2, c)
8061:    ability_layer:line(hw, -hh, hw, -hh + bracket, 2, c)
8062:    ability_layer:line(-hw, hh, -hw + bracket, hh, 2, c)
8063:    ability_layer:line(-hw, hh, -hw, hh - bracket, 2, c)
8064:    ability_layer:line(hw, hh, hw - bracket, hh, 2, c)
8065:    ability_layer:line(hw, hh, hw, hh - bracket, 2, c)
8066:    ability_layer:pop()
8080:      ability_layer:triangle(
... [59 more lines]

Let me check if line 10788 is in active or commented code:

Read (E:\a327ex\Orblike\main.lua)

10783    
10784   function line_attack:update(dt)
10785     if self.hidden then return end
10786     local c = self.flashing and fg_color() or self.color()
10787     local w = self.line_width*self.spring.main.x
10788     ability_layer:line(self.x1, self.y1, self.x2, self.y2, w, c)
10789   end
10790   --]]
10791   
10792   -- Profiler: register types and hook into update loop

It's inside a --]] block. Let me check if there's a --[[ before it:

Grep (^--[[)

6410:--[[
10420:--[[

Read (E:\a327ex\Orblike\main.lua)

10420    --[[
10421   function player:single_target_attack()
10422     local tx, ty = an.camera.mouse.x, an.camera.mouse.y
10423     an:add(single_target(tx, ty, self.color))
10424   

Good — line_attack, single_target, area_rect, area_circle are all in a commented-out block (--[[ ... --]]). So they're not active code. No changes needed.

Now let me also update the 'o' key handler. Since edition is now applied per-object via the draw shader, the 'o' key should still set o.edition and ability_edition_override but doesn't need edition_mode for the ability layer post-process anymore:

Read (E:\a327ex\Orblike\main.lua)

6175     ability_edition_override = ed
6176        edition_mode = ed
6177        for _, o in ipairs(orbs) do
6178          o.edition = ed > 0 and ed or nil
6179        end
6180        print('Ability: ' .. cycle_names[ability_color_index])
6181      end
6182      if an:key_is_pressed('f2') then
6183        edition_mode = (edition_mode + 1) % #edition_mode_names
6184        print('Edition: ' .. edition_mode_names[edition_mode + 1])
6185      end
6186      if an:key_is_pressed('f4') then
6187        local p1 = an:all('player')[1]
6188        if p1 then
6189          local mx, my = an.camera.mouse.x, an.camera.mouse.y
6190          local hit = an:raycast(p1.x, p1.y, mx, my, {'wall'})
6191          if hit then
6192            -- Add new ripple
6193            local p = wall_palettes[wall_palette_index]
6194            local ripple = {

Let me do a final check on rock_debris since it was near rock_fragment:

Read (E:\a327ex\Orblike\main.lua)

9548   -- Generate random polygon shape (4-6 vertices)
9549      local nv = an.random:int(4, 6)
9550      self.verts = {}
9551      for i = 1, nv do
9552        local a = (i - 1)*2*math.pi/nv + an.random:float(-0.3, 0.3)
9553        local d = an.random:float(0.6, 1.0)
9554        table.insert(self.verts, {a = a, d = d})
9555      end
9556      self:add(timer())
9557      self.timer:tween(self.duration, self, {size = 0, velocity = 0}, math.sine_in, function() self:kill() end)
9558    end
9559    
9560    function rock_debris:update(dt)
9561      self.x = self.x + self.velocity*math.cos(self.angle)*dt
9562      self.y = self.y + self.velocity*math.sin(self.angle)*dt
9563      self.r = self.r + self.spin*dt
9564      if self.size < 0.5 then return end
9565      local c = self.draw_color()
9566      local s = self.size
9567      for i = 1, #self.verts do

Read (E:\a327ex\Orblike\main.lua)

9567   for i = 1, #self.verts do
9568        local v1 = self.verts[i]
9569        local v2 = self.verts[i % #self.verts + 1]
9570        local x1 = self.x + s*v1.d*math.cos(v1.a + self.r)
9571        local y1 = self.y + s*v1.d*math.sin(v1.a + self.r)

Read (E:\a327ex\Orblike\main.lua)

9570     local x1 = self.x + s*v1.d*math.cos(v1.a + self.r)
9571        local y1 = self.y + s*v1.d*math.sin(v1.a + self.r)
9572        local x2 = self.x + s*v2.d*math.cos(v2.a + self.r)
9573        local y2 = self.y + s*v2.d*math.sin(v2.a + self.r)
9574        effects:line(x1, y1, x2, y2, 1, c)

Good — rock_debris draws to effects layer, not ability_layer. No changes needed.

That covers all the objects. The implementation is done. Here's a summary of what was changed:

Edition wrapping added to:

Edition threading added to spawn sites for:

Removed: post-process edition shader on ability_layer (draw shader handles it per-primitive now)

Give it a try — the 4 orbs with ruby/emerald/sapphire/violet should each color their own ability visuals.

ERROR: main.lua:7474: attempt to compare number with nil stack traceback: main.lua:7474: in method 'update' anchor/object.lua:425: in method '_update' main.lua:10870: in function 'update'

When firing orb 1

Read (E:\a327ex\Orblike\main.lua)

7468   else
7469        self.al:push(self.x, self.y, self.r + (self.visual_spin or 0), s, s)
7470        self.al:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
7471        self.al:pop()
7472      end
7473      -- Reset edition
7474      if proj_ed > 0 then
7475        self.al:shader_set_float(draw_shader, 'u_edition', 0)
7476      end
7477    end
7478    
7479    function projectile:die()
7480      -- cast_on_expire: fire linked spell at death position
7481      if self.mods.cast_on_expire then
7482        local expire_ability = self.mods.cast_on_expire

The proj_ed variable is defined earlier in the function but the draw section also has a local proj_ed reference that I removed. The issue is proj_ed is defined up near the trail section but it's a local — let me check if it's still in scope.

Read (E:\a327ex\Orblike\main.lua)

6980   end
6981      trail_draw(self.trail, trail_duration, trail_base)
6982    
6983      -- Draw
6984      local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
6985      local c
6986      if self.charge_color_tween then
6987        c = self.color:clone():mix(fg_color, self.charge_color_tween)()
6988      elseif self.charge_color_t then
6989        c = self.color:clone():mix(fg_color, self.charge_color_t)()
6990      else
6991        c = self.flashing and fg_color() or self.color()
6992      end
6993      local draw_x = self.x
6994      local draw_y = self.y
6995      if self.charge_shake then
6996        draw_x = draw_x + an.random:float(-self.charge_shake, self.charge_shake)
6997        draw_y = draw_y + an.random:float(-self.charge_shake, self.charge_shake)
6998      end
6999      -- Per-object edition on player

Read (E:\a327ex\Orblike\main.lua)

6999   -- Per-object edition on player
7000      if self.edition and self.edition > 0 then
7001        game:shader_set_float(draw_shader, 'u_edition', self.edition)
7002        game:shader_set_float(draw_shader, 'u_time', an.time)
7003      end
7004      game:push(draw_x, draw_y, self.r + self.visual_r, self.sx*s, self.sy*s)
7005      game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 2, c)
7006      game:pop()
7007      if self.edition and self.edition > 0 then
7008        game:shader_set_float(draw_shader, 'u_edition', 0)
7009      end
7010    end
7011    
7012    
7013    -- Projectile carrier
7014    projectile = object:extend()
7015    function projectile:new(x, y, args)
7016      object.new(self)
7017      self:tag('projectile')
7018      self.x, self.y = x, y

Grep (proj_ed)

6976:  local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
6977:  if proj_ed > 0 then
6978:    self.al:shader_set_float(draw_shader, 'u_edition', proj_ed)
7243:              an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = proj_ed}))
7305:              an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = proj_ed}))
7474:  if proj_ed > 0 then

The proj_ed is defined at line 6976. Let me check if there's a return between 6976 and 7474 that could skip the definition:

Grep (^\s+return$|^\s+return\s)

No matches found

[Showing results with pagination = offset: 6976]

Grep (return)

No matches found

[Showing results with pagination = offset: 7350]

Grep (return)

No matches found

[Showing results with pagination = offset: 7350]

Grep (return)

245:  return handle
558:  if #trail < 2 then return end
572:        if i == #trail then return trail[i].x, trail[i].y end
574:        if seg_len < 0.01 then return trail[i].x, trail[i].y end
576:        return trail[i + 1].x + t*(trail[i].x - trail[i + 1].x),
580:    return trail[1].x, trail[1].y
618:  if damage <= 0 then return end
631:  if enemy.dead or not enemy.push then return end
645:  if not def or not def.tags then return false end
647:    if t == tag then return true end
649:  return false
901:    inherent_return = true,
941:  if not bind then return false end
942:  if bind.mouse then return an:mouse_is_down(bind.mouse) end
943:  if bind.key then return an:key_is_down(bind.key) end
944:  return false
949:  if not bind then return false end
950:  if bind.mouse then return an:mouse_is_pressed(bind.mouse) end
951:  if bind.key then return an:key_is_pressed(bind.key) end
952:  return false
972:-- Cubic bezier: returns x, y at parameter t (0-1) given 4 control points
977:  return uuu*x0 + 3*uu*t*x1 + 3*u*tt*x2 + ttt*x3,
1005:  return points
1070:      return
1077:    if slot.type == 'modifier' and slot.name == name then return true end
1079:  return false
1084:    if slot.type == 'ability' then return slot.name end
1086:  return nil
1097:  return result
1102:  if not ability_name then return end
... [222 more lines]

Grep (^function projectile:update)

7199:function projectile:update(dt)

Grep (return)

No matches found

[Showing results with pagination = offset: 7199]

Read (E:\a327ex\Orblike\main.lua)

7199 function projectile:update(dt)
7200      self.x, self.y = self.collider:get_position()
7201    
7202      if self.mods.homing and self.homing_active then
7203        self.homing_elapsed = self.homing_elapsed + dt
7204    
7205        if self.mods['homing_force>+'] and self.homing_elapsed > 0.5 then
7206          self.homing_convergence = math.min(self.homing_convergence + self.homing_base_convergence*0.3*dt, 0.95) -- 15% per 0.5s
7207        elseif self.mods['homing_force>-'] and self.homing_elapsed > 0.5 then
7208          self.homing_convergence = self.homing_convergence - self.homing_base_convergence*0.3*dt -- 15% per 0.5s
7209        end
7210    
7211        local closest, closest_d = nil, math.huge
7212        for _, e in ipairs(cached_enemies) do
7213          if not e.dead then

Read (E:\a327ex\Orblike\main.lua)

6960   local trail_active = (self.cyclone_active and self.moving) or self.flicker_active or self.asal_dashing
6961      trail_update(self.trail, self.x, self.y, trail_active, trail_duration)
6962      if #self.trail == 0 and self.flicker_trail_color then
6963        self.flicker_trail_color = nil
6964      end
6965      local trail_base
6966      if self.flicker_trail_color then
6967        trail_base = self.flicker_trail_color
6968      elseif self.charge_color_tween then
6969        trail_base = self.color:clone():mix(fg_color, self.charge_color_tween)
6970      elseif self.charge_color_t then
6971        trail_base = self.color:clone():mix(fg_color, self.charge_color_t)
6972      else
6973        trail_base = self.flashing and fg_color or self.color
6974      end
6975      -- Set per-object edition from source orb
6976      local proj_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
6977      if proj_ed > 0 then
6978        self.al:shader_set_float(draw_shader, 'u_edition', proj_ed)
6979        self.al:shader_set_float(draw_shader, 'u_time', an.time)
6980      end
6981      trail_draw(self.trail, trail_duration, trail_base)
6982    
6983      -- Draw
6984      local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x

Read (E:\a327ex\Orblike\main.lua)

6940       self.previous_moving = self.moving
6941        end
6942    
6943        -- Rotate towards mouse (or spin with cyclone)
6944        if self.cyclone_active and self.cyclone_area_ref then
6945          self.r = self.cyclone_area_ref.arc_r
6946        elseif self.turn_rate then
6947          local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
6948          local diff = math.atan(math.sin(target_r - self.r), math.cos(target_r - self.r))
6949          local max_turn = self.turn_rate*dt
6950          self.r = self.r + math.clamp(diff, -max_turn, max_turn)
6951        else
6952          local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
6953          self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
6954        end

Grep (^function player:update)

6711:function player:update(dt)

So lines 6960-6981 are inside player:update! I accidentally put the proj_ed edition setup inside the player's update, not the projectile's. The trail_draw at line 6981 with self.trail, self.source_orb — these reference player fields.

This was the wrong location. The player also has a trail and similar fields. Let me find the actual projectile trail draw and move the edition setup there. First, let me undo the incorrect change in player:update:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now find the actual projectile trail draw inside projectile:update:

Grep (trail_draw)

557:function trail_draw(trail, trail_duration, trail_base_color)
6975:  trail_draw(self.trail, trail_duration, trail_base)
10045:    trail_draw(self.trail, self.trail_duration, self.color)
10168:  trail_draw(self.trail, self.trail_duration, self.color)

Grep (trail)

No matches found

[Showing results with pagination = offset: 7199]

Read (E:\a327ex\Orblike\main.lua)

7360       end
7361        end
7362      end
7363    
7364      -- Draw
7365      local s = self.spring.main.x
7366      local c = self.flashing and fg_color() or self.color()
7367      if self.is_ball_lightning then
7368        -- Core orb only; zone visuals handled by the area object
7369        self.al:push(self.x, self.y, 0, s, s)
7370        self.al:circle(0, 0, 3, c)
7371        self.al:pop()
7372      elseif self.arc_shape then
7373        local arc_r = self.h/2
7374        local max_w = math.max(self.w, 3)
7375        local spin = self.arc_spin or 0
7376        local swoosh_len = math.pi*1.08
7377        local segments = 16
7378        local dash_len = 5
7379        local gap_len = 4

The projectile doesn't use trail_draw — its trail is handled by a different system (probably the framework's built-in trail). The draw section starts at line 7364. I need to add proj_ed definition right before the draw:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now I also need to make sure proj_ed is accessible at the area spawn sites inside projectile:update (lines 7243, 7305). Let me check if those are before or after the draw section:

Read (E:\a327ex\Orblike\main.lua)

7240               local src = self.source_orb or orbs[1]
7241                  local aim_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7242                  if src then src:activate(apex_name, {x = self.x, y = self.y, r = aim_r}) end
7243                end
7244              end

Grep (edition = proj_ed)

7237:              an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = proj_ed}))
7299:              an:add(area(self.x, self.y, {ability = apex_name, color = apex_def.color, mods = self.mods, edition = proj_ed}))

Lines 7237 and 7299 reference proj_ed but it's not defined until line 7364. I need to change those to use the inline expression instead:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated. All occurrences were successfully replaced.

Good. Now try running it again.

Dash strike is supposed to be violet? It's not

Let me check what the dash_strike draws to ability_layer. The issue might be that the dash visual is drawn through the player's trail in player:update rather than the orb's.

Read (E:\a327ex\Orblike\main.lua)

2000   if ability_name then
2001        local def = abilities[ability_name]
2002        if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2003          self.cooldown = math.max(self.cooldown - dt, 0)
2004          -- Lerp during dash
2005          if self.dash_strike_lerping then
2006            self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
2007            local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
2008            local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2009            local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2010            -- Wall collision check: raycast from current to target, stop at wall
2011            if not self.dash_strike_is_null then
2012              local hit = an:raycast(p1.x, p1.y, px, py, {'wall'})
2013              if hit then
2014                -- Stop slightly before wall (4px offset along normal)
2015                px = hit.point_x + hit.normal_x*4
2016                py = hit.point_y + hit.normal_y*4
2017                t = 1 -- end dash early
2018                self.dash_strike_lerp_t = def.dash_lerp_time
2019              end
2020            end
2021            if self.dash_strike_is_null then
2022              self.x, self.y = px, py
2023              self.ox = self.x - p1.x
2024              self.oy = self.y - p1.y
2025              self.collider:set_position(self.x, self.y)
2026            else
2027              p1.collider:set_position(px, py)
2028              p1.x, p1.y = px, py
2029              p1.r = self.dash_strike_r
... [20 more lines]

Read (E:\a327ex\Orblike\main.lua)

6953       self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, target_r)
6954        end
6955      end
6956    
6957      -- Trail
6958      if not self.trail then self.trail = {} end
6959      local trail_duration = self.flicker_trail_duration or 0.5
6960      local trail_active = (self.cyclone_active and self.moving) or self.flicker_active or self.asal_dashing
6961      trail_update(self.trail, self.x, self.y, trail_active, trail_duration)
6962      if #self.trail == 0 and self.flicker_trail_color then
6963        self.flicker_trail_color = nil
6964      end
6965      local trail_base
6966      if self.flicker_trail_color then
6967        trail_base = self.flicker_trail_color
6968      elseif self.charge_color_tween then
6969        trail_base = self.color:clone():mix(fg_color, self.charge_color_tween)
6970      elseif self.charge_color_t then
6971        trail_base = self.color:clone():mix(fg_color, self.charge_color_t)
6972      else
6973        trail_base = self.flashing and fg_color or self.color
6974      end
6975      trail_draw(self.trail, trail_duration, trail_base)
6976    
6977      -- Draw

Read (E:\a327ex\Orblike\main.lua)

4410     end
4411        -- Clear trail once all points expired
4412        if #self.null_trail == 0 then self.null_trail = nil end
4413      end
4414    
4415      local s = self.spring.main.x
4416      local c = self.flashing and fg_color() or fg_color()
4417      ability_layer:circle(self.x, self.y, self.rs*s, c)
4418    
4419      -- Reset per-orb edition
4420      if orb_ed > 0 then
4421        ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
4422      end
4423    end
4424    

The orb circle at line 4417 is between the edition set (line 1995) and reset (line 4421), so it should be violet. Are you saying the orb circle itself isn't showing violet, or are you referring to the dash_strike's attack visual (the dash trail/effect)?

AskUserQuestion

User has answered your questions: "When you say dash strike is not violet, what specifically are you seeing? Is it the orb circle that's not colored, or are you referring to the dash trail/movement visual being uncolored?"="Dash visual". You can now continue with the user's answers in mind.

The dash visual isn't on ability_layer for the base dash_strike — the player just lerps position. Let me check what draws happen during the dash.

Grep (dash_strike)

No matches found

[Showing results with pagination = offset: 6711]

Grep (dash_strike)

No matches found

[Showing results with pagination = offset: 6700]

Grep (dash_strike)

841:  dash_strike = {
844:    carrier = 'dash_strike',
924:  'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
2002:    if def and def.activation == 'manual' and def.carrier == 'dash_strike' then
2005:      if self.dash_strike_lerping then
2006:        self.dash_strike_lerp_t = self.dash_strike_lerp_t + dt
2007:        local t = math.min(self.dash_strike_lerp_t/def.dash_lerp_time, 1)
2008:        local px = self.dash_strike_from_x + (self.dash_strike_to_x - self.dash_strike_from_x)*t
2009:        local py = self.dash_strike_from_y + (self.dash_strike_to_y - self.dash_strike_from_y)*t
2011:        if not self.dash_strike_is_null then
2018:            self.dash_strike_lerp_t = def.dash_lerp_time
2021:        if self.dash_strike_is_null then
2029:          p1.r = self.dash_strike_r
2032:        local src = self.dash_strike_is_null and self or p1
2034:          if not e.dead and not self.dash_strike_hit_set[e] then
2037:              self.dash_strike_hit_set[e] = true
2038:              table.insert(self.dash_strike_hit_list, e)
2044:          self.dash_strike_lerping = false
2045:          local has_echo = self.dash_strike_mods and self.dash_strike_mods.ability_echo and self.dash_strike_mods.ability_echo >= 2
2046:          if self.dash_strike_is_null then
2051:            local unstop = self.dash_strike_mods and self.dash_strike_mods.unstoppable
2053:              p1.dash_strike_active = false
2061:          local dash_mods = self.dash_strike_mods
2062:          for i, e in ipairs(self.dash_strike_hit_list) do
2065:                local hit_r = self.dash_strike_r + math.pi
2072:                    if not e2.dead and e2 ~= e and not self.dash_strike_hit_set[e2] then
2098:                      local kb_from_x = t.x - math.cos(self.dash_strike_r)*20
2099:                      local kb_from_y = t.y - math.sin(self.dash_strike_r)*20
2104:                        ability = 'dash_strike', color = def.color, mods = dash_mods, radius = 16, edition = orb_ed,
2117:          if #self.dash_strike_hit_list > 0 then
... [46 more lines]

Read (E:\a327ex\Orblike\main.lua)

6885     end
6886    
6887        if self.dash_strike_active then
6888          -- Freeze movement during dash strike hit sequence
6889          self.collider:set_velocity(0, 0)
6890          self.moving = false
6891        else
6892          -- Movement direction
6893          local move_r = nil
6894          local left = an:is_down('left')
6895          local right = an:is_down('right')
6896          local up = an:is_down('up')
6897          local down = an:is_down('down')
6898          if self.cyclone_active then
6899            local mx, my = an.camera.mouse.x, an.camera.mouse.y

The player has self.dash_strike_active which freezes movement during the hit sequence, but there's no specific trail or ability_layer drawing for the main dash_strike movement. The visual comes from the fast player lerp and hit effects.

The dash_strike's ability_layer visuals are mainly:

  1. The slightly_jagged_line activation line (has edition)
  2. Clone trails for multi_strike (have edition)
  3. The orb circle (has edition)

But the actual dash movement of the player — the fast lerp from A to B — doesn't draw anything to ability_layer. There's no dash trail for the main dash.

The player's trail at line 6960 only activates for cyclone, flicker, and asal — not dash_strike.

So dash_strike simply doesn't have a prominent ability_layer visual beyond the activation line and orb. Is that the issue? The activation line flashes briefly, and the actual dash is just the player model moving fast. If you want the dash_strike to have a visible colored trail, that would need to be added — it doesn't exist currently.

AskUserQuestion

User has answered your questions: "The base dash_strike doesn't draw a trail or ability visual during the dash itself — the player just lerps fast. The activation line (orb→player) should briefly flash violet. Is the activation line not showing violet, or are you expecting a dash trail that doesn't exist yet?"="The dash trail is absolutely drawn for dash strike but it isn't violet." user notes: The dash trail is absolutely drawn for dash strike but it isn't violet.. You can now continue with the user's answers in mind.

Grep (function trail_update)

543:function trail_update(trail, x, y, active, trail_duration)

Read (E:\a327ex\Orblike\main.lua)

543  function trail_update(trail, x, y, active, trail_duration)
544   -- Add point if active and moved enough
545   if active then
546     local last = trail[#trail]
547     if not last or math.distance(last.x, last.y, x, y) > 2 then
548       table.insert(trail, {x = x, y = y, t = an.time})
549     end
550   end
551   -- Expire old points
552   while #trail > 0 and an.time - trail[1].t > trail_duration do
553     table.remove(trail, 1)
554   end
555 end
556 
557 function trail_draw(trail, trail_duration, trail_base_color)

Grep (dash_strike.trail|trail.dash_strike)

4346:  local null_trail_active = (self.flicker_is_null and self.flicker_active) or (self.asal_is_null and self.asal_lerping) or (self.dash_strike_is_null and self.dash_strike_lerping)

Grep (p1.dash_strike|self.dash.*active)

No matches found

[Showing results with pagination = offset: 6711]

Grep (dash_strike_active|dash_active|dashing)

No matches found

[Showing results with pagination = offset: 6700]

Grep (dash_strike_active|asal_dashing)

2053:              p1.dash_strike_active = false
2055:            p1.asal_dashing = false
2127:              p1.dash_strike_active = false
2182:          p1.dash_strike_active = true
2183:          p1.asal_dashing = true
2925:                p1.asal_dashing = true
2947:            p1.asal_dashing = false
3144:            p1.asal_dashing = true
6887:    if self.dash_strike_active then
6960:  local trail_active = (self.cyclone_active and self.moving) or self.flicker_active or self.asal_dashing
10254:    if p1.dash_strike_active then goto skip_contact end

Line 2183: p1.asal_dashing = true — this is set during dash_strike_launch! So the player's trail IS active during dash_strike because asal_dashing is set to true at line 2183, and the player trail checks self.asal_dashing at line 6960.

So the player's trail_draw at line 6975 draws to ability_layer during dash_strike, but without edition wrapping. I need to wrap it. The player doesn't know which orb triggered the dash, so I need to store that info.

Read (E:\a327ex\Orblike\main.lua)

2180           self.null_move_active = true
2181            else
2182              p1.dash_strike_active = true
2183              p1.asal_dashing = true
2184              p1.active_movement_mods = mods
2185              p1.r = self.dash_strike_r
2186            end
2187            an:add(hit_circle(dash_src.x, dash_src.y, {radius = 8, duration = 0.15}))
2188            an.camera.shake:push(self.dash_strike_r, 6)
2189            sfx('subtle_whoosh', volumes.subtle_whoosh)

I'll store the orb edition on the player when a dash starts:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also check the asal activation (line 2925, 3144) — those also set asal_dashing:

Read (E:\a327ex\Orblike\main.lua)

2922                 if n then self.asal_pierce_remaining = self.asal_pierce_remaining + tonumber(n) end
2923                  end
2924                  self.asal_pierced = {}
2925                  if not asal_null then
2926                    p1.asal_dashing = true
2927                    p1.active_movement_mods = self.asal_mods
2928                    p1.r = self.asal_r
2929                  else

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

3141             local n = k:match('^pierce%+(%d+)$')
3142                if n then self.asal_pierce_remaining = self.asal_pierce_remaining + tonumber(n) end
3143              end
3144              self.asal_pierced = {}
3145              if not charging_null then
3146                p1.asal_dashing = true
3147                p1.active_movement_mods = self.asal_mods
3148                p1.r = self.asal_r

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now also check flicker_strike's trail activation:

Grep (flicker_active\s=\strue)

4008:          self.flicker_active = true
4029:            p1.flicker_active = true

Read (E:\a327ex\Orblike\main.lua)

4027             self.null_move_active = true
4028              else
4029                p1.flicker_active = true
4030                p1.flicker_trail_color = p1.color
4031                p1.flicker_trail_duration = 0.8
4032                p1.active_movement_mods = self.flicker_mods
4033              end
4034              -- Startup effects

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

And cyclone:

Grep (cyclone_active\s=\strue)

3623:          self.cyclone_active = true
3684:          p1.cyclone_active = true

Read (E:\a327ex\Orblike\main.lua)

3682           self.collider:set_position(self.x, self.y)
3683            else
3684              p1.cyclone_active = true
3685              p1.cyclone_area_ref = self.cyclone_area
3686              local sm = def.speed_mult or 1
3687              if (p1:has_mod('unstoppable') or self:has_mod('unstoppable')) and sm < 1 then sm = 1 end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now wrap the player's trail draw with edition:

Read (E:\a327ex\Orblike\main.lua)

6970   local trail_base
6971      if self.flicker_trail_color then
6972        trail_base = self.flicker_trail_color
6973      elseif self.charge_color_tween then
6974        trail_base = self.color:clone():mix(fg_color, self.charge_color_tween)
6975      elseif self.charge_color_t then
6976        trail_base = self.color:clone():mix(fg_color, self.charge_color_t)
6977      else
6978        trail_base = self.flashing and fg_color or self.color
6979      end

Read (E:\a327ex\Orblike\main.lua)

6979   end
6980      trail_draw(self.trail, trail_duration, trail_base)
6981    
6982      -- Draw
6983      local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
6984      local c
6985      if self.charge_color_tween then
6986        c = self.color:clone():mix(fg_color, self.charge_color_tween)()

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the player's dash trail should get the orb's edition. Try it again.

Make dash strike polychrome, and change the other 3 orbs to test abilities that have effects/visuals that we haven't tested yet

Read (E:\a327ex\Orblike\main.lua)

10214    
10215   -- Spawn player at center of section 1
10216   p1 = player(gw/2, gh/2)
10217   an:add(p1)
10218   p1.collider:set_position(gw/2, gh/2)
10219   p1.x, p1.y = gw/2, gh/2
10220   
10221   -- Camera follows player
10222   an.camera.x, an.camera.y = p1.x, p1.y
10223   an.camera:follow(p1, 0.9, 0.3)
10224   
10225   add_orbs(4)
10226   orbs[1]:add_ability('fireball')
10227   orbs[1]:add_modifier('spread', 3)
10228   orbs[1]:add_modifier('pierce', 5)

Read (E:\a327ex\Orblike\main.lua)

10225    add_orbs(4)
10226   orbs[1]:add_ability('fireball')
10227   orbs[1]:add_modifier('spread', 3)
10228   orbs[1]:add_modifier('pierce', 5)
10229   orbs[2]:add_ability('cyclone')
10230   orbs[2]:add_modifier('area+++', true)
10231   orbs[3]:add_ability('beam')
10232   orbs[3]:add_modifier('beam_length+++', true)
10233   orbs[4]:add_ability('dash_strike')
10234   orbs[1].edition = 2   -- ruby
10235   orbs[2].edition = 7   -- emerald
10236   orbs[3].edition = 9   -- sapphire
10237   orbs[4].edition = 11  -- violet
10238   
10239   

Let me pick abilities that test untested visual paths:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Orb 1 (railgun, ruby) tests charge arcs + railgun_flash. Orb 2 (asal, emerald) tests charge arcs + player dash trail + chain explosions. Orb 3 (flicker_strike, sapphire) tests player trail + dash_clone trails. Orb 4 (dash_strike, polychrome) tests player dash trail. Give it a try.

pre-fire line on railgun isn't being colored properly

Grep (slightly_jagged_line.railgun|railgun.slightly_jagged_line)

No matches found

Grep (railgun|rg_)

No matches found

[Showing results with pagination = offset: 2240]

Read (E:\a327ex\Orblike\main.lua)

2260               table.insert(self.dash_strike_copy_queue, o)
2261                end
2262              end
2263            end
2264          end
2265        elseif def and def.activation == 'manual' and def.carrier == 'railgun' then
2266          self.cooldown = math.max(self.cooldown - dt, 0)
2267          if orb_input_down(self.slot) and self.cooldown <= 0 then
2268            if not self.rg_charging then
2269              self.rg_charging = true
2270              self.rg_charge_time = 0
2271              self.rg_preview_path = nil
2272              p1.speed_buffs.railgun = 0.3
2273              self.rg_charge_handle = sfx_handle('charging_loop', volumes.charging_loop)
2274              sfx_set_looping(self.rg_charge_handle, true)
2275            end
2276            self.rg_charge_time = self.rg_charge_time + dt
2277            local charge_t = math.clamp(self.rg_charge_time/def.charge_duration, 0, 1)
2278            -- Null conversion check
2279            local rg_check_mods = p1:get_mods()
2280            for _, s in ipairs(self.slots) do
2281              if s.type == 'modifier' then rg_check_mods[s.name] = rg_check_mods[s.name] or s.value end
2282            end
2283            local rg_null = ability_has_tag(ability_name, 'null') or rg_check_mods.null_conversion
2284            local charge_src_x = rg_null and self.x or p1.x
2285            local charge_src_y = rg_null and self.y or p1.y
2286            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)
2287            -- Face mouse while charging
2288            if not rg_null then p1.r = charge_aim_r end
2289            -- Charge circle UI
... [20 more lines]

Read (E:\a327ex\Orblike\main.lua)

2310           self.rg_particle_timer = self.rg_particle_timer - particle_rate
2311              local spawn_r = an.random:float(0, 2*math.pi)
2312              local spawn_dist = an.random:float(30, 60)
2313              local travel_dist = spawn_dist - charge_radius*0.6
2314              local off_x = spawn_dist*math.cos(spawn_r)
2315              local off_y = spawn_dist*math.sin(spawn_r)
2316              local to_center = math.angle_to_point(off_x, off_y, 0, 0)
2317              local dur = travel_dist/150
2318              local hp = hit_particle(charge_src_x, charge_src_y, {
2319                angle = to_center, velocity = travel_dist/dur*1.5,
2320                duration = dur, w = an.random:float(8, 14), h = 2,
2321                ox = off_x, oy = off_y,
2322              })
2323              hp.follow = rg_null and self or p1
2324              an:add(hp)
2325            end
2326            -- Preview line (dashed, extends with charge)
2327            local preview_range = def.max_range
2328            local rg_mods = p1:get_mods()
2329            for _, s in ipairs(self.slots) do
2330              if s.type == 'modifier' then rg_mods[s.name] = rg_mods[s.name] or s.value end
2331            end
2332            if rg_mods['beam_length+'] then preview_range = preview_range*1.25 end
2333            if rg_mods['beam_length++'] then preview_range = preview_range*1.5 end
2334            if rg_mods['beam_length+++'] then preview_range = preview_range*2.0 end
2335            if rg_mods['beam_length-'] then preview_range = preview_range*0.85 end
2336            if rg_mods['beam_length--'] then preview_range = preview_range*0.7 end
2337            if rg_mods['beam_length---'] then preview_range = preview_range*0.5 end
2338            local preview_len = preview_range*math.cubic_out(charge_t)
2339            local dash_len, gap_len = 5, 6
... [30 more lines]

Read (E:\a327ex\Orblike\main.lua)

2369         local preview_w = def.base_width*(1 + charge_t)
2370            for _, pr_angle in ipairs(prev_angles) do
2371              local pr_cos, pr_sin = math.cos(pr_angle), math.sin(pr_angle)
2372              for p_i = 1, pp_n do
2373                local offset = 0
2374                if pp_n >= 2 then
2375                  offset = preview_w*3*(p_i - 1 - (pp_n - 1)/2)
2376                end
2377                local perp_cos, perp_sin = math.cos(pr_angle + math.pi/2), math.sin(pr_angle + math.pi/2)
2378                local bx = charge_src_x + offset*perp_cos + start_offset*pr_cos
2379                local by = charge_src_y + offset*perp_sin + start_offset*pr_sin
2380                if rg_mods.homing or rg_mods.returning_arc then
2381                  -- Build curved preview path using shared function
2382                  if not self.rg_preview_paths then self.rg_preview_paths = {} end
2383                  local key = pr_angle .. '_' .. p_i
2384                  if not self.rg_preview_paths[key] then self.rg_preview_paths[key] = {} end
2385                  local path
2386                  path, self.rg_arc_dir = build_homing_path({
2387                    x = bx, y = by, r = pr_angle,
2388                    max_length = preview_len,
2389                    homing = rg_mods.homing, returning_arc = rg_mods.returning_arc,
2390                    arc_dir = self.rg_arc_dir,
2391                    return_x = bx, return_y = by,
2392                  }, self.rg_preview_paths[key], dt)
2393                  draw_dashed_path_alpha(path, dash_len, gap_len, 2, fg_color, 255, 40)
2394                else
2395                  local cos_r, sin_r = math.cos(pr_angle), math.sin(pr_angle)
2396                  local straight_path = {
2397                    {x = bx, y = by},
2398                    {x = bx + cos_r*preview_len, y = by + sin_r*preview_len},
... [20 more lines]

Found it — the preview line uses draw_dashed_path_alpha at lines 2393 and 2400. Let me check what that function does:

Grep (function draw_dashed_path_alpha)

8738:function draw_dashed_path_alpha(path, dash_len, gap_len, line_w, base_color, start_alpha, end_alpha)

Read (E:\a327ex\Orblike\main.lua)

8738 function draw_dashed_path_alpha(path, dash_len, gap_len, line_w, base_color, start_alpha, end_alpha)
8739      local stride = dash_len + gap_len
8740      local cum = {0}
8741      for i = 2, #path do
8742        cum[i] = cum[i-1] + math.distance(path[i-1].x, path[i-1].y, path[i].x, path[i].y)
8743      end
8744      local total = cum[#cum]
8745      if total < 1 then return end
8746      local function point_at(dist)
8747        if dist <= 0 then return path[1].x, path[1].y end
8748        if dist >= total then return path[#path].x, path[#path].y end
8749        for i = 2, #path do
8750          if cum[i] >= dist then
8751            local t = (dist - cum[i-1])/(cum[i] - cum[i-1])
8752            return path[i-1].x + t*(path[i].x - path[i-1].x),
8753                   path[i-1].y + t*(path[i].y - path[i-1].y)
8754          end
8755        end
8756        return path[#path].x, path[#path].y
8757      end
8758      local d = 0
8759      while d < total do
8760        local seg_end = math.min(d + dash_len, total)
8761        if seg_end - d > 0.5 then
8762          local mid_d = (d + seg_end)/2

Read (E:\a327ex\Orblike\main.lua)

8760     local seg_end = math.min(d + dash_len, total)
8761        if seg_end - d > 0.5 then
8762          local mid_d = (d + seg_end)/2
8763          local dc = base_color:clone()
8764          dc.a = math.lerp(mid_d/total, start_alpha, end_alpha)
8765          local x1, y1 = point_at(d)
8766          local x2, y2 = point_at(seg_end)
8767          effects:line(x1, y1, x2, y2, line_w, dc())
8768        end
8769        d = d + stride
8770      end
8771    end
8772    
8773    -- Effect: psylance_effect
8774    -- Two-phase force ability: gather enemies onto a line, then damage along it.

The preview line draws to effects layer (line 8767), not ability_layer. The user said "except visual effects like hit circles and fx effects" shouldn't get edition. But the pre-fire preview line is a core ability visual, not an fx effect.

AskUserQuestion

User has answered your questions: "The railgun preview line draws to the `effects` layer, not `ability_layer`. Should I move it to `ability_layer` so it gets the edition shader, or should the edition also be applied to ability visuals on the effects layer?"="Move to ability_layer". You can now continue with the user's answers in mind.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the preview line draws to ability_layer, which is already wrapped with the orb's edition inside orb:update. Try it again.

Now, let's test each ability with random colors/editions. Make sure the colors can be both the flat original colors or the new editions. Give me a key to randomize colors for all the 4 orbs, and give me a key to change all 4 orbs to the next ability (while also randomizing colors). Abilities should be in order, so fireball first then all others...

Grep (abilities\s=\s{|ability_order|ability_list)

652:abilities = {

Read (E:\a327ex\Orblike\main.lua)

652  abilities = {
653   fireball = {
654     activation = 'manual',
655     tags = {'area', 'fire', 'projectile'},
656     cooldown = 0.5,

Read (E:\a327ex\Orblike\main.lua)

920  -- Ordered ability list for cycling
921 ability_names = {
922   'fireball', 'null_arrow', 'fissure', 'windfield', 'arc', 'frost_nova',
923   'earthquake', 'ball_lightning', 'lance', 'wall', 'snake', 'random_cast',
924   'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
925   'big_rock', 'railgun', 'psylance', 'wind_slash', 'righteous_fire',
926 }
927 debug_ability_index = 1
928 
929 -- Orb keybinds

Good, there's already an ordered ability list. Now let me check the existing debug key bindings to find good keys, and look at the edition/flat color values:

Read (E:\a327ex\Orblike\main.lua)

6381   if ed == 14 then return color(240, 240, 240) end  -- white
6382      if ed >= 15 and ed <= 22 then return flat_colors[ed - 14] end
6383      local h = edition_hues[ed]
6384      if h then return hsl_color(h, 0.6, 0.6) end
6385      return nil
6386    end
6387    
6388    -- Flat color palette (no shader effect, just sets draw color)
6389    -- These are cycled through BEFORE the edition effects
6390    flat_color_names = {'blue', 'purple', 'red', 'green', 'orange', 'yellow', 'blue2', 'neutral'}
6391    flat_colors = {blue, purple, red, green, orange, yellow, blue2, fg_alt}
6392    
6393    -- Edition effects toggle: apply edition shader to effects layer too
6394    edition_affects_effects = false
6395    

Read (E:\a327ex\Orblike\main.lua)

6371 
6372    -- Edition effect state
6373    edition_mode = 0
6374    edition_mode_names = {'none', 'debug_red', 'ruby', 'rose', 'amber', 'gold', 'lime', 'emerald', 'cyan', 'sapphire', 'indigo', 'violet', 'polychrome', 'silver', 'white'}
6375    
6376    -- Get the base color for an edition (for ripples, particles, etc.)
6377    function edition_base_color(ed)
6378      if not ed or ed <= 0 then return nil end
6379      if ed == 12 then return color(150, 180, 255) end  -- polychrome: blueish
6380      if ed == 13 then return color(180, 180, 190) end  -- silver
6381      if ed == 14 then return color(240, 240, 240) end  -- white
6382      if ed >= 15 and ed <= 22 then return flat_colors[ed - 14] end

So valid editions are: 0 (none), 2-14 (edition effects), 15-22 (flat colors). Let me now find a good spot for the debug keys. Let me check what keys are already used around the existing debug section:

Read (E:\a327ex\Orblike\main.lua)

6096   'darken', 'hue_wave', 'complementary', 'polychrome', 'prismatic',
6097      'foil_sweep', 'brighten', 'pulse_glow', 'rainbow', 'distance_hue',
6098    }
6099    wall_symbol_mode = 0
6100    
6101    -- Floor effect modes (F6 to cycle)
6102    floor_mode_names = {'none'}
6103    floor_mode = 0
6104    -- Ground pattern uses F6 (replaces old floor effects)
6105    
6106    -- Hotkey cycling for wall visuals
6107    an:early_action(function()
6108      local changed = false
6109      if an:key_is_pressed('f9') then
6110        wall_symbol_index = wall_symbol_index % #wall_symbol_types + 1
6111        print('Symbol: ' .. wall_symbol_types[wall_symbol_index])
6112      end
6113      if an:key_is_pressed('f10') then
6114        wall_dist_index = wall_dist_index % #wall_dist_types + 1
6115        map_gen_wall_points()
6116        print('Distribution: ' .. wall_dist_types[wall_dist_index])
6117      end
6118      if an:key_is_pressed('f5') then
6119        wall_symbol_mode = (wall_symbol_mode + 1) % #wall_symbol_mode_names
6120        print('Symbol color: ' .. wall_symbol_mode_names[wall_symbol_mode + 1])
6121      end
6122      if an:key_is_pressed('f6') then
6123        ground_distribution = (ground_distribution + 1) % #ground_distribution_names
6124        print('Ground dist: ' .. ground_distribution_names[ground_distribution + 1])
6125      end

Read (E:\a327ex\Orblike\main.lua)

6125   end
6126      if an:key_is_pressed('[') then
6127        ground_spacing = math.max(ground_spacing_min, ground_spacing - ground_spacing_step)
6128        print('Ground spacing: ' .. ground_spacing)
6129      end
6130      if an:key_is_pressed(']') then
6131        ground_spacing = math.min(ground_spacing_max, ground_spacing + ground_spacing_step)
6132        print('Ground spacing: ' .. ground_spacing)
6133      end
6134      if an:key_is_pressed('f12') then
6135        wall_palette_index = wall_palette_index % #wall_palettes + 1
6136        apply_wall_palette()
6137        map_gen_wall_gradient()
6138        wall_wave_progress = 1.0  -- skip wave on manual change
6139        print('Palette: ' .. wall_palettes[wall_palette_index].name)
6140      end
6141      if an:key_is_pressed('p') then
6142        edition_affects_effects = not edition_affects_effects
6143        print('Edition affects effects: ' .. tostring(edition_affects_effects))
6144      end
6145      if an:key_is_pressed('n') then
6146        if not enemy_edition_override then
6147          enemy_edition_override = 2
6148        else
6149          enemy_edition_override = enemy_edition_override + 1
6150          if enemy_edition_override > 14 then enemy_edition_override = 2 end
6151        end
6152        -- Apply to all existing enemies
6153        for _, e in ipairs(an:all('enemy')) do
6154          e.edition = enemy_edition_override
... [30 more lines]

I'll use f1 for randomize colors and f3 for next ability + randomize colors. Let me check if those are free:

Grep ('f1'|'f3')

10254:  if an:key_is_pressed('f1') then
10387:  if an:key_is_pressed('f3') then

Both taken. Let me check what they do and find unused keys:

Grep ('f7'|'f8'|'f11')

10390:  if an:key_is_pressed('f7') and not recording then
10404:  if an:key_is_pressed('f8') and recording then

Grep ('f11'|'\\|'`'|'tab'|';')

397:      os.execute('copy "' .. intermediate_files[1]:gsub('/', '\\') .. '" "' .. audio_path:gsub('/', '\\') .. '" >nul 2>nul')
428:    os.execute('copy "' .. raw_video:gsub('/', '\\') .. '" "' .. video_path:gsub('/', '\\') .. '" >nul 2>nul')
459:  local wtemp = temp_dir:gsub('/', '\\')

I'll use f11 (unused) for randomize colors, and ; (unused) for next ability + randomize. Let me add both near the existing debug key section:

Read (E:\a327ex\Orblike\main.lua)

6185     print('Ability: ' .. cycle_names[ability_color_index])
6186      end
6187      if an:key_is_pressed('f2') then
6188        edition_mode = (edition_mode + 1) % #edition_mode_names
6189        print('Edition: ' .. edition_mode_names[edition_mode + 1])
6190      end
6191      if an:key_is_pressed('f4') then
6192        local p1 = an:all('player')[1]
6193        if p1 then
6194          local mx, my = an.camera.mouse.x, an.camera.mouse.y

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Another key other than ;

Grep ('/'|'\.'|\"\.\"|'=')

397:      os.execute('copy "' .. intermediate_files[1]:gsub('/', '\\') .. '" "' .. audio_path:gsub('/', '\\') .. '" >nul 2>nul')
428:    os.execute('copy "' .. raw_video:gsub('/', '\\') .. '" "' .. video_path:gsub('/', '\\') .. '" >nul 2>nul')
459:  local wtemp = temp_dir:gsub('/', '\\')

Both / and = appear unused as key bindings. I'll use =:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Changed to =. So: F11 randomizes colors, = cycles ability + randomizes colors.

Start all orbs on the first ability

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

All 4 orbs start on fireball now. Press = to cycle through abilities, F11 to randomize editions.

Particles when shooting from the player for projectiles, areas, etc are not taking the edition's colors. I think those colors should be a mix of the player's color and the ability's color, like half and half. Arc particles are also not changing color based on the ability itself and are inheriting th eplayer's color. Arc particles on chain should be the ability's color.

Let me find the particle spawning code for ability activation and arc/chain effects.

Grep (hit_particle.activate|fire_particle|shoot.particle)

No matches found

Grep (hit_particle)

1050:    an:add(hit_particle(self.x, self.y, {
1128:        local hp = hit_particle(self.x, self.y, {
1251:        an:add(hit_particle(spawn_x, spawn_y, {
1326:        an:add(hit_particle(fire_x, fire_y, {
1394:        an:add(hit_particle(fire_x, fire_y, {
1454:          an:add(hit_particle(target.x, target.y, {velocity = an.random:float(200, 400), duration = an.random:float(0.2, 0.4), w = 8, color = def.color, zigzag = true}))
1587:            an:add(hit_particle(sx, sy, {
1753:          an:add(hit_particle(shot.x, shot.y, {
1763:            an:add(hit_particle(shot.x, shot.y, {
2090:                      an:add(hit_particle(t.x, t.y, {
2318:          local hp = hit_particle(charge_src_x, charge_src_y, {
2563:                an:add(hit_particle(e.x, e.y, {
2630:                an:add(hit_particle(closest.x, closest.y, {
2663:          an:add(hit_particle(muzzle_x, muzzle_y, {
2672:          an:add(hit_particle(muzzle_x, muzzle_y, {
2682:          an:add(hit_particle(muzzle_x, muzzle_y, {
2733:                    an:add(hit_particle(e.x, e.y, {angle = sp.dir_r + an.random:float(-math.pi/2, math.pi/2), velocity = an.random:float(100, 250), duration = an.random:float(0.2, 0.6), w = an.random:float(8, 11), h = 2, force_angle = sp.dir_r, force_strength = 5}))
3082:            local hp = hit_particle(charge_src.x, charge_src.y, {
3247:            local hp = hit_particle(particle_src.x, particle_src.y, {
3528:                an:add(hit_particle(tip.x, tip.y, {
3563:                      an:add(hit_particle(e.x, e.y, {velocity = an.random:float(30, 80), duration = an.random:float(0.1, 0.2), w = 4, color = is_null and purple or def.color}))
3592:            an:add(hit_particle(src_x, src_y, {
4183:                    an:add(hit_particle(e.x, e.y, {
4229:                  an:add(hit_particle(src.x, src.y, {velocity = an.random:float(100, 300), duration = an.random:float(0.2, 0.5)}):change_color(0.5, src_color:clone()))
4278:                an:add(hit_particle(src.x, src.y, {velocity = an.random:float(60, 150), duration = an.random:float(0.1, 0.3)}):change_color(0.5, src_color:clone()))
7399:          an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}))
7541:    an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 150), duration = an.random:float(0.1, 0.3)}):change_color(0.6, self.color:clone()))
7557:      an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
7567:      an:add(hit_particle(hx, hy, {
7844:              an:add(hit_particle(e.x, e.y, {
... [27 more lines]

There are many particle spawn sites. Let me focus on the specific categories. First, the shooting/muzzle particles in orb:activate:

Read (E:\a327ex\Orblike\main.lua)

1248       local spawn_y = fire_y + 8*math.sin(base_r)
1249          an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2}))
1250          for i = 1, 2 do
1251            an:add(hit_particle(spawn_x, spawn_y, {
1252              angle = base_r + an.random:float(-math.pi/4, math.pi/4),
1253              velocity = an.random:float(40, 200),
1254              duration = an.random:float(0.3, 0.6),
1255              w = an.random:choice({6, 8}),
1256            }):change_color(0.6, def.color:clone()))
1257          end
1258        elseif def.carrier == 'self_area' then
1259          local area_mods = {}
1260          for k, v in pairs(mods) do area_mods[k] = v end
1261          area_mods.cascade = nil
1262          area_mods.area_echo = nil

Read (E:\a327ex\Orblike\main.lua)

1320         p1.flashing = true
1321            p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1322          end
1323          an:add(hit_circle(fire_x, fire_y, {radius = 10, duration = 0.2}))
1324          for i = 1, 4 do
1325            local angle = an.random:float(0, 2*math.pi)
1326            an:add(hit_particle(fire_x, fire_y, {
1327              angle = angle,
1328              velocity = an.random:float(40, 200),
1329              duration = an.random:float(0.3, 0.6),
1330              w = an.random:choice({6, 8}),
1331            }):change_color(0.6, def.color:clone()))
1332          end
1333        elseif def.carrier == 'aimed_area' then
1334          local area_mods = {}
1335          for k, v in pairs(mods) do area_mods[k] = v end
1336          area_mods.area_echo = nil
1337    
1338          local function spawn_aimed_area()
1339            local mx, my = an.camera.mouse.x, an.camera.mouse.y

Read (E:\a327ex\Orblike\main.lua)

1390         p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1391          end
1392          an:add(hit_circle(fire_x, fire_y, {radius = 7, duration = 0.2}))
1393          for i = 1, 2 do
1394            an:add(hit_particle(fire_x, fire_y, {
1395              angle = r + an.random:float(-math.pi/4, math.pi/4),
1396              velocity = an.random:float(40, 200),
1397              duration = an.random:float(0.3, 0.6),
1398              w = an.random:choice({6, 8}),
1399            }):change_color(0.6, def.color:clone()))
1400          end
1401        elseif def.carrier == 'chain' then
1402          local count = def.chain_count or 3
1403          if mods.chain then count = count + mods.chain end
1404          local chain_range = def.chain_range or 80

Now let me look at the arc/chain particle spawning:

Read (E:\a327ex\Orblike\main.lua)

1448       local function chain_hit(src, target, hop)
1449            if target.dead then return end
1450            an:add(lightning_line(src, target, {color = def.color, line_width = 2, duration = 0.15, max_offset = 6, edition = orb_ed}))
1451            an:add(hit_circle(target.x, target.y, {radius = 10, duration = 0.2}):change_color(0.5, def.color:clone()))
1452            an:add(hit_effect(target.x, target.y))
1453            for j = 1, an.random:int(4, 6) do
1454              an:add(hit_particle(target.x, target.y, {velocity = an.random:float(200, 400), duration = an.random:float(0.2, 0.4), w = 8, color = def.color, zigzag = true}))
1455            end
1456            target:take_damage(1, 0.66)
1457            apply_knockback_mod(mods, target, src.x, src.y)
1458            if def.slow_amount and target.apply_slow then
1459              local chance = def.slow_chance or 1
1460              if an.random:float(0, 1) < chance then
1461                target:apply_slow(def.slow_amount, def.slow_duration or 2)
1462              end

Now let me look at the arc ability particles specifically:

Read (E:\a327ex\Orblike\main.lua)

1580           local sx, sy = fire_x + ox, fire_y + oy
1581              local hc = hit_circle(sx, sy, {radius = 7, duration = 0.15})
1582              hc.follow = not override_pos and p1 or nil
1583              hc.follow_ox = ox
1584              hc.follow_oy = oy
1585              an:add(hc:change_color(0.4, def.color:clone()))
1586              for i = 1, 2 do
1587                an:add(hit_particle(sx, sy, {
1588                  angle = math.atan(oy, ox) + an.random:float(-math.pi/4, math.pi/4),
1589                  velocity = an.random:float(50, 100),
1590                  duration = an.random:float(0.1, 0.2),
1591                  w = 12,
1592                  color = def.color,
1593                }))
1594              end
1595            end
1596          end
1597    
1598          if any_hit then
1599            sfx('arc_cast', volumes.arc_cast)

Now let me check the projectile muzzle particles (lines 1753, 1763):

Read (E:\a327ex\Orblike\main.lua)

1745       else
1746            p1.spring:pull('shoot', 0.25)
1747            p1.flashing = true
1748            p1.timer:after(0.15, 'flash', function() p1.flashing = false end)
1749          end
1750          for _, shot in ipairs(shots) do
1751            an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
1752            for i = 1, 2 do
1753              an:add(hit_particle(shot.x, shot.y, {
1754                angle = shot.r + an.random:float(-math.pi/4, math.pi/4),
1755                velocity = an.random:float(40, 200),
1756                duration = an.random:float(0.3, 0.6),
1757                w = an.random:choice({6, 8}),
1758              }):change_color(0.6, def.color:clone()))
1759            end
1760            if def.projectile_shape == 'arc' and last_proj then
1761              local cast_spin_dir = last_proj.arc_spin_speed and math.sign(last_proj.arc_spin_speed) or 1
1762              for i = 1, an.random:int(4, 6) do
1763                an:add(hit_particle(shot.x, shot.y, {
1764                  velocity = an.random:float(100, 250),
1765                  duration = an.random:float(0.4, 0.7),
1766                  w = an.random:float(8, 11),
1767                  spin = cast_spin_dir*9,
1768                }):change_color(0.5, def.color:clone()))
1769              end
1770            end
1771          end
1772        end
1773    
1774        -- Orb-level ability_copy: broadcast to all other orbs via player

Let me check the arc ability definition to understand why particles inherit player color:

Grep (^\sarc\s=\s*{)

703:  arc = {

Read (E:\a327ex\Orblike\main.lua)

703    arc = {
704     activation = 'manual',
705     tags = {'chain', 'lightning'},
706     cooldown = 0.5,
707     carrier = 'chain',
708     color = blue,
709     chain_count = 6,
710     chain_range = 80,
711   },
712   frost_nova = {
713     activation = 'manual',
714     tags = {'area', 'ice'},
715     cooldown = 3,
716     carrier = 'self_area',
717     color = blue,

Arc has color = blue. Now let me check what the hit_particle constructor does with its default color:

Read (E:\a327ex\Orblike\main.lua)

8394 hit_particle = object:extend()
8395    function hit_particle:new(x, y, args)
8396      object.new(self)
8397      self.origin_x, self.origin_y = x, y
8398      self.ox, self.oy = args and args.ox or 0, args and args.oy or 0
8399      args = args or {}
8400      self.velocity = args.velocity or an.random:float(100, 250)
8401      self.angle = args.angle or an.random:float(0, 2*math.pi)
8402      self.duration = args.duration or an.random:float(0.2, 0.6)
8403      self.w = args.w or math.remap(self.velocity, 100, 250, 7, 10)
8404      self.h = args.h or self.w/2
8405      self.draw_color = args.color and args.color:clone() or fg_color:clone()
8406      self:add(timer())
8407      self.timer:tween(self.duration, self, {w = 2, h = 2, velocity = 0}, math.sine_in_out, function() self:kill() end)
8408    
8409      self.spin = args.spin or 0
8410    
8411      if args.force_angle then
8412        self.force_angle = args.force_angle
8413        self.force_strength = args.force_strength or 3
8414      end
8415    
8416      if args.zigzag then
8417        self.zigzag = true
8418        self.base_angle = self.angle
8419        self.angle = self.base_angle + math.pi/4
8420        self.zigzag_dist = 0
8421        self.zigzag_leg = 10
8422        self.zigzag_side = 1
8423      end
... [15 more lines]

Read (E:\a327ex\Orblike\main.lua)

1120       self.timer:after(0.1, 'flash', function() self.flashing = false end)
1121          self.spring:pull('main', 0.5)
1122        else
1123          an:add(slightly_jagged_line(self, p1, {anim_duration = delay, src_color = def.color, dst_color = def.color, edition = orb_ed}))
1124          self.flashing = true
1125          self.timer:after(0.1, 'flash', function() self.flashing = false end)
1126          local orb_to_player = math.angle_to_point(self.x, self.y, p1.x, p1.y)
1127          for i = 1, 3 do
1128            local hp = hit_particle(self.x, self.y, {
1129              angle = orb_to_player + an.random:float(-math.pi/4, math.pi/4),
1130              velocity = an.random:float(40, 120),
1131              duration = an.random:float(0.2, 0.4),
1132              w = an.random:choice({4, 6}),
1133            })
1134            hp.follow = self
1135            an:add(hp)
1136          end
1137        end
1138      end
1139    

There it is — line 1128: the activation particles from the orb have no color arg and no :change_color(), so they default to fg_color (player white). These should use the ability/edition color.

Now I have a clear picture. Let me implement this. I'll create a helper function that returns the particle color based on the orb's edition:

Read (E:\a327ex\Orblike\main.lua)

6384     ground:shader_set_vec2(s, 'u_df_size', c.bx1 - c.bx0, c.by1 - c.by0)
6385        ground:apply_shader(s)
6386      end
6387    end)
6388    

Grep (function edition_base_color)

6407:function edition_base_color(ed)

Read (E:\a327ex\Orblike\main.lua)

6407 function edition_base_color(ed)
6408      if not ed or ed <= 0 then return nil end
6409      if ed == 12 then return color(150, 180, 255) end  -- polychrome: blueish
6410      if ed == 13 then return color(180, 180, 190) end  -- silver
6411      if ed == 14 then return color(240, 240, 240) end  -- white
6412      if ed >= 15 and ed <= 22 then return flat_colors[ed - 14] end
6413      local h = edition_hues[ed]
6414      if h then return hsl_color(h, 0.6, 0.6) end
6415      return nil
6416    end
6417    
6418    -- Flat color palette (no shader effect, just sets draw color)
6419    -- These are cycled through BEFORE the edition effects
6420    flat_color_names = {'blue', 'purple', 'red', 'green', 'orange', 'yellow', 'blue2', 'neutral'}
6421    flat_colors = {blue, purple, red, green, orange, yellow, blue2, fg_alt}

Good. Now I'll add a helper that returns a particle color for an orb — using the edition base color if present, otherwise the ability's def.color:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me update the particle spawn sites. First, the activation particles from the orb (line 1128) that default to player color:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the projectile muzzle particles — change the change_color target to use edition color:

Read (E:\a327ex\Orblike\main.lua)

1247       end
1248          local spawn_x = fire_x + 8*math.cos(base_r)
1249          local spawn_y = fire_y + 8*math.sin(base_r)
1250          an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2}))
1251          for i = 1, 2 do
1252            an:add(hit_particle(spawn_x, spawn_y, {
1253              angle = base_r + an.random:float(-math.pi/4, math.pi/4),
1254              velocity = an.random:float(40, 200),
1255              duration = an.random:float(0.3, 0.6),
1256              w = an.random:choice({6, 8}),
1257            }):change_color(0.6, def.color:clone()))
1258          end
1259        elseif def.carrier == 'self_area' then
1260          local area_mods = {}
1261          for k, v in pairs(mods) do area_mods[k] = v end

I need to add a pc local before these particle blocks. Let me find a good spot — right before the carrier-specific branching. Let me see where the carriers branch:

Read (E:\a327ex\Orblike\main.lua)

1139   end
1140    
1141      local function fire()
1142        local fire_x, fire_y
1143        local r
1144        if override_pos then
1145          fire_x, fire_y = override_pos.x, override_pos.y
1146          r = override_pos.r or p1.r
1147        elseif is_null then
1148          fire_x, fire_y = self.x, self.y
1149          r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
1150        else
1151          fire_x, fire_y = p1.x, p1.y
1152          r = p1.r
1153        end

Read (E:\a327ex\Orblike\main.lua)

1153     end
1154        local mods = p1:get_mods()
1155        for _, slot in ipairs(self.slots) do
1156          if slot.type == 'modifier' then
1157            mods[slot.name] = slot.value
1158          end
1159        end
1160        -- Shared area scale factor (used by melee, self_area, aimed_area)
1161        local area_scale = 1
1162        if mods['area+'] then area_scale = area_scale*1.25 end

I'll add the pc variable right after the mods setup, before the carrier branches:

Read (E:\a327ex\Orblike\main.lua)

1171       local base_r = r
1172          local count = def.area_count or 4
1173          if mods.cascade then
1174            count = count + mods.cascade
1175          end
1176          local base_radius = (def and def.area_radius) or 14
1177          local size = base_radius*2*area_scale
1178          local px, py = fire_x, fire_y
1179          local area_delay = def.area_delay or 0.08
1180    

Read (E:\a327ex\Orblike\main.lua)

1167     if mods['area---'] then area_scale = area_scale*0.5 end
1168    
1169        if def.carrier == 'melee' then
1170          -- Melee wave: spawn areas sequentially from player toward mouse
1171          local base_r = r

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now replace all the def.color:clone() in change_color calls within orb:activate's fire() function with pc:clone(). Let me update each one:

Read (E:\a327ex\Orblike\main.lua)

1250       local spawn_y = fire_y + 8*math.sin(base_r)
1251          an:add(hit_circle(spawn_x, spawn_y, {radius = 7, duration = 0.2}))
1252          for i = 1, 2 do
1253            an:add(hit_particle(spawn_x, spawn_y, {
1254              angle = base_r + an.random:float(-math.pi/4, math.pi/4),
1255              velocity = an.random:float(40, 200),
1256              duration = an.random:float(0.3, 0.6),
1257              w = an.random:choice({6, 8}),
1258            }):change_color(0.6, def.color:clone()))
1259          end

The melee muzzle particles:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Self_area muzzle particles:

Read (E:\a327ex\Orblike\main.lua)

1324       end
1325          an:add(hit_circle(fire_x, fire_y, {radius = 10, duration = 0.2}))
1326          for i = 1, 4 do
1327            local angle = an.random:float(0, 2*math.pi)
1328            an:add(hit_particle(fire_x, fire_y, {
1329              angle = angle,
1330              velocity = an.random:float(40, 200),
1331              duration = an.random:float(0.3, 0.6),
1332              w = an.random:choice({6, 8}),
1333            }):change_color(0.6, def.color:clone()))
1334          end
1335        elseif def.carrier == 'aimed_area' then

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Aimed_area muzzle particles:

Read (E:\a327ex\Orblike\main.lua)

1394       an:add(hit_circle(fire_x, fire_y, {radius = 7, duration = 0.2}))
1395          for i = 1, 2 do
1396            an:add(hit_particle(fire_x, fire_y, {
1397              angle = r + an.random:float(-math.pi/4, math.pi/4),
1398              velocity = an.random:float(40, 200),
1399              duration = an.random:float(0.3, 0.6),
1400              w = an.random:choice({6, 8}),
1401            }):change_color(0.6, def.color:clone()))
1402          end
1403        elseif def.carrier == 'chain' then

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now chain hit particles — these should use the ability/edition color:

Read (E:\a327ex\Orblike\main.lua)

1449       local chain_area_radius = chain_range/4
1450          local function chain_hit(src, target, hop)
1451            if target.dead then return end
1452            an:add(lightning_line(src, target, {color = def.color, line_width = 2, duration = 0.15, max_offset = 6, edition = orb_ed}))
1453            an:add(hit_circle(target.x, target.y, {radius = 10, duration = 0.2}):change_color(0.5, def.color:clone()))
1454            an:add(hit_effect(target.x, target.y))
1455            for j = 1, an.random:int(4, 6) do
1456              an:add(hit_particle(target.x, target.y, {velocity = an.random:float(200, 400), duration = an.random:float(0.2, 0.4), w = 8, color = def.color, zigzag = true}))
1457            end
1458            target:take_damage(1, 0.66)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the arc hit particles (line ~1587):

Read (E:\a327ex\Orblike\main.lua)

1580 
1581              -- Feedback at spawn point
1582              local sx, sy = fire_x + ox, fire_y + oy
1583              local hc = hit_circle(sx, sy, {radius = 7, duration = 0.15})
1584              hc.follow = not override_pos and p1 or nil
1585              hc.follow_ox = ox
1586              hc.follow_oy = oy
1587              an:add(hc:change_color(0.4, def.color:clone()))
1588              for i = 1, 2 do
1589                an:add(hit_particle(sx, sy, {
1590                  angle = math.atan(oy, ox) + an.random:float(-math.pi/4, math.pi/4),
1591                  velocity = an.random:float(50, 100),
1592                  duration = an.random:float(0.1, 0.2),
1593                  w = 12,
1594                  color = def.color,
1595                }))
1596              end
1597            end
1598          end
1599    

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the projectile carrier muzzle particles:

Read (E:\a327ex\Orblike\main.lua)

1753         an:add(hit_circle(shot.x, shot.y, {radius = 7, duration = 0.2}))
1754            for i = 1, 2 do
1755              an:add(hit_particle(shot.x, shot.y, {
1756                angle = shot.r + an.random:float(-math.pi/4, math.pi/4),
1757                velocity = an.random:float(40, 200),
1758                duration = an.random:float(0.3, 0.6),
1759                w = an.random:choice({6, 8}),
1760              }):change_color(0.6, def.color:clone()))
1761            end
1762            if def.projectile_shape == 'arc' and last_proj then
1763              local cast_spin_dir = last_proj.arc_spin_speed and math.sign(last_proj.arc_spin_speed) or 1
1764              for i = 1, an.random:int(4, 6) do
1765                an:add(hit_particle(shot.x, shot.y, {
1766                  velocity = an.random:float(100, 250),
1767                  duration = an.random:float(0.4, 0.7),
1768                  w = an.random:float(8, 11),
1769                  spin = cast_spin_dir*9,
1770                }):change_color(0.5, def.color:clone()))
1771              end
1772            end
1773          end
1774        end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also update the hit_circle at the muzzle flash to use edition color. Let me also check the hit_circle at the spawn point for the deploy carrier and other spawn feedback:

Read (E:\a327ex\Orblike\main.lua)

1049   for i = 1, 3 do
1050        an:add(hit_particle(self.x, self.y, {
1051          velocity = an.random:float(60, 150),
1052          duration = an.random:float(0.2, 0.4),
1053          w = an.random:choice({4, 6}),
1054        }))
1055      end
1056    end

Read (E:\a327ex\Orblike\main.lua)

1039   self:add(collider('orb', 'kinematic', 'circle', 4, {sensor = true}))
1040      self.collider:set_position(self.x, self.y)
1041    
1042      self:add(timer())
1043      self:add(spring())
1044      self.spring:add('main', 1)
1045      self.spring:pull('main', 0.75, 3, 0.7)
1046      self.flashing = true
1047      self.timer:after(0.2, 'flash', function() self.flashing = false end)
1048      an:add(hit_circle(self.x, self.y, {radius = 8, duration = 0.25}))
1049      for i = 1, 3 do
1050        an:add(hit_particle(self.x, self.y, {
1051          velocity = an.random:float(60, 150),
1052          duration = an.random:float(0.2, 0.4),
1053          w = an.random:choice({4, 6}),
1054        }))
1055      end
1056    end
1057    
1058    function orb:add_ability(ability_name)

This is orb:new, not orb:activate. The orb spawn particles — those don't need edition. Let me focus on what's left and give you a test.

The key changes so far cover:

Give it a try — fire some abilities and check if the particles now match the edition colors.

The zone around ball lightning still inherits the player's color.

Grep (ball_lightning)

739:  ball_lightning = {
923:  'earthquake', 'ball_lightning', 'lance', 'wall', 'snake', 'random_cast',
7160:  self.is_ball_lightning = self.ability == 'ball_lightning'
7161:  if self.is_ball_lightning then
7173:  if self.is_ball_lightning then
7195:  if self.is_ball_lightning then
7196:    self.bl_zone = area(self.x, self.y, {ability = 'ball_lightning', color = self.color, mods = self.mods, follow = self})
7422:  if self.is_ball_lightning then
7545:  local death_radius = self.is_ball_lightning and 12 or 8
7547:  for i = 1, (self.is_ball_lightning and 4 or 2) do
7555:  if self.is_ball_lightning then return end

Read (E:\a327ex\Orblike\main.lua)

7193 
7194      -- Ball lightning: spawn zone that follows this projectile, plus spell cast tick
7195      if self.is_ball_lightning then
7196        self.bl_zone = area(self.x, self.y, {ability = 'ball_lightning', color = self.color, mods = self.mods, follow = self})
7197        an:add(self.bl_zone)
7198    
7199        -- Spell cast tick (arc by default, or cast_on_tick replacement)
7200        -- Most carriers go through activate (override_pos handles position).

The ball lightning zone area is created without edition. This is inside projectile:new:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

That should do it — the ball lightning zone area now gets the edition from the source orb.

Righteous fire not being colored properlyl, psylance prefire not being colored properly, cyclone seems to be bugging out in terms of movement but only for a few orbs? Not sure what's happening there

Let me investigate all three. First, righteous fire:

Grep (righteous_fire)

904:  righteous_fire = {
925:  'big_rock', 'railgun', 'psylance', 'wind_slash', 'righteous_fire',

Read (E:\a327ex\Orblike\main.lua)

904    righteous_fire = {
905     activation = 'toggle',
906     tags = {'area', 'fire'},
907     carrier = 'toggle_area',
908     color = red,
909     area_radius = 64,
910     area_duration = 9999,
911     area_tick_rate = 0.15,
912     start_sound = 'rf_start',
913     loop_sound = 'rf_loop',
914     end_sound = 'rf_end',
915     hit_sounds = {'rf_hit_3'},
916     steady_rotation = true,
917   },
918 }
919 
920 -- Ordered ability list for cycling
921 ability_names = {

It's a toggle_area carrier. Let me check how toggle_area spawns areas:

Grep (toggle_area)

907:    carrier = 'toggle_area',
3728:    elseif def and def.activation == 'toggle' and def.carrier == 'toggle_area' then
3730:        if not self.toggle_area_active then
3732:          self.toggle_area_active = true
3738:          self.toggle_area_is_null = is_null
3751:          self.toggle_area_ref = area(follow_target.x, follow_target.y, {
3755:          an:add(self.toggle_area_ref)
3765:          if self.toggle_area_ref then
3766:            self.toggle_area_ref:kill()
3767:            self.toggle_area_ref = nil
3769:          self.toggle_area_active = false
3770:          self.toggle_area_is_null = nil
3780:      if self.toggle_area_active and self.toggle_area_is_null then

Read (E:\a327ex\Orblike\main.lua)

3748           for k, v in pairs(startup_mods) do area_mods[k] = v end
3749              local follow_target = is_null and self or p1
3750              local area_color = is_null and purple or def.color
3751              self.toggle_area_ref = area(follow_target.x, follow_target.y, {
3752                ability = ability_name, color = area_color, mods = area_mods,
3753                follow = follow_target, duration = 9999,
3754              })
3755              an:add(self.toggle_area_ref)
3756              sfx(def.start_sound, volumes[def.start_sound])
3757              self.toggle_loop_handle = sfx_handle(def.loop_sound, volumes[def.loop_sound])

Missing edition. Fix:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now psylance prefire. Let me check the psylance gather phase drawing:

Read (E:\a327ex\Orblike\main.lua)

8820   self.damage_delay = args.damage_delay or 0.15
8821      self.color = args.color or fg_color
8822      self.mods = args.mods or {}
8823      self.ability = args.ability or 'psylance'
8824      self.source_orb = args.source_orb
8825      self.follow = args.follow
8826      self.follow_dist = 10
8827      self.base_angle_offset = args.base_angle_offset or 0
8828      self.parallel_offset = args.parallel_offset or 0
8829    
8830      self.phase = 'gather'
8831      self.elapsed = 0
8832      self.line_extend = 0
8833      self.side_shake = 0
8834      self.center_progress = 0
8835      self.side_alpha = 255
8836    
8837      -- Perpendicular direction
8838      self.perp_x = -math.sin(self.r)
8839      self.perp_y = math.cos(self.r)
8840    
8841      self:add(timer())
8842    end
8843    
8844    function psylance_effect:update(dt)
8845      -- Update origin if following
8846      if self.follow then
8847        local perp_r = self.r + math.pi/2
8848        self.origin_x = self.follow.x + self.follow_dist*math.cos(self.r) + self.parallel_offset*math.cos(perp_r)
8849        self.origin_y = self.follow.y + self.follow_dist*math.sin(self.r) + self.parallel_offset*math.sin(perp_r)
... [30 more lines]

Read (E:\a327ex\Orblike\main.lua)

8900           local closest, closest_d = nil, math.huge
8901              for _, e in ipairs(cached_enemies) do
8902                if not e.dead then
8903                  local d = math.distance(wpx, wpy, e.x, e.y)
8904                  if d < proximity and d < closest_d and d > 1 then
8905                    closest, closest_d = e, d
8906                  end
8907                end
8908              end
8909              if closest then
8910                local target_r = math.atan(closest.y - wpy, closest.x - wpx)
8911                local diff = math.atan(math.sin(target_r - wpath_r), math.cos(target_r - wpath_r))
8912                local max_turn = homing_turn_rate*step_size
8913                wpath_r = wpath_r + math.clamp(diff, -max_turn, max_turn)
8914              end
8915              wpx = wpx + step_size*math.cos(wpath_r)
8916              wpy = wpy + step_size*math.sin(wpath_r)
8917              table.insert(world_path, {x = wpx, y = wpy})
8918            end
8919            -- Convert to local offsets (relative to origin, rotated by -self.r)
8920            local cos_neg = math.cos(-self.r)
8921            local sin_neg = math.sin(-self.r)
8922            for i = 2, #world_path do
8923              local dx = world_path[i].x - ox
8924              local dy = world_path[i].y - oy
8925              table.insert(self.fixed_local_path, {
8926                x = dx*cos_neg - dy*sin_neg,
8927                y = dx*sin_neg + dy*cos_neg,
8928              })
8929            end
... [30 more lines]

Read (E:\a327ex\Orblike\main.lua)

8980             end
8981              end
8982            end
8983            if on_path and min_perp <= half_w and min_perp > 2 then
8984              local strength = 3*(min_perp/half_w)
8985              e:push(best_pull_r, strength, 0.15)
8986            end
8987          end
8988        end
8989    
8990        -- Draw two side lines along path with alpha fade
8991        for side = -1, 1, 2 do
8992          -- Build offset path for this side
8993          local side_path = {}
8994          for i = 1, #self.path do
8995            local seg_r = self.r
8996            if i < #self.path then
8997              seg_r = math.atan(self.path[i+1].y - self.path[i].y, self.path[i+1].x - self.path[i].x)
8998            elseif i > 1 then
8999              seg_r = math.atan(self.path[i].y - self.path[i-1].y, self.path[i].x - self.path[i-1].x)
9000            end
9001            local px = -math.sin(seg_r)*half_w*side
9002            local py = math.cos(seg_r)*half_w*side
9003            table.insert(side_path, {x = self.path[i].x + px, y = self.path[i].y + py})
9004          end
9005          draw_dashed_path_alpha(side_path, 5, 6, 2, self.color, 255, 40)
9006        end
9007    
9008        -- Magnetic area: periodic pulse pulling enemies from outside the beam inward
9009        if self.mods.magnetic_area then

Line 9005: draw_dashed_path_alpha — I already moved this function to draw on ability_layer. But the issue is that psylance_effect:update doesn't have edition wrapping. The psylance effect has self.source_orb but its draws aren't wrapped.

Let me add edition wrapping to psylance_effect's update:

Read (E:\a327ex\Orblike\main.lua)

8844 function psylance_effect:update(dt)
8845      -- Update origin if following
8846      if self.follow then
8847        local perp_r = self.r + math.pi/2
8848        self.origin_x = self.follow.x + self.follow_dist*math.cos(self.r) + self.parallel_offset*math.cos(perp_r)
8849        self.origin_y = self.follow.y + self.follow_dist*math.sin(self.r) + self.parallel_offset*math.sin(perp_r)
8850      end
8851    
8852      self.elapsed = self.elapsed + dt
8853      local ox, oy = self.origin_x, self.origin_y
8854      local cos_r, sin_r = math.cos(self.r), math.sin(self.r)
8855      local half_w = self.pull_width/2
8856      local c = self.color()
8857    
8858      if self.phase == 'gather' then

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now find the end of psylance_effect:update to add the reset:

Grep (^function big_rock_effect:new)

9185:function big_rock_effect:new(x, y, args)

Read (E:\a327ex\Orblike\main.lua)

9170           duration = an.random:float(0.1, 0.25),
9171              w = an.random:float(4, 8),
9172            }):change_color(0.4, self.color:clone()))
9173          end
9174        end
9175    
9176        if t >= 1 then
9177          self:kill()
9178        end
9179      end

Read (E:\a327ex\Orblike\main.lua)

9178     end
9179      end
9180    end
9181    
9182    -- Effect: big_rock_effect
9183    -- Rock thrown in arc to target. X marker blinks at target, rock scales up at apex then down, AoE on landing.
9184    big_rock_effect = object:extend()
9185    function big_rock_effect:new(x, y, args)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now for the cyclone movement bug — the issue is likely that when all 4 orbs are set to cyclone via =, multiple orbs compete for player control (p1.cyclone_active, p1.cyclone_area_ref, speed multipliers). Let me check if the = key needs to clean up active abilities before switching:

Read (E:\a327ex\Orblike\main.lua)

6214     debug_ability_index = debug_ability_index % #ability_names + 1
6215        local name = ability_names[debug_ability_index]
6216        for _, o in ipairs(orbs) do
6217          o.slots = {}
6218          o:add_ability(name)
6219        end
6220        randomize_orb_editions()
6221        print('--- All orbs: ' .. name .. ' ---')
6222      end
6223      if an:key_is_pressed('f4') then
6224        local p1 = an:all('player')[1]
6225        if p1 then
6226          local mx, my = an.camera.mouse.x, an.camera.mouse.y
6227          local hit = an:raycast(p1.x, p1.y, mx, my, {'wall'})
6228          if hit then

The = key clears slots and re-adds abilities, but doesn't clean up active state like cyclone_active, toggle_area_ref, asal_charging, etc. Let me add cleanup:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Three fixes:

  1. Righteous fire: Toggle area now passes edition to the area
  2. Psylance prefire: Wrapped psylance_effect draws with edition shader set/reset
  3. Cyclone movement: The = key now cleans up active ability state (cyclone, toggle areas, charge states, player flags) before switching abilities

Projectiles hitting walls still spawn particles of the color of the player instead of the projectile's. This seems to be true for fireball but not null arrow. Particles spawned by fissure when hitting enemies is also yellow instead of the ability's color. Same for frost nova. Same for earthquake. Cyclone only behaves correctly on orb 4 (e). On all other 3 orbs you can still move normally while casting cyclone. It only moves towards the mouse on orb 4. Particles for asal on enemy hit also wrong. Particles wrong for flicker strike too, AND flicker strike dash trail not drawing at all. Big rock particles also wrong. Enemy particles also wrong for fireball and null arrow. So on top of the specific fixes for individual abilities, seems like a general fix for enemy hit particles from abilities is also needed.

AskUserQuestion

User has answered your questions: "This is a lot of individual particle fixes spread across many abilities. Before I dive in, I want to confirm the approach: should I find ALL hit_particle spawns that are ability-related (not just the ones in orb:activate but also in area:update, projectile:on_hit, etc.) and make them use the edition color from their source orb? Basically a comprehensive sweep rather than fixing one ability at a time?"="Do an analysis first of where all hit_particles get spawned and see if there are any places that don't correspond to the specific issues I outlined then tell me about them." user notes: Do an analysis first of where all hit_particles get spawned and see if there are any places that don't correspond to the specific issues I outlined then tell me about them.. You can now continue with the user's answers in mind.

Agent

[
  {
    "type": "text",
    "text": "Perfect! Now I have enough information. Let me create a comprehensive mapping by analyzing each hit_particle call:\n\nBased on my detailed analysis of the main.lua file, here is the comprehensive list of all `hit_particle` spawn sites:\n\n| Line | Function/Context | Color Used | Type | Notes |\n|------|------------------|-----------|------|-------|\n| 1050 | `orb:activate()` | Default (fg_color) | System | Orb spawn activation particles |\n| 1129 | `orb:activate()` - arc chain hit | `pc` via `:change_color(0.5, pc)` | Ability | Uses `ability_particle_color(orb_ed, def.color)` - arc ability |\n| 1253 | `orb:activate()` - projectile fire | `pc` via `:change_color(0.5, pc)` | Ability | Uses `ability_particle_color(orb_ed, def.color)` - projectile fire |\n| 1328 | `orb:activate()` - formation fire | `pc` via `:change_color(0.5, pc)` | Ability | Uses `ability_particle_color(orb_ed, def.color)` - formation spawn |\n| 1396 | `orb:activate()` - aimed fire | `pc` via `:change_color(0.5, pc)` | Ability | Uses `ability_particle_color(orb_ed, def.color)` - aimed projectile |\n| 1456 | `orb:activate()` - chain hit | `pc` directly in args | Ability | Sets `color = pc` in args - chain hit particles |\n| 1589 | `orb:activate()` - spiral fire | `pc` directly in args | Ability | Sets `color = pc` in args - spiral projectile spawn |\n| 1755 | `orb:activate()` - multi-shot fire | `pc` via `:change_color(0.5, pc)` | Ability | Uses `ability_particle_color(orb_ed, def.color)` - multi-shot |\n| 1765 | `orb:activate()` - arc cast fire | `pc` via `:change_color(0.5, pc)` | Ability | Uses `ability_particle_color(orb_ed, def.color)` - arc spin cast |\n| 2092 | `dash_clone:update()` (dash_strike damage) | Default (fg_color) | System | Dash strike enemy hit - no color set |\n| 2320 | `orb:update()` - asal charging | Default (fg_color) | Ability-related | Asal charge particles, conditional `purple` for null form |\n| 2565 | `orb:update()` - railgun direct hit | Default (fg_color) | System | Railgun enemy hit particles |\n| 2632 | `orb:update()` - railgun chain hit | Default (fg_color) | System | Railgun chained enemy hit |\n| 2665 | `orb:update()` - railgun muzzle short | Default (fg_color) | Ability | Railgun dense short burst particles |\n| 2674 | `orb:update()` - railgun muzzle mid | Default (fg_color) | Ability | Railgun mid-range particles |\n| 2684 | `orb:update()` - railgun muzzle long | Default (fg_color) | Ability | Railgun long reach particles |\n| 2735 | `orb:update()` - railgun echo hit | Default (fg_color) | System | Railgun ability echo hit particles |\n| 3084 | `orb:update()` - asal startup charge | `purple` or Default | Ability-related | Conditional: `color = charging_null and purple or nil` |\n| 3249 | `orb:update()` - beam startup | `purple` or Default | Ability-related | Conditional via `:change_color(0.5, purple)` only for null |\n| 3530 | `orb:update()` - beam tip particles | `pc` via `:change_color(0.5, pc)` | Ability | Beam tip spawn particles |\n| 3565 | `orb:update()` - beam hit particles | `purple` or `def.color` directly in args | Ability | Beam collision particles: `color = is_null and purple or def.color` |\n| 3594 | `orb:update()` - beam multi-source fire | `particle_color` via `:change_color(0.5, particle_color)` | Ability | Multi-beam cast: `is_null and purple or def.color` |\n| 4185 | `dash_clone:flicker_start_hop()` - flicker hit | `src_color` via `:change_color(0.66, src_color)` | Ability | Flicker strike hit particles |\n| 4231 | `dash_clone:flicker_start_hop()` - flicker chain end | `src_color` via `:change_color(0.5, src_color)` | Ability | Flicker chain completion particles |\n| 4280 | `dash_clone:flicker_find_next()` - exit particles | `src_color` via `:change_color(0.5, src_color)` | Ability | Flicker departure particles |\n| 7424 | `projectile:die()` - wall collision | Default (fg_color) | System | Projectile wall bounce particles |\n| 7566 | `projectile:die()` - death particles | `self.color` via `:change_color(0.6, self.color)` | Ability | Projectile death effect - uses projectile's own color |\n| 7582 | `projectile:on_hit()` - null_arrow hit | `self.color` via `:change_color(0.5, self.color)` | Ability | Null arrow impact particles |\n| 7592 | `projectile:on_hit()` - wind_slash hit | `self.color` via `:change_color(0.5, self.color)` | Ability | Wind slash impact particles |\n| 7869 | `area:update()` - cyclone zone damage | `self.color` via `:change_color(0.5, self.color)` | Ability | Cyclone area hit particles |\n| 7986 | `area:update()` - asal explosion hit | `self.color` via `:change_color(0.5, self.color)` | Ability | Asal explosion zone particles |\n| 8271 | `seeker:__init()` spawn | `red` via `:change_color(0.6, red)` | System | Enemy seeker spawn effect |\n| 8331 | `seeker:die()` - death | `red` via `:change_color(0.6, red)` | System | Enemy death particles |\n| 9120 | `dash_clone:update()` (dash strike?) | Default (fg_color) | System | Dash strike impact particles |\n| 9170 | `dash_clone:update()` - fissure muzzle | Default (fg_color) | Ability | Fissure ability muzzle particles |\n| 9185 | `dash_clone:update()` - fissure forward (disabled) | `self.color` via `:change_color(0.4, self.color)` | Ability | Fissure forward particles (currently disabled) |\n| 9386 | `area:update()` - big_rock push | `self.color` via `:change_color(0.5, self.color)` | Ability | Big rock area push particles |\n| 9510 | `area:update()` - big_rock shatters | `self.color` via `:change_color(0.5, self.color)` | Ability | Big rock shatter particles |\n| 10100 | `dash_clone:flicker_start_hop()` - flicker hit (duplicate) | `self.color` via `:change_color(0.66, self.color)` | Ability | Flicker hop impact particles |\n| 10220 | `dash_clone:update()` - dash_strike hit (duplicate) | Default (fg_color) | System | Dash strike damage particles |\n| 10343 | `player:single_target_attack()` - player melee | Default (fg_color) | System | Player melee contact particles |\n| 10370 | Player collision handling | Default (fg_color) | System | Player hit/collision particles |\n| 10502 | `player:single_target_attack()` - follow-up | `self.color` via `:change_color(0.6, self.color)` | Ability | Single target follow-up particles |\n| 10524 | `player:area_rect_attack()` (undefined usage) | `self.color` via `:change_color(0.6, self.color)` | Ability | Area rect attack particles |\n| 10546 | `player:area_circle_attack()` (undefined) | `self.color` via `:change_color(0.6, self.color)` | Ability | Area circle attack particles |\n| 10567 | `player:line_attack()` (undefined) | `self.color` via `:change_color(0.6, self.color)` | Ability | Line attack particles |\n| 10608 | `single_target:update()` - attack hit | `{self.color, red}` randomly via `:change_color(0.5, ...)` | System | Single-target attack hit - random choice |\n| 10662 | `area_rect:update()` - hit detection | `self.color` via `:change_color(0.5, self.color)` | System | Area rect hit particles |\n| 10731 | `area_circle:update()` (area_circle) - hit detection | `self.color` via `:change_color(0.5, self.color)` | System | Area circle hit particles |\n| 10809 | `dash_clone:line_attack()` - edge hit | `col` via `:change_color(0.5, ...)` | System | Line attack edge hit particles |\n| 10830 | `dash_clone:line_attack()` - screen edge | `col` via `:change_color(0.5, col)` | System | Line attack screen edge particles |\n\n**Key Findings:**\n\n1. **Ability-related particles (should reflect edition color)**: Lines 1129, 1253, 1328, 1396, 1456, 1589, 1755, 1765, 3530, 3565, 3594, 4185, 4231, 4280, 7566, 7582, 7592, 7869, 7986, 9386, 9510, 10100, 10502 - These use `ability_particle_color()` or `def.color` or `self.color` (when self is ability-based)\n\n2. **System particles (should NOT change)**: Lines 1050, 2092, 2565, 2632, 2665-2684, 2735, 7424, 8271, 8331, 9120, 10343, 10370, 10608, 10662, 10731, 10809, 10830 - These use default fg_color or fixed colors like red for enemies\n\n3. **Problematic cases needing clarification**: \n   - Line 2320, 3084, 3249 - Conditional color based on null form (should these change per edition?)\n   - Line 9170 - Fissure muzzle uses default (may need ability color)\n   - Lines 10524, 10546, 10567 - Appear to be in undefined functions or misnamed functions"
  }
]

Here's my analysis. The agent found ~50 spawn sites. Let me categorize the ones not mentioned in your issues:

Already fixed (in orb:activate):

System particles (should stay as-is):

Ability-related particles NOT yet covered by your reports:

So beyond your reported issues, railgun muzzle/hit particles, beam particles, and projectile death/wind_slash particles also need fixing.

The pattern is consistent: every ability-related particle either uses fg_color (wrong) or def.color/self.color (ignores edition). The fix is the same everywhere — use ability_particle_color(edition, fallback_color).

Should I proceed with the comprehensive sweep now?

Yes.

Let me work through this systematically. First, let me get current line numbers for all hit_particle spawns, then fix them in batches by object.

Grep (hit_particle()

1050:    an:add(hit_particle(self.x, self.y, {
1129:        local hp = hit_particle(self.x, self.y, {
1253:        an:add(hit_particle(spawn_x, spawn_y, {
1328:        an:add(hit_particle(fire_x, fire_y, {
1396:        an:add(hit_particle(fire_x, fire_y, {
1456:          an:add(hit_particle(target.x, target.y, {velocity = an.random:float(200, 400), duration = an.random:float(0.2, 0.4), w = 8, color = pc, zigzag = true}))
1589:            an:add(hit_particle(sx, sy, {
1755:          an:add(hit_particle(shot.x, shot.y, {
1765:            an:add(hit_particle(shot.x, shot.y, {
2092:                      an:add(hit_particle(t.x, t.y, {
2320:          local hp = hit_particle(charge_src_x, charge_src_y, {
2565:                an:add(hit_particle(e.x, e.y, {
2632:                an:add(hit_particle(closest.x, closest.y, {
2665:          an:add(hit_particle(muzzle_x, muzzle_y, {
2674:          an:add(hit_particle(muzzle_x, muzzle_y, {
2684:          an:add(hit_particle(muzzle_x, muzzle_y, {
2735:                    an:add(hit_particle(e.x, e.y, {angle = sp.dir_r + an.random:float(-math.pi/2, math.pi/2), velocity = an.random:float(100, 250), duration = an.random:float(0.2, 0.6), w = an.random:float(8, 11), h = 2, force_angle = sp.dir_r, force_strength = 5}))
3084:            local hp = hit_particle(charge_src.x, charge_src.y, {
3249:            local hp = hit_particle(particle_src.x, particle_src.y, {
3530:                an:add(hit_particle(tip.x, tip.y, {
3565:                      an:add(hit_particle(e.x, e.y, {velocity = an.random:float(30, 80), duration = an.random:float(0.1, 0.2), w = 4, color = is_null and purple or def.color}))
3594:            an:add(hit_particle(src_x, src_y, {
4185:                    an:add(hit_particle(e.x, e.y, {
4231:                  an:add(hit_particle(src.x, src.y, {velocity = an.random:float(100, 300), duration = an.random:float(0.2, 0.5)}):change_color(0.5, src_color:clone()))
4280:                an:add(hit_particle(src.x, src.y, {velocity = an.random:float(60, 150), duration = an.random:float(0.1, 0.3)}):change_color(0.5, src_color:clone()))
7424:          an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}))
7566:    an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 150), duration = an.random:float(0.1, 0.3)}):change_color(0.6, self.color:clone()))
7582:      an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
7592:      an:add(hit_particle(hx, hy, {
7869:              an:add(hit_particle(e.x, e.y, {
... [21 more lines]

Now let me work through each group. I'll start with orb:update particles (inside the edition wrapping, have orb_ed and def available):

Read (E:\a327ex\Orblike\main.lua)

2088                     an:add(fx_effect(t.x, t.y, {name = 'fx_energy_122', r = hit_r, s = 1.0, speed = 0.06}))
2089                        an:add(hit_circle(t.x, t.y, {radius = 10, duration = 0.2}))
2090                        an:add(hit_effect(t.x, t.y))
2091                        for j = 1, 4 do
2092                          an:add(hit_particle(t.x, t.y, {
2093                            angle = hit_r + an.random:float(-math.pi/3, math.pi/3),
2094                            velocity = an.random:float(100, 300),
2095                            duration = an.random:float(0.2, 0.5),
2096                            w = an.random:float(8, 16), h = 2,
2097                          }))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now railgun charge particles (line 2320):

Read (E:\a327ex\Orblike\main.lua)

2316           local travel_dist = spawn_dist - charge_radius*0.6
2317              local off_x = spawn_dist*math.cos(spawn_r)
2318              local off_y = spawn_dist*math.sin(spawn_r)
2319              local to_center = math.angle_to_point(off_x, off_y, 0, 0)
2320              local dur = travel_dist/150
2321              local hp = hit_particle(charge_src_x, charge_src_y, {
2322                angle = to_center, velocity = travel_dist/dur*1.5,
2323                duration = dur, w = an.random:float(8, 14), h = 2,
2324                ox = off_x, oy = off_y,
2325              })
2326              hp.follow = rg_null and self or p1
2327              an:add(hp)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Railgun enemy hit particles (lines 2565, 2632, 2735):

Read (E:\a327ex\Orblike\main.lua)

2562               apply_knockback_mod(mods, e, from_x, from_y)
2563                  sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2564                  an:add(hit_circle(e.x, e.y, {radius = 8, duration = 0.15}))
2565                  an:add(hit_effect(e.x, e.y))
2566                  for i = 1, 3 do

Read (E:\a327ex\Orblike\main.lua)

2565               an:add(hit_effect(e.x, e.y))
2566                  for i = 1, 3 do
2567                    an:add(hit_particle(e.x, e.y, {
2568                      angle = dir_r + an.random:float(-math.pi/2, math.pi/2),
2569                      velocity = an.random:float(80, 200),
2570                      duration = an.random:float(0.2, 0.4),
2571                      w = an.random:choice({4, 6}),
2572                    }))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Read (E:\a327ex\Orblike\main.lua)

2632               an:add(hit_circle(closest.x, closest.y, {radius = 8, duration = 0.15}))
2633                  an:add(hit_effect(closest.x, closest.y))
2634                  for i = 1, 3 do
2635                    an:add(hit_particle(closest.x, closest.y, {
2636                      angle = chain_r + an.random:float(-math.pi/2, math.pi/2),

Read (E:\a327ex\Orblike\main.lua)

2634               for i = 1, 3 do
2635                    an:add(hit_particle(closest.x, closest.y, {
2636                      angle = chain_r + an.random:float(-math.pi/2, math.pi/2),
2637                      velocity = an.random:float(80, 200),
2638                      duration = an.random:float(0.2, 0.4),
2639                      w = an.random:choice({4, 6}),
2640                    }))
2641                  end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the railgun muzzle particles and echo hit. Let me handle those plus the remaining orb:update particles in parallel via an agent, while I handle the sub-object particles directly:

Read (E:\a327ex\Orblike\main.lua)

2662         local muzzle_y = fire_src_y + 16*math.sin(base_r)
2663            an:add(hit_circle(muzzle_x, muzzle_y, {radius = 10, duration = 0.2}))
2664            an:add(fx_effect(muzzle_x, muzzle_y, {name = 'fx_energy_122', r = base_r, s = 1, speed = 0.05}))
2665            local half_cone = math.pi/3
2666            -- Dense short
2667            for i = 1, 12 do
2668              an:add(hit_particle(muzzle_x, muzzle_y, {
2669                angle = base_r + an.random:float(-half_cone, half_cone),
2670                velocity = an.random:float(40, 140),
2671                duration = an.random:float(0.1, 0.25),
2672                w = an.random:choice({4, 6}),
2673              }))
2674            end
2675            -- Mid-range
2676            for i = 1, 6 do
2677              an:add(hit_particle(muzzle_x, muzzle_y, {
2678                angle = base_r + an.random:float(-half_cone, half_cone),
2679                velocity = an.random:float(150, 300),
2680                duration = an.random:float(0.2, 0.4),
2681                w = an.random:choice({6, 8}),
2682                h = 2,
2683              }))
2684            end
2685            -- Long reach
2686            for i = 1, 3 do
2687              an:add(hit_particle(muzzle_x, muzzle_y, {
2688                angle = base_r + an.random:float(-half_cone*0.5, half_cone*0.5),
2689                velocity = an.random:float(300, 500),
2690                duration = an.random:float(0.3, 0.5),
2691                w = an.random:float(8, 14),

Read (E:\a327ex\Orblike\main.lua)

2691             w = an.random:float(8, 14),
2692                h = 2,
2693              }))
2694            end
2695            -- Ability echo: re-fire N-1 more times using stored paths

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Railgun echo hit (line ~2735):

Read (E:\a327ex\Orblike\main.lua)

2737                       an:add(beam_particle(e.x, e.y, {beam_r = pr, speed = an.random:float(150, 300), duration = an.random:float(0.2, 0.4), w = an.random:float(6, 12)}))
2738                        end
2739                        an:add(hit_particle(e.x, e.y, {angle = sp.dir_r + an.random:float(-math.pi/2, math.pi/2), velocity = an.random:float(100, 250), duration = an.random:float(0.2, 0.6), w = an.random:float(8, 11), h = 2, force_angle = sp.dir_r, force_strength = 5}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now asal charge particles (line ~3084):

Read (E:\a327ex\Orblike\main.lua)

3082             local spawn_dist = an.random:float(30, 60)
3083                local travel_dist = spawn_dist - charge_radius*0.6
3084                local off_x = spawn_dist*math.cos(spawn_r)
3085                local off_y = spawn_dist*math.sin(spawn_r)
3086                local to_center = math.angle_to_point(off_x, off_y, 0, 0)
3087                local dur = travel_dist/150
3088                local hp = hit_particle(charge_src.x, charge_src.y, {
3089                  angle = to_center,
3090                  velocity = travel_dist/dur*1.5,
3091                  duration = dur,
3092                  w = an.random:float(8, 14), h = 2,
3093                  ox = off_x, oy = off_y,

Read (E:\a327ex\Orblike\main.lua)

3092               w = an.random:float(8, 14), h = 2,
3093                  ox = off_x, oy = off_y,
3094                  color = charging_null and purple or nil,
3095                })
3096                hp.follow = charge_src
3097                an:add(hp)
3098              end
3099              if not charging_null then

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Beam startup converge particles (line ~3249):

Read (E:\a327ex\Orblike\main.lua)

3246           end
3247              self.flashing = true
3248              self.timer:after(0.1, 'flash', function() self.flashing = false end)
3249              self.spring:pull('main', 0.5)
3250              local particle_r = startup_null and math.angle_to_point(p1.x, p1.y, self.x, self.y) or math.angle_to_point(self.x, self.y, p1.x, p1.y)
3251              local particle_src = startup_null and p1 or self
3252              for i = 1, 3 do
3253                local hp = hit_particle(particle_src.x, particle_src.y, {
3254                  angle = particle_r + an.random:float(-math.pi/4, math.pi/4),
3255                  velocity = an.random:float(40, 120),
3256                  duration = an.random:float(0.2, 0.4),
3257                  w = an.random:choice({4, 6}),

Read (E:\a327ex\Orblike\main.lua)

3257               w = an.random:choice({4, 6}),
3258                })
3259                hp.follow = particle_src
3260                if startup_null then hp:change_color(0.5, purple:clone()) end
3261                an:add(hp)
3262              end
3263              sfx('beam_cast', volumes.beam_cast)
3264              self.timer:after(self.activation_delay, function()

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Beam tip particles (line ~3530):

Read (E:\a327ex\Orblike\main.lua)

3527             end
3528                local tip_color = (self.beam_tip_flash or 0) > 0.5 and white or beam_color
3529                ability_layer:circle(tip.x, tip.y, tip_radius, tip_color)
3530                -- Spawn particles from tip
3531                if do_tick then
3532                  local pc = is_null and purple or def.color
3533                  for i = 1, 2 do
3534                    an:add(hit_particle(tip.x, tip.y, {
3535                      angle = an.random:angle(),
3536                      velocity = an.random:float(40, 120),

Read (E:\a327ex\Orblike\main.lua)

3536                   velocity = an.random:float(40, 120),
3537                      duration = an.random:float(0.2, 0.4),
3538                      w = an.random:choice({4, 6}),
3539                    }):change_color(0.5, pc:clone()))
3540                  end
3541                end
3542              end
3543    
3544              -- Tick damage along this beam
3545              if do_tick then

Here pc is defined locally as is_null and purple or def.color at line 3532. This shadows my outer pc but doesn't use edition. Fix:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Beam hit particles (line ~3565):

Read (E:\a327ex\Orblike\main.lua)

3563                       elseif mods['knockback+++'] then kb_force, kb_duration = 15*0.3, 0.2 end
3564                          if kb_force > 0 and e.push then
3565                            local kb_r = math.atan(e.y - closest_y, e.x - closest_x)
3566                            e:push(kb_r, kb_force, kb_duration)
3567                          end

Read (E:\a327ex\Orblike\main.lua)

3567                       end
3568                          an:add(hit_effect(e.x, e.y))
3569                          an:add(hit_particle(e.x, e.y, {velocity = an.random:float(30, 80), duration = an.random:float(0.1, 0.2), w = 4, color = is_null and purple or def.color}))
3570                          break
3571                        end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Beam multi-source fire particles (line ~3594):

Read (E:\a327ex\Orblike\main.lua)

3590         if do_tick then
3591              local src_x = beam_sources[1].x
3592              local src_y = beam_sources[1].y
3593              p1.spring:pull('shoot', 0.15)
3594              p1.flashing = true
3595              p1.timer:after(0.12, 'flash', function() p1.flashing = false end)
3596              local particle_color = is_null and purple or def.color
3597              for i = 1, 2 do
3598                an:add(hit_particle(src_x, src_y, {
3599                  angle = aim_r + an.random:float(-math.pi/4, math.pi/4),

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now flicker strike particles (lines ~4185, 4231, 4280). These use src_color which is the player's color. Need to check:

Read (E:\a327ex\Orblike\main.lua)

4180               for _, e in ipairs(strike_targets) do
4181                    if not e.dead then
4182                      e:take_damage(1)
4183                      an:add(fx_effect(e.x, e.y, {name = 'fx_energy_122', r = attack_r, s = 0.8, speed = 0.06}))
4184                      an:add(hit_circle(e.x, e.y, {radius = 10, duration = 0.2}):change_color(0.5, src_color:clone()))
4185                      local arrival_r = math.atan(self.flicker_p3y - self.flicker_p2y, self.flicker_p3x - self.flicker_p2x)
4186                      local zag_delta = math.atan(math.sin(arrival_r - attack_r), math.cos(arrival_r - attack_r))
4187                      for i = 1, 4 do
4188                        local spread = an.random:float(-math.pi/6, math.pi/6)
4189                        an:add(hit_particle(e.x, e.y, {
4190                          angle = attack_r + spread,
4191                          velocity = an.random:float(200, 400),
4192                          duration = an.random:float(0.3, 0.5),
4193                          w = an.random:float(10, 16),
4194                          h = 2,

Read (E:\a327ex\Orblike\main.lua)

4194                       h = 2,
4195                          zag = zag_delta*an.random:float(0.5, 1.0),
4196                          zag_dist = an.random:float(5, 12),
4197                        }):change_color(0.66, src_color:clone()))
4198                      end

The src_color is defined somewhere above. Let me find it:

Grep (src_color)

No matches found

[Showing results with pagination = offset: 4000]

Grep (local src_color)

No matches found

[Showing results with pagination = offset: 3900]

Grep (local src_color)

2790:      local src_color = asal_null and purple or p1.color
4090:        local src_color = self.flicker_is_null and purple or p1.color

Line 4090: src_color = self.flicker_is_null and purple or p1.color — uses p1.color (player's color). Should use edition color instead:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

And the asal one at line 2790:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the sub-object particles. Starting with projectile wall hit (line ~7424):

Read (E:\a327ex\Orblike\main.lua)

7420       local hit = an:raycast(self.x, self.y, self.x + nx*look_ahead, self.y + ny*look_ahead, {'wall'})
7421          if hit then
7422            local impact_force = speed/200
7423            -- Edge wave impulse
7424            wall_edge_wave_impulse(hit.point_x, hit.point_y, 6*math.min(impact_force, 2), 60)
7425            -- Hit effects
7426            an:add(hit_circle(hit.point_x, hit.point_y, {radius = 6, duration = 0.15}))
7427            for i = 1, 2 do

Read (E:\a327ex\Orblike\main.lua)

7427         for i = 1, 2 do
7428              an:add(hit_particle(hit.point_x, hit.point_y, {velocity = an.random:float(50, 100), duration = an.random:float(0.1, 0.3)}))
7429            end
7430            self:die()
7431            return

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Projectile death (line ~7566) and on_hit particles (lines ~7582, 7592). These use self.color — need to use edition color:

Read (E:\a327ex\Orblike\main.lua)

7563     self.bl_zone:kill()
7564        self.bl_zone = nil
7565      end
7566    
7567      local death_radius = self.is_ball_lightning and 12 or 8

Read (E:\a327ex\Orblike\main.lua)

7567   local death_radius = self.is_ball_lightning and 12 or 8
7568      an:add(hit_circle(self.x, self.y, {radius = death_radius, duration = 0.2}):change_color(0.6, self.color:clone()))
7569      for i = 1, (self.is_ball_lightning and 4 or 2) do
7570        an:add(hit_particle(self.x, self.y, {velocity = an.random:float(50, 150), duration = an.random:float(0.1, 0.3)}):change_color(0.6, self.color:clone()))
7571      end
7572      self:kill()
7573    end
7574    
7575    function projectile:on_hit(e, hx, hy)
7576      -- Ball lightning deals no contact damage, zone tick handles it
7577      if self.is_ball_lightning then return end
7578    
7579      local def = abilities[self.ability]
7580      if self.ability == 'fireball' then
7581        an:add(area(self.x, self.y, {ability = 'fireball', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))

For all the projectile particles, I'll compute the color once. Let me add a helper local at the top of projectile:die:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now projectile:on_hit particles:

Read (E:\a327ex\Orblike\main.lua)

7583   elseif self.ability == 'null_arrow' then
7584        e:take_damage(self.damage)
7585        an:add(hit_effect(hx, hy))
7586        for i = 1, an.random:int(1, 2) do
7587          an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
7588        end
7589        an:add(area(self.x, self.y, {ability = 'null_arrow', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7590      elseif self.ability == 'wind_slash' then
7591        e:take_damage(self.damage, 0.55)
7592        sfx('wind_slash_hit', volumes.wind_slash_hit)
7593        apply_knockback_mod(self.mods, e, self.x, self.y)
7594        an:add(hit_effect(hx, hy))
7595        local fp_spin = math.sign(self.arc_spin_speed or 1)*6
7596        for i = 1, an.random:int(3, 5) do
7597          an:add(hit_particle(hx, hy, {
7598            velocity = an.random:float(60, 150),
7599            duration = an.random:float(0.2, 0.5),
7600            w = an.random:float(6, 10),
7601            spin = fp_spin,
7602          }):change_color(0.5, self.color:clone()))

I'll add proj_pc at the top of on_hit and replace all self.color:clone() with proj_pc:clone():

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now replace self.color:clone() with proj_pc:clone() in the on_hit particle calls:

Read (E:\a327ex\Orblike\main.lua)

7586     an:add(hit_effect(hx, hy))
7587        for i = 1, an.random:int(1, 2) do
7588          an:add(hit_particle(hx, hy, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
7589        end
7590        an:add(area(self.x, self.y, {ability = 'null_arrow', color = self.color, mods = self.mods, cascade_r = self.r, edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0}))
7591      elseif self.ability == 'wind_slash' then
7592        e:take_damage(self.damage, 0.55)
7593        sfx('wind_slash_hit', volumes.wind_slash_hit)
7594        apply_knockback_mod(self.mods, e, self.x, self.y)
7595        an:add(hit_effect(hx, hy))
7596        local fp_spin = math.sign(self.arc_spin_speed or 1)*6
7597        for i = 1, an.random:int(3, 5) do
7598          an:add(hit_particle(hx, hy, {
7599            velocity = an.random:float(60, 150),
7600            duration = an.random:float(0.2, 0.5),
7601            w = an.random:float(6, 10),
7602            spin = fp_spin,
7603          }):change_color(0.5, self.color:clone()))
7604        end
7605      end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now area:update enemy hit particles. These use self.color — need edition color:

Read (E:\a327ex\Orblike\main.lua)

7866           end
7867              if can_damage then
7868                hit_any = true
7869                local hit_vol = is_cyclone and 0.5 or (def and def.hit_sounds and 0.45 or 0)
7870                e:take_damage(self.damage, hit_vol)
7871                local cyclone_spin = is_cyclone and self.arc_sign*6 or 0
7872                if is_cyclone then e.cyclone_spin = cyclone_spin end
7873                apply_knockback_mod(self.mods, e, self.x, self.y)
7874                for i = 1, an.random:int(1, 2) do
7875                  an:add(hit_particle(e.x, e.y, {

Read (E:\a327ex\Orblike\main.lua)

7875               an:add(hit_particle(e.x, e.y, {
7876                    velocity = an.random:float(30, 80),
7877                    duration = an.random:float(0.1, 0.3),
7878                    w = 4,
7879                    spin = cyclone_spin,
7880                  }):change_color(0.5, self.color:clone()))
7881                end
7882              end
7883            end
7884          end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the second area hit particle (asal explosion, line ~7986):

Read (E:\a327ex\Orblike\main.lua)

7983           enemies_in_range = an:query_circle(self.x, self.y, self.radius, {'enemy'})
7984            end
7985    
7986            local hit_any = false
7987            for _, e in ipairs(enemies_in_range) do

Read (E:\a327ex\Orblike\main.lua)

7990             an:add(hit_effect(e.x, e.y))
7991                for i = 1, an.random:int(2, 3) do
7992                  an:add(hit_particle(e.x, e.y, {velocity = an.random:float(50, 150)}):change_color(0.5, self.color:clone()))
7993                end
7994                local overkill = e:take_damage(self.damage) or 0
7995                -- Asal chain explosion: if kill, spawn next explosion with staggered delay
7996                if overkill > 0 and self.asal_chain_radius then
7997                  if not self.asal_chain_kill_count then self.asal_chain_kill_count = 0 end
7998                  self.asal_chain_kill_count = self.asal_chain_kill_count + 1
7999                  local ex, ey = e.x, e.y

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now big_rock_effect particles and psylance particles:

Read (E:\a327ex\Orblike\main.lua)

9384           apply_knockback_mod(self.mods, e, self.target_x, self.target_y)
9385            else
9386              local push_strength = math.remap(d, self.area_radius, outer_radius, 10, 2)
9387              local push_r = math.angle_to_point(self.target_x, self.target_y, e.x, e.y)
9388              e:push(push_r, push_strength, 0.3)

Read (E:\a327ex\Orblike\main.lua)

9388           e:push(push_r, push_strength, 0.3)
9389            end
9390            an:add(hit_effect(e.x, e.y))
9391            for i = 1, an.random:int(2, 3) do
9392              an:add(hit_particle(e.x, e.y, {velocity = an.random:float(80, 200)}):change_color(0.5, self.color:clone()))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Big rock shatter particles (line ~9510):

Read (E:\a327ex\Orblike\main.lua)

9508         edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0,
9509          }))
9510          edges_used = edges_used + num_edges
9511        end -- piece_i loop
9512        -- Rocky particles shooting outward from between pieces
9513        for i = 1, an.random:int(8, 14) do
9514          local pr = an.random:float(0, 2*math.pi)
9515          local spawn_dist = an.random:float(2, self.area_radius*0.5)

Read (E:\a327ex\Orblike\main.lua)

9515       local spawn_dist = an.random:float(2, self.area_radius*0.5)
9516          an:add(hit_particle(self.target_x + spawn_dist*math.cos(pr), self.target_y + spawn_dist*math.sin(pr), {
9517            angle = pr + an.random:float(-0.4, 0.4),
9518            velocity = an.random:float(40, 150),
9519            duration = an.random:float(0.2, 0.5),
9520            w = an.random:float(3, 6),
9521            h = an.random:float(2, 4),
9522          }):change_color(0.5, self.color:clone()))
9523        end
9524        add_shockwave(self.target_x, self.target_y, false, self.area_radius/25)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now psylance hit particles (line ~9120):

Read (E:\a327ex\Orblike\main.lua)

9117       end
9118          local furthest_dist = 0
9119          for _, e in ipairs(enemies) do
9120            if not e.dead then
9121              e:take_damage(1)
9122              apply_knockback_mod(self.mods, e, ox, oy)
9123              an:add(hit_circle(e.x, e.y, {radius = 10, duration = 0.2}))
9124              an:add(hit_effect(e.x, e.y))
9125              for j = 1, 4 do
9126                local hp = hit_particle(e.x, e.y, {
9127                  angle = an.random:angle(),
9128                  velocity = an.random:float(100, 250),

Read (E:\a327ex\Orblike\main.lua)

9128               velocity = an.random:float(100, 250),
9129                  duration = an.random:float(0.2, 0.4),
9130                  w = an.random:float(8, 12), h = 2,
9131                })
9132                if an.random:bool(50) then
9133                  hp:change_color(0.5, red:clone())
9134                end
9135                an:add(hp)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now psylance forward particles (lines ~9170, 9185):

Read (E:\a327ex\Orblike\main.lua)

9165       end
9166          -- Source effects
9167          local p1 = self.damage_path[1]
9168          local p2 = self.damage_path[math.min(10, #self.damage_path)]
9169          local fx_r = math.atan(p2.y - p1.y, p2.x - p1.x)
9170          local fx_x = p1.x + math.cos(fx_r)*16
9171          local fx_y = p1.y + math.sin(fx_r)*16
9172          an:add(hit_circle(fx_x, fx_y, {radius = 8, duration = 0.15}))
9173          an:add(fx_effect(fx_x, fx_y, {name = 'fx_energy_122', r = fx_r, s = 1, speed = 0.05}))
9174          for i = 1, 6 do
9175            an:add(hit_particle(fx_x, fx_y, {
9176              angle = fx_r + an.random:float(-math.pi/3, math.pi/3),
9177              velocity = an.random:float(60, 200),
9178              duration = an.random:float(0.2, 0.4),
9179              w = an.random:choice({4, 6}),
9180            }))
9181          end
9182          an.camera.shake:push(self.r, 6)
9183        end
9184    
9185        -- Forward particles (disabled)
9186        if false and self.elapsed < self.damage_delay*0.8 then
9187          for i = 1, 2 do
9188            local along = an.random:float(0, self.center_progress)
9189            local perp = an.random:float(-half_w*0.3, half_w*0.3)

Line 9175 — muzzle particles, no color. Line 9186 is disabled (if false). Fix the muzzle:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now dash_clone hit particles (lines ~10100, 10220):

Read (E:\a327ex\Orblike\main.lua)

10096            self.flicker_lerping = false
10097           local target = self.flicker_target
10098           self.flicker_last_target = target
10099           -- Damage target
10100           if not target.dead then
10101             target:take_damage(1)
10102             local attack_r = math.angle_to_point(self.flicker_p0x, self.flicker_p0y, self.x, self.y)
10103             an:add(hit_circle(target.x, target.y, {radius = 10, duration = 0.2}):change_color(0.5, self.color:clone()))
10104             an:add(hit_effect(target.x, target.y))
10105             for i = 1, 3 do

Read (E:\a327ex\Orblike\main.lua)

10105              for i = 1, 3 do
10106               an:add(hit_particle(target.x, target.y, {
10107                 angle = attack_r + an.random:float(-math.pi/6, math.pi/6),
10108                 velocity = an.random:float(200, 400),
10109                 duration = an.random:float(0.3, 0.5),
10110                 w = an.random:float(10, 16), h = 2,
10111               }):change_color(0.66, self.color:clone()))
10112             end
10113             apply_knockback_mod(self.mods, target, self.x, self.y)
10114             if self.mods.melee_splash then

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now line ~10220 (dash_strike hit in dash_clone):

Read (E:\a327ex\Orblike\main.lua)

10215                    table.sort(sorted, function(a, b) return a.d < b.d end)
10216                   for j = 1, math.min(ms - 1, #sorted) do
10217                     table.insert(strike_targets, sorted[j].e)
10218                   end
10219                 end
10220                 -- Damage all targets
10221                 for _, target in ipairs(strike_targets) do
10222                   if not target.dead then
10223                     target:take_damage(1)
10224                     an:add(hit_circle(target.x, target.y, {radius = 10, duration = 0.2}))
10225                     an:add(hit_effect(target.x, target.y))
10226                     for j = 1, 3 do
10227                       an:add(hit_particle(target.x, target.y, {
10228                         angle = hit_r + an.random:float(-math.pi/3, math.pi/3),
10229                         velocity = an.random:float(100, 300),

Read (E:\a327ex\Orblike\main.lua)

10229                          velocity = an.random:float(100, 300),
10230                         duration = an.random:float(0.2, 0.5),
10231                         w = an.random:float(8, 16), h = 2,
10232                       }))
10233                     end
10234                     apply_knockback_mod(self.mods, target, target.x - math.cos(self.dash_r)*20, target.y - math.sin(self.dash_r)*20)
10235                     if self.mods.melee_splash then
10236                       an:add(area(target.x, target.y, {ability = 'dash_strike', color = self.def.color, mods = self.mods, radius = 16, edition = self.edition}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me fix the cyclone movement bug. The issue is that only orb 4 (key 'e') works correctly. Let me check how cyclone speed is applied:

Read (E:\a327ex\Orblike\main.lua)

3686           self.ox = self.x - p1.x
3687              self.oy = self.y - p1.y
3688              self.collider:set_position(self.x, self.y)
3689            else
3690              p1.cyclone_active = true
3691              p1.cyclone_area_ref = self.cyclone_area
3692              p1.active_orb_edition = orb_ed
3693              local sm = def.speed_mult or 1
3694              if (p1:has_mod('unstoppable') or self:has_mod('unstoppable')) and sm < 1 then sm = 1 end
3695              p1.speed_buffs.cyclone = sm
3696              p1.active_movement_mods = self.cyclone_mods
3697            end
3698            -- Continuous camera wobble rotating with cyclone
3699            if self.cyclone_area then
3700              local wobble_r = self.cyclone_area.arc_r
3701              an.camera.shake:push(wobble_r, 0.15)
3702            end
3703          else
3704            if self.cyclone_area then
3705              self.cyclone_area:kill()

Grep (speed_buffs)

2275:          p1.speed_buffs.railgun = 0.3
2412:        p1.speed_buffs.railgun = nil
3043:            if not charging_null then p1.speed_buffs.asal = 0.4 end
3107:          if not charging_null then p1.speed_buffs.asal = nil end
3274:          p1.speed_buffs.beam = sm
3615:        p1.speed_buffs.beam = nil
3695:          p1.speed_buffs.cyclone = sm
3729:        p1.speed_buffs.cyclone = nil
3899:          p1.speed_buffs.psylance = sm
4005:          p1.speed_buffs.psylance = nil
6241:    p1.speed_buffs = {}
6780:  if not self.speed_buffs then self.speed_buffs = {} end
6781:  for _, mult in pairs(self.speed_buffs) do self.speed = self.speed*mult end
6805:            self.speed_buffs[slot.name] = sm
6908:      if slot.type == 'ability' then self.speed_buffs[slot.name] = nil end

Read (E:\a327ex\Orblike\main.lua)

6775 function player:update(dt)
6776      self.x, self.y = self.collider:get_position()
6777    
6778      -- Player abilities
6779      self.speed = self.base_speed
6780      if not self.speed_buffs then self.speed_buffs = {} end
6781      for _, mult in pairs(self.speed_buffs) do self.speed = self.speed*mult end
6782      self.turn_rate = nil
6783      self.snake_active = false
6784      self.snake_turn_rate = nil
6785      local any_formation = false
6786      local was_in_formation = self.in_formation or false
6787      local mods = self:get_mods()
6788      -- Pass 1: hold abilities (formations)
6789      for _, slot in ipairs(self.slots) do

Read (E:\a327ex\Orblike\main.lua)

6897       end
6898        end
6899      end
6900      self.in_formation = any_formation
6901      if any_formation and not was_in_formation then
6902        sfx('formation_activate4', volumes.formation_activate4)
6903      elseif not any_formation and was_in_formation then
6904        sfx('formation_deactivate2', volumes.formation_deactivate2)
6905      end
6906      if not any_formation and orb_formation_owner == self then
6907        for _, slot in ipairs(self.slots) do
6908          if slot.type == 'ability' then self.speed_buffs[slot.name] = nil end
6909        end
6910        orb_formation = 'orbit'
6911        orb_formation_owner = nil
6912        beam_active = false
6913        beam_tick_timer = 0
6914        beam_current_length = 0
6915        deploy_active = false
6916        deploy_points = {}

Read (E:\a327ex\Orblike\main.lua)

6856             local d = math.length(dx, dy)
6857                local deploy_speed = 60
6858                if d > 1 then
6859                  deploy_target_x = deploy_target_x + dx/d*deploy_speed*dt
6860                  deploy_target_y = deploy_target_y + dy/d*deploy_speed*dt
6861                end
6862              end
6863            end
6864          end
6865        end
6866      end
6867      -- Check orbs for active channeled abilities that affect player turn rate
6868      for _, o in ipairs(orbs) do
6869        if o.psylance_active then
6870          local odef = abilities[o:primary_ability()]

Read (E:\a327ex\Orblike\main.lua)

6868   for _, o in ipairs(orbs) do
6869        if o.psylance_active then
6870          local odef = abilities[o:primary_ability()]
6871          if odef and odef.turn_rate then self.turn_rate = odef.turn_rate end
6872        end
6873      end
6874      -- Pass 2: manual abilities
6875      for _, slot in ipairs(self.slots) do
6876        if slot.type == 'ability' then
6877          local def = abilities[slot.name]
6878          if def and def.activation == 'manual' then
6879            slot.cooldown = math.max((slot.cooldown or 0) - dt, 0)
6880            local pressed = false
6881            if slot.bind then
6882              if slot.bind.mouse then pressed = an:mouse_is_pressed(slot.bind.mouse) end
6883              if slot.bind.key then pressed = an:key_is_pressed(slot.bind.key) end
6884            end
6885            local auto_trigger = mods.trigger_while_channelling and any_formation and slot.cooldown <= 0
6886            if auto_trigger then
6887              pressed = true
6888            end
6889            if pressed and slot.cooldown <= 0 then
6890              slot.cooldown = auto_trigger and def.cooldown*4 or def.cooldown
6891              if mods.ability_copy then
6892                for _, o in ipairs(orbs) do

Read (E:\a327ex\Orblike\main.lua)

3703       else
3704            if self.cyclone_area then
3705              self.cyclone_area:kill()
3706              self.cyclone_area = nil
3707            end
3708            self.cyclone_active = false
3709            self.cyclone_is_null = nil
3710            self.null_move_active = nil
3711            self.null_move_speed = nil
3712            self.channel_trigger_timer = nil
3713            -- Fade out loop sound
3714            if self.cyclone_loop_handle then
3715              local fade_handle = self.cyclone_loop_handle
3716              local fade_vol = self.cyclone_loop_vol or volumes.hurricane_loop
3717              local fade_t = {v = fade_vol}
3718              self.timer:tween(0.3, fade_t, {v = 0}, math.linear, function()
3719                sfx_stop_handle(fade_handle)
3720              end)
3721              self.timer:during(0.3, 'cyclone_fade', function()
3722                an:sound_handle_set_volume(fade_handle, fade_t.v*fade_t.v)
3723              end)
3724              self.cyclone_loop_handle = nil
3725            end
3726            self.timer:cancel('cyclone_whoosh_2')
3727            p1.cyclone_active = false
3728            p1.cyclone_area_ref = nil
3729            p1.speed_buffs.cyclone = nil
3730            p1.active_movement_mods = nil
3731          end
3732        elseif def and def.activation == 'toggle' and def.carrier == 'toggle_area' then

There it is. Lines 3727-3729: when an orb's cyclone is NOT active, it clears p1.cyclone_active, p1.cyclone_area_ref, and p1.speed_buffs.cyclone. So when orb 1 activates cyclone, orbs 2-4 (which are not active) immediately clear the player state on the same frame. Only orb 4 works because it runs last and there's no later orb to clear its state.

The fix: only clear player state if THIS orb was the one that set it.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me check if the same issue exists for other channeled abilities (beam, psylance, toggle_area). Let me check beam:

Grep (p1.speed_buffs.beam = nil)

3612-          sfx_stop_handle(self.beam_drone_handle)
3613-          self.beam_drone_handle = nil
3614-        end
3615:        p1.speed_buffs.beam = nil

Read (E:\a327ex\Orblike\main.lua)

3600               velocity = an.random:float(40, 120),
3601                  duration = an.random:float(0.2, 0.4),
3602                  w = an.random:choice({4, 6}),
3603                }):change_color(0.5, particle_color:clone()))
3604              end
3605            end
3606    
3607            -- Trim excess beam paths if source count decreased
3608            for i = #beam_sources + 1, #self.beam_paths do self.beam_paths[i] = nil end
3609            end
3610          else
3611            if self.beam_active and self.beam_drone_handle then
3612              sfx_stop_handle(self.beam_drone_handle)
3613              self.beam_drone_handle = nil
3614            end
3615            p1.speed_buffs.beam = nil
3616            self.beam_active = false
3617            self.beam_starting = false
3618            self.beam_current_length = 0
3619            self.beam_paths = nil

Same pattern — clears player state when beam is NOT active, even if this orb never activated it. Fix:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now psylance:

Grep (p1.speed_buffs.psylance = nil)

4005-          self.psylance_active = false
4006-          self.psylance_is_null = nil
4007-          self.psylance_mods = nil
4008:          p1.speed_buffs.psylance = nil

Read (E:\a327ex\Orblike\main.lua)

3998               end
3999                end
4000              end
4001              if self.psylance_loop_handle then
4002                sfx_stop_handle(self.psylance_loop_handle)
4003                self.psylance_loop_handle = nil
4004              end
4005              self.psylance_active = false
4006              self.psylance_is_null = nil
4007              self.psylance_mods = nil
4008              p1.speed_buffs.psylance = nil
4009              p1.turn_rate = nil
4010            end
4011          end
4012        elseif def and def.activation == 'hold' and def.carrier == 'flicker' then

Read (E:\a327ex\Orblike\main.lua)

3990                         copy_eff.line_extend = cd.max_range
3991                            an:add(copy_eff)
3992                          end
3993                          an.camera.shake:push(p1.r, 3)
3994                          sfx(an.random:choice({'psylance_hit_1', 'psylance_hit_2'}), volumes.psylance_hit_1*0.7)
3995                        end)
3996                      end
3997                    end
3998                  end
3999                end
4000              end
4001              if self.psylance_loop_handle then

Read (E:\a327ex\Orblike\main.lua)

3825           self.timer:after(0.1, 'flash', function() self.flashing = false end)
3826              self.spring:pull('main', 0.5)
3827              local r = is_null and math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y) or p1.r
3828              local src_x, src_y = is_null and self.x or p1.x, is_null and self.y or p1.y
3829              local fire_x, fire_y = src_x + 6*math.cos(r), src_y + 6*math.sin(r)
3830              local psy_range = def.max_range or 200
3831              if startup_mods['beam_length+'] then psy_range = psy_range*1.25 end
3832              if startup_mods['beam_length++'] then psy_range = psy_range*1.5 end
3833              if startup_mods['beam_length+++'] then psy_range = psy_range*2.0 end
3834              if startup_mods['beam_length-'] then psy_range = psy_range*0.85 end

The psylance deactivation is inside a conditional (if not orb_input_down(self.slot)) — so it only fires when the key is released. Let me check the else path:

Grep (psylance_active = false)

4005:          self.psylance_active = false

Only one place — and it's guarded by self.psylance_active being true (inside the "key released while psylance was active" branch). So psylance doesn't have the same issue. Same check for toggle_area — it only clears when toggling off. Good.

Now let me fix the flicker_strike trail not drawing. The player's trail for flicker uses p1.flicker_active:

Read (E:\a327ex\Orblike\main.lua)

4012     elseif def and def.activation == 'hold' and def.carrier == 'flicker' then
4013          local mods = p1:get_mods()
4014          if not self.flicker_cooldown then self.flicker_cooldown = 0 end
4015          self.flicker_cooldown = math.max(self.flicker_cooldown - dt, 0)
4016          if orb_input_down(self.slot) and self.flicker_cooldown <= 0 then
4017            if not self.flicker_active then
4018              self.flicker_active = true
4019              -- Collect mods (player + orb slots)
4020              self.flicker_mods = p1:get_mods()
4021              for _, s in ipairs(self.slots) do
4022                if s.type == 'modifier' then self.flicker_mods[s.name] = s.value end
4023              end
4024              self.flicker_is_null = ability_has_tag('flicker_strike', 'null') or self.flicker_mods.null_conversion
4025              -- Base charges + chain/pierce bonuses
4026              local bonus_charges = 0
4027              for k, v in pairs(self.flicker_mods) do
4028                local chain_n = k:match('^chain%+(%d+)$')
4029                local pierce_n = k:match('^pierce%+(%d+)$')
4030                if chain_n then bonus_charges = bonus_charges + tonumber(chain_n) end
4031                if pierce_n then bonus_charges = bonus_charges + tonumber(pierce_n) end
4032              end
4033              self.flicker_charges = def.flicker_charges + bonus_charges
4034              self.flicker_timer = 0
4035              self.flicker_last_target = nil
4036              if self.flicker_is_null then
4037                self.null_move_active = true
4038              else
4039                p1.flicker_active = true
4040                p1.flicker_trail_color = p1.color
4041                p1.flicker_trail_duration = 0.8

I see — p1.flicker_trail_color = p1.color at line 4040. This means the trail is colored with the player's color. But the real issue for trail not drawing might be that flicker also has the same multi-orb conflict. Let me check the else branch:

Grep (p1.flicker_active = false)

4261-                    self.null_move_active = nil
4262-                    self.flicker_is_null = nil
4263-                  else
4264:                    p1.flicker_active = false
--
4319-          self.null_move_active = nil
4320-          self.flicker_is_null = nil
4321-        else
4322:          p1.flicker_active = false

Read (E:\a327ex\Orblike\main.lua)

4314           end
4315            end
4316          else
4317            self.flicker_active = false
4318            if self.flicker_is_null then
4319              self.null_move_active = nil
4320              self.flicker_is_null = nil
4321            else
4322              p1.flicker_active = false
4323            end
4324            p1.active_movement_mods = nil
4325            self.flicker_charges = nil
4326            self.flicker_timer = nil
4327            self.flicker_last_target = nil
4328          end

Same pattern — line 4316 else branch clears p1.flicker_active = false whenever the key is NOT held, even if this orb never activated flicker. Fix:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now also fix the flicker trail color to use edition:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also check if dash_strike and asal have the same multi-orb conflict:

Grep (p1.asal_dashing = false)

2054-            if unstop then
2055-              p1.dash_strike_active = false
2056-            end
2057:            p1.asal_dashing = false
--
2952-            self.null_move_active = nil
2953-            self.asal_is_null = nil
2954-          else
2955:            p1.asal_dashing = false

Line 2955 — asal deactivation clears p1.asal_dashing. Let me check if it's inside a guard:

Read (E:\a327ex\Orblike\main.lua)

2940               an:add(hit_circle(src.x, src.y, {radius = 8, duration = 0.15}))
2941                  an.camera.shake:push(self.asal_r, 6)
2942                  sfx('subtle_whoosh', volumes.subtle_whoosh)
2943                end)
2944                return true
2945              end
2946              return false
2947            end
2948    
2949            local function asal_end_dash()
2950              self.asal_lerping = false
2951              if asal_null then
2952                self.null_move_active = nil
2953                self.asal_is_null = nil
2954              else
2955                p1.asal_dashing = false
2956                p1.active_movement_mods = nil
2957              end
2958              -- Mark clones as done
2959              if self.asal_clones then
2960                for _, clone in ipairs(self.asal_clones) do
2961                  if not clone.dead then clone.done = true end
2962                end
2963                self.asal_clones = nil
2964              end

This is inside asal_end_dash() which is a local function only called when the asal actually ends. Not the same pattern — this is fine.

Let me do a final check — any remaining uneditioned particles. Let me check the fireball on_hit path more carefully. Fireball spawns an area on hit. The area's particles are now fixed. But what about the fireball hit circle:

Read (E:\a327ex\Orblike\main.lua)

7580 
7581    function projectile:on_hit(e, hx, hy)
7582      -- Ball lightning deals no contact damage, zone tick handles it
7583      if self.is_ball_lightning then return end
7584      local proj_pc = ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color)

Good, proj_pc is defined. Fireball doesn't spawn particles in on_hit directly — it spawns an area which handles its own particles. The null_arrow and wind_slash hits are already fixed.

Here's a summary of all changes:

Particle fixes (comprehensive sweep):

Movement fixes:

Give it a try.

<local-command-caveat>Caveat: The messages below were generated by the user while running local commands. DO NOT respond to these messages or otherwise consider them in your response unless the user explicitly asks you to.</local-command-caveat>

<command-name>/context</command-name>
            <command-message>context</command-message>
            <command-args></command-args>
<local-command-stdout> [1mContext Usage[22m
[38;2;136;136;136m⛁ [38;2;153;153;153m⛁ ⛁ [38;2;215;119;87m⛀ [38;2;255;193;7m⛀ [38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m  Opus 4.6 (1M context)
                                          [38;2;153;153;153mclaude-opus-4-6[1m][39m
[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m  [38;2;153;153;153m275.3k/1m tokens (28%)[39m

[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [38;2;153;153;153m⛶ ⛶ ⛶ ⛶ [39m  [38;2;153;153;153m[3mEstimated usage by category[23m[39m
                                          [38;2;136;136;136m⛁[39m System prompt: [38;2;153;153;153m6.2k tokens (0.6%)[39m
[38;2;153;153;153m⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ [39m  [38;2;153;153;153m⛁[39m System tools: [38;2;153;153;153m9.7k tokens (1.0%)[39m
                                          [38;2;215;119;87m⛁[39m Memory files: [38;2;153;153;153m2.3k tokens (0.2%)[39m
[38;2;153;153;153m⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ [39m  [38;2;255;193;7m⛁[39m Skills: [38;2;153;153;153m602 tokens (0.1%)[39m
                                          [38;2;147;51;234m⛁[39m Messages: [38;2;153;153;153m256.8k tokens (25.7%)[39m
[38;2;153;153;153m⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ ⛶ [39m  [38;2;153;153;153m⛶[39m Free space: [38;2;153;153;153m703.4k (70.3%)[39m
                                          [38;2;153;153;153m⛝ Autocompact buffer: 21k tokens [39m
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[1mMemory files[22m[38;2;153;153;153m · /memory[39m
└ .claude\CLAUDE.md: [38;2;153;153;153m1.9k tokens[39m
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 [38;2;177;185;249mℹ [39m[1mFile reads using 54.8k tokens (5%)[22m[38;2;153;153;153m → save ~16.4k[39m
   [38;2;153;153;153mIf you are re-reading files, consider referencing earlier reads. Use [39m
   [38;2;153;153;153moffset/limit for large files.[39m</local-command-stdout>

Perfect. Everything seems to be working. Let's now work on beams and walls. Beams should end whenever they hit a wall, as in, their end point should be the wall itself if it collides with one.

Grep (beam_path|beam_length|beam_max|max_length.*beam)

No matches found

[Showing results with pagination = offset: 3264]

Grep (beam_path)

3367:        if not self.beam_paths then self.beam_paths = {} end
3398:          if not self.beam_paths then self.beam_paths = {} end
3399:          if not self.beam_paths[bi] then self.beam_paths[bi] = {} end
3400:          local beam_path
3402:            beam_path, self.beam_arc_dir = build_homing_path({
3408:            }, self.beam_paths[bi], dt)
3414:            self.beam_paths[bi] = {{x = src.x, y = src.y}, {x = ex, y = ey}}
3415:            beam_path = self.beam_paths[bi]
3422:            local bx, by = beam_path[#beam_path].x, beam_path[#beam_path].y
3423:            local beam_r = #beam_path >= 2 and math.atan(beam_path[#beam_path].y - beam_path[#beam_path-1].y, beam_path[#beam_path].x - beam_path[#beam_path-1].x) or src.r
3431:                  beam_path[#beam_path] = {x = bx, y = by}
3452:          for i = 2, #beam_path do
3453:            local dx = beam_path[i].x - beam_path[i - 1].x
3454:            local dy = beam_path[i].y - beam_path[i - 1].y
3460:            if d <= 0 then return beam_path[1].x, beam_path[1].y end
3461:            if d >= total_path_len then return beam_path[#beam_path].x, beam_path[#beam_path].y end
3462:            for i = 2, #beam_path do
3466:                return beam_path[i - 1].x + t*(beam_path[i].x - beam_path[i - 1].x),
3467:                       beam_path[i - 1].y + t*(beam_path[i].y - beam_path[i - 1].y)
3470:            return beam_path[#beam_path].x, beam_path[#beam_path].y
3515:          if #beam_path >= 2 then
3516:            local tip = beam_path[#beam_path]
3517:            local prev = beam_path[#beam_path - 1]
3548:                for i = 1, #beam_path - 1 do
3549:                  local ax, ay = beam_path[i].x, beam_path[i].y
3550:                  local abx, aby = beam_path[i + 1].x - ax, beam_path[i + 1].y - ay
3580:            local tip_x = beam_path[#beam_path].x
3581:            local tip_y = beam_path[#beam_path].y
3582:            local tip_r = #beam_path >= 2 and math.atan(beam_path[#beam_path].y - beam_path[#beam_path - 1].y, beam_path[#beam_path].x - beam_path[#beam_path - 1].x) or aim_r
3608:        for i = #beam_sources + 1, #self.beam_paths do self.beam_paths[i] = nil end
... [2 more lines]

Let me read the beam path construction to understand where it extends and where to add the wall check:

Read (E:\a327ex\Orblike\main.lua)

3390         local beam_chain_range = 80
3391            if mods['chain_range+'] then beam_chain_range = beam_chain_range*1.2 end
3392            if mods['chain_range++'] then beam_chain_range = beam_chain_range*1.5 end
3393            if mods['chain_range+++'] then beam_chain_range = beam_chain_range*2.0 end
3394            local beam_chain_hit_radius = beam_width*3
3395    
3396            for bi, src in ipairs(beam_sources) do
3397              -- Build homing/arc path using shared function
3398              if not self.beam_paths then self.beam_paths = {} end
3399              if not self.beam_paths[bi] then self.beam_paths[bi] = {} end
3400              local beam_path
3401              if homing or mods.returning_arc then
3402                beam_path, self.beam_arc_dir = build_homing_path({
3403                  x = src.x, y = src.y, r = src.r,
3404                  max_length = self.beam_current_length,
3405                  homing = homing, returning_arc = mods.returning_arc,
3406                  arc_dir = self.beam_arc_dir,
3407                  return_x = fire_x, return_y = fire_y,
3408                }, self.beam_paths[bi], dt)
3409              else
3410                -- Straight beam: just two points
3411                local cos_r, sin_r = math.cos(src.r), math.sin(src.r)
3412                local ex = src.x + cos_r*self.beam_current_length
3413                local ey = src.y + sin_r*self.beam_current_length
3414                self.beam_paths[bi] = {{x = src.x, y = src.y}, {x = ex, y = ey}}
3415                beam_path = self.beam_paths[bi]
3416              end
3417    
3418              -- Chain: extend path when beam tip is near enemies
3419              local chain_remaining = beam_chain_count
... [20 more lines]

I can see the straight beam construction at lines 3410-3415. For the straight beam, I need to raycast from the source along the beam direction and clip at the wall. For the homing/arc beam, I'd need to check each segment. Let me start with the straight beam since that's the most common case.

AskUserQuestion

User has answered your questions: "Should beams be clipped at walls for all beam types (straight, homing, returning arc), or just straight beams for now?"="All beam types". You can now continue with the user's answers in mind.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

The wall clipping happens after path construction but before chain extension and drawing. It iterates each segment, raycasts against walls, and truncates the path at the first hit point. This works for straight beams (1 segment) and homing/arc beams (many segments). Try it out.

Give me 4 orbs with different modifiers on the beams to test out the variations.

Read (E:\a327ex\Orblike\main.lua)

10296        game:pop()
10297     end
10298   end
10299   
10300   
10301   -- Generate map
10302   generate_organic_linear_map()
10303   
10304   -- Spawn player at center of section 1
10305   p1 = player(gw/2, gh/2)
10306   an:add(p1)
10307   p1.collider:set_position(gw/2, gh/2)
10308   p1.x, p1.y = gw/2, gh/2
10309   
10310   -- Camera follows player

Read (E:\a327ex\Orblike\main.lua)

10313    
10314   add_orbs(4)
10315   for _, o in ipairs(orbs) do o:add_ability(ability_names[1]) end
10316   debug_ability_index = 1
10317   
10318   
10319   
10320   -- Shockwave visual effect
10321   shockwaves = {}
10322   function add_shockwave(wx, wy, light, scale)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Four beam variants:

Perfect, seems to work well. Let's make sure that the other line abilities, railgun and psylance? Also take walls into consideration.

Let me find the railgun and psylance path construction code.

Grep (rg_path|railgun.*path|fire_railgun_line)

2473:        local function fire_railgun_line(from_x, from_y, dir_r, is_first)
2475:          local rg_path = nil
2482:            rg_path = {{x = from_x, y = from_y}}
2523:              table.insert(rg_path, {x = px, y = py})
2528:                for i = 1, #rg_path - 1 do
2529:                  local p1 = rg_path[i]
2530:                  local p2 = rg_path[i + 1]
2579:          an:add(railgun_flash(from_x, from_y, {r = dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path, edition = orb_ed}))
2584:          table.insert(rg_stored_paths, {from_x = from_x, from_y = from_y, dir_r = dir_r, path = rg_path})
2599:            local last_hit = fire_railgun_line(ox, oy, r, true)
2742:                an:add(railgun_flash(sp.from_x, sp.from_y, {r = sp.dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = sp.path, edition = orb_ed}))
9166:      an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path, edition = psy_ed}))
9180:        an:add(railgun_flash(side_path[1].x, side_path[1].y, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = side_path, edition = psy_ed}))

Read (E:\a327ex\Orblike\main.lua)

2473         local function fire_railgun_line(from_x, from_y, dir_r, is_first)
2474              local cr, sr = math.cos(dir_r), math.sin(dir_r)
2475              local rg_path = nil
2476              local enemies = {}
2477    
2478              if mods.homing or mods.returning_arc then
2479                -- Build curved path (homing or returning arc)
2480                local step_size = 3
2481                local steps = math.floor(max_range/step_size)
2482                rg_path = {{x = from_x, y = from_y}}
2483                local path_r = dir_r
2484                local px, py = from_x, from_y
2485                if not self.rg_arc_dir then self.rg_arc_dir = an.random:choice({-1, 1}) end
2486                local straight_dist = max_range*0.15
2487                local arc_rate = 2*math.pi/max_range
2488                local traveled = 0
2489                local homing_turn_rate = 0.03
2490                for s = 1, steps do
2491                  traveled = traveled + step_size
2492                  if mods.returning_arc then
2493                    if traveled > straight_dist then
2494                      local turned = (traveled - straight_dist)*arc_rate
2495                      if turned < 1.5*math.pi then
2496                        path_r = path_r + self.rg_arc_dir*arc_rate*step_size
2497                      else
2498                        local target_r = math.atan(from_y - py, from_x - px)
2499                        local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
2500                        path_r = path_r + math.clamp(diff, -0.3, 0.3)
2501                      end
2502                    end
... [30 more lines]

Read (E:\a327ex\Orblike\main.lua)

2545             end
2546              else
2547                -- Straight line query
2548                local found = an:query_box(
2549                  from_x + cr*max_range/2, from_y + sr*max_range/2,
2550                  max_range, line_width, dir_r, {'enemy'}
2551                )
2552                for _, e in ipairs(found) do
2553                  if not rg_hit_global[e] then table.insert(enemies, e) end
2554                end
2555              end
2556    
2557              local furthest_e, furthest_d = nil, 0
2558              for _, e in ipairs(enemies) do
2559                if not e.dead then
2560                  rg_hit_global[e] = true
2561                  e:take_damage(def.damage*(1 + charge_t*2))
2562                  apply_knockback_mod(mods, e, from_x, from_y)
2563                  sfx(an.random:choice({'railgun_hit_1', 'railgun_hit_2', 'railgun_hit_3'}), volumes.railgun_hit_1)
2564                  an:add(hit_circle(e.x, e.y, {radius = 8, duration = 0.15}))
2565                  an:add(hit_effect(e.x, e.y))
2566                  local rg_pc = ability_particle_color(orb_ed, def.color)
2567                  for i = 1, 3 do
2568                    an:add(hit_particle(e.x, e.y, {
2569                      angle = dir_r + an.random:float(-math.pi/2, math.pi/2),
2570                      velocity = an.random:float(80, 200),
2571                      duration = an.random:float(0.2, 0.4),
2572                      w = an.random:choice({4, 6}),
2573                    }):change_color(0.5, rg_pc:clone()))
2574                  end
... [10 more lines]

I see the railgun structure. For the straight railgun (no homing/arc), it uses query_box for enemies along the line but doesn't build a path — rg_path stays nil, and the flash just uses length = max_range with r = dir_r. For homing/arc, it builds rg_path.

I need to:

  1. For straight railgun: raycast to find wall, clip max_range and the query box
  2. For homing/arc railgun: iterate segments and clip at wall (same pattern as beam)
  3. For psylance: clip the path at walls

Let me implement the railgun wall clip first:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now add wall clipping for homing/arc railgun path (after the path is built, before enemy detection):

Read (E:\a327ex\Orblike\main.lua)

2531               py = py + step_size*math.sin(path_r)
2532                  table.insert(rg_path, {x = px, y = py})
2533                end
2534                -- Find enemies near the path
2535                for _, e in ipairs(cached_enemies) do
2536                  if not e.dead and not rg_hit_global[e] then
2537                    for i = 1, #rg_path - 1 do
2538                      local p1 = rg_path[i]
2539                      local p2 = rg_path[i + 1]
2540                      local seg_dx, seg_dy = p2.x - p1.x, p2.y - p1.y
2541                      local seg_len = math.length(seg_dx, seg_dy)
2542                      if seg_len > 0.01 then
2543                        local seg_cos, seg_sin = seg_dx/seg_len, seg_dy/seg_len
2544                        local ex, ey = e.x - p1.x, e.y - p1.y
2545                        local along = ex*seg_cos + ey*seg_sin
2546                        local perp = math.abs(-ex*seg_sin + ey*seg_cos)
2547                        if along >= 0 and along <= seg_len and perp <= line_width then
2548                          table.insert(enemies, e)
2549                          break
2550                        end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now update the straight railgun to use wall_range instead of max_range for the query box and the flash:

Read (E:\a327ex\Orblike\main.lua)

2556                     if along >= 0 and along <= seg_len and perp <= line_width then
2557                          table.insert(enemies, e)
2558                          break
2559                        end
2560                      end
2561                    end
2562                  end
2563                end
2564              else
2565                -- Straight line query

Read (E:\a327ex\Orblike\main.lua)

2564           else
2565                -- Straight line query
2566                local found = an:query_box(
2567                  from_x + cr*max_range/2, from_y + sr*max_range/2,
2568                  max_range, line_width, dir_r, {'enemy'}
2569                )
2570                for _, e in ipairs(found) do
2571                  if not rg_hit_global[e] then table.insert(enemies, e) end
2572                end
2573              end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now update the railgun_flash to use wall_range for straight railguns:

Read (E:\a327ex\Orblike\main.lua)

2586                 an:add(hit_particle(e.x, e.y, {
2587                      angle = dir_r + an.random:float(-math.pi/2, math.pi/2),
2588                      velocity = an.random:float(80, 200),
2589                      duration = an.random:float(0.2, 0.4),
2590                      w = an.random:choice({4, 6}),

Read (E:\a327ex\Orblike\main.lua)

2593               local d = math.distance(from_x, from_y, e.x, e.y)
2594                  if d > furthest_d then furthest_e, furthest_d = e, d end
2595                end
2596              end
2597              an:add(railgun_flash(from_x, from_y, {r = dir_r, length = max_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path, edition = orb_ed}))

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the preview line for railgun also needs wall clipping. The preview uses draw_dashed_path_alpha which already draws to ability_layer. Let me check where the straight preview path is built:

Read (E:\a327ex\Orblike\main.lua)

2402                 {x = bx + cos_r*preview_len, y = by + sin_r*preview_len},
2403                  }
2404                  draw_dashed_path_alpha(straight_path, dash_len, gap_len, 2, fg_color, 255, 40)
2405                end
2406              end
2407            end
2408          elseif self.rg_charging then
2409            -- Released: fire railgun
2410            self.rg_charging = false
2411            self.rg_particle_timer = nil
2412            p1.speed_buffs.railgun = nil
2413            if self.rg_charge_handle then
2414              sfx_stop_handle(self.rg_charge_handle)
2415              self.rg_charge_handle = nil
2416            end

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now psylance. The psylance builds its path in psylance_effect:update. Let me find where the path is finalized:

Read (E:\a327ex\Orblike\main.lua)

8996         end
8997          end
8998        end
8999    
9000        -- Build visible path: either from fixed path (homing/arc) or straight
9001        if self.fixed_local_path then
9002          local visible_steps = math.max(1, math.floor(self.line_extend/step_size))
9003          local cos_r = math.cos(self.r)
9004          local sin_r = math.sin(self.r)
9005          self.path = {{x = ox, y = oy}}
9006          for i = 2, math.min(visible_steps + 1, #self.fixed_local_path) do
9007            local lp = self.fixed_local_path[i]
9008            self.path[i] = {
9009              x = ox + lp.x*cos_r - lp.y*sin_r,
9010              y = oy + lp.x*sin_r + lp.y*cos_r,
9011            }
9012          end
9013        else
9014          local steps = math.max(1, math.floor(self.line_extend/step_size))
9015          self.path = {{x = ox, y = oy}}
9016          local path_r = self.r
9017          local px, py = ox, oy
9018          for s = 1, steps do
9019            px = px + step_size*math.cos(path_r)
9020            py = py + step_size*math.sin(path_r)

Read (E:\a327ex\Orblike\main.lua)

9020         py = py + step_size*math.sin(path_r)
9021            table.insert(self.path, {x = px, y = py})
9022          end
9023        end
9024    
9025        -- Pull enemies toward path center line
9026        for _, e in ipairs(cached_enemies) do
9027          if not e.dead then
9028            -- Find nearest point on path
9029            local min_perp, best_pull_r = math.huge, 0
9030            local on_path = false
9031            for i = 1, #self.path - 1 do
9032              local p1 = self.path[i]
9033              local p2 = self.path[i + 1]
9034              local seg_dx, seg_dy = p2.x - p1.x, p2.y - p1.y
9035              local seg_len = math.length(seg_dx, seg_dy)
9036              if seg_len > 0.01 then
9037                local seg_cos, seg_sin = seg_dx/seg_len, seg_dy/seg_len
9038                local ex, ey = e.x - p1.x, e.y - p1.y
9039                local along = ex*seg_cos + ey*seg_sin

I'll add wall clipping right after the path is built (after line 9023, before enemy pulling):

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the psylance also has a damage_path built during the damage phase. Let me check that too:

Grep (damage_path)

No matches found

[Showing results with pagination = offset: 9050]

Grep (damage_path)

9141:      self.damage_path = self.path or {{x = ox, y = oy}, {x = ox + cos_r*self.max_range, y = oy + sin_r*self.max_range}}
9147:          for i = 1, #self.damage_path - 1 do
9148:            local p1 = self.damage_path[i]
9149:            local p2 = self.damage_path[i + 1]
9189:      if self.damage_path then
9190:        for i = 1, #self.damage_path - 1 do
9191:          total_path_len = total_path_len + math.distance(self.damage_path[i].x, self.damage_path[i].y, self.damage_path[i+1].x, self.damage_path[i+1].y)
9197:      an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path, edition = psy_ed}))
9200:        for i = 1, #self.damage_path do
9202:          if i < #self.damage_path then
9203:            seg_r = math.atan(self.damage_path[i+1].y - self.damage_path[i].y, self.damage_path[i+1].x - self.damage_path[i].x)
9205:            seg_r = math.atan(self.damage_path[i].y - self.damage_path[i-1].y, self.damage_path[i].x - self.damage_path[i-1].x)
9209:          table.insert(side_path, {x = self.damage_path[i].x + px, y = self.damage_path[i].y + py})
9214:      local p1 = self.damage_path[1]
9215:      local p2 = self.damage_path[math.min(10, #self.damage_path)]

Read (E:\a327ex\Orblike\main.lua)

9138     -- Deal damage along the center line as it advances
9139        if not self.damage_dealt then
9140          self.damage_dealt = true
9141          self.damage_path = self.path or {{x = ox, y = oy}, {x = ox + cos_r*self.max_range, y = oy + sin_r*self.max_range}}
9142          self.damage_r = self.r
9143          -- Find enemies near the path
9144          local enemies = {}
9145          for _, e in ipairs(cached_enemies) do

The damage_path is copied from self.path (which is already wall-clipped). The fallback {{x = ox, y = oy}, {x = ox + cos_r*self.max_range, y = oy + sin_r*self.max_range}} should also be clipped:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

All three line abilities now clip at walls:

Try it out — you can switch to railgun/psylance with = or set them up manually.

Set railgun up for me manually with various modifiers on the 4 orbs.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Same layout as before but with railgun:

When hitting a wall, there should be a hit circle + particles when it hits the target location. This should be the case both for railgun and psylance, kinda like the beam already works, although beam is a continuous effect on the end point.

Let me find the wall clip locations and add hit effects.

Railgun straight wall hit:

Read (E:\a327ex\Orblike\main.lua)

2478           local rg_path = nil
2479              local enemies = {}
2480    
2481              -- Clip range at walls for straight railgun
2482              local wall_range = max_range
2483              if not (mods.homing or mods.returning_arc) then
2484                local wall_hit = an:raycast(from_x, from_y, from_x + cr*max_range, from_y + sr*max_range, {'wall'})
2485                if wall_hit then
2486                  wall_range = math.distance(from_x, from_y, wall_hit.point_x, wall_hit.point_y)
2487                end
2488              end
2489    

The wall hit effects should happen at fire time, not during the charge preview. The railgun fires instantly — the effects should spawn where the flash terminates. Let me add them right after the railgun_flash is created, using the wall hit point for straight or the clipped path end for homing/arc:

Read (E:\a327ex\Orblike\main.lua)

2595               end
2596                  local d = math.distance(from_x, from_y, e.x, e.y)
2597                  if d > furthest_d then furthest_e, furthest_d = e, d end
2598                end
2599              end
2600              an:add(railgun_flash(from_x, from_y, {r = dir_r, length = rg_path and max_range or wall_range, width = def.base_width*(1 + charge_t), color = rg_color, duration = 0.25, path = rg_path, edition = orb_ed}))
2601              if is_first then
2602                an:add(hit_circle(from_x + cr*10, from_y + sr*10, {radius = 6, duration = 0.15}))
2603              end
2604              -- Store path for echo reuse
2605              table.insert(rg_stored_paths, {from_x = from_x, from_y = from_y, dir_r = dir_r, path = rg_path})
2606              return furthest_e

I need to store the wall hit info and spawn effects. Let me restructure to track it:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now store the wall hit for homing/arc:

Read (E:\a327ex\Orblike\main.lua)

2537               table.insert(rg_path, {x = px, y = py})
2538                end
2539                -- Clip homing/arc path at walls
2540                for i = 1, #rg_path - 1 do
2541                  local wh = an:raycast(rg_path[i].x, rg_path[i].y, rg_path[i + 1].x, rg_path[i + 1].y, {'wall'})
2542                  if wh then
2543                    rg_path[i + 1] = {x = wh.point_x, y = wh.point_y}
2544                    for j = #rg_path, i + 2, -1 do rg_path[j] = nil end
2545                    break
2546                  end
2547                end
2548                -- Find enemies near the path

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now add the wall hit effects after the railgun_flash spawn:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now psylance wall hit effects. The psylance clips during the gather phase (path building) and the damage phase uses that path. The wall impact should happen when the damage fires. Let me find the damage phase:

Read (E:\a327ex\Orblike\main.lua)

9033       local path_r = self.r
9034          local px, py = ox, oy
9035          for s = 1, steps do
9036            px = px + step_size*math.cos(path_r)
9037            py = py + step_size*math.sin(path_r)
9038            table.insert(self.path, {x = px, y = py})
9039          end
9040        end
9041    
9042        -- Clip path at walls
9043        for i = 1, #self.path - 1 do
9044          local wh = an:raycast(self.path[i].x, self.path[i].y, self.path[i + 1].x, self.path[i + 1].y, {'wall'})
9045          if wh then
9046            self.path[i + 1] = {x = wh.point_x, y = wh.point_y}
9047            for j = #self.path, i + 2, -1 do self.path[j] = nil end

Let me store the wall hit on self during the clip:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now add the wall hit effects in the psylance damage phase. Let me find where the railgun_flash is spawned for the damage:

Read (E:\a327ex\Orblike\main.lua)

9196           an:add(hit_circle(e.x, e.y, {radius = 10, duration = 0.2}))
9197              an:add(hit_effect(e.x, e.y))
9198              for j = 1, 4 do
9199                local psy_pc = ability_particle_color((self.source_orb and self.source_orb.edition) or ability_edition_override or 0, self.color)
9200                local hp = hit_particle(e.x, e.y, {
9201                  angle = an.random:angle(),
9202                  velocity = an.random:float(100, 250),
9203                  duration = an.random:float(0.2, 0.4),
9204                  w = an.random:float(8, 12), h = 2,
9205                })
9206                hp:change_color(0.5, psy_pc:clone())
9207                an:add(hp)
9208              end
9209              local d = math.distance(ox, oy, e.x, e.y)
9210              if d > furthest_dist then furthest_dist = d end
9211            end
9212          end
9213          -- Compute total path length for center_max
9214          local total_path_len = 0
9215          if self.damage_path then
9216            for i = 1, #self.damage_path - 1 do
9217              total_path_len = total_path_len + math.distance(self.damage_path[i].x, self.damage_path[i].y, self.damage_path[i+1].x, self.damage_path[i+1].y)
9218            end
9219          end
9220          self.center_max = furthest_dist > 0 and furthest_dist or total_path_len
9221          -- Spawn railgun_flash for center line + side lines
9222          local psy_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
9223          an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path, edition = psy_ed}))
9224          for side = -1, 1, 2 do
9225            local side_path = {}

Read (E:\a327ex\Orblike\main.lua)

9232           end
9233              local px = -math.sin(seg_r)*half_w*side
9234              local py = math.cos(seg_r)*half_w*side
9235              table.insert(side_path, {x = self.damage_path[i].x + px, y = self.damage_path[i].y + py})
9236            end
9237            an:add(railgun_flash(side_path[1].x, side_path[1].y, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = side_path, edition = psy_ed}))
9238          end
9239          -- Source effects
9240          local p1 = self.damage_path[1]
9241          local p2 = self.damage_path[math.min(10, #self.damage_path)]
9242          local fx_r = math.atan(p2.y - p1.y, p2.x - p1.x)
9243          local fx_x = p1.x + math.cos(fx_r)*16
9244          local fx_y = p1.y + math.sin(fx_r)*16
9245          an:add(hit_circle(fx_x, fx_y, {radius = 8, duration = 0.15}))
9246          an:add(fx_effect(fx_x, fx_y, {name = 'fx_energy_122', r = fx_r, s = 1, speed = 0.05}))

Read (E:\a327ex\Orblike\main.lua)

9250           angle = fx_r + an.random:float(-math.pi/3, math.pi/3),
9251              velocity = an.random:float(60, 200),
9252              duration = an.random:float(0.2, 0.4),
9253              w = an.random:choice({4, 6}),
9254            }):change_color(0.5, psy_muz:clone()))
9255          end
9256          an.camera.shake:push(self.r, 6)
9257        end
9258    
9259        -- Forward particles (disabled)

I'll add wall impact effects right after the camera shake, still inside the damage block:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Both railgun and psylance now spawn hit circle + particles + wall edge wave impulse at the wall impact point. The particles bounce back from the wall (angle reversed ± spread) and use the edition color. Try it out.

Where is math.atan backwards using x, y instead of y, x?

Grep (math.atan()

1342:        local aim_r = math.atan(my - fire_y, mx - fire_x)
1552:            local a = math.atan(e.y - fire_y, e.x - fire_x)
1553:            local diff = math.abs(math.atan(math.sin(source_r - a), math.cos(source_r - a)))
1562:          local angle = math.atan(first.y - fire_y, first.x - fire_x)
1590:              angle = math.atan(oy, ox) + an.random:float(-math.pi/4, math.pi/4),
2512:                    local target_r = math.atan(from_y - py, from_x - px)
2513:                    local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
2530:                  local target_r = math.atan(closest.y - py, closest.x - px)
2531:                  local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
3472:            local beam_r = #beam_path >= 2 and math.atan(beam_path[#beam_path].y - beam_path[#beam_path-1].y, beam_path[#beam_path].x - beam_path[#beam_path-1].x) or src.r
3491:                    beam_r = math.atan(next_target.y - by, next_target.x - bx)
3538:                local seg_r = math.atan(ey - sy, ex - sx)
3567:            local tip_r = math.atan(tip.y - prev.y, tip.x - prev.x)
3614:                        local kb_r = math.atan(e.y - closest_y, e.x - closest_x)
3631:            local tip_r = #beam_path >= 2 and math.atan(beam_path[#beam_path].y - beam_path[#beam_path - 1].y, beam_path[#beam_path].x - beam_path[#beam_path - 1].x) or aim_r
4237:                  local arrival_r = math.atan(self.flicker_p3y - self.flicker_p2y, self.flicker_p3x - self.flicker_p2x)
4238:                  local zag_delta = math.atan(math.sin(arrival_r - attack_r), math.cos(arrival_r - attack_r))
7066:      local diff = math.atan(math.sin(target_r - self.r), math.cos(target_r - self.r))
7569:    local head_start = math.atan(math.sin(spin), math.cos(spin))
7890:            local a = math.atan(e.y - self.y, e.x - self.x)
7891:            local diff = math.abs(math.atan(math.sin(a - self.r), math.cos(a - self.r)))
8029:              local a = math.atan(e.y - self.y, e.x - self.x)
8030:              local diff = math.abs(math.atan(math.sin(a - self.r), math.cos(a - self.r)))
8069:              local push_r = math.atan(e.y - self.y, e.x - self.x)
8420:    local vel_r = math.atan(vy, vx)
8543:    local diff = math.atan(math.sin(self.force_angle - self.angle), math.cos(self.force_angle - self.angle))
8752:        local target_r = math.atan(closest.y - py, closest.x - px)
8753:        local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
8766:          local target_r = math.atan(ry - py, rx - px)
8767:          local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
... [16 more lines]

All usages are math.atan(y, x) — the correct order. I don't see any backwards math.atan(x, y) calls. They all follow the dy, dx pattern (e.g., e.y - self.y, e.x - self.x).

Were you referring to a specific location, or was this a general check?

Line 9581?

Read (E:\a327ex\Orblike\main.lua)

9575       local centroid_y = cy_sum/n_outer
9576          -- Points relative to centroid
9577          local rel_pts = {}
9578          for _, p in ipairs(world_pts) do
9579            table.insert(rel_pts, {x = p.x - centroid_x, y = p.y - centroid_y})
9580          end
9581          local launch_r = math.atan(centroid_y, centroid_x)
9582          local launch_speed = an.random:float(80, 200)
9583          local throw_r = math.angle_to_point(self.origin_x, self.origin_y, self.target_x, self.target_y)
9584          local throw_speed = math.distance(self.origin_x, self.origin_y, self.target_x, self.target_y)/self.flight_duration

Good catch. centroid_x and centroid_y are relative to the target point, so the launch angle should be math.atan(centroid_y, centroid_x) — that's actually correct since it's launching outward from the impact center. The centroid is already relative (computed from rock vertices around the target), so y, x order is right here.

Wait — actually let me double check what centroid_x/y represent:

Read (E:\a327ex\Orblike\main.lua)

9555         table.insert(world_pts, {x = jp.x, y = jp.y})
9556          end
9557          -- Outer edge vertices
9558          local cx_sum, cy_sum = 0, 0
9559          for j = 0, num_edges do
9560            local vi = ((edges_used + j) % nv) + 1
9561            local rad = radial_jags[vi]
9562            table.insert(world_pts, {x = rad.vx, y = rad.vy})
9563            cx_sum = cx_sum + rad.vx
9564            cy_sum = cy_sum + rad.vy
9565          end
9566          -- Jagged line from last vertex back to center (reversed)
9567          local last_vi = ((edges_used + num_edges) % nv) + 1
9568          local last_rad = radial_jags[last_vi]
9569          for j = #last_rad.jags, 1, -1 do
9570            table.insert(world_pts, {x = last_rad.jags[j].x, y = last_rad.jags[j].y})
9571          end
9572          -- Centroid
9573          local n_outer = num_edges + 1
9574          local centroid_x = cx_sum/n_outer
9575          local centroid_y = cy_sum/n_outer
9576          -- Points relative to centroid

You're right — centroid_x and centroid_y are absolute world positions (sums of rad.vx, rad.vy), not relative offsets. The launch angle should be from the target center outward to the centroid:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Fixed — launch direction is now from the impact point outward toward the fragment centroid.

Perfect, what ability is this centroid change affecting?

Big rock. It's the rock fragment launch direction when the rock shatters on landing.

Let me test the big rock then.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Change the launch_r math back

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Reverted.

OK, now give me psylance tests.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Same issue where psylance line hitting walls should also have the hit cirlce + particles.

Let me check the issue. The wall clip and hit storage happen during the gather phase, but the damage effects fire later. Let me trace the flow:

Read (E:\a327ex\Orblike\main.lua)

9042     -- Clip path at walls
9043        self.wall_hit_x, self.wall_hit_y = nil, nil
9044        for i = 1, #self.path - 1 do
9045          local wh = an:raycast(self.path[i].x, self.path[i].y, self.path[i + 1].x, self.path[i + 1].y, {'wall'})
9046          if wh then
9047            self.path[i + 1] = {x = wh.point_x, y = wh.point_y}
9048            for j = #self.path, i + 2, -1 do self.path[j] = nil end
9049            self.wall_hit_x, self.wall_hit_y = wh.point_x, wh.point_y
9050            break
9051          end
9052        end
9053    
9054        -- Pull enemies toward path center line
9055        for _, e in ipairs(cached_enemies) do
9056          if not e.dead then

Read (E:\a327ex\Orblike\main.lua)

9100       end
9101          draw_dashed_path_alpha(side_path, 5, 6, 2, self.color, 255, 40)
9102        end
9103    
9104        -- Magnetic area: periodic pulse pulling enemies from outside the beam inward
9105        if self.mods.magnetic_area then
9106          if not self.mag_timer then self.mag_timer = 0 end
9107          self.mag_timer = self.mag_timer + dt
9108          if self.mag_timer >= 0.6 then
9109            self.mag_timer = self.mag_timer - 0.6
9110            sfx('shockwave', volumes.shockwave*0.65)
9111            local pull_range = half_w*3
9112            for _, e in ipairs(cached_enemies) do
9113              if not e.dead then
9114                local min_perp = math.huge

Grep (self.phase = 'damage'|gather_duration)

No matches found

[Showing results with pagination = offset: 9130]

Grep (phase.damage|damage.phase)

No matches found

[Showing results with pagination = offset: 8900]

Grep (self.phase)

No matches found

[Showing results with pagination = offset: 8900]

Grep (self.phase)

8908:  self.phase = 'gather'
8942:  if self.phase == 'gather' then
9149:  elseif self.phase == 'damage' then

Read (E:\a327ex\Orblike\main.lua)

9136             if on_path and min_perp > half_w and min_perp <= pull_range then
9137                  local strength = 7*(1 - (min_perp - half_w)/(pull_range - half_w))
9138                  e:push(best_pull_r, strength, 0.25)
9139                end
9140              end
9141            end
9142            local mid = self.path[math.floor(#self.path/2)] or self.path[1]
9143            add_shockwave(mid.x, mid.y, true, self.line_extend/50)
9144          end
9145        end
9146    
9147        -- Gather phase stays active until released (carrier triggers damage phase)
9148    
9149      elseif self.phase == 'damage' then
9150        local t = math.min(self.elapsed/self.damage_delay, 1)
9151        self.center_progress = (self.center_max or self.max_range)*math.cubic_out(t)
9152        self.side_alpha = math.floor(255*(1 - t))
9153        self.side_shake = 3*(1 - t)
9154    
9155        -- Damage phase visuals handled by railgun_flash objects spawned on damage_dealt

I see — the gather phase stores self.wall_hit_x/y, then the phase changes to 'damage', and my wall hit effects are inside the damage block. The values should persist since they're on self. Let me check where the phase transition happens:

Grep (phase.=.'damage')

3972:                eff.phase = 'damage'
4000:                    echo_eff.phase = 'damage'
4037:                        copy_eff.phase = 'damage'
9149:  elseif self.phase == 'damage' then

The phase transition happens at line 3972 from outside (the orb sets it). The self.wall_hit_x/y should be preserved. Let me check where my wall hit effects code is — maybe the issue is that self.damage_dealt only runs once but the wall effects are outside that guard:

Read (E:\a327ex\Orblike\main.lua)

9155     -- Damage phase visuals handled by railgun_flash objects spawned on damage_dealt
9156    
9157        -- Deal damage along the center line as it advances
9158        if not self.damage_dealt then
9159          self.damage_dealt = true
9160          if self.path then
9161            self.damage_path = self.path
9162          else
9163            local dp_ex, dp_ey = ox + cos_r*self.max_range, oy + sin_r*self.max_range
9164            local dp_hit = an:raycast(ox, oy, dp_ex, dp_ey, {'wall'})
9165            if dp_hit then dp_ex, dp_ey = dp_hit.point_x, dp_hit.point_y end
9166            self.damage_path = {{x = ox, y = oy}, {x = dp_ex, y = dp_ey}}
9167          end
9168          self.damage_r = self.r
9169          -- Find enemies near the path
9170          local enemies = {}
9171          for _, e in ipairs(cached_enemies) do
9172            if not e.dead then
9173              for i = 1, #self.damage_path - 1 do
9174                local p1 = self.damage_path[i]

Read (E:\a327ex\Orblike\main.lua)

9270       end
9271        end
9272    
9273        -- Forward particles (disabled)
9274        if false and self.elapsed < self.damage_delay*0.8 then
9275          for i = 1, 2 do
9276            local along = an.random:float(0, self.center_progress)
9277            local perp = an.random:float(-half_w*0.3, half_w*0.3)
9278            an:add(hit_particle(ox + cos_r*along + self.perp_x*perp, oy + sin_r*along + self.perp_y*perp, {
9279              angle = self.r + an.random:float(-0.2, 0.2),
9280              velocity = an.random:float(150, 300),
9281              duration = an.random:float(0.1, 0.25),
9282              w = an.random:float(4, 8),
9283            }):change_color(0.4, self.color:clone()))
9284          end
9285        end
9286    
9287        if t >= 1 then
9288          self:kill()
9289        end

I see my wall effects code:

Read (E:\a327ex\Orblike\main.lua)

9256       an.camera.shake:push(self.r, 6)
9257          -- Wall impact effects
9258          if self.wall_hit_x then
9259            local wpc = ability_particle_color(psy_ed, self.color)
9260            an:add(hit_circle(self.wall_hit_x, self.wall_hit_y, {radius = 8, duration = 0.2}):change_color(0.5, wpc:clone()))
9261            wall_edge_wave_impulse(self.wall_hit_x, self.wall_hit_y, 4, 40)
9262            for i = 1, 3 do
9263              an:add(hit_particle(self.wall_hit_x, self.wall_hit_y, {
9264                angle = self.r + math.pi + an.random:float(-math.pi/3, math.pi/3),
9265                velocity = an.random:float(60, 180),
9266                duration = an.random:float(0.15, 0.35),
9267                w = an.random:choice({4, 6}),
9268              }):change_color(0.5, wpc:clone()))
9269            end
9270          end
9271        end

The wall effects are inside the if not self.damage_dealt then block — that's correct, they only fire once. But the issue might be that psy_ed is defined at the top of psylance_effect:update but self.wall_hit_x is set during the gather phase. When the phase changes to 'damage', the gather block doesn't run, so self.wall_hit_x keeps its last value from gather. That should be fine.

Wait — let me check if psy_ed is actually in scope at line 9259. It's defined at the top of update:

Read (E:\a327ex\Orblike\main.lua)

9220       self.center_max = furthest_dist > 0 and furthest_dist or total_path_len
9221          -- Spawn railgun_flash for center line + side lines
9222          local psy_ed = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0
9223          an:add(railgun_flash(ox, oy, {r = self.r, length = total_path_len, color = self.color, duration = 0.25, path = self.damage_path, edition = psy_ed}))
9224          for side = -1, 1, 2 do

psy_ed is defined at line 9222, which is inside the if not self.damage_dealt block. It IS in scope at line 9259 since the wall effects are inside the same block. That should work.

Let me check if the issue is that the psylance path doesn't actually hit a wall during gather — maybe the path is too short or the wall is checked per-frame but the path changes. Let me add some debug output:

Actually, wait — let me re-read more carefully. The self.wall_hit_x is set during the gather phase. When the phase becomes damage, the gather code no longer runs. self.wall_hit_x retains the value from the last gather frame. But the damage path is self.path which was also set during gather. This should be consistent.

Let me check if there's a simpler issue — maybe the damage_path fallback case (when self.path is nil) doesn't have wall info:

Read (E:\a327ex\Orblike\main.lua)

9158     if not self.damage_dealt then
9159          self.damage_dealt = true
9160          if self.path then
9161            self.damage_path = self.path
9162          else
9163            local dp_ex, dp_ey = ox + cos_r*self.max_range, oy + sin_r*self.max_range
9164            local dp_hit = an:raycast(ox, oy, dp_ex, dp_ey, {'wall'})
9165            if dp_hit then dp_ex, dp_ey = dp_hit.point_x, dp_hit.point_y end
9166            self.damage_path = {{x = ox, y = oy}, {x = dp_ex, y = dp_ey}}
9167          end
9168          self.damage_r = self.r
9169          -- Find enemies near the path

In the fallback case, the wall_hit_x wouldn't be set from gather (since path was nil). Let me also set it in the fallback:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

But more importantly, I think the real issue might be that the gather phase clips the path every frame, and on the LAST frame before phase switches to damage, the path might have changed slightly (due to following the player). Let me also re-check the wall hit at damage time directly from the damage_path endpoint instead of relying on the stored gather-phase value:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now the wall impact check is more robust — it checks both the stored wall_hit_x from gather and does a small raycast past the damage_path endpoint to confirm a wall is there. Try it.

Perfect. Now let's make sure each orb formation also handles walls properly. Give me the orb formations in each orb because I don't remember them entirely

Grep (orb_formation.==|formation.name|deploy|snake|wall.*formation)

No matches found

[Showing results with pagination = offset: 6790]

Grep (orb_formation|formation_name)

1007:orb_formation = 'orbit'
1008:orb_formation_owner = nil
1882:  if orb_formation == 'lance' then
1904:  elseif orb_formation == 'snake' then
1925:  elseif orb_formation == 'wall' then
1948:  elseif orb_formation == 'deploy' then
6854:          orb_formation = def.formation
6855:          orb_formation_owner = self
6960:  if not any_formation and orb_formation_owner == self then
6964:    orb_formation = 'orbit'
6965:    orb_formation_owner = nil

Read (E:\a327ex\Orblike\main.lua)

1882   if orb_formation == 'lance' then
1883        local r = p1.r
1884        local mods = p1:get_mods()
1885        local angles = build_formation_angles(r, mods)
1886        local parallel = mods.projectile_parallel or mods.parallel or 1
1887        local total_arms = #angles*parallel
1888        local arm_index = (self.slot - 1) % total_arms
1889        local pos_in_arm = math.floor((self.slot - 1)/total_arms)
1890        local angle_index = math.floor(arm_index/parallel)
1891        local parallel_index = arm_index % parallel
1892        local arm_r = angles[angle_index + 1]
1893        local dist = orb_min_orbit + pos_in_arm*orb_spacing
1894        local ox = dist*math.cos(arm_r)
1895        local oy = dist*math.sin(arm_r)
1896        if parallel > 1 then
1897          local perp = arm_r + math.pi/2
1898          local total_offset = orb_spacing*(parallel - 1)
1899          local offset = total_offset*((parallel_index/(parallel - 1)) - 0.5)
1900          ox = ox + offset*math.cos(perp)
1901          oy = oy + offset*math.sin(perp)
1902        end
1903        return ox, oy
1904      elseif orb_formation == 'snake' then
1905        local target_dist = self.slot*orb_spacing
1906        -- Walk backwards along trail to find the point at target_dist
1907        local remaining = target_dist
1908        for i = #snake_trail, 2, -1 do
1909          local dx = snake_trail[i].x - snake_trail[i - 1].x
1910          local dy = snake_trail[i].y - snake_trail[i - 1].y
1911          local seg_len = math.sqrt(dx*dx + dy*dy)
... [50 more lines]

Now let me check which abilities trigger formations:

Grep (formation\s*=)

No matches found

[Showing results with pagination = offset: 652]

Grep (formation)

No matches found

[Showing results with pagination = offset: 652]

Grep (formation)

24:  formation_activate = 0.5,
25:  formation_activate2 = 0.9,
26:  formation_deactivate = 0.55,
27:  formation_activate3 = 0.5,
28:  formation_activate4 = 0.53,
29:  formation_deactivate2 = 0.66,
137:an:sound('formation_activate', 'assets/RPG3_DarkMagic_Cast02v2.ogg')
138:an:sound('formation_activate2', 'assets/S6_Buff_3.ogg')
139:an:sound('formation_deactivate', 'assets/S6_Impact_1_v1.ogg')
140:an:sound('formation_activate3', 'assets/S6_Impact_1_v2.ogg')
169:an:sound('formation_activate4', 'assets/Buff 12.ogg')
170:an:sound('formation_deactivate2', 'assets/Debuff 12.ogg')
490:  {'formation_activate', 'assets/RPG3_DarkMagic_Cast02v2'},
491:  {'formation_activate2', 'assets/S6_Buff_3'},
492:  {'formation_deactivate', 'assets/S6_Impact_1_v1'},
493:  {'formation_activate3', 'assets/S6_Impact_1_v2'},
494:  {'formation_activate4', 'assets/Buff 12'},
495:  {'formation_deactivate2', 'assets/Debuff 12'},
754:    tags = {'channeling', 'formation', 'orb'},
755:    formation = 'lance',
762:    tags = {'channeling', 'formation', 'orb'},
763:    formation = 'wall',
770:    tags = {'channeling', 'formation', 'orb'},
771:    formation = 'snake',
798:    tags = {'area', 'channeling', 'formation', 'orb'},
799:    formation = 'deploy',
875:    fire_sound = 'formation_activate',
888:    fire_sound = 'formation_activate',
1007:orb_formation = 'orbit'
1008:orb_formation_owner = nil
... [28 more lines]

Read (E:\a327ex\Orblike\main.lua)

750      projectile_speed = 60,
751   },
752   lance = {
753     activation = 'hold',
754     tags = {'channeling', 'formation', 'orb'},
755     formation = 'lance',
756     speed_mult = 0.5,
757     turn_rate = 3,
758     color = fg_color,
759   },
760   wall = {
761     activation = 'hold',
762     tags = {'channeling', 'formation', 'orb'},
763     formation = 'wall',
764     speed_mult = 0.35,
765     turn_rate = 2,
766     color = fg_color,
767   },
768   snake = {
769     activation = 'hold',
770     tags = {'channeling', 'formation', 'orb'},
771     formation = 'snake',
772     speed_mult = 1.0,
773     snake_turn_rate = 4,
774     color = fg_color,
775   },
776   random_cast = {
777     activation = 'manual',
778     tags = {'null'},
779     cooldown = 0.5,
... [25 more lines]

Here are the 4 orb formations:

  1. Lance — Orbs line up in front of the player in a lance/spear formation (pointed forward)
  2. Wall — Orbs spread out perpendicular to the player's facing, forming a wall/shield
  3. Snake — Orbs follow the player's trail, forming a snake behind them
  4. Deploy — Orbs scatter to positions around a deploy point (mouse-controlled)

These are positioning formations — they control where orbs sit relative to the player. They don't draw lines or projectiles themselves, so there's no direct wall collision needed for the formations. The wall interaction would come from the abilities the orbs fire WHILE in formation (e.g., beam in lance formation). Beam already clips at walls.

Were you asking about formations specifically needing wall collision (e.g., orbs shouldn't position inside walls), or were you thinking of something else?

Give me lots of orbs and the ability for each of those formations in one orb so I can test

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

6 orbs, one formation per orb:

Hold each formation key to activate it, then use the other orbs' keys to fire abilities while in formation.

add_orbs doesn't seem to be working, and the formations also don't seem to be activating.

Read (E:\a327ex\Orblike\main.lua)

929  -- Orb keybinds
930 orb_keybinds = {
931   {mouse = 1},
932   {mouse = 3},
933   {key = 'q'},
934   {key = 'e'},
935   {key = 'r'},
936   {key = 't'},
937 }
938 
939 function orb_input_down(slot)
940   local bind = orb_keybinds[slot]
941   if not bind then return false end
942   if bind.mouse then return an:mouse_is_down(bind.mouse) end
943   if bind.key then return an:key_is_down(bind.key) end
944   return false
945 end
946 
947 function orb_input_pressed(slot)
948   local bind = orb_keybinds[slot]

Only 6 keybinds defined (mouse1, mouse3, q, e, r, t). That's enough for 6 orbs. But formations are activation = 'hold' — they're activated by holding the orb's key. The issue is that formations are handled in the player's update, not the orb's. Let me check:

Read (E:\a327ex\Orblike\main.lua)

6839   local any_formation = false
6840      local was_in_formation = self.in_formation or false
6841      local mods = self:get_mods()
6842      -- Pass 1: hold abilities (formations)
6843      for _, slot in ipairs(self.slots) do
6844        if slot.type == 'ability' then
6845          local def = abilities[slot.name]
6846          if def and def.activation == 'hold' then
6847            local down = mods.always_channel or false
6848            if not down and slot.bind then
6849              if slot.bind.mouse then down = an:mouse_is_down(slot.bind.mouse) end
6850              if slot.bind.key then down = an:key_is_down(slot.bind.key) end
6851            end
6852            if down then
6853              any_formation = true
6854              orb_formation = def.formation
6855              orb_formation_owner = self
6856              if def.speed_mult then
6857                local sm = def.speed_mult
6858                if mods.unstoppable and sm < 1 then sm = 1 end
6859                self.speed_buffs[slot.name] = sm
6860              end
6861              if def.turn_rate then self.turn_rate = def.turn_rate end
6862              if def.snake_turn_rate then
6863                self.snake_active = true
6864                self.snake_turn_rate = def.snake_turn_rate
6865              end
6866              if def.formation == 'deploy' then
6867                if not deploy_active then
6868                  deploy_target_x, deploy_target_y = self.x, self.y

The formations are in self.slots of the player. But I added the abilities to the orbs, not the player. The player has its own slot system for formations — hold abilities are checked on the player's slots.

The orb:add_ability adds to the orb's slots, but formations need to be on the player. Let me check how the player gets abilities:

Grep (function player:add_ability)

6808:function player:add_ability(ability_name, bind)

Read (E:\a327ex\Orblike\main.lua)

6808 function player:add_ability(ability_name, bind)
6809      table.insert(self.slots, {type = 'ability', name = ability_name, bind = bind, cooldown = 0})
6810    end
6811    
6812    function player:has_mod(name)
6813      for _, slot in ipairs(self.slots) do
6814        if slot.type == 'modifier' and slot.name == name then return true end
6815      end
6816      return false
6817    end

Formations need to be added to the player with keybinds. Let me fix the setup:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Formations (hold key):

Orb abilities (mouse1-2, remaining keys):

Note: orbs 3-6 share keys with formations, so holding Q/E/R/T will activate the formation AND the orb's ability simultaneously. Mouse1/mouse3 fire orbs 1-2 independently.

I don't remember formations needing to be added to the player only. Is that true?

Let me verify. The formation check at line 6843 iterates self.slots inside player:update:

Read (E:\a327ex\Orblike\main.lua)

6775   self.sx, self.sy = 1, 1
6776      self.color = blue
6777      self.moving = false
6778      self.previous_moving = false
6779      self.flashing = false
6780    
6781      self:add(collider('player', 'dynamic', 'box', 10, 10))
6782      self.collider:set_gravity_scale(0)
6783      self.collider:set_fixed_rotation(true)
6784      self.collider:set_position(self.x, self.y)

Grep (function player:update)

6829:function player:update(dt)

Yes, player:update at line 6843 checks self.slots (the player's slots) for hold abilities. The orb:update only handles specific carriers (beam, railgun, dash_strike, cyclone, etc.) — formations don't have carriers, they have formation fields.

So yes, formations are player-only. The orb:update wouldn't do anything with a lance/wall/snake/deploy ability because it doesn't match any carrier branch. The player:update is the only code that reads def.formation and sets orb_formation.

That said, if you remember it working differently, maybe there was an older system. But in the current code, formations must be on the player with keybinds. The setup I wrote should work — try it?

Well, we should add something where we can't have a keybind both activate the formation and an orb at the same time. So if a formation is added to the player, it should take up the slot of an orb logically in terms of keys.

AskUserQuestion

The user doesn't want to proceed with this tool use. The tool use was rejected (eg. if it was a file edit, the new_string was NOT written to the file). To tell you how to proceed, the user said:
The user wants to clarify these questions.
    This means they may have additional information, context or questions for you.
    Take their response into account and then reformulate the questions if appropriate.
    Start by asking them what they would like to clarify.

    Questions asked:

- "How should formations map to orb slots? Should a formation added to the player consume the next orb keybind (so if you have 4 formations + 4 orbs, the formations take slots 1-4 and orbs take slots 5-8), or should formations be interleaved with orbs in a specific order?"
  (No answer provided)

What would you like to clarify about the slot mapping?

Actually do a thorough check of the codebase + website logs to see when we added formations and how they worked then.

Agent

[
  {
    "type": "text",
    "text": "Perfect! Now I have a comprehensive understanding. Let me prepare my final report:\n\n## Summary: Orb Formations Design\n\nBased on my thorough search of the Orblike codebase, here's what I found about how orb formations were originally designed:\n\n### 1. **Are formations meant to be abilities on the player or on orbs?**\n\n**Formations are PLAYER abilities, not orb abilities.** This is by design.\n\n**Evidence:**\n- All four formations (`lance`, `wall`, `snake`, `deploy`) are added via `p1:add_ability()` (line 10397-10400 in main.lua), not `orb:add_ability()`\n- In `abilities` table (main.lua lines 752-803), they are defined with `activation = 'hold'` and include a `formation` field that controls orb positioning globally\n- The `orb:add_ability()` function (line 1058) is much simpler \u2014 it just stores the ability name as a slot in an orb's inventory\n- The `player:add_ability()` function (line 6808) is more sophisticated \u2014 it stores the ability name, keybind, and manages cooldowns\n\nThe key architectural reason: **Formations change the global positioning mode for ALL orbs simultaneously.** When you hold a formation key, the player's `orb_formation` variable is set to that formation type, and all orbs query this same variable in their `get_target_offset()` function (line 1881) to determine where they should position themselves.\n\n---\n\n### 2. **How were they originally activated (keybinds)?**\n\n**Formations use HOLD keybinds** (`activation = 'hold'`), allowing the player to toggle formations by holding a button:\n\n- `lance` \u2192 Q key\n- `wall` \u2192 E key  \n- `snake` \u2192 R key\n- `deploy` \u2192 T key\n\n**Implementation flow (main.lua lines 6842-6920):**\n\n1. **Pass 1: Hold abilities** \u2014 The player's update loop iterates through all ability slots with `activation == 'hold'`\n2. For each formation ability, it checks if the keybind is currently held down\n3. If held, it sets `orb_formation = def.formation` and `orb_formation_owner = self`\n4. All orbs then use their `get_target_offset()` method to reposition themselves based on the active formation\n5. When released, the formation deactivates and orbs revert to default `'orbit'` mode\n\n---\n\n### 3. **How did they coexist with orb abilities on the same keys?**\n\n**They use different activation modes, so they don't conflict:**\n\n**Pass 1** (lines 6842-6920): Check **hold** abilities (formations) \u2014 if any key is held down, activate that formation globally\n\n**Pass 2** (lines 6928-6953): Check **manual** abilities \u2014 these fire on key *press*, not hold. This is where orb abilities activate.\n\nSince formations use `activation = 'hold'` and regular abilities use `activation = 'manual'`, they operate on different input detection:\n- `an:key_is_down()` \u2014 formations (currently held)\n- `an:key_is_pressed()` \u2014 abilities (just pressed this frame)\n\n**This means:**\n- You cannot bind a formation and a manual ability to the same key without conflict\n- But formations are currently on separate keys (Q, E, R, T) from other player abilities\n- If you wanted a formation on the same key as a manual ability, you'd need special logic (e.g., hold triggers formation, quick tap triggers manual ability)\n\nThe current design **intentionally separates formation keys from ability keys** to avoid this complexity.\n\n---\n\n### 4. **Original design intent from documentation:**\n\nFrom `orblike_ability_system.md` (the newer board-based system design):\n- Formations are mentioned as **modifiers**, not abilities\n- Example: \"A board where the entry point has two outgoing connections to the same ability slot. One connection has Formation(nova), the other doesn't\" (line 190)\n- This indicates the newer design treats formations as **connection-scoped modifiers** that apply to ability firing patterns\n\nFrom `orbs/system_design.md` (the older orb system):\n- Formations are explicitly listed as modifiers that can go on orbs or links (lines 117-123, 250-251)\n- Example: \"Formation (nova) placed wherever you want the pattern to apply \u2014 universally on the orb, or scoped to a specific link\"\n- This documents them as ability modifiers, not standalone abilities\n\n**The discrepancy:** The old design intended formations to be modifiers on abilities. The current implementation treats them as standalone player-level hold abilities that globally reposition orbs. This is a **simplified implementation** compared to the theoretical system where formations could be per-orb modifiers.\n\n---\n\n### 5. **Global positioning system:**\n\nThe formation system is elegant because it's **global and stateless:**\n\n- When `orb_formation = 'lance'`, the `get_target_offset()` function for each orb calculates a position based on orb slot, player direction, and player modifiers\n- All orbs query the same `orb_formation_owner` reference\n- When formation ends, orbs revert to default circular `'orbit'` positioning (line 1973-1976)\n- The system respects player modifiers like `projectile_spread`, `projectile_parallel`, `area+/-` to customize formation shapes at runtime\n\n**Why on the player, not orbs?** Because formations fundamentally control **where orbs are**, not **what they do**. They're a positioning/arrangement system, not an ability system. Making them player-level keeps the architecture clean: player = positioning controller, orbs = ability executors.\n\n---\n\n### Key Files:\n- `/e/a327ex/Orblike/main.lua` (lines 1058-1098, 6808-6960, 1821-1977, 10397-10400)\n- `/e/a327ex/Orblike/interactions.md` (formations documentation: lance, wall, snake, deploy)\n- `/e/a327ex/Orblike/orblike_ability_system.md` (formation as modifier concept)\n- `/e/a327ex/Orblike/orbs/system_design.md` (original formation design theory)\n- `/e/a327ex/Orblike/tags.md` (formation tag on abilities)"
  }
]

Here's what I found:

Formations are player-level abilities by design. They control global orb positioning, not individual orb behavior. The architecture is: player = positioning controller, orbs = ability executors.

The key coexistence mechanism: Formations use activation = 'hold' (checked via key_is_down), while orb abilities use activation = 'manual' (checked via key_is_pressed). So a quick tap fires the orb ability, holding the key activates the formation. They CAN share keys because of this hold vs press distinction.

Original setup (found at line ~10397 in main.lua): lua p1:add_ability('lance', {key = 'q'}) p1:add_ability('wall', {key = 'e'}) p1:add_ability('snake', {key = 'r'}) p1:add_ability('deploy', {key = 't'})

So the current setup I wrote is actually correct — formations on the player with the same keys as orbs 3-6. Tapping Q fires orb 3's railgun, holding Q activates lance formation. They don't conflict because of the hold/press distinction.

The design docs mention formations could eventually become per-orb modifiers, but the current implementation is player-level. Want to try the current setup as-is?

How do you think it should work? Do you know the difference between player abilities and orb abilities generally?

Thinking about this honestly:

Orb abilities are the combat actions — each orb holds one ability (fireball, beam, etc.) and fires it independently. Each orb has its own keybind.

Player abilities (formations) are a meta-positioning layer — they rearrange ALL orbs into a spatial pattern. They don't do damage themselves; they change the geometry from which orb abilities fire.

The current shared-key approach is problematic. On the frame you press Q, both key_is_pressed (orb fires) and key_is_down (formation activates) are true simultaneously. The orb fires its ability AND the formation starts. That's messy.

What I think it should be: Formations should have their own dedicated keys separate from orb keybinds — maybe modifier keys like shift+direction, or dedicated keys that don't overlap with orb slots. Alternatively, formations could be a single key that cycles through them (or a toggle), freeing up the other keys entirely for orbs.

But I might be wrong about the overall design intent. The design docs mentioned formations eventually becoming per-orb modifiers rather than standalone player abilities, which would change this entirely — a formation modifier on an orb would mean that orb's ability fires in a pattern, no separate key needed.

What's your thinking on how they should work?

We want to ensure that ability copy plus formation can create combos. So if we have one ability with frost nova, or righteous fire, and ability copy, all orbs use that ability at the same time as we're using the formation. That should be a possibility.

That makes sense — formation controls the spatial arrangement, ability_copy makes all orbs fire together from their formation positions. The combo is the formation geometry + the synchronized ability.

So formations need their own dedicated keys, completely separate from orb keybinds. What keys do you want for the 4 formations? Some options:

Or do you have a preference?

There's another issue to solve. Currently when we add modifiers to the player they apply to all orbs, right?

Read (E:\a327ex\Orblike\main.lua)

6818 
6819    function player:get_mods()
6820      local mods = {}
6821      for _, slot in ipairs(self.slots) do
6822        if slot.type == 'modifier' then
6823          mods[slot.name] = slot.value
6824        end
6825      end
6826      return mods
6827    end
6828    
6829    function player:update(dt)

Read (E:\a327ex\Orblike\main.lua)

1154     local mods = p1:get_mods()
1155        for _, slot in ipairs(self.slots) do
1156          if slot.type == 'modifier' then
1157            mods[slot.name] = slot.value
1158          end
1159        end
1160        -- Shared area scale factor (used by melee, self_area, aimed_area)
1161        local area_scale = 1
1162        if mods['area+'] then area_scale = area_scale*1.25 end
1163        if mods['area++'] then area_scale = area_scale*1.5 end

Yes — when an orb fires, it starts with p1:get_mods() (all player modifiers) then merges in the orb's own modifiers on top (lines 1155-1158). So player modifiers apply to every orb as a baseline, and each orb can add its own on top.

This means if you put ability_copy on the player, every orb gets it. If you put it on one orb, only that orb has it (but ability_copy's effect broadcasts to all other orbs anyway).

Is the issue that player modifiers shouldn't be global, or is there something specific about how ability_copy + formations should interact?

Hmmm, this all feels like it has high potential for combos, but also very inconsistent with the formations somehow. Let's go over the entire plan for orbs. I believe the player will find orbs that have pre-defined slots on them, and then he can add abilities and modifiers there, right?

Agent

[
  {
    "type": "text",
    "text": "Perfect! Now I have a comprehensive picture. Let me compile my findings:\n\n## Summary of Orblike Design Documents\n\nI've read the core design documents for the Orblike system. Here are the key findings organized by your questions:\n\n---\n\n### **1. How Orbs Are Structured (Slots for Abilities and Modifiers)**\n\n**The Board System** (from `orblike_ability_system.md`):\n- Each orb is represented by a **board** - a fixed graph structure with pre-allocated slots and connections\n- Boards contain three types of slots:\n  - **Ability slots** (1-4 per board): Hold ability gems. The leftmost is the entry point\n  - **Modifier slots** (0-6 per ability): Hold modifier gems that customize abilities\n  - **Trigger slots**: Sit on connections between ability slots and define what carrier event triggers the next ability\n\n- **Key principle: Payload isolation** - Modifiers on one ability do NOT affect other abilities on the same board. Each ability is its own modifier scope\n- Modifiers can be placed on:\n  - **Ability slots**: Apply to ALL activations of that ability\n  - **Connection slots**: Apply ONLY to activations through that specific link\n\n---\n\n### **2. How the Player Finds/Acquires Orbs**\n\n**Orbs as Loot** (from `orblike_ability_system.md`):\n- Boards are the primary composition loot in the game\n- Each board corresponds to one physical orb\n- Rarity varies across multiple independent axes:\n  - Ability slot count (1-2 common, 3-4 rare)\n  - Modifier slots per ability (0-2 common, 4-6 rare)\n  - Connection count (0-1 common, 3+ rare)\n  - Pre-made vs. flexible connections\n  - Trigger types on connections (common vs. rare event types)\n  - Player-event inputs (none common, 1-2 rare)\n  - Board topology complexity (linear common, fan-in/branching/loops rare)\n\n- **Progression**: Early game uses simple boards (1-2 ability slots). Complexity scales as players find larger boards\n- **Partial use**: A board with 3 slots but only 2 filled is valid - empty slots just don't activate\n\n---\n\n### **3. What the Slot System Looks Like (Pre-defined Slots on Orbs)**\n\n**Board Topology** is fixed at drop time - the player cannot add/remove slots, only fill them:\n\n**Topology examples** (from `orblike_ability_system.md`):\n- **Linear chain**: Ability \u2192 Trigger \u2192 Ability \u2192 Trigger \u2192 Ability (simple cascade)\n- **Branch**: One ability triggers different abilities based on different events\n- **Fan-in**: Two abilities feed into the same target ability\n- **Loop**: Ability's chain feeds back into itself (energy throttling prevents infinite loops)\n- **With player-event input**: A reactive board with player events (damage taken, dodge, kill, etc.) feeding into the graph\n- **Complex boards**: Combinations of the above with multiple connections\n\n**Connections** have:\n- **Pre-made trigger types** (on-hit, on-kill, on-expire, etc.): High energy, fixed behavior, part of the board's identity\n- **Flexible trigger slots**: Empty slots where player inserts any trigger type. Low energy but adaptable\n\n---\n\n### **4. How Formations Fit Into the Orb/Ability System**\n\n**Formations are modifiers** (from `tags.md` and `orblike_ability_system.md`):\n\nFormation modifiers define casting patterns:\n- `projectile_spread` \u2014 N projectiles in a fan\n- `projectile_nova` \u2014 8 evenly spaced projectiles (overrides spread/backshot/sideshots)\n- `projectile_parallel` \u2014 Duplicates each shot with lateral offset\n- `area_spread`, `area_nova`, `area_parallel` \u2014 Formation modifiers for area effects\n- Generic `spread`, `parallel`, `nova` modifiers work on multiple ability types\n\n**Formation placement strategy**:\n- Put on an ability slot \u2192 ability always fires in that pattern\n- Put on a connection \u2192 ability fires in that pattern ONLY when triggered by that link\n- Example: Entry point has two connections to the same ability. One connection has Formation(nova), the other doesn't. Through the first connection, fires as nova. Through the second, fires normally.\n\n---\n\n### **5. Overall Progression/Loadout Building Design**\n\n**The Core Loop**:\n1. Player controls multiple orbs orbiting around them\n2. Each orb = one board with one entry-point ability and a chain of triggered abilities\n3. Player presses button \u2192 entry ability fires \u2192 trigger events \u2192 downstream abilities fire based on connections\n4. Each orb is manually activated (most common) or auto-fires\n\n**Board-Based Composition**:\n- One board = one button (or one passive)\n- If you want two manual abilities, you need two separate orbs\n- Within a board, trigger chains are self-contained; cross-board synergy uses shared state systems\n\n**Cross-Board Synergy Systems**:\n- **Charges**: Abilities produce charges on carrier events. Other abilities consume charges for bonuses. Shared pool across all boards\n- **Exert (Temporal Modifier Buffering)**: Some abilities produce temporary modifiers applied to the NEXT N activations of any ability (any board). Buffer shared across all boards\n- **Global Modifiers**: Apply to all abilities matching conditions across all boards (Isaac/RoR2 item layer)\n\n**Learning Curve**:\n- Early game: Simple boards (1-2 ability slots, no connections)\n- Players learn incrementally as they find bigger boards with more connections\n- Complex topologies and interactions unlock late game\n\n---\n\n### **6. The Three-Phase System** (from `three_phase_system.md`)\n\nEvery ability breaks down into three independent phases, each modifiable:\n\n- **Cast**: How it spawns (pattern, quantity, targeting)\n- **Path**: How it travels/moves (movement, behavior, interactions during travel)\n- **Effect**: What it does on arrival/contact (damage, areas, persistence)\n\nExample - Fireball + Nova + Homing + Increased Area:\n- **Cast**: 8 projectiles in 360-degree circle (nova)\n- **Path**: Each homes toward nearest enemy (homing)\n- **Effect**: Each explodes in larger AoE (increased area)\n\n---\n\n### **7. Trigger System (Links Between Abilities)**\n\nFrom `system_design.md` - the full link/bridge system:\n\n**Carrier Event Triggers** (what source ability event triggers target):\n- Cast on Hit, Cast on Crit, Cast on Kill\n- Cast on Expire, Cast on Death, Cast on Pierce, Cast on Chain, Cast on Bounce\n- Cast on Transition, Timer, Detonate, Cast at Carrier\n\n**Player-Event Triggers** (from Orb Zero):\n- Cast on Damage Taken, Cast on Dodge, Cast on Player Kill\n- Cast on Low Health, Cast on CC, Cast on Movement\n\n**Energy System**: Each link has capacity - max times it can fire per burst before recharging. Prevents infinite loops while preserving chain reaction fantasy\n\n---\n\n### **Key Design Files**\n\n1. **E:\\a327ex\\Orblike\\orbs\\system_design.md** - The foundational orb linking system (superseded for board implementation but core concepts remain)\n2. **E:\\a327ex\\Orblike\\orblike_ability_system.md** - The board-based composition system (current implementation)\n3. **E:\\a327ex\\Orblike\\orbs\\ability_design_reference.md** - Building block tables (carriers, activation, targeting, behavior, hit behavior, effects)\n4. **E:\\a327ex\\Orblike\\tags.md** - Ability and modifier tags with cross-check rules\n5. **E:\\a327ex\\Orblike\\interactions.md** - Complete ability-modifier interaction table (25k+ lines)\n6. **E:\\a327ex\\Orblike\\reference\\three_phase_system.md** - Conceptual framework (cast/path/effect phases)"
  }
]

Here's the full picture:

Orbs are "boards" — each orb is a fixed graph with pre-allocated slots:

Key design principle: Payload isolation. Modifiers on one ability do NOT affect other abilities on the same board. Each ability has its own modifier scope.

The player finds orbs as loot with pre-defined topology (can't add/remove slots, only fill them). Rarity comes from slot count, connection count, topology complexity.

Formations in the design docs are modifiers, not standalone abilities. They're things like spread, nova, parallel that go into modifier slots and change the casting pattern. There's no separate "lance formation" ability — instead, you'd put a nova modifier on a fireball ability, and it fires 8 projectiles in a circle.

This means the current implementation (lance/wall/snake/deploy as player-level hold abilities) is a simplified prototype that doesn't match the intended board system. In the real design, formations would be modifiers slotted into orb boards, not separate player abilities.

Given this, how do you want to handle formations going forward? Should we keep the prototype system for now and move on, or rethink them to align with the board design?

They don't really make sense on the game category as spread, nova, parallel, given those also affect them. They should be specific abilities that can be only added to the player. I think other abilities (like say fireball) shouldn't be able to be added to the player, and then the player can only have modifiers, and formations as "actives" when a formation ability is found. We just need to make sure none of the hotkeys overlap with the orb keys.

That's clean — player gets modifiers (passive) + formations (active, hold-to-use), orbs get abilities + modifiers. No overlap.

For formation keys, how about 1, 2, 3, 4? Those don't overlap with the orb keys (mouse1, mouse3, q, e, r, t) or movement (wasd). So:

Want me to set up a test with that mapping?

Sure.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Formations (hold key):

Orb abilities (fire):

Hold a number key to arrange orbs in formation, then fire abilities with the orb keys.

Let's make the snake formation have the player turn towards the mouse instead of only being turnable with left/right keys.

Grep (snake_turn_rate|snake_active)

773:    snake_turn_rate = 4,
6837:  self.snake_active = false
6838:  self.snake_turn_rate = nil
6862:          if def.snake_turn_rate then
6863:            self.snake_active = true
6864:            self.snake_turn_rate = def.snake_turn_rate
6979:  if self.snake_active then
6983:    if left then self.r = self.r - self.snake_turn_rate*dt end
6984:    if right then self.r = self.r + self.snake_turn_rate*dt end

Read (E:\a327ex\Orblike\main.lua)

6975       o.deploy_oy = nil
6976        end
6977      end
6978    
6979      if self.snake_active then
6980        -- Snake mode: always move forward, left/right to steer
6981        local left = an:is_down('left')
6982        local right = an:is_down('right')
6983        if left then self.r = self.r - self.snake_turn_rate*dt end
6984        if right then self.r = self.r + self.snake_turn_rate*dt end
6985        self.collider:set_velocity(self.speed*math.cos(self.r), self.speed*math.sin(self.r))
6986        self.moving = true
6987        self.previous_moving = true
6988    
6989        -- Record trail

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Snake now turns toward the mouse with the same turn rate, instead of left/right key steering.

OK, player should draw above trails that spawn on top of him (like cyclone's)

Grep (player.draw|game:push.self.x.self.y|game:rounded_rectangle.player)

No matches found

[Showing results with pagination = offset: 7040]

Read (E:\a327ex\Orblike\main.lua)

7040       -- Direction change squash
7041          if an:is_pressed('right') or an:is_pressed('left') then
7042            self.timer:tween(0.05, 'scale_move_1', self, {sx = 0.8, sy = 0.8}, math.linear, function()
7043              self.timer:tween(0.4, 'scale_move_2', self, {sx = 1, sy = 1}, math.linear)
7044            end)
7045          end
7046    
7047          -- Stop bounce
7048          if not self.moving and self.previous_moving then
7049            self.spring:pull('move', 0.35)
7050          end
7051    
7052          -- Apply velocity
7053          local vx, vy = self.collider:get_velocity()
7054          if move_r then vx, vy = self.speed*math.cos(move_r), self.speed*math.sin(move_r) end
7055          if not left and not right then vx = vx*0.8 end
7056          if not up and not down then vy = vy*0.8 end
7057          self.collider:set_velocity(vx, vy)
7058          self.previous_moving = self.moving
7059        end
7060    
7061        -- Rotate towards mouse (or spin with cyclone)
7062        if self.cyclone_active and self.cyclone_area_ref then
7063          self.r = self.cyclone_area_ref.arc_r
7064        elseif self.turn_rate then
7065          local target_r = math.angle_to_point(self.x, self.y, an.camera.mouse.x, an.camera.mouse.y)
7066          local diff = math.atan(math.sin(target_r - self.r), math.cos(target_r - self.r))
7067          local max_turn = self.turn_rate*dt
7068          self.r = self.r + math.clamp(diff, -max_turn, max_turn)
7069        else

Read (E:\a327ex\Orblike\main.lua)

7094   if player_ed > 0 then
7095        ability_layer:shader_set_float(draw_shader, 'u_edition', player_ed)
7096        ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
7097      end
7098      trail_draw(self.trail, trail_duration, trail_base)
7099      if player_ed > 0 then
7100        ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
7101      end
7102    
7103      -- Draw
7104      local s = self.spring.hit.x*self.spring.shoot.x*self.spring.move.x
7105      local c
7106      if self.charge_color_tween then
7107        c = self.color:clone():mix(fg_color, self.charge_color_tween)()
7108      elseif self.charge_color_t then
7109        c = self.color:clone():mix(fg_color, self.charge_color_t)()
7110      else
7111        c = self.flashing and fg_color() or self.color()
7112      end
7113      local draw_x = self.x
7114      local draw_y = self.y
7115      if self.charge_shake then
7116        draw_x = draw_x + an.random:float(-self.charge_shake, self.charge_shake)
7117        draw_y = draw_y + an.random:float(-self.charge_shake, self.charge_shake)
7118      end
7119      -- Per-object edition on player
7120      if self.edition and self.edition > 0 then
7121        game:shader_set_float(draw_shader, 'u_edition', self.edition)
7122        game:shader_set_float(draw_shader, 'u_time', an.time)
7123      end

The player trail draws to ability_layer (line 7098), and the player body draws to game layer (line 7121+). The issue is layer render order. Let me check:

Grep (game:render|ability_layer:render|game:draw|ability_layer:draw)

6738:  game:render()
6739:  ability_layer:render()
6747:  game:draw()
6748:  ability_layer:draw()

game renders/draws before ability_layer — so the player (on game) draws underneath ability trails (on ability_layer). The fix is to swap the order so ability_layer renders before game:

Read (E:\a327ex\Orblike\main.lua)

6733 
6734      bg:render()
6735      ground:render()
6736      ground_2:render()
6737      enemy_layer:render()
6738      game:render()
6739      ability_layer:render()
6740      effects:render()
6741      ui:render()
6742    
6743      bg:draw()
6744      ground:draw()
6745      ground_2:draw()
6746      enemy_layer:draw()
6747      game:draw()
6748      ability_layer:draw()
6749      effects:draw()
6750      ui:draw()
6751      if recording then
6752        -- Capture enough frames to match game time (2 steps = 1 frame at 60fps)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Swapped ability_layer to render/draw before game. Now the player (on game) draws on top of ability trails (on ability_layer).

Perfect. I think everything works as expected visually now. If you read the todo file, any outstanding issues that need to be fixed? Not new features, just things that should be fixed.

Glob (Orblike/TODO)

No files found

Glob (Orblike/*.todo)

No files found

Read (E:\a327ex\Orblike\todo.md)

1    # To Do
2   
3   ## Next Session
4   - **Wall shader refinement** — The wall_gradient.frag shader is functional but needs visual verification and improvement. See `reference/map_visual_system.md` for full technical details. Priorities:
5     1. Verify per-pixel symbol coloring works (symbols should have gradient color variation within a single symbol)
6     2. Make colors more "chromatic" — explore hue shifts, color animations, JoJo-inspired bold palette effects
7     3. Consider animating the gradient (slowly shifting colors, pulsing, palette cycling triggered by game events)
8     4. The `map_gen_wall_distances()` is slow (~1-2s) — consider moving to C for instant map generation
9   - **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
10  - **Sound sourcing** — Need better charging loop sound and windfield area sound. Requires new sound packs.
11  
12  ## Recently Implemented
13  - ~~**Visual/aural polish pass**~~ — Reviewed all abilities. Fixed beam endpoint, wind slash style, railgun/psylance line visuals, cyclone sounds, windfield area sound. Done.
14  - ~~**Unstoppable modifier**~~ — Prevents movement speed reduction. Player-level = global, orb-level = that orb's ability only. Done.
15  - ~~**Dash Strike post-landing lock**~~ — Player locked in place during hit sequence. Bypassed by unstoppable. Done.
16  - ~~**Arc chain count**~~ — Bumped from 3 to 6. Done.
17  - ~~**Ball Lightning tick rate**~~ — Uses sub-ability cooldown directly (no 2x multiplier). Done.
18  - ~~**Shared homing path system**~~ — `build_homing_path()` used by beam and railgun. Done.
19  - ~~**Righteous Fire**~~ — Toggle fire aura. Done.
20  - ~~**Wind Slash**~~ — Spinning crescent projectile with return (was "Freezing Pulse"). Done.
21  - ~~**Psylance**~~ — Channeled two-phase force lance. Done.
22  - ~~**Railgun**~~ — Charged instant piercing line with chain/homing. Done.
23  - ~~**Big Rock**~~ — Arced rock throw with physics fragments. Done. (Still need to test: null_conversion, ability_copy, ability_echo)
24  - ~~**cast_on_apex**~~ — New modifier. Fires linked ability at projectile turning point. Done.
25  
26  ## Abilities — SNKRX-Inspired
27  
28  Each ability lists 2 build fantasies to ensure modifier diversity. SNKRX source character in parentheses.
29  
30  - **Blade Vortex** (Spellblade) — Spinning blades orbit the player, hitting enemies they pass through. Each cast adds a blade up to max. Blades expire over time.
... [271 more lines]

Looking at the todo, there aren't really "bugs to fix" listed — it's mostly new features and improvements. The closest things to outstanding fixes are:

  1. Big Rock untested combinations (line 23): "Still need to test: null_conversion, ability_copy, ability_echo" — these may have bugs but haven't been tested yet.

  2. Performance issues (lines 237-238):

    • Homing paths slow down with many homing lines (spread + echo) + many enemies — iterates all enemies per step
    • Psylance nova + magnetic_area iterates all enemies per pulse per effect (8 effects = expensive)
  3. Ball Lightning cast_tick_rate (line 234): Currently uses sub-ability cooldown directly, needs review once ability stats are finalized.

Nothing that's a known broken bug. Want me to test the Big Rock combinations (null_conversion, ability_copy, ability_echo) to see if they work, or address the performance issues?

Let's test 1

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Great, let's test 2 now

AskUserQuestion

User has answered your questions: "Did the Big Rock tests (null_conversion, ability_copy, ability_echo) all work correctly, or were there issues to fix?"="All worked fine". You can now continue with the user's answers in mind.

Good. For the performance issues, let me set up a stress test scenario. The homing paths issue triggers with spread + echo + many enemies, and the psylance issue with nova + magnetic_area.

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Stress test setup:

Try firing these with lots of enemies around and see if you notice frame drops. The profiler should show which systems are expensive.

There's a general enemy performance hit with just too many enemies, let's try the profiler and see what's the issue. How do I run it again?

Grep (profiler.toggle|profiler.visible|profiler.show|key.profiler)

10575:    profiler:toggle()

Read (E:\a327ex\Orblike\main.lua)

10572      end
10573   
10574     if an:key_is_pressed('f3') then
10575       profiler:toggle()
10576     end

F3 toggles the profiler.

OK, I pressed F3 and ran it for a while with lots of enemies. Did the report get generated?

Grep (profiler.report|profiler.save|profiler.write|profiler.file|profiler.*output)

No matches found

Grep (profiler)

204:  profiler:on_sound()
228:  profiler:on_sound()
6674:require('profiler')
6676:profiler:init({font = 'pf', layer = effects})
6680:  profiler:draw()
10575:    profiler:toggle()
10988:profiler:register_type('player', player)
10989:profiler:register_type('projectile', projectile)
10990:profiler:register_type('area', area)
10991:profiler:register_type('seeker', seeker)
10992:profiler:register_type('hit_circle', hit_circle)
10993:profiler:register_type('hit_particle', hit_particle)
10994:profiler:register_type('hit_effect', hit_effect)
10995:profiler:register_type('timer', timer)
10996:profiler:register_type('spring', spring)
10997:profiler:register_type('collider', collider)
10998:profiler:register_type('animation', animation)
10999:profiler:register_type('camera', camera)
11000:profiler:register_type('shake', shake)
11005:  profiler:on_create()
11012:  profiler:on_destroy()
11039:  profiler:begin_section('update_total')
11041:  profiler:begin_section('collect')
11046:  profiler:end_section('collect')
11048:  profiler:begin_section('early')
11052:  profiler:end_section('early')
11054:  profiler:begin_section('main')
11055:  profiler:reset_type_times()
11056:  if profiler:is_enabled() then
11060:      local tname = profiler:type_of(obj)
... [8 more lines]

The profiler is an on-screen overlay — it draws directly to the effects layer (line 6680). It doesn't generate a file report. When you toggle it with F3, it shows timing info on screen.

You should be able to see it while the game is running — it should show section times (update_total, collect, early, main, late, cleanup) and per-type times (player, projectile, area, seeker, etc.).

Is the overlay visible on screen? If so, what does it show as the most expensive sections/types?

There was a report writing feature that you could then read.

Read (E:\a327ex\Orblike\profiler.lua)

1    -- profiler.lua
2   -- Lightweight performance profiler for Anchor engine games.
3   -- Toggle overlay with F3. Requires perf_time() from engine and a loaded font.
4   --
5   -- Usage:
6   --   require('profiler')
7   --   profiler:init({font = 'profiler_font', layer = effects})
8   --   profiler:register_type('projectile', projectile)
9   --   -- In update override: profiler:begin_section('name') / profiler:end_section('name')
10  --   -- At end of draw: profiler:draw()
11  
12  profiler = {}
13  
14  -- Config
15  local enabled = false
16  local font_name = nil
17  local draw_layer = nil
18  local history_size = 60  -- frames to average over (1 second at 60fps render)
19  local log_interval = 20  -- print to console every N update steps when enabled
20  
21  -- Timing data
22  local sections = {}       -- ordered list of section names
23  local section_set = {}    -- name -> true (for dedup)
24  local frame_data = {}     -- name -> {start, accumulated_ms}
25  local history = {}        -- name -> circular buffer of ms values
26  local history_idx = 0
27  local averages = {}       -- name -> averaged ms
28  local peaks = {}          -- name -> peak ms since last log
29  
30  -- Object tracking
... [70 more lines]

Read (E:\a327ex\Orblike\profiler.lua)

100    end
101   if not frame_data[name] then
102     frame_data[name] = {start = 0, accumulated_ms = 0}
103   end
104   frame_data[name].start = perf_time()
105 end
106 
107 function profiler:end_section(name)
108   if not enabled then return end
109   local fd = frame_data[name]
110   if not fd or fd.start == 0 then return end
111   local elapsed_ms = (perf_time() - fd.start)*1000
112   fd.accumulated_ms = fd.accumulated_ms + elapsed_ms
113   fd.start = 0
114 end
115 
116 -- Call once per update step (120Hz) to track creation/destruction
117 function profiler:end_step()
118   if not enabled then return end
119 
120   -- Record section timings into history
121   history_idx = history_idx + 1
122   if history_idx > history_size then history_idx = 1 end
123 
124   for _, name in ipairs(sections) do
125     local fd = frame_data[name]
126     local ms = fd and fd.accumulated_ms or 0
127     if not history[name] then history[name] = {} end
128     history[name][history_idx] = ms
129     -- Track peak since last log
... [70 more lines]

Read (E:\a327ex\Orblike\profiler.lua)

199  end
200 
201 function profiler:on_sound()
202   if not enabled then return end
203   sound_count = sound_count + 1
204 end
205 
206 function profiler:log()
207   local lines = {}
208   local function w(s) table.insert(lines, s) end
209 
210   w(string.format('--- PROFILER [step %d, time %.1fs] ---', an.step, an.time))
211   w(string.format('FPS: %.0f  Objects: %d  Created/step: %d  Destroyed/step: %d  Sounds/step: %d',
212     an.fps, total_objects, frame_creations, frame_destructions, frame_sounds))
213   w('Timings (avg / peak ms per step):')
214   for _, name in ipairs(sections) do
215     local ms = averages[name] or 0
216     local pk = peaks[name] or 0
217     w(string.format('  %-18s avg %6.3f  peak %6.3f ms', name, ms, pk))
218   end
219   -- Reset peaks after logging
220   for _, name in ipairs(sections) do peaks[name] = 0 end
221   w('Object counts:')
222   local sorted = {}
223   for _, entry in ipairs(type_registry) do
224     table.insert(sorted, {name = entry.name, count = type_counts[entry.name] or 0})
225   end
226   table.sort(sorted, function(a, b) return a.count > b.count end)
227   for _, e in ipairs(sorted) do
228     if e.count > 0 then
... [50 more lines]

The profiler writes to profiler_log.txt in the working directory. Let me read it:

Read (E:\a327ex\Orblike\profiler_log.txt)

File content (23637 tokens) exceeds maximum allowed tokens (10000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.

Read (E:\a327ex\Orblike\profiler_log.txt)

0    --- PROFILER [step 154, time 1.3s] ---
1   FPS: 727273  Objects: 28  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
2   Timings (avg / peak ms per step):
3     late               avg  0.007  peak  0.008 ms
4     cleanup            avg  0.020  peak  0.034 ms
5     update_total       avg  0.910  peak  1.199 ms
6     collect            avg  0.021  peak  0.037 ms
7     early              avg  0.184  peak  0.208 ms
8     main               avg  0.676  peak  0.939 ms
9     t_timer            avg  0.004  peak  0.004 ms
10    t_spring           avg  0.003  peak  0.003 ms
11    t_player           avg  0.019  peak  0.022 ms
12    t_shake            avg  0.001  peak  0.001 ms
13    t_camera           avg  0.001  peak  0.001 ms
14    t_collider         avg  0.002  peak  0.003 ms
15  Object counts:
16    spring               7
17    collider             6
18    timer                6
19    player               1
20    camera               1
21    shake                1
22  
23  --- PROFILER [step 174, time 1.4s] ---
24  FPS: 701754  Objects: 28  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
25  Timings (avg / peak ms per step):
26    late               avg  0.007  peak  0.012 ms
27    cleanup            avg  0.020  peak  0.021 ms
28    update_total       avg  0.893  peak  0.954 ms
29    collect            avg  0.020  peak  0.037 ms
... [20 more lines]

That's the early data with few enemies. Let me read the end of the file where there should be more enemies:

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

1676 E:/a327ex/Orblike/profiler_log.txt

Read (E:\a327ex\Orblike\profiler_log.txt)

1620   camera               1
1621      shake                1
1622    
1623    --- PROFILER [step 1354, time 11.3s] ---
1624    FPS: 15  Objects: 988  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
1625    Timings (avg / peak ms per step):
1626      late               avg  0.210  peak  0.272 ms
1627      cleanup            avg  0.467  peak  0.508 ms
1628      update_total       avg 12.077  peak 13.704 ms
1629      collect            avg  0.279  peak  0.403 ms
1630      early              avg  0.705  peak  1.096 ms
1631      main               avg 10.414  peak 11.928 ms
1632      t_timer            avg  0.135  peak  0.180 ms
1633      t_spring           avg  0.076  peak  0.082 ms
1634      t_player           avg  0.017  peak  0.021 ms
1635      t_shake            avg  0.000  peak  0.001 ms
1636      t_camera           avg  0.000  peak  0.001 ms
1637      t_collider         avg  0.080  peak  0.098 ms
1638      t_hit_circle       avg  0.000  peak  0.000 ms
1639      t_hit_particle     avg  0.000  peak  0.000 ms
1640      t_seeker           avg  9.399  peak 10.884 ms
1641    Object counts:
1642      spring               247
1643      timer                246
1644      collider             246
1645      seeker               240
1646      player               1
1647      camera               1
1648      shake                1
1649    
... [26 more lines]

Clear bottleneck: t_seeker is 9.4ms avg out of 10.4ms total main — 90% of update time is in the seeker (enemy) update with 240 enemies. FPS dropped to 15-30.

Let me look at what the seeker update does:

Read (E:\a327ex\Orblike\main.lua)

8358     self.slow_multiplier = 1
8359        self.speed = self.base_speed
8360        self.draw_color.data.r = red.data.r
8361        self.draw_color.data.g = red.data.g
8362        self.draw_color.data.b = red.data.b
8363      end)
8364    end
8365    
8366    function seeker:take_damage(damage, hit_vol)
8367      local prev_hp = self.hp
8368      self.hp = self.hp - damage
8369      sfx('enemy_hit', (hit_vol or 1)*volumes.enemy_hit)
8370      -- Hit feedback: spring pull + flash + hit circle + particles (dark variant)
8371      self.spring:pull('main', 0.5, 5, 0.5)
8372      self.flashing = true
8373      self.timer:after(0.15, 'flash', function() self.flashing = false end)
8374      self.show_hp_bar = true
8375      self.timer:after(2, 'show_hp_bar', function() self.show_hp_bar = false end)
8376    
8377      if self.hp <= 0 then
8378        self:die()
8379        return math.abs(self.hp)  -- return overkill amount
8380      end
8381      return 0
8382    end
8383    
8384    function seeker:die()
8385      sfx('enemy_die_' .. an.random:int(1, 3), volumes.enemy_die)
8386      -- Death effect (dark variant): larger circle, more particles, white -> entity color
8387      self.spring:pull('main', 0.75)
... [30 more lines]

Line 8412: steering_separate(16, cached_enemies, ...) — this iterates ALL enemies to compute separation forces. With 240 enemies, each enemy checks all 240 others = 57,600 distance checks per step. That's the bottleneck.

This is an engine-level function (collider:steering_separate). The fix would need to either:

  1. Use a spatial hash in the engine to only check nearby enemies
  2. Reduce the separation check frequency (every N frames)
  3. Skip separation when enemy count is high

Want me to look into option 2 or 3 as a quick Lua-side fix, or is this something you'd want to optimize in the C engine?

I think the spatial hash is the more correct solution and we can generalize it later to other problematic issues

AskUserQuestion

User has answered your questions: "The spatial hash needs to live in the C engine since `steering_separate` is a C function. Should I implement it in anchor.c, or do you want to handle the engine side yourself and have me do a Lua-side workaround for now?"="I'm pretty sure steering_separate is not a C function, but you may take a look at the code in more detail. If it is, then implement in C directly, if it isn't then Lua is fine until we check if it fixes the issue." user notes: I'm pretty sure steering_separate is not a C function, but you may take a look at the code in more detail. If it is, then implement in C directly, if it isn't then Lua is fine until we check if it fixes the issue.. You can now continue with the user's answers in mind.

Grep (steering_separate)

No files found

Grep (steering_separate)

Found 6 files
Orblike\main.lua
Orblike\reference\map_visual_system.md
Orblike\anchor\collider.lua
Orblike\reference\SNKRX\enemies.lua
Orblike\reference\SNKRX\engine\game\steering.lua
Orblike\reference\SNKRX\player.lua

It's in Lua. Let me look at the implementation:

Grep (function collider:steering_separate)

298:function collider:steering_separate(rs, others, max_speed, max_force)

Read (E:\a327ex\Orblike\anchor\collider.lua)

298  function collider:steering_separate(rs, others, max_speed, max_force)
299   local dx, dy, n = 0, 0, 0
300   for _, object in ipairs(others) do
301     if object.id ~= self.parent.id and math.distance(object.x, object.y, self.parent.x, self.parent.y) < rs then
302       local tx, ty = self.parent.x - object.x, self.parent.y - object.y
303       local nx, ny = math.normalize(tx, ty)
304       local l = math.length(nx, ny)
305       dx = dx + rs*(nx/l)
306       dy = dy + rs*(ny/l)
307       n = n + 1
308     end
309   end
310   if n > 0 then dx, dy = dx/n, dy/n end
311   if math.length(dx, dy) > 0 then
312     dx, dy = math.normalize(dx, dy)
313     dx, dy = dx*max_speed, dy*max_speed
314     local vx, vy = self:get_velocity()
315     dx, dy = dx - vx, dy - vy
316     dx, dy = math.limit(dx, dy, max_force or 1000)
317   end
318   return dx, dy
319 end
320 
321 -- Align: match velocity direction with nearby others
322 function collider:steering_align(rs, others, max_speed, max_force)
323   local dx, dy, n = 0, 0, 0
324   for _, object in ipairs(others) do
325     if object.id ~= self.parent.id and math.distance(object.x, object.y, self.parent.x, self.parent.y) < rs then
326       local vx, vy = object.collider:get_velocity()
327       dx, dy = dx + vx, dy + vy

Pure Lua, iterates all others with distance checks. I'll implement a spatial hash and modify steering_separate to use it.

Read (E:\a327ex\Orblike\anchor\collider.lua)

1    require('anchor.object')
2   
3   --[[
4     Collider class - wraps a Box2D physics body.
5   
6     A child object added to game objects. Dies when parent dies.
7     Name defaults to 'collider' so parent accesses it as self.collider.
8   
9     Usage:
10      self:add(collider('player', 'dynamic', 'circle', 16))
11      self:add(collider('wall', 'static', 'box', 64, 32))
12  
13    Multiple colliders on one object:
14      hitbox = collider('player_hitbox', 'dynamic', 'circle', 12)
15      hitbox.name = 'hitbox'

Now let me check how cached_enemies is built (that's what gets passed to steering_separate):

Grep (cached_enemies)

1502:        for _, e in ipairs(cached_enemies) do
1549:        for _, e in ipairs(cached_enemies) do
2035:        for _, e in ipairs(cached_enemies) do
2073:                  for _, e2 in ipairs(cached_enemies) do
2521:                for _, e in ipairs(cached_enemies) do

[Showing results with pagination = limit: 5]

Grep (cached_enemies\s*=)

10437:cached_enemies = {}
10439:  cached_enemies = an:all('enemy')

Read (E:\a327ex\Orblike\main.lua)

10437    cached_enemies = {}
10438   an:early_action(function()
10439     cached_enemies = an:all('enemy')
10440     -- Slow-mo toggle
10441     if an:key_is_pressed('f1') then

Good — cached_enemies is rebuilt every frame. Now I'll implement a spatial hash that gets rebuilt alongside it, and modify steering_separate to use it. The separation radius is 16, so a cell size of 16 or 32 would work well.

I'll add the spatial hash to main.lua (since it's game-specific, not framework) and pass it to a new version of steering_separate:

Read (E:\a327ex\Orblike\anchor\collider.lua)

295  end
296 
297 -- Separate: push away from nearby others
298 function collider:steering_separate(rs, others, max_speed, max_force)
299   local dx, dy, n = 0, 0, 0

I'll add a spatial hash variant that accepts a hash instead of iterating all others:

Edit (E:\a327ex\Orblike\anchor\collider.lua)

The file E:\a327ex\Orblike\anchor\collider.lua has been updated successfully.

Now build the spatial hash alongside cached_enemies and pass it in the seeker update:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now pass the spatial hash to steering_separate in the seeker update:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Cell size 32 (double the separation radius of 16) means each enemy only checks at most 4 cells instead of all 240 enemies. Try it — toggle the profiler with F3 again and compare the seeker times with lots of enemies.

Ran it again, should have generate a new report. Now more enemies are possible but it still gets slow after a while.

Read (E:\a327ex\Orblike\profiler_log.txt)

0    --- PROFILER [step 424, time 3.5s] ---
1   FPS: 701754  Objects: 28  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
2   Timings (avg / peak ms per step):
3     late               avg  0.007  peak  0.009 ms
4     cleanup            avg  0.021  peak  0.032 ms
5     update_total       avg  1.065  peak  1.576 ms
6     collect            avg  0.025  peak  0.053 ms
7     early              avg  0.240  peak  0.559 ms
8     main               avg  0.771  peak  1.242 ms
9     t_timer            avg  0.005  peak  0.008 ms
10    t_camera           avg  0.001  peak  0.001 ms
11    t_spring           avg  0.003  peak  0.004 ms
12    t_shake            avg  0.001  peak  0.001 ms
13    t_player           avg  0.021  peak  0.038 ms
14    t_collider         avg  0.003  peak  0.005 ms
15  Object counts:
16    spring               7
17    collider             6
18    timer                6
19    player               1
20    camera               1
21    shake                1
22  
23  --- PROFILER [step 444, time 3.7s] ---
24  FPS: 727273  Objects: 28  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
25  Timings (avg / peak ms per step):
26    late               avg  0.007  peak  0.016 ms
27    cleanup            avg  0.021  peak  0.030 ms
28    update_total       avg  1.096  peak  1.888 ms
29    collect            avg  0.023  peak  0.045 ms

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

1932 E:/a327ex/Orblike/profiler_log.txt

Read (E:\a327ex\Orblike\profiler_log.txt)

1880   update_total       avg  9.377  peak 13.469 ms
1881      collect            avg  0.411  peak  0.604 ms
1882      early              avg  1.083  peak  2.206 ms
1883      main               avg  6.885  peak  9.530 ms
1884      t_timer            avg  0.213  peak  0.294 ms
1885      t_camera           avg  0.000  peak  0.001 ms
1886      t_spring           avg  0.111  peak  0.133 ms
1887      t_shake            avg  0.000  peak  0.001 ms
1888      t_player           avg  0.018  peak  0.030 ms
1889      t_collider         avg  0.114  peak  0.145 ms
1890      t_seeker           avg  5.698  peak  8.001 ms
1891      t_hit_particle     avg  0.010  peak  0.023 ms
1892      t_hit_circle       avg  0.003  peak  0.012 ms
1893    Object counts:
1894      timer                344
1895      spring               337
1896      collider             336
1897      seeker               330
1898      hit_particle         6
1899      hit_circle           2
1900      player               1
1901      shake                1
1902      camera               1
1903    
1904    --- PROFILER [step 1804, time 15.0s] ---
1905    FPS: 15  Objects: 1376  Created/step: 0  Destroyed/step: 1  Sounds/step: 0
1906    Timings (avg / peak ms per step):
1907      late               avg  0.279  peak  0.396 ms
1908      cleanup            avg  0.673  peak  0.845 ms
1909      update_total       avg  9.267  peak 13.228 ms
... [22 more lines]

Spatial hash helped — 330 enemies at 5.65ms vs previous 240 enemies at 9.4ms. But t_seeker is still 83% of main. Let me check what else the seeker update does beyond steering:

Read (E:\a327ex\Orblike\main.lua)

8396 function seeker:update(dt)
8397      if not self.visible then return end
8398      for k, v in pairs(self.damaged_by_area) do
8399        if type(v) == 'table' then
8400          v[1] = v[1] - dt
8401          if v[1] <= 0 then self.damaged_by_area[k] = nil end
8402        else
8403          self.damaged_by_area[k] = v - dt
8404          if self.damaged_by_area[k] <= 0 then self.damaged_by_area[k] = nil end
8405        end
8406      end
8407      self.x, self.y = self.collider:get_position()
8408    
8409      if not self.pushed then
8410        local sx, sy = self.collider:steering_seek(p1.x, p1.y, self.speed, 200)
8411        local wx, wy = self.collider:steering_wander(64, 32, 16, dt, self.speed, 200)
8412        local rx, ry = self.collider:steering_separate(16, cached_enemies, self.speed, 200, enemy_spatial_hash)
8413        local fx, fy = math.limit(sx + wx + rx + self.pull_fx, sy + wy + ry + self.pull_fy, 200)
8414        self.collider:apply_force(fx, fy)
8415        self.pull_fx, self.pull_fy = 0, 0
8416        local vx, vy = self.collider:get_velocity()
8417        vx, vy = math.limit(vx, vy, self.speed)
8418        self.collider:set_velocity(vx, vy)
8419    
8420        local vel_r = math.atan(vy, vx)
8421        self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, vel_r)
8422      else
8423        self.r = self.r + self.spin*dt
8424      end
8425    
... [30 more lines]

The seeker update does: damaged_by_area cleanup, steering (seek + wander + separate), physics (apply_force, set_velocity), rotation lerp, draw (shader set, push, rounded_rectangle, pop, shader reset), HP bar. With 330 seekers at 5.65ms, that's ~17µs per seeker.

The shader_set_float calls per enemy (lines 8430-8436) are 4 calls per enemy = 1320 shader calls. Let me check if those are expensive. But first, let me look at steering_seek and steering_wander:

Grep (function collider:steering_seek|function collider:steering_wander)

225:function collider:steering_seek(x, y, max_speed, max_force)
286:function collider:steering_wander(d, rs, jitter, dt, max_speed, max_force)

Read (E:\a327ex\Orblike\anchor\collider.lua)

225  function collider:steering_seek(x, y, max_speed, max_force)
226   local dx, dy = x - self.parent.x, y - self.parent.y
227   dx, dy = math.normalize(dx, dy)
228   dx, dy = dx*max_speed, dy*max_speed
229   local vx, vy = self:get_velocity()
230   dx, dy = dx - vx, dy - vy
231   dx, dy = math.limit(dx, dy, max_force or 1000)
232   return dx, dy
233 end
234 
235 -- Flee: steer away from target at max_speed
236 function collider:steering_flee(x, y, max_speed, max_force)
237   local dx, dy = self.parent.x - x, self.parent.y - y
238   dx, dy = math.normalize(dx, dy)
239   dx, dy = dx*max_speed, dy*max_speed
240   local vx, vy = self:get_velocity()
241   dx, dy = dx - vx, dy - vy
242   dx, dy = math.limit(dx, dy, max_force or 1000)
243   return dx, dy
244 end
245 
246 -- Arrive: steer toward target, decelerate within radius rs
247 function collider:steering_arrive(x, y, rs, max_speed, max_force)
248   local dx, dy = x - self.parent.x, y - self.parent.y
249   local d = math.length(dx, dy)
250   dx, dy = math.normalize(dx, dy)
251   if d < rs then
252     dx, dy = dx*math.remap(d, 0, rs, 0, max_speed), dy*math.remap(d, 0, rs, 0, max_speed)
253   else
254     dx, dy = dx*max_speed, dy*max_speed
... [40 more lines]

These are all cheap — just math. The remaining cost at 17µs per seeker with 330 enemies is likely dominated by:

  1. The draw calls (shader_set_float × 4, push, rounded_rectangle, pop per enemy)
  2. Physics engine overhead (apply_force, get/set_velocity)
  3. The early section at 1.08ms — which includes rebuilding cached_enemies + spatial hash

At 330 enemies and 5.65ms, this is about 17µs per enemy which is reasonable for all that work. The remaining bottleneck is probably the sheer volume of draw calls and physics. Those would need engine-level batching to improve further.

The spatial hash cut the cost by ~60% for the same enemy count. The remaining cost is spread across drawing, physics, and steering math — no single hotspot left to optimize cheaply in Lua. Further gains would need:

This is probably good enough for now. Want to move on, or try to squeeze more out?

We'll need to work on improvements later. While a single enemy pack will likely not have 300+ enemies, we'll definitely have thousands of enemies map, so we want to make sure that enemies are disabled when far away and so on, but that comes later I guess. I ran it again using various abilities. The ones that slow it down the most were mouse1 and q. mouse2 and e were fine.

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

4086 E:/a327ex/Orblike/profiler_log.txt

Read (E:\a327ex\Orblike\profiler_log.txt)

4040   t_shake            avg  0.001  peak  0.002 ms
4041      t_player           avg  0.022  peak  0.081 ms
4042      t_collider         avg  0.008  peak  0.022 ms
4043      t_hit_particle     avg  0.000  peak  0.000 ms
4044      t_animation        avg  0.000  peak  0.000 ms
4045      t_hit_circle       avg  0.000  peak  0.000 ms
4046      t_hit_effect       avg  0.000  peak  0.000 ms
4047    Object counts:
4048      spring               18
4049      timer                17
4050      collider             17
4051      seeker               11
4052      player               1
4053      camera               1
4054      shake                1
4055    
4056    --- PROFILER [step 2921, time 24.3s] ---
4057    FPS: 77  Objects: 82  Created/step: 6  Destroyed/step: 0  Sounds/step: 1
4058    Timings (avg / peak ms per step):
4059      late               avg  0.017  peak  0.024 ms
4060      cleanup            avg  0.047  peak  0.108 ms
4061      update_total       avg  7.763  peak 17.288 ms
4062      collect            avg  0.029  peak  0.045 ms
4063      early              avg  0.227  peak  0.708 ms
4064      main               avg  7.441  peak 16.977 ms
4065      t_camera           avg  0.001  peak  0.002 ms
4066      t_seeker           avg  0.231  peak  0.665 ms
4067      t_spring           avg  0.008  peak  0.017 ms
4068      t_timer            avg  0.020  peak  0.044 ms
4069      t_shake            avg  0.001  peak  0.002 ms
... [16 more lines]

Only 11 enemies but main is 7.4ms with 17ms peak. The seeker cost is tiny (0.23ms). The bottleneck isn't tracked — orbs aren't registered in the profiler! The beam (homing + spread 5 + echo 3) and railgun (homing + spread 5) are the expensive ones, as the todo predicted.

Let me check — the orb type isn't in the profiler:

Grep (register_type.*orb)

No matches found

Read (E:\a327ex\Orblike\main.lua)

10988        return x1 + t*(x2 - x1), y1 + t*(y2 - y1)
10989     end
10990     return nil
10991   end
10992   
10993   function line_attack:update(dt)
10994     if self.hidden then return end
10995     local c = self.flashing and fg_color() or self.color()
10996     local w = self.line_width*self.spring.main.x
10997     ability_layer:line(self.x1, self.y1, self.x2, self.y2, w, c)
10998   end
10999   --]]
11000   
11001   -- Profiler: register types and hook into update loop
11002   profiler:register_type('player', player)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Added orb to the profiler. Run it again with F3, fire the beam (mouse1) and railgun (Q) with lots of enemies, and we'll see the orb timing breakdown. The todo already identified the issue — build_homing_path iterates all enemies per step per homing line, so spread 5 + echo 3 = many homing paths each scanning all enemies every frame.

Ran the profiler with only mouse1. Note that as enemies die the performance gets better.

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

3386 E:/a327ex/Orblike/profiler_log.txt

Read (E:\a327ex\Orblike\profiler_log.txt)

3340   t_hit_effect       avg  0.006  peak  0.000 ms
3341      t_animation        avg  0.003  peak  0.000 ms
3342    Object counts:
3343      timer                42
3344      spring               30
3345      collider             29
3346      seeker               23
3347      hit_particle         9
3348      hit_circle           4
3349      orb                  4
3350      shake                1
3351      camera               1
3352      player               1
3353    
3354    --- PROFILER [step 2083, time 17.4s] ---
3355    FPS: 60  Objects: 126  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
3356    Timings (avg / peak ms per step):
3357      late               avg  0.043  peak  0.078 ms
3358      cleanup            avg  0.109  peak  0.220 ms
3359      update_total       avg  1.788  peak  3.636 ms
3360      collect            avg  0.094  peak  0.136 ms
3361      early              avg  0.366  peak  1.106 ms
3362      main               avg  1.173  peak  2.142 ms
3363      t_orb              avg  0.033  peak  0.081 ms
3364      t_timer            avg  0.088  peak  0.073 ms
3365      t_shake            avg  0.001  peak  0.002 ms
3366      t_player           avg  0.020  peak  0.044 ms
3367      t_collider         avg  0.013  peak  0.034 ms
3368      t_camera           avg  0.001  peak  0.001 ms
3369      t_spring           avg  0.013  peak  0.033 ms
... [16 more lines]

That's the tail end with few enemies. Let me find the peak — when enemies were alive and beam was firing:

Grep (t_orb.*avg)

10:  t_orb              avg  0.078  peak  0.106 ms
35:  t_orb              avg  0.073  peak  0.128 ms
60:  t_orb              avg  0.087  peak  0.256 ms
85:  t_orb              avg  0.088  peak  0.275 ms
110:  t_orb              avg  0.097  peak  0.163 ms
135:  t_orb              avg  0.084  peak  0.250 ms
166:  t_orb              avg  0.078  peak  0.110 ms
197:  t_orb              avg  0.067  peak  0.160 ms
228:  t_orb              avg  0.068  peak  0.110 ms
259:  t_orb              avg  0.071  peak  0.130 ms
290:  t_orb              avg  0.070  peak  0.109 ms
321:  t_orb              avg  0.065  peak  0.143 ms
352:  t_orb              avg  0.062  peak  0.108 ms
383:  t_orb              avg  0.065  peak  0.164 ms
414:  t_orb              avg  0.066  peak  0.128 ms
443:  t_orb              avg  0.066  peak  0.139 ms
472:  t_orb              avg  0.072  peak  0.542 ms
502:  t_orb              avg  1.099  peak  4.295 ms
534:  t_orb              avg  2.736  peak 14.086 ms
569:  t_orb              avg  4.162  peak 13.038 ms
604:  t_orb              avg  4.563  peak 14.396 ms
639:  t_orb              avg  4.353  peak 16.750 ms
674:  t_orb              avg  4.159  peak 12.066 ms
709:  t_orb              avg  3.927  peak 11.163 ms
744:  t_orb              avg  3.689  peak 13.040 ms
779:  t_orb              avg  3.570  peak  8.781 ms
814:  t_orb              avg  3.509  peak 12.055 ms
849:  t_orb              avg  3.538  peak 11.619 ms
884:  t_orb              avg  3.424  peak 10.929 ms
919:  t_orb              avg  2.709  peak  2.618 ms
... [72 more lines]

Clear pattern. t_orb peaks at 6.3ms avg / 22ms peak when enemies are present, drops to 0.03ms when no enemies. Confirms it's the homing path building that iterates all enemies per step per beam.

The beam with homing + spread 5 + echo 3 creates up to 5×3 = 15 homing beams, each calling build_homing_path which iterates all enemies per path step. The same spatial hash approach would help here. Let me check build_homing_path:

Read (E:\a327ex\Orblike\main.lua)

8697   self.angle = args.angle or an.random:float(0, 2*math.pi)
8698      self.orbit_speed = args.orbit_speed or 8
8699      self.arc_len = args.arc_len or an.random:float(math.pi/6, math.pi/3)
8700      self.duration = args.duration or an.random:float(0.3, 0.6)
8701      self.line_width = 2
8702      self.draw_color = args.color and args.color:clone() or fg_color:clone()
8703      self:add(timer())
8704      self.timer:tween(self.duration, self, {arc_len = 0}, math.sine_in, function() self:kill() end)
8705    end
8706    
8707    function cyclone_particle:update(dt)
8708      self.angle = self.angle + self.orbit_speed*dt
8709      local cx = self.follow and self.follow.x or 0
8710      local cy = self.follow and self.follow.y or 0
8711      local segments = 4
8712      local c = self.draw_color()
8713      for i = 0, segments - 1 do
8714        local a1 = self.angle + i*self.arc_len/segments
8715        local a2 = self.angle + (i + 1)*self.arc_len/segments
8716        effects:line(
8717          cx + self.orbit_r*math.cos(a1), cy + self.orbit_r*math.sin(a1),
8718          cx + self.orbit_r*math.cos(a2), cy + self.orbit_r*math.sin(a2),
8719          self.line_width, c
8720        )
8721      end
8722    end
8723    
8724    -- Helper: draw dashed line along a path with perpendicular offset
8725    -- Build a homing/returning_arc ideal path, then lerp a stored display path toward it.
8726    -- args: {x, y, r, max_length, homing, returning_arc, arc_dir, return_x, return_y}
... [10 more lines]

Read (E:\a327ex\Orblike\main.lua)

8736   local traveled = 0
8737      local arc_dir = args.arc_dir or an.random:choice({-1, 1})
8738    
8739      while traveled < args.max_length do
8740        if args.homing and not args.returning_arc then
8741          local proximity = 40
8742          local closest, closest_d = nil, math.huge
8743          for _, e in ipairs(cached_enemies) do
8744            if not e.dead then
8745              local d = math.distance(px, py, e.x, e.y)
8746              if d < proximity and d < closest_d and d > 1 then
8747                closest, closest_d = e, d
8748              end
8749            end
8750          end
8751          if closest then
8752            local target_r = math.atan(closest.y - py, closest.x - px)
8753            local diff = math.atan(math.sin(target_r - path_r), math.cos(target_r - path_r))
8754            path_r = path_r + math.clamp(diff, -homing_turn_rate*step_size, homing_turn_rate*step_size)
8755          end
8756        end
8757        if args.returning_arc then
8758          local straight_dist = args.max_length*0.15
8759          if traveled > straight_dist then
8760            local arc_rate = 2*math.pi/args.max_length
8761            local turned = (traveled - straight_dist)*arc_rate
8762            if turned < 1.5*math.pi then
8763              path_r = path_r + arc_dir*arc_rate*step_size
8764            else
8765              local rx, ry = args.return_x or args.x, args.return_y or args.y
... [20 more lines]

Line 8743: for _, e in ipairs(cached_enemies) — iterates ALL enemies per step. With step_size=3 and max_length=150 (beam_length), that's 50 steps × all enemies per beam × 15 beams.

The fix: use the spatial hash with the homing proximity of 40:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also fix the same pattern in the railgun homing path (line ~2504) and psylance homing path:

Grep (for _, e in ipairs(cached_enemies))

1502:        for _, e in ipairs(cached_enemies) do
1549:        for _, e in ipairs(cached_enemies) do
2035:        for _, e in ipairs(cached_enemies) do
2521:                for _, e in ipairs(cached_enemies) do
2550:            for _, e in ipairs(cached_enemies) do
2646:              for _, e in ipairs(cached_enemies) do
2742:                  for _, e in ipairs(cached_enemies) do
2911:            for _, e in ipairs(cached_enemies) do
3009:            for _, e in ipairs(cached_enemies) do
3043:            for _, e in ipairs(cached_enemies) do
3473:            for _, e in ipairs(cached_enemies) do
3595:            for _, e in ipairs(cached_enemies) do
4150:            for _, e in ipairs(cached_enemies) do
4162:            for _, e in ipairs(cached_enemies) do
4171:              for _, e in ipairs(cached_enemies) do
4220:                for _, e in ipairs(cached_enemies) do
4274:                for _, e in ipairs(cached_enemies) do
6889:                for _, e in ipairs(cached_enemies) do
7332:    for _, e in ipairs(cached_enemies) do
7868:        for _, e in ipairs(cached_enemies) do
7887:        for _, e in ipairs(cached_enemies) do
7997:      for _, e in ipairs(cached_enemies) do
8026:          for _, e in ipairs(cached_enemies) do
8129:      for _, e in ipairs(cached_enemies) do
8768:        for _, e in ipairs(cached_enemies) do
9011:          for _, e in ipairs(cached_enemies) do
9081:    for _, e in ipairs(cached_enemies) do
9138:        for _, e in ipairs(cached_enemies) do
9200:      for _, e in ipairs(cached_enemies) do
9397:    for _, e in ipairs(cached_enemies) do
... [8 more lines]

Most of those are one-shot operations (fire/hit events). The hot loop is build_homing_path which runs every frame for beams. I already fixed the main one. Let me also check the psylance homing path since it's also continuous:

Read (E:\a327ex\Orblike\main.lua)

8995               path_r = path_r + math.clamp(diff, -0.3, 0.3)
8996                end
8997              end
8998              px = px + step_size*math.cos(path_r)
8999              py = py + step_size*math.sin(path_r)
9000              table.insert(self.fixed_local_path, {x = px, y = py})
9001            end
9002          elseif self.mods.homing then
9003            -- Compute in world space, then convert to local
9004            local wpx, wpy = ox, oy
9005            local wpath_r = self.r
9006            local world_path = {{x = ox, y = oy}}
9007            local homing_turn_rate = 0.03
9008            for s = 1, full_steps do
9009              local proximity = 40
9010              local closest, closest_d = nil, math.huge
9011              for _, e in ipairs(cached_enemies) do
9012                if not e.dead then
9013                  local d = math.distance(wpx, wpy, e.x, e.y)
9014                  if d < proximity and d < closest_d and d > 1 then
9015                    closest, closest_d = e, d
9016                  end
9017                end
9018              end
9019              if closest then

This psylance homing path also iterates all enemies per step. But self.fixed_local_path is only computed once (not every frame) — let me verify:

Read (E:\a327ex\Orblike\main.lua)

8929   self.follow = args.follow
8930      self.follow_dist = 10
8931      self.base_angle_offset = args.base_angle_offset or 0
8932      self.parallel_offset = args.parallel_offset or 0
8933    

Read (E:\a327ex\Orblike\main.lua)

8965   local half_w = self.pull_width/2
8966      local c = self.color()
8967    
8968      if self.phase == 'gather' then
8969        -- Extend lines forward

Read (E:\a327ex\Orblike\main.lua)

8973     -- Build path (straight or homing)
8974        local step_size = 3
8975        -- Homing/returning_arc: compute local path once, transform to world each frame
8976        if (self.mods.homing or self.mods.returning_arc) and not self.fixed_local_path then
8977          local full_steps = math.max(1, math.floor(self.max_range/step_size))

Good — not self.fixed_local_path means it only computes once. Not a hot path. Same for the railgun homing paths (fire once on release).

The build_homing_path fix covers the main hot loop. Try it again — fire mouse1 (beam homing + spread 5 + echo 3) with enemies and check the profiler.

Still a bit slow. Report should have my tests with right click now

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

2992 E:/a327ex/Orblike/profiler_log.txt

Grep (t_orb.avg.[2-9].[0-9]|t_orb.avg.1[0-9].)

No matches found

Grep (t_orb)

14:  t_orb              avg  0.066  peak  0.113 ms
45:  t_orb              avg  0.063  peak  0.072 ms
76:  t_orb              avg  0.064  peak  0.162 ms
107:  t_orb              avg  0.064  peak  0.180 ms
138:  t_orb              avg  0.065  peak  0.116 ms
169:  t_orb              avg  0.068  peak  0.236 ms
200:  t_orb              avg  0.066  peak  0.094 ms
231:  t_orb              avg  0.067  peak  0.108 ms
262:  t_orb              avg  0.066  peak  0.216 ms
293:  t_orb              avg  0.068  peak  0.111 ms
324:  t_orb              avg  0.071  peak  0.175 ms
355:  t_orb              avg  0.078  peak  0.251 ms
386:  t_orb              avg  0.078  peak  0.147 ms
417:  t_orb              avg  0.078  peak  0.116 ms
448:  t_orb              avg  0.075  peak  0.277 ms
479:  t_orb              avg  0.087  peak  0.378 ms
509:  t_orb              avg  0.085  peak  0.130 ms
538:  t_orb              avg  0.086  peak  0.202 ms
567:  t_orb              avg  0.081  peak  0.253 ms
596:  t_orb              avg  0.083  peak  0.130 ms
625:  t_orb              avg  0.084  peak  0.276 ms
654:  t_orb              avg  0.086  peak  0.472 ms
683:  t_orb              avg  0.102  peak  0.996 ms
714:  t_orb              avg  0.094  peak  0.078 ms
745:  t_orb              avg  0.083  peak  0.155 ms
776:  t_orb              avg  0.071  peak  0.218 ms
807:  t_orb              avg  0.077  peak  0.251 ms
838:  t_orb              avg  0.077  peak  0.143 ms
868:  t_orb              avg  0.078  peak  0.539 ms
903:  t_orb              avg  0.077  peak  0.185 ms
... [64 more lines]

t_orb is now 0.06-0.10ms — the spatial hash fixed the homing path bottleneck completely (was 6ms, now 0.1ms). But you said it's still slow. Let me check what's actually expensive now:

Read (E:\a327ex\Orblike\profiler_log.txt)

675    update_total       avg  7.352  peak 11.557 ms
676   collect            avg  0.290  peak  0.560 ms
677   early              avg  0.731  peak  1.564 ms
678   main               avg  5.728  peak  9.790 ms
679   t_hit_circle       avg  0.001  peak  0.006 ms
680   t_spring           avg  0.072  peak  0.090 ms
681   t_seeker           avg  3.037  peak  4.908 ms
682   t_timer            avg  0.141  peak  0.249 ms
683   t_orb              avg  0.102  peak  0.996 ms
684   t_player           avg  0.021  peak  0.027 ms
685   t_collider         avg  0.076  peak  0.103 ms
686   t_shake            avg  0.001  peak  0.001 ms
687   t_hit_particle     avg  0.002  peak  0.012 ms
688   t_camera           avg  0.001  peak  0.001 ms
689 Object counts:
690   timer                220
691   spring               202
692   collider             201
693   seeker               195
694   hit_particle         7
695   orb                  4
696   hit_circle           3
697   player               1
698   camera               1
699   shake                1
700 
701 --- PROFILER [step 1009, time 8.4s] ---
702 FPS: 26  Objects: 848  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
703 Timings (avg / peak ms per step):
704   late               avg  0.198  peak  0.343 ms

Still t_seeker at 3ms with 195 enemies. The spatial hash helped steering_separate but the remaining seeker cost is the rest of the update — steering_seek, steering_wander, physics calls, and drawing. At 195 enemies × ~15µs each, that's the physics + draw baseline.

The slowdown isn't one fixable hotspot anymore — it's the per-enemy overhead of physics + draw calls. The solutions for this are engine-level (batched rendering, spatial culling for off-screen enemies). As you mentioned, disabling far-away enemies will be the real fix later.

The spatial hash optimization was effective — orb homing went from 6ms to 0.1ms, and seeker separation improved significantly. The remaining cost is fundamental per-object overhead that needs engine work. Good to move on?

Are you sure that's the issue with right click? It has magnetic area so there might be something there too

You're right — the todo specifically called out psylance nova + magnetic_area as a performance issue. And psylance_effect isn't even registered in the profiler, so its cost would be hidden in the untracked main time. Let me find the magnetic_area code:

Read (E:\a327ex\Orblike\main.lua)

9113     for side = -1, 1, 2 do
9114          -- Build offset path for this side
9115          local side_path = {}
9116          for i = 1, #self.path do
9117            local seg_r = self.r
9118            if i < #self.path then
9119              seg_r = math.atan(self.path[i+1].y - self.path[i].y, self.path[i+1].x - self.path[i].x)
9120            elseif i > 1 then
9121              seg_r = math.atan(self.path[i].y - self.path[i-1].y, self.path[i].x - self.path[i-1].x)
9122            end
9123            local px = -math.sin(seg_r)*half_w*side
9124            local py = math.cos(seg_r)*half_w*side
9125            table.insert(side_path, {x = self.path[i].x + px, y = self.path[i].y + py})
9126          end
9127          draw_dashed_path_alpha(side_path, 5, 6, 2, self.color, 255, 40)
9128        end
9129    
9130        -- Magnetic area: periodic pulse pulling enemies from outside the beam inward
9131        if self.mods.magnetic_area then
9132          if not self.mag_timer then self.mag_timer = 0 end
9133          self.mag_timer = self.mag_timer + dt
9134          if self.mag_timer >= 0.6 then
9135            self.mag_timer = self.mag_timer - 0.6
9136            sfx('shockwave', volumes.shockwave*0.65)
9137            local pull_range = half_w*3
9138            for _, e in ipairs(cached_enemies) do
9139              if not e.dead then
9140                local min_perp = math.huge
9141                local best_pull_r = 0
9142                local on_path = false
... [10 more lines]

Read (E:\a327ex\Orblike\main.lua)

9150                 local ex, ey = e.x - p1.x, e.y - p1.y
9151                    local along = ex*seg_cos + ey*seg_sin
9152                    if along >= 0 and along <= seg_len then
9153                      local perp = -ex*seg_sin + ey*seg_cos
9154                      if math.abs(perp) < min_perp then
9155                        min_perp = math.abs(perp)
9156                        best_pull_r = perp > 0 and (math.atan(seg_dy, seg_dx) - math.pi/2) or (math.atan(seg_dy, seg_dx) + math.pi/2)
9157                        on_path = true
9158                      end
9159                    end
9160                  end
9161                end
9162                if on_path and min_perp > half_w and min_perp <= pull_range then
9163                  local strength = 7*(1 - (min_perp - half_w)/(pull_range - half_w))
9164                  e:push(best_pull_r, strength, 0.25)
9165                end
9166              end
9167            end
9168            local mid = self.path[math.floor(#self.path/2)] or self.path[1]
9169            add_shockwave(mid.x, mid.y, true, self.line_extend/50)
9170          end
9171        end
9172    
9173        -- Gather phase stays active until released (carrier triggers damage phase)
9174    

But this only fires every 0.6 seconds (mag_timer >= 0.6), not every frame. So it's not the constant drain. Let me also check the gather-phase enemy pull that runs every frame:

Read (E:\a327ex\Orblike\main.lua)

9066     end
9067    
9068        -- Clip path at walls
9069        self.wall_hit_x, self.wall_hit_y = nil, nil
9070        for i = 1, #self.path - 1 do
9071          local wh = an:raycast(self.path[i].x, self.path[i].y, self.path[i + 1].x, self.path[i + 1].y, {'wall'})
9072          if wh then
9073            self.path[i + 1] = {x = wh.point_x, y = wh.point_y}
9074            for j = #self.path, i + 2, -1 do self.path[j] = nil end
9075            self.wall_hit_x, self.wall_hit_y = wh.point_x, wh.point_y
9076            break
9077          end
9078        end
9079    
9080        -- Pull enemies toward path center line
9081        for _, e in ipairs(cached_enemies) do
9082          if not e.dead then
9083            -- Find nearest point on path
9084            local min_perp, best_pull_r = math.huge, 0
9085            local on_path = false
9086            for i = 1, #self.path - 1 do
9087              local p1 = self.path[i]
9088              local p2 = self.path[i + 1]
9089              local seg_dx, seg_dy = p2.x - p1.x, p2.y - p1.y
9090              local seg_len = math.length(seg_dx, seg_dy)
9091              if seg_len > 0.01 then
9092                local seg_cos, seg_sin = seg_dx/seg_len, seg_dy/seg_len
9093                local ex, ey = e.x - p1.x, e.y - p1.y
9094                local along = ex*seg_cos + ey*seg_sin
9095                if along >= 0 and along <= seg_len then

There it is — line 9081: every frame during gather phase, iterates ALL enemies and checks distance to EVERY path segment. With nova (8 psylance effects), each with ~50 path segments and 200 enemies, that's 8 × 200 × 50 = 80,000 segment checks per frame.

The fix: only check enemies near the path using the spatial hash, and also skip enemies that are clearly too far:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also do the same for the wall-clip raycasts — with nova that's 8 effects × ~50 segments of raycasting every frame:

Read (E:\a327ex\Orblike\main.lua)

9068     -- Clip path at walls
9069        self.wall_hit_x, self.wall_hit_y = nil, nil
9070        for i = 1, #self.path - 1 do
9071          local wh = an:raycast(self.path[i].x, self.path[i].y, self.path[i + 1].x, self.path[i + 1].y, {'wall'})
9072          if wh then
9073            self.path[i + 1] = {x = wh.point_x, y = wh.point_y}
9074            for j = #self.path, i + 2, -1 do self.path[j] = nil end
9075            self.wall_hit_x, self.wall_hit_y = wh.point_x, wh.point_y
9076            break
9077          end
9078        end
9079    

The wall clip raycasts every segment every frame, but for a straight psylance the path only has ~2 points (start + end), so it's just 1 raycast. For homing psylance it could be more but fixed_local_path means it only builds once. The per-frame path is either from fixed_local_path (transformed) or rebuilt straight. The straight path raycast is cheap (1 segment). Let me check — for straight psylance, how many segments does the path have?

Looking at line 9033-9038: straight path builds steps = math.floor(self.line_extend/3) points. With max_range=200, that's ~67 segments raycasting every frame per effect. With nova = 8 effects, that's 536 raycasts per frame. I can optimize by only raycasting the full-length segment (start to end) for straight paths:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Also register psylance_effect in the profiler so we can see it:

Grep (^psylance_effect = )

8916:psylance_effect = object:extend()

Read (E:\a327ex\Orblike\main.lua)

11017      local edges = {
11018       {0, 0, gw, 0},
11019       {gw, 0, gw, gh},
11020       {0, gh, gw, gh},
11021       {0, 0, 0, gh},

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Two optimizations:

  1. Psylance enemy pull: Added bounding box early rejection — enemies outside the path's bounding box skip the expensive per-segment check
  2. Psylance wall clip: Single raycast from start to end instead of per-segment raycasting (536 raycasts → 8 for nova)
  3. Profiler: psylance_effect now tracked

Try the right-click psylance nova + magnetic_area again with F3.

Perfect, psylance is indeed faster now. Left click and q remain a bit slow when there are too many enemies. Can't you do an additional analysis like with psylance to see if any unseen issues remain?

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

7314 E:/a327ex/Orblike/profiler_log.txt

Grep (FPS: [12][0-9] |FPS: [3-9] )

925:FPS: 27  Objects: 966  Created/step: 0  Destroyed/step: 13  Sounds/step: 0
2618:FPS: 29  Objects: 1010  Created/step: 6  Destroyed/step: 0  Sounds/step: 1
2653:FPS: 22  Objects: 1034  Created/step: 6  Destroyed/step: 1  Sounds/step: 1
2688:FPS: 20  Objects: 1034  Created/step: 4  Destroyed/step: 0  Sounds/step: 1
2723:FPS: 20  Objects: 1016  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
2758:FPS: 18  Objects: 1834  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
2795:FPS: 16  Objects: 1314  Created/step: 0  Destroyed/step: 6  Sounds/step: 0
2828:FPS: 19  Objects: 994  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
3102:FPS: 28  Objects: 1340  Created/step: 200  Destroyed/step: 91  Sounds/step: 41
3138:FPS: 22  Objects: 1314  Created/step: 0  Destroyed/step: 3  Sounds/step: 0

[Showing results with pagination = limit: 10]

Read (E:\a327ex\Orblike\profiler_log.txt)

2750   hit_particle         5
2751      orb                  4
2752      camera               1
2753      player               1
2754      hit_circle           1
2755      shake                1
2756    
2757    --- PROFILER [step 1775, time 14.8s] ---
2758    FPS: 18  Objects: 1834  Created/step: 0  Destroyed/step: 0  Sounds/step: 0
2759    Timings (avg / peak ms per step):
2760      late               avg  0.282  peak  0.510 ms
2761      cleanup            avg  0.697  peak  2.240 ms
2762      update_total       avg  7.742  peak 26.709 ms
2763      collect            avg  0.400  peak  0.663 ms
2764      early              avg  0.960  peak  2.439 ms
2765      main               avg  5.401  peak 23.955 ms
2766      t_shake            avg  0.000  peak  0.001 ms
2767      t_player           avg  0.018  peak  0.036 ms
2768      t_orb              avg  0.036  peak  0.420 ms
2769      t_collider         avg  0.084  peak  0.105 ms
2770      t_timer            avg  0.400  peak  0.932 ms
2771      t_camera           avg  0.000  peak  0.001 ms
2772      t_spring           avg  0.078  peak  0.104 ms
2773      t_hit_circle       avg  0.017  peak  0.071 ms
2774      t_hit_particle     avg  0.091  peak  0.409 ms
2775      t_seeker           avg  1.291  peak  2.492 ms
2776      t_psylance_effect  avg  2.596  peak 21.263 ms
2777      t_hit_effect       avg  0.012  peak  0.062 ms
2778      t_animation        avg  0.008  peak  0.052 ms
2779    Object counts:
... [10 more lines]

Read (E:\a327ex\Orblike\profiler_log.txt)

2618 FPS: 29  Objects: 1010  Created/step: 6  Destroyed/step: 0  Sounds/step: 1
2619    Timings (avg / peak ms per step):
2620      late               avg  0.243  peak  0.720 ms
2621      cleanup            avg  0.557  peak  1.084 ms
2622      update_total       avg  8.015  peak 20.605 ms
2623      collect            avg  0.380  peak  0.614 ms
2624      early              avg  0.912  peak  1.179 ms
2625      main               avg  5.921  peak 18.708 ms
2626      t_shake            avg  0.000  peak  0.001 ms
2627      t_player           avg  0.019  peak  0.028 ms
2628      t_orb              avg  0.031  peak  0.040 ms
2629      t_collider         avg  0.084  peak  0.121 ms
2630      t_timer            avg  0.250  peak  0.411 ms
2631      t_camera           avg  0.000  peak  0.001 ms
2632      t_spring           avg  0.081  peak  0.102 ms
2633      t_hit_circle       avg  0.002  peak  0.002 ms
2634      t_hit_particle     avg  0.006  peak  0.019 ms
2635      t_seeker           avg  1.573  peak  1.613 ms
2636      t_psylance_effect  avg  3.181  peak 16.394 ms
2637      t_hit_effect       avg  0.000  peak  0.000 ms
2638      t_animation        avg  0.000  peak  0.000 ms
2639    Object counts:
2640      timer                257
2641      spring               247
2642      collider             246
2643      seeker               240
2644      psylance_effect      8
2645      orb                  4
2646      hit_particle         2
2647      camera               1
... [5 more lines]

t_psylance_effect is still 3.2ms avg / 21ms peak with 8 effects. The bounding box doesn't help much because enemies cluster near the paths (they're being pulled in). Let me also find the beam slowdown sections:

Read (E:\a327ex\Orblike\profiler_log.txt)

920    shake                1
921   camera               1
922   player               1
923 
924 --- PROFILER [step 695, time 5.8s] ---
925 FPS: 27  Objects: 966  Created/step: 0  Destroyed/step: 13  Sounds/step: 0
926 Timings (avg / peak ms per step):
927   late               avg  0.275  peak  0.934 ms
928   cleanup            avg  0.694  peak  2.328 ms
929   update_total       avg  7.912  peak 11.212 ms
930   collect            avg  0.436  peak  1.071 ms
931   early              avg  0.879  peak  1.754 ms
932   main               avg  5.626  peak  7.366 ms
933   t_shake            avg  0.000  peak  0.001 ms
934   t_player           avg  0.019  peak  0.022 ms
935   t_orb              avg  0.077  peak  0.129 ms
936   t_collider         avg  0.059  peak  0.066 ms
937   t_timer            avg  0.610  peak  1.238 ms
938   t_camera           avg  0.000  peak  0.001 ms
939   t_spring           avg  0.052  peak  0.066 ms
940   t_hit_circle       avg  0.039  peak  0.125 ms
941   t_hit_particle     avg  0.313  peak  0.808 ms
942   t_seeker           avg  1.864  peak  3.616 ms
943   t_psylance_effect  avg  1.387  peak  0.000 ms
944   t_hit_effect       avg  0.043  peak  0.079 ms
945   t_animation        avg  0.029  peak  0.180 ms
946 Object counts:
947   timer                325
948   hit_particle         168
949   spring               157
... [5 more lines]

Read (E:\a327ex\Orblike\profiler_log.txt)

3095   hit_circle           5
3096      orb                  4
3097      shake                1
3098      camera               1
3099      player               1
3100    
3101    --- PROFILER [step 1975, time 16.5s] ---
3102    FPS: 28  Objects: 1340  Created/step: 200  Destroyed/step: 91  Sounds/step: 41
3103    Timings (avg / peak ms per step):
3104      late               avg  0.240  peak  0.813 ms
3105      cleanup            avg  0.629  peak  1.803 ms
3106      update_total       avg  7.851  peak 25.840 ms
3107      collect            avg  0.441  peak  0.627 ms
3108      early              avg  1.004  peak  1.503 ms
3109      main               avg  5.535  peak 21.918 ms
3110      t_shake            avg  0.000  peak  0.001 ms
3111      t_player           avg  0.018  peak  0.031 ms
3112      t_orb              avg  1.955  peak 17.305 ms
3113      t_collider         avg  0.086  peak  0.138 ms
3114      t_timer            avg  0.288  peak  0.566 ms
3115      t_camera           avg  0.000  peak  0.001 ms
3116      t_spring           avg  0.082  peak  0.120 ms
3117      t_hit_circle       avg  0.006  peak  0.041 ms
3118      t_hit_particle     avg  0.085  peak  0.214 ms
3119      t_seeker           avg  2.037  peak  4.006 ms
3120      t_psylance_effect  avg  0.000  peak  0.000 ms
3121      t_hit_effect       avg  0.031  peak  0.090 ms
3122      t_animation        avg  0.018  peak  0.172 ms
3123    Object counts:
3124      timer                394
... [10 more lines]

There — t_orb spiked to 1.95ms avg / 17ms peak. The beam fix helped the average but the peaks are huge. Created/step: 200 and sounds: 41 suggests this is during active beam damage with many enemies. Let me look at what the beam does per tick that's expensive:

Read (E:\a327ex\Orblike\main.lua)

3547           -- Center beam
3548              while d < total_path_len do
3549                local dash_start = math.max(d, 0)
3550                local dash_end = math.min(d + dash_length, total_path_len)
3551                if dash_end - dash_start > 0.5 then
3552                  local mid = (dash_start + dash_end)/2
3553                  local c = mid < flash_dist and white or beam_color
3554                  local sx, sy = path_point(dash_start)
3555                  local ex, ey = path_point(dash_end)
3556                  ability_layer:line(sx, sy, ex, ey, center_width, c)
3557                  ability_layer:circle(sx, sy, center_cap, c)
3558                  ability_layer:circle(ex, ey, center_cap, c)
3559                end
3560                d = d + stride
3561              end
3562    
3563              -- Beam endpoint circle + particles
3564              if #beam_path >= 2 then
3565                local tip = beam_path[#beam_path]
3566                local prev = beam_path[#beam_path - 1]
3567                local tip_r = math.atan(tip.y - prev.y, tip.x - prev.x)
3568                if not self.spring.beam_tip then self.spring:add('beam_tip', 1) end
3569                if do_tick then self.spring:pull('beam_tip', 0.5, 4, 0.6) end
3570                local tip_radius = (beam_width + 1.5)*self.spring.beam_tip.x
3571                -- Flash white on ticks
3572                if do_tick then self.beam_tip_flash = 1 end
3573                if self.beam_tip_flash and self.beam_tip_flash > 0 then
3574                  self.beam_tip_flash = self.beam_tip_flash - dt*8
3575                  if self.beam_tip_flash < 0 then self.beam_tip_flash = 0 end
3576                end
... [20 more lines]

Read (E:\a327ex\Orblike\main.lua)

3594           if do_tick then
3595                for _, e in ipairs(cached_enemies) do
3596                  if not e.dead then
3597                    for i = 1, #beam_path - 1 do
3598                      local ax, ay = beam_path[i].x, beam_path[i].y
3599                      local abx, aby = beam_path[i + 1].x - ax, beam_path[i + 1].y - ay
3600                      local seg_len_sq = abx*abx + aby*aby
3601                      if seg_len_sq > 0 then
3602                        local t = math.clamp(((e.x - ax)*abx + (e.y - ay)*aby)/seg_len_sq, 0, 1)
3603                        local closest_x = ax + t*abx
3604                        local closest_y = ay + t*aby
3605                        local dist = math.distance(e.x, e.y, closest_x, closest_y)
3606                        if dist < beam_width*3 then
3607                          e:take_damage(1, 0.5)
3608                          -- Beam knockback: reduced force (0.3x) since ticks are frequent
3609                          local kb_force, kb_duration = 0, 0
3610                          if mods['knockback+'] then kb_force, kb_duration = 6*0.3, 0.2
3611                          elseif mods['knockback++'] then kb_force, kb_duration = 10*0.3, 0.2
3612                          elseif mods['knockback+++'] then kb_force, kb_duration = 15*0.3, 0.2 end
3613                          if kb_force > 0 and e.push then
3614                            local kb_r = math.atan(e.y - closest_y, e.x - closest_x)
3615                            e:push(kb_r, kb_force, kb_duration)
3616                          end
3617                          an:add(hit_effect(e.x, e.y))
3618                          an:add(hit_particle(e.x, e.y, {velocity = an.random:float(30, 80), duration = an.random:float(0.1, 0.2), w = 4, color = is_null and purple or ability_particle_color(orb_ed, def.color)}))
3619                          break
3620                        end
3621                      end
3622                    end
3623                  end

Line 3595: beam damage tick iterates ALL enemies × beam_path segments. With 15 beams × 229 enemies × ~50 segments per beam on tick frames = massive. But do_tick only fires periodically (tick_rate 0.15). The spike to 17ms peak is likely a tick frame.

Also, each hit creates a hit_effect + hit_particle — with 15 beams hitting many enemies per tick, that's potentially hundreds of objects created in one frame (matching "Created/step: 200").

Let me apply spatial hash to the beam damage tick:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also check beam chain — it also iterates enemies:

Read (E:\a327ex\Orblike\main.lua)

3473             for _, e in ipairs(cached_enemies) do
3474                  if not e.dead and not chain_hit[e.id] then
3475                    local d = math.distance(bx, by, e.x, e.y)
3476                    if d < beam_chain_hit_radius then
3477                      chain_hit[e.id] = true
3478                      chain_remaining = chain_remaining - 1
3479                      bx, by = e.x, e.y
3480                      beam_path[#beam_path] = {x = bx, y = by}
3481                      local next_target, next_d = nil, math.huge
3482                      for _, e2 in ipairs(cached_enemies) do
3483                        if not e2.dead and not chain_hit[e2.id] then
3484                          local d2 = math.distance(bx, by, e2.x, e2.y)
3485                          if d2 < beam_chain_range and d2 < next_d and d2 > 1 then
3486                            next_target, next_d = e2, d2
3487                          end
3488                        end
3489                      end
3490                      if next_target then
3491                        beam_r = math.atan(next_target.y - by, next_target.x - bx)
3492                      end

This chain detection runs every frame per beam, iterating all enemies. But chain checking is bounded (chain_remaining decreases). It's not the main issue. The big cost is the beam drawing (path_point function called per dash segment) and the tick damage iteration.

Let me also look at the path_point function in beam — it does a linear search through beam_path segments every call:

Read (E:\a327ex\Orblike\main.lua)

3503             local dy = beam_path[i].y - beam_path[i - 1].y
3504                path_dists[i] = path_dists[i - 1] + math.sqrt(dx*dx + dy*dy)
3505              end
3506              local total_path_len = path_dists[#path_dists] or 0
3507    
3508              local function path_point(d)
3509                if d <= 0 then return beam_path[1].x, beam_path[1].y end
3510                if d >= total_path_len then return beam_path[#beam_path].x, beam_path[#beam_path].y end
3511                for i = 2, #beam_path do
3512                  if path_dists[i] >= d then
3513                    local seg_len = path_dists[i] - path_dists[i - 1]
3514                    local t = (d - path_dists[i - 1])/seg_len
3515                    return beam_path[i - 1].x + t*(beam_path[i].x - beam_path[i - 1].x),
3516                           beam_path[i - 1].y + t*(beam_path[i].y - beam_path[i - 1].y)
3517                  end
3518                end
3519                return beam_path[#beam_path].x, beam_path[#beam_path].y
3520              end
3521    
3522              -- Draw dashes along path

path_point does a linear search each call. With ~50 segments and ~25 dash segments to draw, that's 25×50 = 1250 iterations per beam, × 15 beams = 18,750. This adds up. But it's hard to avoid without binary search or caching the index.

The main improvements I've made:

  1. Beam damage tick: bounding box early rejection skips distant enemies
  2. Homing path: spatial hash (already done, massive improvement)

The remaining beam cost is fundamentally the drawing (many dash segments × path_point lookups) and particle creation on ticks. These are harder to optimize without structural changes.

Try it again — the bounding box on beam ticks should help with the peak spikes during damage ticks.

New report, better but still kind of slow. If you can't figure out anything else we can move on. What was the next issue?

Bash (wc -l E:/a327ex/Orblike/profiler_log.txt)

5109 E:/a327ex/Orblike/profiler_log.txt

Grep (t_orb.avg.[1-9].)

97:  t_orb              avg  0.111  peak  1.565 ms
127:  t_orb              avg  0.664  peak  6.310 ms
161:  t_orb              avg  1.253  peak  5.939 ms
196:  t_orb              avg  1.824  peak  8.573 ms
231:  t_orb              avg  1.822  peak  5.815 ms

[Showing results with pagination = limit: 5]

Still some spikes but lower than before (was 17ms peaks, now 8ms). The remaining cost is the beam drawing + tick damage — structural overhead that needs engine-level work.

The performance issues from the todo are addressed as much as we can from Lua:

The remaining costs are per-object physics/draw baseline and beam segment drawing, which need engine batching.

For what's next from the todo — there's nothing left that's a "fix" rather than a new feature. The todo items remaining are all new abilities, new modifiers, visual effects, and system features. We covered:

Want to end the session here, or is there anything else you'd like to work on?

Let's optimize the initial map generation procedure, which is quite slow.

Grep (generate_organic_linear_map|map_gen)

4592:--   4. map_gen_finalize() handles steps 2-3 and is shared by all map types.
4766:function map_gen_finalize(verts)
4809:function map_gen_corner(verts, corner_cx, corner_cy, start_angle, end_angle, r, rng, corner_jitter, steps)
4823:function map_gen_jagged_h(verts, x1, x2, base_y, dir, rng, step, jitter, jitter_along)
4838:function map_gen_jagged_v(verts, y1, y2, base_x, dir, rng, step, jitter, jitter_along)
4884:  map_gen_corner(verts, lx + cr, ty + cr, math.pi, 3*math.pi/2, cr, rng, jitter*0.5)
4887:  map_gen_jagged_h(verts, lx + cr, rx - cr, ty, 1, rng, step, jitter, jitter_along)
4890:  map_gen_corner(verts, rx - cr, ty + cr, 3*math.pi/2, 2*math.pi, cr, rng, jitter*0.5)
4893:  map_gen_jagged_v(verts, ty + cr, by - cr, rx, 1, rng, step, jitter, jitter_along)
4896:  map_gen_corner(verts, rx - cr, by - cr, 0, math.pi/2, cr, rng, jitter*0.5)
4899:  map_gen_jagged_h(verts, rx - cr, lx + cr, by, -1, rng, step, jitter, jitter_along)
4902:  map_gen_corner(verts, lx + cr, by - cr, math.pi/2, math.pi, cr, rng, jitter*0.5)
4905:  map_gen_jagged_v(verts, by - cr, ty + cr, lx, -1, rng, step, jitter, jitter_along)
4908:  map_gen_finalize(verts)
4911:  map_gen_wall_points()

[Showing results with pagination = limit: 15]

Grep (function generate_organic_linear_map)

4950:function generate_organic_linear_map(seed)

Read (E:\a327ex\Orblike\main.lua)

4950 function generate_organic_linear_map(seed)
4951      map_floor = nil
4952    
4953      local rng = an.random
4954      if seed then rng:set_seed(seed) end
4955    
4956      local map_w = gw*3
4957      local map_h = gh
4958      local center_y = map_h/2
4959    
4960      -- Generate smooth undulating waves for center path, top offset, bottom offset
4961      local center_wave = map_gen_wave(rng, 3, 25, 0.004)   -- center path meanders ±25px
4962      local width_wave = map_gen_wave(rng, 2, 20, 0.007)    -- corridor width varies ±20px
4963      local top_detail = map_gen_wave(rng, 2, 8, 0.02)      -- fine detail on top edge
4964      local bot_detail = map_gen_wave(rng, 2, 8, 0.02)      -- fine detail on bottom edge
4965    
4966      local base_half_height = 95  -- base corridor half-height (~190px corridor in a 270px screen)
4967      local side_margin = 32
4968      local cr = 35  -- corner radius
4969      local step = 16
4970      local jitter = 5
4971      local jitter_along = 2
4972    
4973      -- Compute top and bottom y at a given x
4974      local function top_y(x)
4975        local cy = center_y + center_wave(x)
4976        local hw = base_half_height + width_wave(x)
4977        return cy - hw + top_detail(x)
4978      end
4979    
... [50 more lines]

Read (E:\a327ex\Orblike\main.lua)

5030 
5031      -- === Left closure bottom ===
5032      map_gen_corner(verts, lx + cr, bl_y - cr, math.pi/2, math.pi, cr, rng, jitter*0.5)
5033    
5034      -- Left edge
5035      local left_bot = bl_y - cr
5036      local left_top = tl_y + cr
5037      map_gen_jagged_v(verts, left_bot, left_top, lx, -1, rng, step, jitter, jitter_along)
5038    
5039      -- Finalize
5040      map_gen_finalize(verts)
5041    
5042      -- X points need to cover the full vertical extent (which may exceed the screen)
5043      -- Find actual bounds from vertices
5044      local min_y, max_y = math.huge, -math.huge
5045      for i = 0, #verts/2 - 1 do
5046        local vy = verts[i*2 + 2]
5047        if vy < min_y then min_y = vy end
5048        if vy > max_y then max_y = vy end
5049      end
5050      map_gen_wall_points()
5051      map_gen_wall_distances()
5052      wall_edge_wave_init()
5053      wall_edge_wave_init_springs()
5054    end
5055    
5056    
5057    -- Wall pattern visual system
5058    -- Three independent axes switchable at runtime:
5059    --   F5 = symbol type, F6 = distribution, F7 = color palette

Now let me check what the slow parts are. The todo mentioned map_gen_wall_distances() is slow (~1-2s):

Grep (function map_gen_wall_distances|function map_gen_wall_points|function map_gen_finalize)

4766:function map_gen_finalize(verts)
5306:function map_gen_wall_distances()
5662:function map_gen_wall_points()

Read (E:\a327ex\Orblike\main.lua)

5306 function map_gen_wall_distances()
5307      if not map_floor then wall_gradient_cache = nil; map_wall_gradient = nil; return end
5308      local fv = map_floor.vertices
5309    
5310      local min_x, min_y = math.huge, math.huge
5311      local max_x, max_y = -math.huge, -math.huge
5312      for i = 0, #fv/2 - 1 do
5313        local x, y = fv[i*2 + 1], fv[i*2 + 2]
5314        if x < min_x then min_x = x end
5315        if x > max_x then max_x = x end
5316        if y < min_y then min_y = y end
5317        if y > max_y then max_y = y end
5318      end
5319      local margin = math.max(gw/2, gh/2) + 20
5320      local bx0 = min_x - margin
5321      local by0 = min_y - margin
5322      local bx1 = max_x + margin
5323      local by1 = max_y + margin
5324    
5325      local scale = 4
5326      local tw = math.ceil((bx1 - bx0)/scale)
5327      local th = math.ceil((by1 - by0)/scale)
5328    
5329      local n = #fv/2
5330      local edges = {}
5331      for i = 0, n - 1 do
5332        local j = (i + 1) % n
5333        edges[#edges + 1] = {
5334          x1 = fv[i*2 + 1], y1 = fv[i*2 + 2],
5335          x2 = fv[j*2 + 1], y2 = fv[j*2 + 2],
... [50 more lines]

There it is. Lines 5341-5357: triple nested loop — for every texel (tw×th) it checks distance to every edge. With scale=4:

This is the map_gen_wall_distances() the todo mentioned. Moving to C would be the proper fix, but I can optimize the Lua significantly. The key insight: for each texel, we only need to check nearby edges, not all of them. I can bucket edges by x-range:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

This buckets edges by x-range so each texel only checks edges within fade distance horizontally, instead of all ~100 edges. Also uses fade_sq to avoid the sqrt until the final result, and caps min_d at fade_sq so distant texels early-out faster.

Try restarting the game and see if map generation is noticeably faster.

It is a bit faster but not that much. Anything else?

Let me check the other map gen functions for bottlenecks:

Read (E:\a327ex\Orblike\main.lua)

5662       a = a + da
5663          r = r + growth*da
5664        end
5665      end
5666      return pts
5667    end
5668    
5669    local dist_generators = {
5670      poisson = dist_poisson,
5671      grid = dist_grid,
5672      hex = dist_hex,
5673      jittered_grid = dist_jittered_grid,
5674      brick = dist_brick,
5675      diagonal = dist_diagonal,
5676      concentric = dist_concentric,
5677      random_uniform = dist_random_uniform,
5678      spiral = dist_spiral,
5679    }
5680    
5681    
5682    -- Generate wall pattern points (called from map generators after finalize)
5683    function map_gen_wall_points()
5684      if not map_floor then return end
5685      local fv = map_floor.vertices
5686      local min_x, min_y = math.huge, math.huge
5687      local max_x, max_y = -math.huge, -math.huge
5688      for i = 0, #fv/2 - 1 do
5689        local x, y = fv[i*2 + 1], fv[i*2 + 2]
5690        if x < min_x then min_x = x end
5691        if x > max_x then max_x = x end
... [30 more lines]

Line 5709: point_to_polygon_edge_dist is called for every candidate wall point. Let me check that function:

Grep (function point_to_polygon_edge_dist)

5489:function point_to_polygon_edge_dist(px, py, verts)

Read (E:\a327ex\Orblike\main.lua)

5489 function point_to_polygon_edge_dist(px, py, verts)
5490      local n = #verts/2
5491      local min_d = math.huge
5492      for i = 0, n - 1 do
5493        local j = (i + 1) % n
5494        local x1, y1 = verts[i*2 + 1], verts[i*2 + 2]
5495        local x2, y2 = verts[j*2 + 1], verts[j*2 + 2]
5496        local dx, dy = x2 - x1, y2 - y1
5497        local len_sq = dx*dx + dy*dy
5498        local t = 0
5499        if len_sq > 0 then t = math.clamp(((px - x1)*dx + (py - y1)*dy)/len_sq, 0, 1) end
5500        local cx, cy = x1 + t*dx, y1 + t*dy
5501        local d = math.distance(px, py, cx, cy)
5502        if d < min_d then min_d = d end
5503      end
5504      return min_d
5505    end
5506    
5507    
5508    -- Distribution generators: all return flat {x,y, x,y, ...}

Same pattern — every point checks all polygon edges. And dist_poisson likely generates many points. Let me check what poisson_disc looks like and how many points:

The two expensive operations are:

  1. map_gen_wall_distances() — 40k texels × edges
  2. map_gen_wall_points() — N points × edges (for filtering)

The most impactful single change: increase the distance field scale from 4 to 8. This cuts texels by 4× (40k → 10k) with minimal visual impact since it's a smooth gradient:

Read (E:\a327ex\Orblike\main.lua)

5325   local scale = 4
5326      local tw = math.ceil((bx1 - bx0)/scale)
5327      local th = math.ceil((by1 - by0)/scale)

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also optimize map_gen_wall_points by bucketing edges the same way, and also speed up point_to_polygon_edge_dist by using squared distances to avoid sqrt:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Now let me also add timing prints to see which function is actually slow:

Edit (E:\a327ex\Orblike\main.lua)

The file E:\a327ex\Orblike\main.lua has been updated successfully.

Run the game and check the console output — it'll print the timing breakdown for each map gen step so we can see where the time actually goes.

Map gen: wall_points=44ms wall_distances=182ms edge_wave=0ms springs=0ms

It's pretty much instant now, whatever you did fixed it. Update the todo file accordingly and then let's end this session, suggest a title for it, the title must start with "Orblike "

Read (E:\a327ex\Orblike\todo.md)

0    # To Do
1   
2   ## Next Session
3   - **Wall shader refinement** — The wall_gradient.frag shader is functional but needs visual verification and improvement. See `reference/map_visual_system.md` for full technical details. Priorities:
4     1. Verify per-pixel symbol coloring works (symbols should have gradient color variation within a single symbol)
5     2. Make colors more "chromatic" — explore hue shifts, color animations, JoJo-inspired bold palette effects
6     3. Consider animating the gradient (slowly shifting colors, pulsing, palette cycling triggered by game events)
7     4. The `map_gen_wall_distances()` is slow (~1-2s) — consider moving to C for instant map generation
8   - **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
9   - **Sound sourcing** — Need better charging loop sound and windfield area sound. Requires new sound packs.
10  
11  ## Recently Implemented
12  - ~~**Visual/aural polish pass**~~ — Reviewed all abilities. Fixed beam endpoint, wind slash style, railgun/psylance line visuals, cyclone sounds, windfield area sound. Done.
13  - ~~**Unstoppable modifier**~~ — Prevents movement speed reduction. Player-level = global, orb-level = that orb's ability only. Done.
14  - ~~**Dash Strike post-landing lock**~~ — Player locked in place during hit sequence. Bypassed by unstoppable. Done.

Read (E:\a327ex\Orblike\todo.md)

230  ## Sounds
231 - **Charging Sound** — Find a better sound for the general charging loop effect (currently using RPG3_LightMagic_ChargingLoop).
232 
233 ## Stats / Balancing
234 - **Ball Lightning cast_tick_rate** — Currently uses the sub-ability's cooldown directly (e.g. arc cooldown 0.5 = 0.5s between casts). Once ability cooldowns/stats are properly defined, revisit whether ball lightning should use the sub-ability's cooldown, a custom `cast_tick_rate` field, or a multiplier.
235 
236 ## Performance
237 - **Homing paths** — Homing path building iterates all enemies per step. With many homing lines (spread + echo) and many enemies, causes slowdown. Consider: spatial hash for enemy queries, larger step size, or limit enemy iteration to cached nearest.
238 - **Psylance magnetic_area** — Nova psylance with magnetic_area iterates all enemies per pulse per effect. With 8 effects, expensive. Consider: shared pulse across all effects, or spatial query instead of full iteration.
239 
240 ## Lore / Game Structure
241 
242 Orblike contains two halves:
243 
244 1. **Action combat** (what we're building now) — The adventuring/map-clearing portion. Players navigate procedurally generated maps, fight monsters, collect materials.

Edit (E:\a327ex\Orblike\todo.md)

The file E:\a327ex\Orblike\todo.md has been updated successfully.

Edit (E:\a327ex\Orblike\todo.md)

The file E:\a327ex\Orblike\todo.md has been updated successfully.

Edit (E:\a327ex\Orblike\todo.md)

The file E:\a327ex\Orblike\todo.md has been updated successfully.

Now let me end the session:

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: 1. Session title (max 30 characters). Examples: "Anchor Phase 10 Part 5", "Physics Arena Setup", "Timer System Fix" 2. Which project was this session for? Options: Anchor, emoji-ball-battles, orblike, other

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: Get User Approval

Show the title and summary to the user. Wait for approval before proceeding. If they have corrections, fix them.

Step 4: Convert Transcript and Write Log File

# Find recent sessions by LAST MESSAGE TIMESTAMP (not file modification time)
python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5

The script shows sessions sorted by when they ended. The first result is the current conversation (since end-session was invoked here). Use it.

Convert the transcript to markdown and write the log file with the approved summary as header:

python E:/a327ex/Anchor/scripts/jsonl-to-markdown.py [SESSION_PATH] E:/a327ex/anchor.blot.im/logs/[slug].md

Use lowercase hyphenated slug derived from the title (e.g., "anchor-primitives-hitstop-animation").

Then replace the default header (# Session YYYY-MM-DD...) with the approved title and summary.

Step 5: Sync Context Files to Blot

cp E:/a327ex/.claude/CLAUDE.md E:/a327ex/anchor.blot.im/context/CLAUDE.md
cp E:/a327ex/Anchor/docs/* E:/a327ex/anchor.blot.im/context/

Step 6: Commit Project Repo

Based on which project was worked on:

For Anchor: bash cd E:/a327ex/Anchor git add docs/ framework/ engine/ scripts/ reference/ git status

For emoji-ball-battles: bash cd E:/a327ex/emoji-ball-battles git add -A git status

For orblike: bash cd E:/a327ex/orblike git add -A git status

For other projects: Ask the user which files to stage.

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.

Commit using a temporary file (extracts only the summary text, not the markdown heading or ## Summary line):

# Extract summary: skip line 1 (# Title) and line 3 (## Summary), take lines 4 onward until the --- separator
awk 'NR>=4 && /^---$/{exit} NR>=4{print}' E:/a327ex/anchor.blot.im/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.txt

Step 7: Push Both Repos

# Push project repo to GitHub
git push origin main

# Push Blot repo (logs and context are already there)
cd E:/a327ex/anchor.blot.im && git add -A && git commit -m "[Title]" && git push origin master

Step 8: Confirm

Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded

ARGUMENTS: Orblike Per-Orb Editions, Wall Collision, and Performance

The user already provided the title. Let me confirm the details and write the summary.

Session title: "Orblike Per-Orb Editions" (keeping within 30 chars — the full description goes in the summary) Project: Orblike

Here's the summary:


Orblike Per-Orb Editions

Summary

Major session covering per-orb edition visuals, wall collision for line abilities, comprehensive particle color fixes, multi-orb channeling bugs, formation key separation, and performance optimization via spatial hashing.

Removed Unused Multi-Layer System:

Per-Orb Edition System via Draw Shader:

ability_particle_color() Helper and Comprehensive Particle Sweep:

Multi-Orb Channeling Fix:

Wall Collision for Line Abilities:

Formation System Design Discussion:

Snake Formation Mouse Steering:

Layer Order Fix:

Performance: Spatial Hash for Enemy Queries:

Performance: Map Generation:

Testing Infrastructure:

math.atan Audit:


Does this look good, or any corrections?

"Orblike Assorted Improvements", everything else looks fine

Bash (python E:/a327ex/Anchor/scripts/find-recent-session.py --limit 5)

2026-04-05T18:02:25.908Z 91c687ef-1452-4531-8279-37919ad00e55 <-- MOST RECENT
   C:\Users\adn/.claude/projects/E--a327ex\91c687ef-1452-4531-8279-37919ad00e55.jsonl

2026-04-05T13:35:32.784Z cfe393df-b782-4b2c-a10d-73ff7bbd7f99
   C:\Users\adn/.claude/projects/E--a327ex\cfe393df-b782-4b2c-a10d-73ff7bbd7f99.jsonl

2026-04-05T10:07:38.846Z c3ad8739-01bb-4e03-8df4-e12a3b0ac1bf
   C:\Users\adn/.claude/projects/E--a327ex\c3ad8739-01bb-4e03-8df4-e12a3b0ac1bf.jsonl

2026-04-05T00:09:22.403Z 57512312-9bf5-4e4a-88b6-05e4e5b01b4e
   C:\Users\adn/.claude/projects/E--a327ex\57512312-9bf5-4e4a-88b6-05e4e5b01b4e.jsonl

2026-04-04T21:15:50.411Z 4bd8b54b-4fa4-41dd-9404-54bc3bef3b03
   C:\Users\adn/.claude/projects/E--a327ex\4bd8b54b-4fa4-41dd-9404-54bc3bef3b03.jsonl