a327ex.com

Orblike Pack System

Summary

Comprehensive Session 1 implementation of the pack system: pre-spawned enemy packs with dormant/idle/aggro state machine, collective HP UI with palette-driven visuals, blue/yellow special tier system, followed by design discussions on ARPG-style itemization and a major simplification of the damage system to flat single-value damage.

Orientation and cleanup:

ARPG Itemization design discussion:

Pack system design alignment:

Step 1 — Pack data structure:

Step 2 — Multiple spawn points:

Step 3 — Dormant state + activation:

Step 4 — Aggro propagation:

Step 5 — Pack UI, many iterations:

Step 6 — Blue/Yellow specials:

Step 7 — Blue/Yellow UI, heavy iteration:

Step 8 — Pack templates:

Damage survey:

Element system discussion:

Checkpoint commit:

Damage system collapse — two passes:


<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>/effort</command-name>
            <command-message>effort</command-message>
            <command-args>max</command-args>
<local-command-stdout>Set effort level to max (this session only): Maximum capability with deepest reasoning</local-command-stdout>

Let's keep working on Orblike. Read todo.md and other relevant files and check what we should work on in this session.

I'll read the Orblike context files and todo.md to see what to work on.

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

File content (11848 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\ORBS.md)

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

Read (E:\a327ex\Anchor\docs\FRAMEWORK_API_QUICK.md)

1    # Framework API Quick Reference
2   
3   Function signatures for Lua framework classes. See `FRAMEWORK_API.md` for detailed documentation with examples.
4   
5   ## Initialization
6   
7   ```
8   require('anchor') {
9     width = 640,        -- game resolution width (default: 480)
10    height = 360,       -- game resolution height (default: 270)
11    title = "My Game",  -- window title (default: "Anchor")
12    scale = 2,          -- initial window scale (default: 3)
13    vsync = true,       -- vertical sync (default: true)
14    fullscreen = false,  -- start fullscreen (default: false)
15    resizable = true,   -- window resizable (default: true)
16    filter = "rough",   -- "rough" or "smooth" (default: "rough")
17  }
18  ```
19  
20  ## Root Object (an)
21  
22  ### Engine State (Static)
23  ```
24  an.width -> int           -- game resolution width
25  an.height -> int          -- game resolution height
26  an.dt -> number           -- fixed delta time (1/120)
27  an.platform -> string     -- "web" or "windows"
28  ```
29  
30  ### Engine State (Dynamic - updated every frame)
... [613 more lines]

todo.md isn't at root. Let me find it and check Orblike structure.

Bash (ls E:/a327ex/Orblike/)

anchor/
anchor.exe*
assets/
interactions.md
lore.md
main.lua
orblike_ability_system.md
orbs/
profiler.lua
profiler_log.txt
recordings/
reference/
run.bat
tags.md
todo.md
tools/

Let me read the todo, system design, and get main.lua structure.

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

File content (11848 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\orbs\system_design.md)

1    # ORBS System Design
2   
3   The Orb composition system. Each orbiting orb IS an ability. Orbs connect to each other via links, creating trigger chains. Modifiers customize individual orbs. The system has no position-ordering — composition is a graph, not a sequence.
4   
5   ---
6   
7   ## Orb Zero: The Player
8   
9   The player is Orb Zero — a special orb that always exists, with the player character as its carrier. The player-carrier has events just like any other carrier:
10  
11  | Player carrier event | Analogous to | Description |
12  |---------------------|-------------|-------------|
13  | Hit (outgoing) | Cast on Hit | Player's body contacts an enemy (contact damage) |
14  | Hit (incoming) | Cast on Hit | Player takes damage from any source |
15  | Crit (outgoing) | Cast on Crit | Player deals a critical hit (any source) |
16  | Kill | Cast on Kill | Player kills an enemy (any source) |
17  | Death | Cast on Death | Player dies |
18  | Movement | Timer / threshold | Player covers X distance |
19  | Dodge/Evade | — | Player avoids an incoming attack |
20  | Low Health | — | Player HP drops below a threshold |
21  | CC'd | — | Player is stunned/rooted/silenced |
22  
23  Links from Orb Zero to other orbs use these events as bridge types, just like links from any other orb. "Cast when Damage Taken → Fireball" = Link from Orb Zero with bridge type Hit (incoming) → Fireball orb.
24  
25  This unifies the system: **all conditional activations are links with bridge types.** There is no separate "trigger" category for player events. The only intrinsic activation modes on an orb are:
26  
27  - **Manual** — player chooses to activate via input
28  - **Passive** — always active, no activation event
29  - **Periodic** — internal timer, fires automatically at intervals
30  
... [386 more lines]

Bash (wc -l E:/a327ex/Orblike/main.lua E:/a327ex/Orblike/tags.md E:/a327ex/Orblike/int...)

 12641 E:/a327ex/Orblike/main.lua
   302 E:/a327ex/Orblike/tags.md
  1879 E:/a327ex/Orblike/interactions.md
   491 E:/a327ex/Orblike/orblike_ability_system.md
 15313 total

Let me read todo.md in chunks.

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

File content (10758 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.

Bash (wc -l E:/a327ex/Orblike/todo.md)

439 E:/a327ex/Orblike/todo.md

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

1    # To Do
2   
3   ## Roadmap
4   
5   The game's endgame goal is PoE-style map running: procedural maps with enemy packs, loot (orbs, abilities, modifiers), and a final boss. Current state: 23 abilities, many modifiers, basic map generation, SNKRX visual style.
6   
7   **Build order (done):**
8   1. ~~**Damage system**~~ — Done. Dual physical/magic/null damage, flat subtraction defense, per-cast logging. See `lore.md` for the full system.
9   2. ~~**Player HP + death**~~ — Done. Player takes contact damage, dies at 0 HP, R to restart. Needs memory leak testing on restart.
10  
11  **Remaining sessions to playable run:**
12  
13  **Session 1: Enemy Types + Pack System**
14  - Memory leak test on restart (press R repeatedly, watch memory)
15  - 3 seeker variants: brute (high physical_defense), mage (high magic_defense), fast (low HP, high speed)
16  - Pack system: enemies spawn in packs, all enemies in a pack are the same type (never mixed)
17  - Special enemies (blue/yellow/prismatic): one per pack usually, more HP, single-target gate for builds (like PoE rares). Unique mechanics per special enemy.
18  - Pack UI: top of screen shows collective HP bar + defenses for the whole pack. Each special enemy gets its own UI showing HP bar + defenses + unique modifiers.
19  - Maps are made up of multiple pre-spawned packs generated with the map.
20  
21  **Session 2: Damage-Dependent Modifiers**
22  - point_blank, concentrated_effect, DoT_on_hit, explode_on_kill, armor_shred_on_hit
23  - +N physical/magic damage modifiers
24  - Conversion modifiers (physical↔magic, to null)
25  - These are the modifiers blocked by the damage system not existing
26  
27  **Session 3: Core Missing Abilities**
28  - DoT ability (Contagion or Plague Zone — spreading DoT archetype)
29  - Summon ability (Sentry/Engineer — autonomous damage source)
30  - Trap ability (Launcher or mine — proximity trigger)
... [190 more lines]

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

220  
221 ## Modifiers — To Implement
222 
223 **High Priority (enable distinct builds):**
224 - **Rename projectile modifiers** — spread → projectile_spread, parallel → projectile_parallel, backshot → projectile_back, sideshots → projectile_sides, nova → projectile_nova. These only affect projectiles/beams/chains/formations.
225 - **area_spread+N** — Directed area fires N copies in a fan. Fissure: multiple lines. Asal: multiple cones. Windfield: N at target in a fan. Only affects directed areas.
226 - **area_parallel+N** — Directed area duplicates N times side-by-side. Only affects directed areas.
227 - **area_nova** — Directed area fires in all 8 directions. Only affects directed areas.
228 - **area_back** — Directed area adds one copy aimed backwards. Only affects directed areas.
229 - **area_sides** — Directed area adds two copies at 90-degree angles. Only affects directed areas.
230 - **spread+N / parallel+N / nova / back / sides (general)** — Applies to ALL components of an ability simultaneously: projectile (fans projectiles), area (fans directed areas), movement (spawns clones dashing in fan), spawn (places N entities in fan), orbit (orbitals discharge in fan). An ability that has multiple components gets multiplied on each. Triple-dip example: Ice Shot Dash with nova = 8 dashes × 8 projectiles × 8 cones.
231 - **fork+N** — Projectile splits into N projectiles on hit. Multiplies at destination (unlike spread which multiplies at source). Exponential in dense packs.
232 - **cast_on_hit** — Ability hits → fires a linked ability. The core ORBS composition piece. Chain + cast_on_hit = every hop fires a linked spell.
233 - **explode_on_kill** — When this ability kills an enemy, that enemy explodes dealing AoE damage. From Saboteur Lv.3, Pyromancer Lv.3. Chain reaction through packs.
234 - **point_blank** — Increased damage at close range, decreased at far range. Changes positioning game for every ability.
235 - **wall_bounce / ricochet** — Projectiles reflect off arena walls. From Archer Lv.3 "Bounce Shot". Small arena + ricochet = one projectile hits 20 times.
236 - **wall_execute** — Enemies knocked into walls are instantly killed. From Juggernaut Lv.3 "Brutal Impact". Makes knockback builds lethal.
237 - **cooldown_reduction+/++/+++** — Reduces ability cooldown. Enables spam builds.
238 - **DoT_on_hit** (poison/bleed/ignite) — Hits apply stacking damage-over-time. From Assassin (poison), Spiker Lv.3 (caltrops DoT). Enables the entire DoT archetype. Bleed specifically: PoE-style, enemies take damage when they move. Combo: arc + infinite_chain + bleed + knockback = chain zaps everything, knockback forces movement, movement triggers bleed damage. The knockback-into-bleed pipeline.
239 - **duration_on_kill** — Duration refreshes when ability kills an enemy. Beam lives as long as it kills. Zones persist through fights. Blade Vortex blades refresh.
240 - **damage_on_hit_count** — Deal extra damage based on number of enemies already hit by this attack. From Blade Lv.3 "Blade Resonance". Rewards AoE/pierce builds.
241 - **armor_shred_on_hit** — Enemies hit have decreased defense. From Arbalester Lv.3. Makes focused-fire builds stronger.
242 - **concentrated_effect** — Smaller area, more damage. Classic area tradeoff.
243 
244 **Damage System Modifiers (added with the dual-damage system):**
245 - **+N physical damage** — Flat physical damage bonus on an ability or globally.
246 - **+N magic damage** — Flat magic damage bonus.
247 - **+N null damage** — Flat null damage bonus. Null bypasses both armor and shield.
248 - **+N <element> physical damage** — Element-specific physical bonus, e.g., `+2 fire physical damage`. Only applies to abilities with that element on their physical portion.
249 - **+N <element> magic damage** — Element-specific magic bonus, e.g., `+1 ice magic damage`.
... [191 more lines]

Let me check the active-TODO memory files and main.lua structure before presenting options.

Read (C:\Users\adn\.claude\projects\E--a327ex\memory\project_shockwave_sounds.md)

Read (C:\Users\adn\.claude\projects\E--a327ex\memory\project_map_visual_system.md)

Bash (grep -n "^---|^function|^def " E:/a327ex/Orblike/main.lua | head -100)

230:function sfx(name, vol, pitch)
254:function sfx_handle(name, vol, pitch)
275:function sfx_stop_handle(handle)
292:function sfx_set_looping(handle, looping)
310:function sfx_flush()
314:function recording_encode(name, frame_count, sound_log, start_step)
579:function trail_update(trail, x, y, active, trail_duration)
593:function trail_draw(trail, trail_duration, trail_base_color)
653:function point_in_polygon(px, py, verts, cx, cy)
669:function spawn_asal_explosion(x, y, damage, base_radius, mods, color, edition, cast_log)
682:function apply_knockback_mod(mods, enemy, from_x, from_y)
695:function ability_has_tag(ability_name, tag)
1114:function orb_input_down(slot)
1122:function orb_input_pressed(slot)
1189:function orb:new(args)
1233:function orb:add_ability(ability_name)
1237:function orb:add_modifier(name, value)
1241:function orb:remove_modifier(name)
1250:function orb:has_mod(name)
1257:function orb:primary_ability()
1264:function orb:secondary_abilities()
1275:function orb:activate(override_ability, override_pos)
2146:function build_formation_angles(r, mods)
2176:function build_area_angles(r, mods)
2206:function orb:get_target_offset()
2304:function orb:update(dt)
4937:function add_orb()
4944:function add_orbs(n)
5069:function clear_arena_walls()
5077:function triangulate(vertices)
... [70 more lines]

Bash (grep -n "^function|^-- ---" E:/a327ex/Orblike/main.lua | tail -120)

6412:function draw_symbol_siggar(s, w, c)
6432:function draw_symbol_zapgar(s, w, c)
6444:function draw_symbol_zapzap(s, w, c)
6457:function draw_symbol_sigtar(s, w, c)
6479:function draw_symbol_sigket(s, w, c)
6499:function draw_symbol_siglus(s, w, c)
6520:function draw_symbol_bartis(s, w, c)
6532:function draw_symbol_barcol(s, w, c)
6545:function draw_symbol_hepdot(s, w, c)
6553:function draw_symbol_u_arc(s, w, c)
6567:function draw_symbol_n_arc(s, w, c)
6581:function draw_symbol_barket(s, w, c)
6592:function draw_symbol_yama(s, w, c)
6602:function draw_symbol_ki(s, w, c)
6612:function draw_symbol_tsuchi(s, w, c)
6621:function draw_symbol_chikara(s, w, c)
6963:function edition_base_color(ed)
6975:function ability_particle_color(ed, ability_color)
7247:function player:new(x, y)
7283:function player:add_modifier(name, value)
7287:function player:remove_modifier(name)
7296:function player:add_ability(ability_name, bind)
7300:function player:has_mod(name)
7307:function player:get_mods()
7317:function player:take_damage(damage, hit_vol)
7334:function player:die()
7350:function player:update(dt)
7659:function fire_triggered_ability(name, x, y, mods, source_orb)
7679:function projectile:new(x, y, args)
7921:function projectile:update(dt)
... [90 more lines]

Let me check how seekers are spawned currently, and look at the run init.

Bash (grep -n "seeker|spawn_seeker|start_run|spawn_enemy|spawn_pack|enemy_pack|e...)

10:  enemy_spawn = 0.59,
111:--   enemy_spawn (Buff 13): -25.4 dB -> 0.59
141:an:sound('enemy_spawn', 'assets/Buff 13.ogg')
502:  {'enemy_spawn', 'assets/Buff 13'},
9165:seeker = object:extend()
9166:function seeker:new(x, y, args)
9205:  sfx('enemy_spawn', volumes.enemy_spawn)
9215:function seeker:push(r, force, duration)
9231:function seeker:apply_slow(amount, duration)
9394:function seeker:take_damage(damage, hit_vol)
9414:function seeker:die()
9426:function seeker:update(dt)
11843:function start_run()
11877:start_run()
11998:    an:add(seeker(p1.x + an.random:float(-80, 80), p1.y + an.random:float(-60, 60)))
12033:      an:add(seeker(mx + an.random:float(-60, 60), my + an.random:float(-40, 40)))
12053:    start_run()
12065:      local e = seeker(ex, ey, {hp = 20, speed = 0, physical_defense = 0, magic_defense = 0})
12541:profiler:register_type('seeker', seeker)

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

9166 function seeker:new(x, y, args)
9167      object.new(self)
9168      self:tag('enemy')
9169      self.x, self.y = x, y
9170      self.w, self.h = 14, 6
9171      self.base_speed = (args and args.speed) or an.random:float(50, 75)
9172      self.speed = self.base_speed
9173      self.slow_multiplier = 1
9174      self.draw_color = red:clone()
9175      self.r = 0
9176      -- Defenses
9177      self.hp = (args and args.hp) or 5
9178      self.max_hp = self.hp
9179      self.physical_defense = (args and args.physical_defense) or 0
9180      self.magic_defense = (args and args.magic_defense) or 0
9181      self.last_damage_time = -math.huge
9182      self.dead = false
9183      -- Contact damage dealt to the player on touch
9184      self.contact_physical_damage = (args and args.contact_physical_damage) or 1
9185      self.flashing = false
9186      self.damaged_by_area = {}
9187      self.visible = true
9188      self.pushed = false
9189      self.spin = 0
9190      self.pull_fx, self.pull_fy = 0, 0
9191      -- Edition from global override, or default ruby (2)
9192      self.edition = enemy_edition_override or 2
9193    
9194      self:add(collider('enemy', 'dynamic', 'box', 14, 6))
9195      self.collider:set_gravity_scale(0)
... [230 more lines]

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

9426 function seeker:update(dt)
9427      if not self.visible then return end
9428      for k, v in pairs(self.damaged_by_area) do
9429        if type(v) == 'table' then
9430          v[1] = v[1] - dt
9431          if v[1] <= 0 then self.damaged_by_area[k] = nil end
9432        else
9433          self.damaged_by_area[k] = v - dt
9434          if self.damaged_by_area[k] <= 0 then self.damaged_by_area[k] = nil end
9435        end
9436      end
9437      self.x, self.y = self.collider:get_position()
9438    
9439      if not self.pushed then
9440        -- If no player, just wander; otherwise seek the player
9441        local target_x, target_y = self.x, self.y
9442        if p1 and not p1.dead then target_x, target_y = p1.x, p1.y end
9443        local sx, sy = self.collider:steering_seek(target_x, target_y, self.speed, 200)
9444        local wx, wy = self.collider:steering_wander(64, 32, 16, dt, self.speed, 200)
9445        local rx, ry = self.collider:steering_separate(16, cached_enemies, self.speed, 200, enemy_spatial_hash)
9446        local fx, fy = math.limit(sx + wx + rx + self.pull_fx, sy + wy + ry + self.pull_fy, 200)
9447        self.collider:apply_force(fx, fy)
9448        self.pull_fx, self.pull_fy = 0, 0
9449        local vx, vy = self.collider:get_velocity()
9450        vx, vy = math.limit(vx, vy, self.speed)
9451        self.collider:set_velocity(vx, vy)
9452    
9453        local vel_r = math.atan(vy, vx)
9454        self.r = math.lerp_angle_dt(0.99, 0.1, dt, self.r, vel_r)
9455      else
... [30 more lines]

Let me check the start_run and current spawn loop so I can present options with facts.

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

11843    function start_run()
11844     -- Clean up any leftover entities from previous run
11845     for _, e in ipairs(an:all('enemy')) do e:kill() end
11846     for _, pr in ipairs(an:all('projectile')) do pr:kill() end
11847     if orbs then
11848       for _, o in ipairs(orbs) do if o.kill then o:kill() end end
11849     end
11850     if p1 then p1:kill(); p1 = nil end
11851     -- Clear any global per-run state
11852     orbs = {}
11853     shockwaves = {}
11854     if explosive_fuses then
11855       for i = #explosive_fuses, 1, -1 do explosive_fuses[i] = nil end
11856     end
11857     cached_enemies = {}
11858   
11859     -- Spawn player at center
11860     p1 = player(gw/2, gh/2)
11861     an:add(p1)
11862     p1.collider:set_position(gw/2, gh/2)
11863     p1.x, p1.y = gw/2, gh/2
11864   
11865     -- Camera follows player
11866     an.camera.x, an.camera.y = p1.x, p1.y
11867     an.camera:follow(p1, 0.9, 0.3)
11868   
11869     add_orbs(1)
11870     orbs[1]:add_ability('fireball')
11871     orbs[1]:add_modifier('spread', 3)
11872     orbs[1].edition = an.random:int(2, 13)
... [190 more lines]

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

12056    
12057     -- Spawn stationary 20 HP test pack in front of player
12058     if an:key_is_pressed('t') and p1 and not p1.dead then
12059       local r = p1.r
12060       local cx = p1.x + 80*math.cos(r)
12061       local cy = p1.y + 80*math.sin(r)
12062       for i = 1, 8 do
12063         local ex = cx + an.random:float(-40, 40)
12064         local ey = cy + an.random:float(-30, 30)
12065         local e = seeker(ex, ey, {hp = 20, speed = 0, physical_defense = 0, magic_defense = 0})
12066         an:add(e)
12067       end
12068       print('Spawned 8 stationary enemies (20 HP, 0 def)')
12069     end
12070   
12071     -- Cycle orb 1 ability (- key)
12072     if an:key_is_pressed('-') then
12073       if not debug_orb1_index then debug_orb1_index = 1 end
12074       debug_orb1_index = debug_orb1_index % #ability_names + 1
12075       local name = ability_names[debug_orb1_index]
12076       local o = orbs[1]
12077       if o then
12078         if o.toggle_area_ref then o.toggle_area_ref:kill(); o.toggle_area_ref = nil end
12079         if o.cyclone_area then o.cyclone_area:kill(); o.cyclone_area = nil end
12080         -- Conclude any active cast logs before switching
12081         if o.beam_cast_log then o.beam_cast_log:remove_pending(); o.beam_cast_log = nil end
12082         if o.cyclone_cast_log then o.cyclone_cast_log = nil end  -- area:kill handles it
12083         if o.flicker_cast_log then o.flicker_cast_log:remove_pending(); o.flicker_cast_log = nil end
12084         if o.asal_cast_log then o.asal_cast_log:remove_pending(); o.asal_cast_log = nil end
12085         if o.dash_strike_cast_log then o.dash_strike_cast_log:remove_pending(); o.dash_strike_cast_log = nil end
... [70 more lines]

I have a clear picture. Let me load AskUserQuestion to present options for this session.

ToolSearch

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

Current State Summary

I've read todo.md, orbs/system_design.md, the framework API quick reference, and surveyed the relevant chunks of main.lua (~12,640 lines). Here's where we are:

Progress on roadmap: Damage system + player HP/death are done. We're at the start of Session 1: Enemy Types + Pack System — the first session in the path to a playable run.

Session 1 scope (from todo.md):

  1. Memory leak test on restart (press R repeatedly, verify nothing leaks)
  2. 3 seeker variants — brute (high physical_defense), mage (high magic_defense), fast (low HP, high speed)
  3. Pack system (enemies spawn in same-type groups)
  4. Special enemies (blue/yellow/prismatic — PoE rare equivalents)
  5. Pack UI (collective HP bar + defenses)
  6. Maps with pre-spawned packs

Current seeker state (main.lua:9166): Already parameterized — hp, physical_defense, magic_defense, base_speed, contact_physical_damage all accept overrides via args. So variants are essentially a data table away. Test pack on T key already spawns 8 stationary 20-HP seekers in front of player.

Other pending items from Next Session: Wall shader chromatic verification (per reference/map_visual_system.md), Divine Arrow Machine ability, sound sourcing for charging loop / windfield.

Stale memory notes (verified against current code): Shockwave system still uses add_shockwave — that one still uses 'shockwave' sound, not fireball_hit placeholder. The ~31-day-old shockwave-sounds memory may already be resolved, I'd want to verify if that comes up.

Given Session 1 is the active roadmap slot and the seeker code is already shaped to make variants trivial, the natural opener is either memory-leak verification (clean foundation before adding pack complexity) or jumping straight into variants. Let me ask which direction you want.

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). STOP what you are doing and wait for the user to tell you how to proceed.

[Request interrupted by user for tool use]

You can remove everything that seems to be in "Next Session", those are already done. You can also remove stale memory notes.

Got it. Let me verify the boundaries before editing.

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

74   ## Next Session
75  - **Memory leak test on restart** — Press R repeatedly, watch memory usage. Ensure no entities, areas, particles, timers, or physics bodies leak between runs.
76  - **Enemy types** — Implement 2-3 seeker variants: ranged (fires projectiles at player), tank (high HP + physical_defense), mage (high magic_defense). Test the defense system meaningfully.
77  - **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:
78    1. Verify per-pixel symbol coloring works (symbols should have gradient color variation within a single symbol)
79    2. Make colors more "chromatic" — explore hue shifts, color animations, JoJo-inspired bold palette effects
80    3. Consider animating the gradient (slowly shifting colors, pulsing, palette cycling triggered by game events)
81    4. ~~The `map_gen_wall_distances()` is slow (~1-2s)~~ — Fixed: scale 4→8, edge bucketing, squared distances. Now ~180ms.
82  - **Arrow abilities** — Divine Arrow Machine (sustained rapid-fire arrows with reload). Physical ranged archetype.
83  - ~~**Earth ability visuals**~~ — Done. Fissure uses jagged_rect. Earthquake already uses jagged_circle. Big_rock uses polygon area. Consistent earth visual language.
84  - ~~**Wind Slash visual**~~ — Done. Zone circle + 2 orbiting projectiles.
85  - **Sound sourcing** — Need better charging loop sound and windfield area sound. Requires new sound packs.
86  
87  ## Recently Implemented
88  - ~~**Per-orb edition visuals**~~ — Each orb can have its own edition (ruby, emerald, polychrome, etc.). Edition colors applied via draw shader per-primitive to orb circles, ability lines/areas/beams, projectiles, trails, and particles. Removed unused multi-layer system. Done.

Bash (grep -n "shockwave|fireball_hit" E:/a327ex/Orblike/main.lua | head -20)

9:  fireball_hit = 0.45,
15:  shockwave = 0.5,
110:--   fireball_hit (RPG3_FireMagicBall_LightImpact01): -16.1 dB -> 0.20
140:an:sound('fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01.ogg')
501:  {'fireball_hit', 'assets/RPG3_FireMagicBall_LightImpact01'},
507:  {'shockwave', 'assets/RPG3_FireMagic_CuteBomb'},
675:  add_shockwave(x, y, true, base_radius/25)
716:    area_sound = 'fireball_hit',
728:    area_sound = 'fireball_hit',
742:    hit_sound = 'fireball_hit',
790:    area_sound = 'fireball_hit',
6947:an:shader('shockwave', 'assets/shockwave.frag')
7161:  -- Queue shockwave shader commands before render so they're processed during render
7162:  for _, sw in ipairs(shockwaves) do
7168:      layer:shader_set_vec2(an.shaders.shockwave, 'u_center', u, v)
7169:      layer:shader_set_float(an.shaders.shockwave, 'u_radius', r_uv)
7170:      layer:shader_set_float(an.shaders.shockwave, 'u_thickness', sw.thickness)
7171:      layer:shader_set_float(an.shaders.shockwave, 'u_strength', sw.strength)
7172:      layer:shader_set_float(an.shaders.shockwave, 'u_aspect', gw/gh)
7173:      layer:shader_set_float(an.shaders.shockwave, 'u_max_radius', sw.max_radius/gh)

Confirmed: shockwave uses its own dedicated 'shockwave' sound (assets/RPG3_FireMagic_CuteBomb), not fireball_hit. The shockwave-sounds memory is stale. The map-visual-system memory's "Current work" claims are also stale (wall shader work done, map gen no longer slow). Let me check the collider divergence file is independent before deleting.

Bash (ls C:/Users/adn/.claude/projects/E--a327ex/memory/)

feedback_calorie_priority.md
feedback_collider_divergence.md
feedback_no_permission_abilities.md
generational-dynamics-analysis.md
MEMORY.md
project_map_visual_system.md
project_shockwave_sounds.md

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

71   
72  Sessions 1-4 = playable map. Sessions 5-7 = playable run. Sessions 8-9 = complete game loop.
73  

Now I'll make all the edits in parallel: remove Next Session from todo.md, remove Active TODOs from MEMORY.md, and delete the two stale memory files.

Edit (E:\a327ex\Orblike\todo.md)

The file E:\a327ex\Orblike\todo.md has been updated successfully. (file state is current in your context — no need to Read it back)

Edit (C:\Users\adn.claude\projects\E--a327ex\memory\MEMORY.md)

The file C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md has been updated successfully. (file state is current in your context — no need to Read it back)

Bash (rm "C:/Users/adn/.claude/projects/E--a327ex/memory/project_shockwave_sounds.md" ...)

(Bash completed with no output)

Cleanup done. Now let me check the actual current enemy state since the picture has changed significantly — variants are claimed done but I only saw one seeker class earlier. I want to verify before recommending next steps.

Bash (grep -n "brute|fast_seeker|mage_seeker|seeker_variant|enemy_type|spawn_enem...)

10282:-- base_color: a color object (not packed), will be cloned per dash with interpolated alpha.
12057:  -- Spawn stationary 20 HP test pack in front of player

Cleanups done. Quick observation though: I can't find enemy variants in main.lua. The seeker class is parameterized (hp, physical_defense, magic_defense, base_speed all override-able), but there are no variant data tables, no auto-spawn loop, no brute/mage/fast types — only debug spawn keys (k, l, t) that create plain seekers. Same for the Divine Arrow Machine ability — I didn't see it in the ability list earlier.

This might be:

Could you clarify which it is? Either way, here's the picture for the rest of Session 1:

Still TODO in Session 1: pack system (groups of same-type enemies), special enemies (PoE rares), pack UI (collective HP bar), pre-spawned packs in maps.

AskUserQuestion

User has answered your questions: "What's the actual state of enemy variants and Divine Arrow Machine?"="The ability doesn't matter now, enemies still need to be done." user notes: The ability doesn't matter now, enemies still need to be done., "Assuming variants don't need fresh work, what's the focus for this session?"="I need to talk about something before we start on this session proper." user notes: I need to talk about something before we start on this session proper.. You can now continue with the user's answers in mind.

Got it — enemies still need to be built. I'll hold off on the implementation and wait. What did you want to talk about first?

Before we actually start, given everything you know about the game, what to you think about APRG-like itemization? We have orbs as a kind of item already, but what about others? Do you think the game accomodates for it? What kinds of stats would make sense in times in a way that would read to the player as simple (avoiding items with too many (5-10+) modifiers)?

Honest thoughts, in some depth — this is one of those design questions where I'd rather lay out the tensions than hand you an answer.

The core tension

ARPG itemization (PoE, D2, Last Epoch) is built around affix soup: items have 5-8 small numerical affixes because each one is individually weak and you need many to matter. The whole crafting/trading economy exists to chase the right combination of small numbers.

Orblike's modifier philosophy is the opposite. Small integers, no percentages, flat subtraction, mods like spread+3 or homing or cast_on_hit — each one is chunky and build-defining. A copy-paste of PoE itemization would actively fight the rest of your design. You'd either end up with items full of trivial junk ("+1 physical damage", "+0.1 movement speed") just to fill slots, or items with 5 chunky mods each that completely dominate the orb graph and make orbs feel redundant.

So if you want items, the model has to be different — fewer slots, fewer mods per item, each one meaningful. Closer to RoR2 (each item is a single named effect) than to PoE (six-affix rare).

Does the game accommodate items?

Genuine uncertainty here. The orb graph is already doing the work of (a) skill tree, (b) skill gems, (c) gem links, and (d) most rare-affix interactions. That's three or four PoE systems collapsed into one. Items would be a fifth loot/build layer on top.

Two questions worth pressing on before deciding:

  1. What does the loot loop need that orbs/modifiers alone can't provide? If picking up orbs and modifiers is already the reward loop, items might just be noise. If you want a separate reward category (something tactile that isn't a build piece), items make sense.
  2. At endgame, how many active orbs does the player have? If it's 8-12, the build space is huge and items would clutter it. If it's 3-5, items have room to add layers without competing.

I lean toward "items can exist, but they should be a different kind of thing than orbs, not a parallel modifier layer."

Three categories that fit Orblike specifically

I'd split items into three layers, each playing a role orbs don't play:

1. Player (Orb Zero) stats — the things that aren't ability properties. HP, physical_defense, magic_defense, movement speed, pickup radius, dodge chance (in numerator/denominator form, so "1 in 8 dodge"), shield capacity. These belong on items because they describe the player as a body in the world, not the orb graph. Orbs are abilities; items are the body.

2. Scaffolding — capacity for the graph. Max orb count, max links per orb, link energy capacity, link energy recharge rate. These items expand the shape of your build rather than its content. A "Conduit Belt" that gives +1 max links per orb is a fundamentally different reward than another orb. Powerful but legible.

3. Global modifiers — the Isaac/RoR2 layer. Single-effect items: "All projectile carriers gain +1 pierce." "All Cast on Hit links gain +1 energy capacity." Each item is one named effect, no affix combinations. Stackable or not depending on the effect. This is the closest to "loot drops you get excited about" because each item is a recognizable thing, not a number salad.

The thing I would not do: have items that grant generic ability damage or generic stats that compete with what orbs already do. If an item could be replaced by "more orb modifiers", it shouldn't exist.

Concrete stats that read as simple

Aiming for items with 1-3 mods each so a full kit (say 5 slots) tops out around 8-12 mods total — well below the legibility threshold:

Defensive (Orb Zero): HP +N, physical_defense +N, magic_defense +N, shield +N, shield_recharge_rate +1 tier, dodge "1 in N"

Mobility (Orb Zero): movement_speed +1 tier, dash_charges +1, pickup_radius +N

Scaffolding: max_orbs +1, max_links_per_orb +1, link_energy_capacity +N, link_recharge +1 tier

Build amplifiers (global, single-effect): "all [carrier] gain [property]" — pierce, homing, fork, chain hops, area, projectile_speed. One per item. The temptation to write "all projectiles +pierce +homing +area" is exactly the trap to avoid — that's two items, not one.

Resource: charge generation rate, exert buffer size, +1 to numerator (the universal probability boost from your numerator/denominator system) — these slot beautifully into the existing systems.

A typical item ends up looking like: Conduit Pendant +1 max links per orb +2 magic_defense

Two mods. Both immediately legible. No affix soup.

The lore angle is your unfair advantage

This is the part I'd actually push hardest on. Your alchemist-shopkeeper framing is unusual and load-bearing: novelty is the bottleneck, the alchemist can recreate any material he's analyzed, runs are commissions for rare materials.

If items are materials — single-property physical things the alchemist analyzes — that justifies several otherwise-awkward design choices:

The risk: this drifts from "items" toward "ingredients" and might not scratch the ARPG-loot itch some players want. But I'd argue your design is already too far from PoE's center of gravity to chase that itch — leaning into the alchemist frame is more coherent than trying to bolt on standard ARPG itemization.

Things I'm uncertain about

My one-line recommendation

Items, yes — but not as a parallel modifier system. As (1) Orb Zero / body stats, (2) graph scaffolding, and (3) single-effect global modifiers — all framed as alchemist materials, with hard limits like "max 3 mods per item, max 5 item slots." Resist the affix-soup gravity of standard ARPGs; your mods are too chunky for it.

Where do you want to push on this?

How about this, the player has slots for equipments, and doesn't have slots for orb modifiers like it did before (orb zero). Then, some rare equipments may have modifiers that also apply to all orbs like before, while most modifiers on the equipments will go along the 3 different lines you mentioned.

This is a strong move and I think it's the right direction. Two reasons up front:

  1. It collapses a second player-stats system (the existing player modifier bag) into the equipment system, so there's only one place to look for "what stats does the player have." Less duplication, easier to display.
  2. It gives equipment a clear identity — it's the body layer + the rare global-mod layer, which is exactly the role orbs don't play. No competition with the orb graph.

But there are still 5-6 design choices baked into the proposal that need to get pinned down before this is concrete enough to build. Let me lay them out, mark my opinions, and flag where I'm genuinely uncertain.

Open questions

1. Slot count and categories. "Equipment slots" is doing a lot of work. Two natural directions:

I lean strongly toward functional. 5 slots feels right — enough to be a kit, few enough that total mods stay under ~12.

2. Where do rare global-modifier items live? Two flavors:

I lean diffused. Dedicated-slot would push players into "I need to find a Catalyst" mode, which feels narrow. Diffused makes any drop potentially exciting. The risk is that defensive players who always get global mods on their Body slot end up with no defenses — but you can fix that by saying global-mod items still also have their slot's normal stats, the global mod is additional.

3. Stacking and duplicates. What happens with two of the same equipment, or two items with the same global mod? My instinct:

4. Rarity unification. Earlier I argued rarity should live on one layer to avoid confusion. Three options:

I lean toward option 1 — no explicit tier. Rarity is implicit in which mods rolled. A belt with HP+2 is just a belt; a belt with HP+2 and "all projectiles gain pierce" is rare because of the second mod, not because of a tier label. Less UI noise, less PoE-rarity-color baggage.

5. What about player abilities (formations)? This isn't strictly itemization but it's adjacent. Currently formations are player-only abilities bound to keys 1-4. Where do those live in the new world?

Worth deciding now because it interacts with how the player builds out.

My concerns

Risk: rare equipment becomes the build, orb graph becomes secondary. If rare global-mod equipment is the strongest build-shaper, players will obsess over rare drops and the orb graph turns into "the thing I do while waiting to find good gear." Counter: write rare global mods so they amplify an existing build choice rather than enable a new one. "All projectiles gain +1 pierce" makes a pierce build better; it doesn't create a pierce build out of nothing. The orb graph still does the choosing.

Risk: utility items feel like filler. RoR2's whites are padding; reds are the build. If most Orblike equipment is "+2 HP, +1 def" and only the global-mod stuff feels exciting, the common loot loop suffers. Two mitigations:

I lean toward the first — trust that defense and HP matter in a top-down action game. Don't pad utility items with flavor mods just to make them feel better.

Risk: equipment crafting becomes a system. If found equipment is fixed and the only progression is "find better one," the loot game is binary. PoE has crafting because of this. For Orblike, the alchemist is your crafting system — you bring materials back to him and he reforges them. Don't build an in-equipment crafting UI; let the alchemist absorb that complexity in the shop sim layer. Materially: equipment found in a run is what you get; the alchemist between runs is where modification happens.

A concrete starting shape

Just to make this discussable, here's one specific instance:

5 slots, functional categories:

Body       — HP, physical_def, magic_def, shield
Mobility   — move speed, dash charges, dodge, pickup radius
Conduit A  — scaffolding (max orbs / max links / energy / charges)
Conduit B  — scaffolding (different roll table from A, or same)
Catalyst   — utility OR global mod, but global mods only roll here in the rare tier

Each item has 1-3 mods. No rarity tier, just implicit rarity from
which mods rolled. Catalyst is the only slot that *can* roll
global mods, but most Catalysts roll utility too — finding a
global-mod Catalyst is the loot moment.

This is one possible shape. The diffused alternative would put global-mod chance on every slot at low rate.

What I'd push on first

If I had to pick the order of decisions:

  1. Slot count and category names — biggest commitment because it shapes everything else.
  2. Diffused vs dedicated for global mods — directly affects loot feel.
  3. Where formations / player abilities live — clarifies how much the player has to manage.
  4. How crafting/upgrade works — punted to alchemist or in-equipment?

The other questions (rarity, stacking) follow naturally once those are locked.

Where do you want to start?

  1. We need to find lore appropriate names for the equipments, but I agree that copying the general slots from ARPGs is a mistake.
  2. I agree that diffused is better.
  3. Items of same type: can be merged to level up the item quality, giving higher base stats. As for mods themselves, we need to figure out the specifics of the crafting system, how to isolate modifiers from an item, how to add them to other items, if we want the game to be more reroll based instead (I don't want this) and so on.
  4. Edition system + rarity, it's good to have magic/rare/unique/legendary or whatever variations. Then the editions can have more specific types of modifiers.
  5. Let's leave those to be handled later.

The alchemist idea should be removed from the todo, or added just to the lore, it will not be present in this game, it's just more of a lore angle.

Good — that's enough constraint to move forward on the design. Let me quickly peek at lore.md so I know what's already there, then engage with the open questions.

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

1    # Orblike Lore
2   
3   This document captures the world's lore as it currently exists, with emphasis on how each piece connects to game systems. Lore is treated as the *source of truth* for mechanics — game rules emerge from how the world works rather than being arbitrary numbers.
4   
5   ---
6   
7   ## The World
8   
9   The world is suffused with **ambient mana** — a base substance that exists everywhere, like air or sunlight. Mages convert ambient mana through their bodies into **personal mana**, which they can then use to cast spells.
10  
11  Some places in the world have been corrupted. Their ambient mana has become **null mana** — broken, unusable by mage bodies. Mages cannot directly process null mana into personal mana. Null mana is dangerous: it can't power normal life or normal magic, and it slowly accumulates in corrupted regions.
12  
13  The protagonist of the game is an **alchemist shopkeeper** who runs an orb shop. He has the rare ability to **copy the properties of any material** he has seen, touched, or analyzed — even once is enough to recreate that material from his own mana. Quantity is never his bottleneck. **Novelty is.** He needs to encounter materials he has never seen before. He commissions adventurers (the player) to venture into dangerous regions and bring back rare or unknown materials, especially from the corrupted null-mana zones.
14  
15  The game's adventuring portion is framed as these commissions. Each map run is a contract from the alchemist to clear out a region and retrieve materials. The endgame fantasy: clean up all the corrupted regions of the world by harvesting null mana through orbs.
16  
17  > **Game system mapping:** The shopkeeper half is future scope (Recettear-style sim). The action combat half is the maps and enemies. The "adventurers harvesting null mana" framing justifies why the player is in dangerous places fighting things, and why orbs exist in the first place.
18  
19  ---
20  
21  ## Mana
22  
23  Three states of mana exist:
24  
25  1. **Ambient mana** — neutral, suffused through the world, the raw substance
26  2. **Personal mana** — refined by a mage's body from ambient mana, unique to each mage like a fingerprint
27  3. **Null mana** — corrupted ambient mana that mage bodies cannot process
28  
29  ### Personal mana is unique
30  
... [187 more lines]

Read lore.md — that gives me actual material to work with for naming. Here's where I land on each open piece, and what still needs to be decided.

Lore-appropriate equipment names

lore.md is rich enough to draw from: ambient mana, personal mana field, mage frequencies (low/med/high), null mana, orbs as null-mana processors, mages with personal-mana signatures. Three naming directions, each picks a different vocabulary lane:

A. Resonator / Field / Sigil — abstract magical, leans on the mana-frequency model in lore.md.

B. Material / Etched — primal, "things adventurers find in dangerous places."

C. Frequency-coded — equipment is literally tied to the low/med/high frequency model from lore.md, which is unique to your game and consistent with how damage already works.

I lean A, with the caveat that if Direction C resonates, it's the most uniquely yours — nothing else does that. C makes the gear system explicitly an extension of the lore's frequency model rather than a parallel system. The risk with C is that "low/mid/high" prefixes get repetitive across slot names.

I'll let you pick a direction before going further.

Crafting system — shard model

Given your constraints (merge for base stats, isolate mods, transfer mods, NOT reroll-based), the cleanest model I can come up with:

Mods are physical objects called shards (or runes / etchings — naming TBD). Items have N mod slots; shards socket into slots.

Item: Resonator, T2 quality, 2 slots
  [+1 max links]   ← shard
  [+2 magic def]   ← shard

Rules:

  1. Shards are freely reversible. You can extract a shard from any item and resocket it into another. No "rerolling" — what's there is what's there. The decision is which item gets which shard, not "let me roll until I get the right number."
  2. Items drop pre-socketed. A dropped Resonator might already have 1-2 shards in it. Those shards are extractable and reusable.
  3. Loose shards drop too. Some enemies drop bare shards instead of items.
  4. Merging fuses base stats only. Two T1 Resonators → one T2 Resonator (better base). The shards in both get popped out as loose shards in your inventory — no shard loss. Merging is upgrade + recovery, not a sacrifice.
  5. Slot count scales with quality tier. T1 = 1 slot, T2 = 2 slots, T3 = 3 slots. Merging is the path to more slots.
  6. No reroll currency. Nothing in the game lets you re-randomize a shard's value. The shards you have are the shards you have. Build planning is "how do I combine these shards?", not "how do I gamble for better ones?"

Why I think this works for Orblike specifically:

Open sub-questions on the shard model:

Edition + rarity interaction

You said both exist: rarity (magic/rare/unique/legendary) + edition (Foil/Holo/etc., with edition-specific mod types). Let me make sure I understand the model:

So a "Polychrome Catalyst Legendary" rolls 3 strong shards drawn from the Polychrome pool + general pool, with edition-flavored options preferred.

If that's the model, then we need to define what each edition's modifier flavor is. Sketching what feels right:

Edition Modifier flavor
Foil Reflection, mirror, projectile copies, echoes
Holographic Phantom, decoy, dodge, illusion, miss-evading
Polychrome Multi-element, conversion, element-shifting
Negative Defense reduction, null-leaning, anti-effects
Prismatic Random element on cast, chaos rolls
Void Null damage, absorption, conversion-to-null
Glitch Anomalous double-cast, error states, RNG spikes

Some of these overlap (Negative ↔ Void both gesture at null) — probably want to refine the edition list before locking modifier categories. Or merge editions: pick 5 instead of 7.

Concern I'd flag: the combinatorial space is wide. 5 slots × 4 rarities × 5-7 editions = 100-140 base item kinds before shards. That's a lot of distinct loot to design and tune. Some of it can be procedural (the edition pool generates shards programmatically), but you'll need to be deliberate about which combinations actually exist in the loot table — otherwise loot feels random rather than intentional.

Action items I'll do now

I'll remove the alchemist section from todo.md (the "Lore / Game Structure" block at the bottom).

lore.md currently labels the alchemist as "future scope: Recettear-style shop sim half of the game" — that wording suggests it will eventually be in the game. Since you said it won't be present at all, the lore.md framing should probably be softened too: keep the alchemist as flavor that contextualizes why the player is in dangerous places, but drop the "future scope" implication that it'll become a real system. Want me to do that lore.md update too, or leave it as-is?

What I'd press on first

In order of "blocks the most other decisions":

  1. Naming direction (A / B / C) — locks vocabulary for everything else.
  2. Slot count and category list — I proposed 5 (Body / Mobility / 2× Conduit / Catalyst). Is that the right number? Right categories?
  3. Shard typing — untyped, prefix/suffix, or category-tagged (stat/scaffold/global)?
  4. Edition list — keep all 7 from the visual editions, or trim to 4-5 with clearer modifier flavors?

Where do you want to push?

Equipment names: orbs are inspired by Shun from Shin Sekai Yori. The most relevant element there is his mask, and then maybe the robes that they all use. I like the idea of a sigil or an object of sorts that floats above the head of the caster, which is an object that's needed so that the orbs can float around him more easily and so that mana can be transferred from/to orbs/caster. The idea of a floating robed, masked magic user, with a sigil above his head and orbs all around him is very cool. It also makes sense for the sigil to be the amplifier for orb mods. The sigil could also be named something else, focus or resonator that you mentioned would always work, I don't know. I think something really autistic to add would be rings, but like, you can have 10 of them, either on hands or feet, and we add some visual UI for all that too. Each ring would be a single mod only, and generally simple ones, but the high number of them and the fact that you can have many of them would be fun, I think? It always bothered me that in games you can just have two when you have essentially 20 places where they could go. If you agree with this (push back if you don't), then we would have, mask, sigil/focus/resonator, robe, rings. All these items would be found from monsters and from the environment, lore-wise being items from previous adventurers who died to those monsters.

I don't really like the shard system because the orbs are already like this and adding the same kind of complexity to the items would make it too much, the goal of the game is being simple. We also don't need to define the specifics of editions and so on now, those can come as we implement the system later.

I love this. The image you're describing — floating robed masked figure, sigil overhead, orbs orbiting, hands and feet ringed — is genuinely distinctive. That's a silhouette that doesn't look like any other ARPG protagonist. Let me respond to each piece.

The slot list

Yes to all four. Mask / Sigil / Robe / Rings is clean, lore-anchored, and breaks out of the anatomical-RPG vocabulary you wanted to avoid. Each one has a clear thematic role:

I'd map the modifier categories like this:

Slot What it carries
Mask magic_defense, charge generation, mana-field stats, dodge
Robe HP, physical_defense, move speed, maybe shield
Sigil orb scaffolding (max orbs, max links, energy capacity, recharge), global modifiers — the rare/legendary build-shapers
Rings one tiny stat each, the filler/personalization layer

That gives the Sigil a very clear role: it's the only slot that can carry build-shaping orb mods, so finding a new Sigil is always exciting. The other three are utility/survival.

Push back on rings? Mostly no, with one caveat

The "many rings" idea is the part of your proposal I expected to push back on hardest, but actually I think it works specifically because of Orblike's other design choices, not in spite of them. Reasoning:

The one place I'd push: decision fatigue when you find ring #11. With 10 active rings, every new ring drop is "compare against the worst of my 10." That's actually fine if the rings are clearly differentiated (a +HP ring vs a +dodge ring vs a +charge-cap ring are not directly comparable, you compare per-stat-category). It's bad if many rings have the same stat with slightly different values (which ring of "+1 HP" is best?).

Two mitigations:

  1. No duplicate stat rings. A ring's mod is its identity — there's one "+1 HP" ring kind, not three different ones with rolls of 1/2/3. If a higher-tier "+2 HP" ring exists, it replaces the +1 ring directly with no comparison. This collapses the comparison axis.
  2. Auto-equip the highest of each type. If the rings are categorized (HP / dodge / movement / charge / etc.), the game can auto-show "your best ring per category" and the rest just sit in inventory. Less "manage 10 ring slots," more "collect a set of categories."

I'd lean #1 — make rings discrete by type, not by roll. There's no "Ring of +1 HP (T1)" vs "Ring of +1 HP (T2)" — just "Ring of HP," and finding a higher-tier version straight-up replaces the lower one. The merge mechanic still works for upgrading. Ten rings of ten different stat categories is way more interesting than ten rings of HP at varying values.

Ring count: I'd suggest 8-10 max, not unlimited. 5 fingers per hand (10 total) is the obvious lore. Or 8 if you reserve thumbs. This caps the long-tail at a number the player can mentally hold — "I have 6 of my 10 ring slots filled, I want to find rings for the other 4 categories." That's a goal. Unlimited rings have no goal.

Crafting — simplified

No shards. Got it. Items drop with their mods baked in; you equip or discard, no in-item modification. The only crafting is merge two same-type items → higher quality base. Simple, clean, fits the simplicity goal.

Two questions on merge:

  1. What happens to the older items' mods on merge? Three options:

    • Lost. Merging sacrifices the lower items' mods entirely — pure base upgrade. Cleanest, harshest.
    • Player picks one source's mods to keep. Slight forgiveness; one decision per merge.
    • Both sets keep (up to mod cap). Most generous, biggest power spikes.

    I'd lean #2. It's one small decision per merge ("which source's mods to keep"), preserves player agency, and isn't punitive enough to discourage merging.

  2. Quality tier scaling. Earlier I said maybe T1=1 mod, T2=2 mods, T3=3 mods. Without the shard system, this still works — higher quality = more mods baked in at drop time. T1 Robe drops with 1 mod, T3 Robe drops with 3 mods. Merging two T1s into a T2 doubles base stats AND lets you keep one source's mods (per option #2 above), but you're still capped at 2 mods total because the merged base is T2.

    Or simpler: mods don't change with quality, only base stats do. T3 Robe has the same 1-3 mods as T1, just much better base HP/def. This is even cleaner — quality is purely a base-stat ladder, mods are independent. I lean toward this.

Letting quality and mods be independent axes means a low-quality item with great mods can stay relevant past quality upgrades. That's good for variety.

Sigil naming

You said any of Sigil / Focus / Resonator works. From the lore vocabulary:

If the lore is mana-frequency-driven, Resonator is the most coherent (it literally resonates at the right frequency to interface with orbs). Sigil is the most evocative (carries the "marked, drawn, magical" connotation). Focus is the most readable but the most generic.

I'd lean Sigil for evocation, but Resonator for system coherence. Pick whichever you'd rather have on screen.

Alchemist removal

I'll remove the alchemist section from todo.md right now. For lore.md — since it currently says "future scope: Recettear-style sim," and you're saying it won't be present at all, I'd suggest softening the wording to keep the alchemist as flavor that contextualizes why the player is in dangerous places without implying he'll become a mechanical system. Want me to make that lore.md edit too, or leave lore.md as-is?

There's also a nice replacement framing now: items are the gear of dead adventurers is a strong, melancholic loot justification that doesn't need the alchemist at all. The previous mages came here, fell, and left their masks/sigils/robes/rings behind. You're walking the same path. That can go in lore.md too if you want.

Let me make the todo.md edit now and then we can continue the design conversation.

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

335  - **Dagger vs hammer on both axes.** Fast 1-damage-per-tick abilities get fully blocked by 1 defense of the matching type. Slow heavy hits punch through. This applies independently on physical and magic axes.
336 - **Null bypasses everything.** Null damage ignores both defenses. The universal answer to defense, but limited to null abilities.
337 - **Elements are flavor tags.** Each ability has an `element` (fire, lightning, earth, etc.). Currently just a tag for modifier targeting and future status effects. Not a mechanical damage type.
338 - **Armor is optional.** Most enemies have 0 armor. Armored enemies are a distinct type that challenges specific builds.
339 
340 ## Stats / Balancing
341 - **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.
342 
343 ## Performance
344 - ~~**Homing paths**~~ — Fixed with spatial hash. 6ms→0.1ms. Done.
345 - ~~**Psylance magnetic_area**~~ — Fixed with bounding box early rejection + single raycast wall clip. Done.
346 - **Enemy baseline cost** — With 200+ enemies, per-enemy physics/draw overhead (~15µs each) dominates. Needs: engine-level batched rendering, spatial culling for off-screen enemies, disabling distant enemies. Future engine work.
347 - **Beam drawing** — 15 homing beams each draw ~25 dash segments with linear path_point lookup. Peaks at 8ms on tick frames from particle/hit_effect creation. Could benefit from binary search in path_point or reduced particle spawns.
348 
349 ## Lore / Game Structure
350 
351 Orblike contains two halves:
352 
353 1. **Action combat** (what we're building now) — The adventuring/map-clearing portion. Players navigate procedurally generated maps, fight monsters, collect materials.
354 
355 2. **Recettear-like shop sim** (future) — The other half of the game. The protagonist is an **alchemist** who can **copy the properties of any material** he's seen, touched, or analyzed — even once is enough. He can then recreate those materials from mana, so **quantity is never the problem**. His bottleneck is **novelty**: he needs materials he's never encountered before.
356 
357    He runs an **orb shop** — the best way to stay in contact with adventurers — and commissions them to venture into dangerous places to retrieve **rare, unknown materials** from monsters and remote locations. His goal isn't wealth; it's expanding his material library.
358 
359    **The action combat portion is framed as these commissions.** The shopkeeper sends adventurers (the player) out to specific maps to find specific materials. Each map/run is a commission from the alchemist, and the lore of monsters, biomes, and materials all feed back into his shop and research.
360 
361 ## Abilities — New Ideas
362 
363 - **Rock Spikes** — Like Tornado Shot but earth-themed. A rock projectile travels to a target point, then on arrival spears/spikes shoot outward from the initial rock in a nova pattern. The secondary projectiles are earth spears.
364   - Fantasy A: spread + homing on secondaries → guided spike nova from the impact point

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Alchemist removed from todo.md. Let me know:

  1. Sigil naming — Sigil / Focus / Resonator?
  2. Ring count cap — 8 or 10?
  3. Ring uniqueness model — discrete by stat type (one HP ring kind, no roll variance), or do you want some roll variance even on rings?
  4. Merge mod handling — pick one source's mods to keep (lean), or all mods lost on merge (harshest)?
  5. lore.md update — soften the alchemist "future scope" wording, and/or add the dead-adventurers framing for items?

And then we can start sketching the actual data model for these item types so the next session has a clean implementation target.

These items will be the last thing we add once the game is already done, as a way to balance the game more easily and add some variance. So the details for everything will be decided then. Add to the todo only the fact that it's the 4 types of equipments (mask, sigil, robe, rings), 10 rings either on hands or feet, and that items can be merged, what happens exactly on merge TBD. Everything else I think is a detail we can handle later. Also add to lore.md the visual for the character which we decided on now. Importantly, orb users usually float above ground instead of walking.

Got it. Let me check the bottom of todo.md to find a good insertion point and add the equipment note + the lore.md update.

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

395  
396 3. **Spirit Link (research needed)** — Tree of Savior's Linker class (or similar — needs research) had a skill that linked multiple enemies together so damage/effects applied to one spread to all linked targets. This would amplify Cast on Death builds: link a group → kill one → Cast on Death cascades through the linked group. Need to research the exact ToS Linker mechanics for adaptation.
397 
398 These three systems (body swap, summon sacrifice, spirit link) all serve the same design goal: making Cast on Death a build-around trigger instead of a dead trigger.
399 
400 ## Synergy Notes
401 - **Worm Flask + Infinite Chain** — An item that spawns additional enemies (like PoE's Writhing Jar) would turn infinite chain into powerful single-target boss damage. Spawned enemies act as chain relay points.
402 - **Stormweaver + Spread builds** — Chain lightning infusion on a spread+5 ability = every projectile spawns chains. Exponential lightning.
403 - **Launcher + Juggernaut wall_execute** — Launch enemies into walls for instant kills. The knockback-to-damage pipeline.
404 - **Contagion + Plague Zone** — Apply contagion, then layer plague zones. Enemies dying in the zone spread the contagion, which kills more enemies in the zone.
405 - **Saboteur + explode_on_kill** — Seeker kills enemy, enemy explodes, explosion kills another, that one explodes too. Exponential chain through packs.
406 - **Windfield + numerator passive + echo** — Guaranteed slow (1→2 in 2) + double cast = instant freeze. Add any damage source for shatter. Add shatter-explosion passive for chain-shatter through packs.
407 - **Cast on Death + Body Swap + AoE** — Swap into enemy, AoE yourself to death, Cast on Death fires massive chain from enemy position. High-risk high-reward playstyle.
408 - **Cast on Death + Summon spam** — Rapid summon + kill cycle for repeated Cast on Death triggers. Turns summons into disposable bombs.
409 
410 ### Alternative Casting Methods
411 - **Spin Cast** — Turn around X times with the mouse to cast the spell. The winding motion IS the cast. Faster spinning = faster cast, or maybe fixed rotation count required.
412 - **Waypoint Walk** — Waypoints appear on the ground and the player must walk through them in sequence to cast. Movement becomes the casting ritual. Could create interesting dodge-while-casting patterns.
413 - **Wall Touch Cast** — Requires touching/being near walls to cast. Rewards risky positioning near arena edges. Could be a proximity trigger (near wall = auto-cast) or require physically colliding with walls.
414 - **Stillness Cast** — Requires standing still. Either: (A) cast once after standing still for X seconds (delayed burst), or (B) repeatedly cast while standing still as a pseudo-channelling ability (sustained fire while stationary), or both as separate ability types. Creates a turret-player fantasy where you plant and fire.
415 

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

60   
61  Every non-null spell shows a brief energy line from the orb to the caster before firing. This represents the orb feeding processed mana to the caster so they can cast the spell.
62  
63  > **Game system mapping:**
64  > - The visual lines from orbs to caster are the existing "ability cast" effect.
65  > - Null abilities firing from orbs is currently implemented via the `null_conversion` modifier and partially via the `null_arrow` ability. Should become the consistent default for any null-typed ability.
66  > - Orbs as null mana processors is the lore framing for the player's progression: more orbs = more null mana you can process = more power. The endgame fantasy of "clean up corrupted regions" is the player using orbs to consume null mana from maps.
67  
68  ---
69  
70  ## Defenses
71  
72  Every entity has two types of defense that reduce incoming damage through flat subtraction. Both are constant — they don't deplete or recharge.
73  
74  ### Magic Defense (Personal Mana Field)

Now I'll add the equipment section to todo.md and the Orb Users section to lore.md.

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Edit (E:\a327ex\Orblike\lore.md)

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Both edits done.

Ready to come back to the actual session work whenever you are. Want to start on the enemy variants + pack system from Session 1, or is there more to discuss first?

Alright now let's do enemy packs. The pack system should be simple. Maps will have locations where enemies spawn. We need to make sure enemies cannot be spawned inside walls, but this is a later concern when we work on the map generation and spawn points proper. A pack is just a collection of similar enemies, with a one or a few "blue" monsters (borrowing Path of Exile's terminology) that have a little more HP and maybe a special modifier. Some packs may have "yellow" monsters too, rare ones, that have more than modifier. And then we might use the edition system to add more types later as we implement more of the game. So here we need a way to color enemies differently, which we already have. But then we need the pack system UI. A pack has a collective HP (all enemies HP in it summed) that appears at the top of the screen once the player has engaged with said pack. As the player deals damage to enemies in pack, this HP bar should decrease. The UI should also show how much physical and magical defense each monster in the pack has, so he can know what kind he's dealing with. Blue/Yellow monsters in the pack should have their own HP bars that also show below the main pack one, along with a name for their active modifiers. This is also very similar to how PoE does it. Because we'll spawn all packs as the map is generated, we can create the concept of the pack from the start of the game without having to try anything more complex. Although later we might want to have a system that puts enemies into and out of packs based on their position, but I don't think this will be necessary.

So I think what we need to do now is: decide on a few spawn points for the map that is currently being generated, spawn a pack without allowing enemies to spawn inside walls, add some logic so that enemies far away from the player are not "active" so as to not waste compute, add some logic that will activate enemies close enough (say 2 screens away), add logic to most enemies that will only have them aggro towards the player once the player is close enough, add logic that the whole path has to aggro mostly together, add pack UI, add blue/yellow UI, add blue/yellow basic modifiers for testing, add different types of packs as mentioned in the document.

Any questions and anything that I've missed? Let's discuss more first because you do any coding.

Good plan overall. Let me echo my understanding back, then flag questions and things I think are missing.

What I hear

Questions I need answered before coding

1. Enemy variants — in or deferred? You previously confirmed the brute/mage/fast variants still need to be built, but this plan doesn't mention them explicitly. Two readings:

I lean (a) for this session — build the pack system with plain seekers first, add variants afterward when the pack skeleton is working. But it's your call.

2. Activation model — lazy spawn or dormant pre-spawn?

I'd lean lazy spawn, since the Performance note in todo.md specifically calls out this problem. The cost is a slightly more complex pack lifecycle.

3. Engagement trigger for the UI. When does the pack's HP bar appear at the top of the screen?

I lean B — matches PoE's feel and avoids showing a bar for packs you're just walking past on the edge of activation.

4. Multiple engaged packs. If the player stands between two engaged packs, do you want:

I lean stacked — information density is fine in this game.

5. Pack size range + spawn point count for first pass. I'd suggest 4-8 enemies per pack, and 4-6 packs distributed along the current linear map. Reasonable?

6. De-spawning. If the player moves far away from an already-activated pack with survivors, do the survivors de-spawn back to dormant state, or stay spawned? First pass I'd say no de-spawn — once materialized, they stay until killed. Simpler, and edge cases (player circling back) are easier to handle.

Things I think you missed or glossed

Aggro scope. "The whole pack aggros together" is clear, but what about adjacent packs? If two packs are close, does aggroing Pack A also pull Pack B? PoE explicitly does not chain aggro between packs — each is its own cognitive unit. I'd follow that: aggro only propagates within a pack, never between packs.

Pack-death cleanup. When the last enemy in a pack dies, the pack object should die too — UI should fade out, pack data should be removed from the packs list. Otherwise we accumulate dead-pack objects. Simple but worth being explicit about.

Restart cleanup. Packs need to be torn down on start_run() just like orbs, projectiles, enemies. This ties back to the old "memory leak test on restart" item. I'll add pack cleanup to start_run() as part of this work.

Dormant visual state. Should dormant-but-near (activated but not aggro'd) enemies look different from engaged ones? E.g., dimmer, slightly smaller, not flashing? PoE/Diablo 2 enemies look the same whether idle or chasing — just their animations change. We probably don't need a different look for Orblike, but the question should be acknowledged.

Blue/yellow starter modifier list. You said "basic modifiers for testing" — I'd suggest a small starter set so we can see the system work. First pass candidates:

Blue rolls 1 of these; yellow rolls 2-3. Good enough to test the system without designing PoE's full modifier library yet. Sound right?

Pack types = what exactly? I'd interpret "different types of packs" as the last item: different compositional templates (dense pack of 10 fast specials-heavy, sparse pack of 4 tanks with one yellow, etc.). Not strictly "brute pack vs mage pack" unless variants are in scope. Want to lock this in?

Mage enemies vs player mage aesthetic. Minor but worth noting: the player is a mage (floating, robed, masked, sigil). If we later add mage-type enemies, they'd probably share the silhouette. For now with plain seekers, not an issue — just flagging for when variants land.

Enemy draw budget for dormant near-idle. If lazy spawn, this isn't a problem. If dormant pre-spawn, we're drawing 100+ enemies even if most are idle. Another reason to lean lazy.

Data model sketch

So we have something concrete to react to:

pack = {
  type = 'brute_plain',       -- or similar template id
  spawn_x, spawn_y,           -- pack center
  spawn_radius,               -- scatter radius for members
  state = 'dormant' | 'spawned' | 'engaged',
  members = {},               -- enemy instances once spawned
  blueprint = {
    count = 6,
    base_hp = 5,
    specials = {               -- list of special monster blueprints
      {color = 'blue', modifiers = {'tougher'}},
      {color = 'yellow', modifiers = {'faster', 'explodes_on_death'}},
    },
  },
  hp_max = 0, hp_current = 0,  -- summed across members, recomputed or tracked
  engaged_time = nil,          -- nil until engaged, then time when engaged
}

-- Globals
packs = {}              -- active pack list, cleaned up on start_run
spawn_points = {}       -- set at map gen time: {pack_blueprint, x, y, spawn_radius}

Each seeker gets a pack field pointing back at its pack. On seeker:die(), decrement pack HP and check if pack is cleared. On start_run(), kill all packs.

Sound reasonable as a starting shape? I can adjust once you've answered the questions above.

Suggested implementation order

Rough sequence once decisions are made:

  1. Pack data structure + start_run() cleanup
  2. Hardcoded spawn points in start_run() (skip map-gen integration for now)
  3. Dormant → spawn transition on distance
  4. Aggro state + "whole pack aggros together" logic
  5. Pack HP tracking (death propagates to pack)
  6. Pack UI at top of screen (collective HP + defenses)
  7. Blue/yellow specials: extra HP + one starter modifier
  8. Blue/yellow UI (secondary bars with modifier names)
  9. Multiple pack templates for variety

We can slot enemy variants (brute/mage/fast) in at step 9 or as a separate follow-up.

Let me know on the questions and I'll sketch the concrete code for step 1-2 next.

  1. b, yea, that's what I said last. 2. Let's do dormant pre-spawn. We also need to ensure that if a projectile travels through the map and hits dormant enemies, they actually get hit, or rather, the projectile moving there acts as though the player was there and activates them into idle state too. We'll tune map size later such that performance for this isn't an issue, and then if we need we can do lazy spawn once we have more systems around all this defined. 3. C. If the player damages multiple packs then they both show up, if 3 packs then 3, etc. If the pack is disengaged somehow then the UI should also disappear, although I don't think this will happen often. 4. Both stacked, but they're expanding horizontally, right. So you have collective HP bar 1, rare HP bar 1 below that, collective HP bar 2 to the right, rare HP bar 2 to the right below that. 5. Let's do 12-16 enemies and the number of spawn points seems right. 6. No de-spawning.

Dormant visual state: dormant enemies are always 2+ screens away from the player, so they're never actually visible. If an enemy is idle then it can be visible. If it's idle it's just normally activate except not agro. You can skip drawing dormant enemies, therefore, because they're never visible. More generally you can just skip drawing enemies 2+ screens away even if they're not dormant. Let's handle the modifier list for blue/yellow later when we get to the step.

Your sequence of steps seems reasonable. If you have no further questions, let's do 1 at a time, giving me a turn to test each.

Understood. Let me echo back my reading of the state machine + step 1, show the code, and get your nod before writing.

State machine (how I'm now thinking about it)

Four states, cleanly separated:

Aggro is behavior, engagement is UI. A pack can be aggro'd but not yet engaged (player close, hasn't hit anything yet); engagement starts at the first damage instance.

The draw cull (skip enemies 2+ screens from player) is a separate optimization that applies regardless of state.

Step 1 scope

Data structure + one hardcoded test pack near the player + restart cleanup. Enemies retain current behavior (chase player) — states come in later steps. You should be able to: press R, see a pack spawn, kill the enemies, see the pack self-destruct when empty.

Proposed code

New pack functions (inserted after seeker class at around line 9473):

-- Packs: groups of related enemies sharing identity and a collective HP.
-- Members back-reference their pack via self.pack.
-- On member death, pack is notified; when empty, pack removes itself.
packs = {}

function pack_create(x, y, blueprint)
  local p = {
    x = x, y = y,
    blueprint = blueprint,
    members = {},
  }
  local count = blueprint.count or 12
  local spawn_radius = blueprint.spawn_radius or 80
  for i = 1, count do
    local angle = an.random:angle()
    local r = an.random:float(0, spawn_radius)
    local ex = x + r*math.cos(angle)
    local ey = y + r*math.sin(angle)
    local e = seeker(ex, ey, {
      hp = blueprint.base_hp or 5,
      physical_defense = blueprint.physical_defense or 0,
      magic_defense = blueprint.magic_defense or 0,
    })
    e.pack = p
    an:add(e)
    table.insert(p.members, e)
  end
  table.insert(packs, p)
  return p
end

function pack_member_died(p, member)
  for i = #p.members, 1, -1 do
    if p.members[i] == member then
      table.remove(p.members, i)
      break
    end
  end
  if #p.members == 0 then
    for i = #packs, 1, -1 do
      if packs[i] == p then
        table.remove(packs, i)
        break
      end
    end
  end
end

In seeker:die() (line 9414), notify the pack before killing:

function seeker:die()
  sfx('enemy_die_' .. an.random:int(1, 3), volumes.enemy_die)
  self.spring:pull('main', 0.75)
  an:add(hit_circle(self.x, self.y, {radius = 14, duration = 0.4}):change_color(0.6, red:clone()))
  local death_spin = self.cyclone_spin or 0
  for i = 1, an.random:int(4, 6) do
    an:add(hit_particle(self.x, self.y, {velocity = an.random:float(100, 300), duration = an.random:float(0.2, 0.5), spin = death_spin}):change_color(0.6, red:clone()))
  end
  if self.pack then pack_member_died(self.pack, self) end
  self:kill()
end

In start_run(), add packs = {} to the per-run reset and spawn one test pack after orb setup:

-- Added after "orbs = {}" in the per-run clear:
packs = {}

-- Added at the end of start_run, after orbs[1] modifiers:
pack_create(p1.x + 180, p1.y, {
  count = 12,
  base_hp = 5,
  spawn_radius = 50,
})

Debug spawn on 'T' key — replace the existing 8-enemy stationary test pack loop with a real pack_create call so you can spawn extra test packs on demand:

-- Replace the existing "-- Spawn stationary 20 HP test pack" block with:
if an:key_is_pressed('t') and p1 and not p1.dead then
  local r = p1.r
  local cx = p1.x + 80*math.cos(r)
  local cy = p1.y + 80*math.sin(r)
  pack_create(cx, cy, {
    count = 12,
    base_hp = 5,
    spawn_radius = 50,
  })
  print('Spawned test pack of 12')
end

Notes

Does this look right? Any changes before I write it?

Go ahead. Don't need to show me code before doing things, just a high-level written overview.

Going for it.

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Step 1 done. Here's what changed:

Enemies still behave like regular seekers (chase player, default HP/defenses) — state machine comes in step 3. The test is: start the game → pack appears next to you → kill them all → pack removes itself from packs. Press R to verify clean restart, T to spawn more.

Let me know when you've tested and I'll move to step 2 (hardcoded spawn points at multiple map positions).

OK, next step.

Let me check how the map is generated so I can pick reasonable spawn positions.

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

5385 function generate_organic_linear_map(seed)
5386      map_floor = nil
5387    
5388      local rng = an.random
5389      if seed then rng:set_seed(seed) end
5390    
5391      local map_w = gw*3
5392      local map_h = gh
5393      local center_y = map_h/2
5394    
5395      -- Generate smooth undulating waves for center path, top offset, bottom offset
5396      local center_wave = map_gen_wave(rng, 3, 25, 0.004)   -- center path meanders ±25px
5397      local width_wave = map_gen_wave(rng, 2, 20, 0.007)    -- corridor width varies ±20px
5398      local top_detail = map_gen_wave(rng, 2, 8, 0.02)      -- fine detail on top edge
5399      local bot_detail = map_gen_wave(rng, 2, 8, 0.02)      -- fine detail on bottom edge
5400    
5401      local base_half_height = 95  -- base corridor half-height (~190px corridor in a 270px screen)
5402      local side_margin = 32
5403      local cr = 35  -- corner radius
5404      local step = 16
5405      local jitter = 5
5406      local jitter_along = 2
5407    
5408      -- Compute top and bottom y at a given x
5409      local function top_y(x)
5410        local cy = center_y + center_wave(x)
5411        local hw = base_half_height + width_wave(x)
5412        return cy - hw + top_detail(x)
5413      end
5414    
... [110 more lines]

Bash (grep -n "^gw|^gh|gw, gh|width =|height =|local gw|local gh" E:/a327ex/Orbl...)

1:require('anchor')({width = 480, height = 270, scale = 3})
3:gw, gh = an.width, an.height
867:    beam_width = 2,
954:    base_width = 2,
968:    pull_width = 16,
985:    projectile_width = 24,
986:    projectile_height = 6,
1638:        an:add(lightning_line(src, target, {color = def.color, line_width = 2, duration = 0.15, max_offset = 6, edition = orb_ed}))
2262:    local total_width = (n_in_row - 1)*orb_spacing
2761:        local line_width = def.base_width*(1 + charge_t)
2762:        if mods['beam_width+'] then line_width = line_width*1.5 end
2763:        if mods['beam_width++'] then line_width = line_width*2 end
2764:        if mods['beam_width+++'] then line_width = line_width*3 end
2765:        if mods['beam_width-'] then line_width = line_width*0.75 end
2766:        if mods['beam_width--'] then line_width = line_width*0.5 end
2939:          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}))
3000:              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, edition = orb_ed}))
3119:                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}))
3155:                    an:add(railgun_flash(ox, oy, {r = r, length = max_range, width = def.base_width*(1 + charge_t), color = def.color, duration = 0.25, edition = orb_ed}))
3721:        local beam_width = def.beam_width

Got it. Map is 1440 wide × 270 tall (3 screens wide). Player spawns at (240, 135) — left third of the map. I'll spawn packs distributed along the x-axis.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Step 2 done. Changes:

Heads-up on testing: without the dormant/activation state machine (that's step 3), all 60 enemies will immediately start seeking the player from wherever they spawn. You'll see a long conga line converging from the right. Walking right should let you visually encounter each pack's starting cluster before they reach you, but it'll get chaotic fast. This is expected — it's the motivating test case for step 3.

Camera follows the player, so scrolling right will reveal the fresh spawn clusters. Press R to reset; press T to dump an extra pack right in front of you if you want a controlled test.

Let me know when you're ready for step 3 (dormant state + activation on player/projectile proximity).

Seems fine for now, next step.

Going for step 3: dormant state + activation on player/projectile proximity.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Step 3 done. Changes:

Activation radius choice: I used 480 (one screen) instead of 960 (two screens) because the map is only 3 screens wide. With 2 screens, only 1 of 5 packs would start dormant — the test would be subtle. With 1 screen, 3 of 5 packs start dormant (x=860, 1080, 1280), which gives a visible demo. The value is a single global pack_activation_radius at the top of the pack module, easy to retune when the map grows.

Expected test:

Press R to reset; dormant packs start fresh each time.

Let me know when you're ready for step 4 (idle → aggro on damage, whole-pack aggro propagation).

The idle state needs to be way more idle. I think remove wander from it.

Moving the wander force into the aggro branch so idle does separation only.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Idle enemies now apply no seek and no wander — only separation to gently resolve spawn overlaps. They should look basically static, with maybe a small settling motion for the first half-second after activation as they spread apart. Aggro state still gets both seek and wander (natural curving chase).

Ready for the next step when you are.

Perfect, next step.

Step 4: idle → aggro on proximity, whole-pack propagation.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Step 4 done. Changes:

Note on the design: aggro is proximity-only in step 4, not damage-based. If you hit an idle pack from 300+ pixels away (e.g., a long projectile), the pack stays idle and wanders passively while taking hits — they won't charge you until you walk into the 200px zone. That matches your instruction ("enemies aggro once player is close enough") and keeps the engagement trigger (step 5, damage-based) cleanly separate.

Expected test:

Let me know when ready for step 5 (pack UI — collective HP bar at top of screen, damage-triggered engagement).

This works. Let's do the next step.

Step 5: pack UI with collective HP bar and defense display. Let me check what fonts are available first.

Bash (grep -n "an:font|ui:text|:text(" E:/a327ex/Orblike/main.lua | head -20)

7153:an:font('pf', 'assets/LanaPixel.ttf', 11)
7154:an:font('dmg', 'assets/LanaPixel.ttf', 11)
9159:  effects:text(self.amount, 'dmg', -tw/2, -th/2, fg_color())

Bash (grep -n "^ui =|^ui_layer|an:layer('ui'|ui:|ui = an" E:/a327ex/Orblike/main.l...)

4995:ui = an:layer('ui')
7221:  ui:render()
7231:  ui:draw()
9353:  ui:rounded_rectangle(entity.x - bar_w*0.5, bar_y, bar_w, bar_h, 1, bg_c)
9355:    ui:rounded_rectangle(entity.x - bar_w*0.5, bar_y, hp_fill, bar_h, 1, red())

Bash (grep -n "an:layer(" E:/a327ex/Orblike/main.lua | head -20)

4986:bg = an:layer('bg')
4988:ground_floor = an:layer('ground_floor')
4989:ground = an:layer('ground')
4990:ground_2 = an:layer('ground_2')
4991:game = an:layer('game')
4992:ability_layer = an:layer('ability_layer')
4993:enemy_layer = an:layer('enemy_layer')
4994:effects = an:layer('effects')
4995:ui = an:layer('ui')

Bash (grep -n "camera:attach|camera:detach|an.camera:" E:/a327ex/Orblike/main.lua | ...)

4982:an.camera:add(shake())
7182:    local cam_effects = an.camera:get_effects()
11990:  an.camera:follow(p1, 0.9, 0.3)
12720:      lyr.camera:attach(lyr, lyr.parallax_x, lyr.parallax_y)
12774:      lyr.camera:detach(lyr)

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

12710      an.time = engine_get_time()
12711     an.window_width, an.window_height = engine_get_window_size()
12712     an.scale = engine_get_scale()
12713     an.fullscreen = engine_is_fullscreen()
12714     an.fps = engine_get_fps()
12715     an.draw_calls = engine_get_draw_calls()
12716   
12717     -- Attach camera transforms
12718     for name, lyr in pairs(an.layers) do
12719       if lyr.camera then
12720         lyr.camera:attach(lyr, lyr.parallax_x, lyr.parallax_y)
12721       end
12722     end
12723   
12724     engine_set_time_scale(an.time_scale)
12725     an.dt = engine_get_dt()
12726     an.unscaled_dt = engine_get_unscaled_dt()
12727   
12728     profiler:begin_section('update_total')
12729   
12730     profiler:begin_section('collect')
12731     local all_objects = {an}
12732     for _, obj in ipairs(an:all()) do
12733       table.insert(all_objects, obj)
12734     end
12735     profiler:end_section('collect')
12736   
12737     profiler:begin_section('early')
12738     for _, obj in ipairs(all_objects) do
12739       obj:_early_update(an:get_dt_for(obj))
... [42 more lines]

Bash (grep -n ".camera =|parallax_x|parallax_y" E:/a327ex/Orblike/main.lua | head -...)

4987:bg.camera = nil
12720:      lyr.camera:attach(lyr, lyr.parallax_x, lyr.parallax_y)

Let me check the context around the render block to understand where drawing happens.

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

7140   {name = 'fx_fire_048', file = 'assets/fx_fire_048.png', size = 480, label = 'Fire 048 Up Wide Loop'},
7141      {name = 'fx_fire_079', file = 'assets/fx_fire_079.png', size = 480, label = 'Fire 079 Wide MIX Loop'},
7142      {name = 'fx_energy_129', file = 'assets/fx_energy_129.png', size = 480, label = 'Energy 129 Hit Rays Radial'},
7143      {name = 'fx_energy_130', file = 'assets/fx_energy_130.png', size = 480, label = 'Energy 130 Hit Rays Radial'},
7144    }
7145    for _, fx in ipairs(fx_list) do
7146      an:spritesheet(fx.name, fx.file, fx.size, fx.size)
7147    end
7148    --]]
7149    
7150    
7151    -- Profiler
7152    require('profiler')
7153    an:font('pf', 'assets/LanaPixel.ttf', 11)
7154    an:font('dmg', 'assets/LanaPixel.ttf', 11)
7155    profiler:init({font = 'pf', layer = effects})
7156    
7157    -- Render and composite layers
7158    draw = function()
7159      profiler:draw()
7160    
7161      -- Queue shockwave shader commands before render so they're processed during render
7162      for _, sw in ipairs(shockwaves) do
7163        if sw.delay and sw.delay > 0 then goto continue end
7164        local u = (sw.wx - an.camera.x + gw/2)/gw
7165        local v = 1 - (sw.wy - an.camera.y + gh/2)/gh
7166        local r_uv = sw.radius/gh
7167        for _, layer in ipairs({bg, game}) do
7168          layer:shader_set_vec2(an.shaders.shockwave, 'u_center', u, v)
7169          layer:shader_set_float(an.shaders.shockwave, 'u_radius', r_uv)
... [70 more lines]

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

9145 end
9146    
9147    function damage_number:update(dt)
9148      self.elapsed = self.elapsed + dt
9149      self.y = self.y + self.vy*dt
9150      self.vy = self.vy*0.92
9151      local t = self.elapsed/self.duration
9152      if t > 0.5 then
9153        self.scale = math.remap(t, 0.5, 1, 1, 0)
9154      end
9155      if self.elapsed >= self.duration then self:kill(); return end
9156      local tw = an.fonts.dmg:text_width(self.amount)
9157      local th = an.fonts.dmg.height
9158      effects:push(self.x, self.y, 0, self.scale, self.scale)
9159      effects:text(self.amount, 'dmg', -tw/2, -th/2, fg_color())
9160      effects:pop()
9161    end
9162    
9163    
9164    -- Seeker enemy
9165    seeker = object:extend()
9166    function seeker:new(x, y, args)
9167      object.new(self)
9168      self:tag('enemy')
9169      self.x, self.y = x, y

Bash (grep -rn "rounded_rectangle" E:/a327ex/Orblike/anchor/ | head -10)

E:/a327ex/Orblike/anchor/layer.lua:231:    layer:rounded_rectangle(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))
E:/a327ex/Orblike/anchor/layer.lua:239:function layer:rounded_rectangle(x, y, w, h, radius, color)
E:/a327ex/Orblike/anchor/layer.lua:240:  layer_rounded_rectangle(self.handle, x, y, w, h, radius, color)
E:/a327ex/Orblike/anchor/layer.lua:247:    layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255))
E:/a327ex/Orblike/anchor/layer.lua:248:    layer:rounded_rectangle_line(100, 100, 50, 30, 8, rgba(255, 0, 0, 255), 2)  -- 2px line
E:/a327ex/Orblike/anchor/layer.lua:257:function layer:rounded_rectangle_line(x, y, w, h, radius, color, line_width)
E:/a327ex/Orblike/anchor/layer.lua:258:  layer_rounded_rectangle_line(self.handle, x, y, w, h, radius, color, line_width or 1)

Making all the step 5 changes.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Step 5 done. Changes:

Expected test:

Known omissions for later steps:

Let me know when you're ready for step 6 (blue/yellow specials with extra HP + one basic modifier each).

Very very good. Now let's center the UI. If there's 1 HP bar only, centered. If there's 2, the gap between them should be on the center of the screen instead. If there's 3, the central pack UI should be centered on the screen, and so on. Let's name it also, in this case "Seeker Pack" or "Seekers". P: 0 M: 0 -> 0/0 on the right side of the UI pack. [Image #1] HP UI should be closer to what's here, if you can see it. Very slight rounded corners, darker edge, background color lighter than the edge but solid. The red HP should have a linear but visible darkening to it, except backwards from the image, darker towards the left, brighter towards the right. This should be a full linear setup, it should be N rectangles like in the image, so that the gradient is more visible and pixelated. The UI should be slightly rotated and should have an idle animation that rotates it a little too. Each time HP is decreased from it, it should spring both scale and rotation slightly. There should be two rectangles drawing the HP. One below and one on top. When HP is removed, the one on top gets tweened down, and the one below tweened slightly after, giving a visual effect of the HP decreasing gradually rather than instantly. Actually, we can also make the HP bar thick enough that the text (Seeker Pack or Seekers and 0/0) can go inside it rather than below it, then we save below for the modifiers later. Any questions?

[Pasted image/png]

[Image: source: E:\media\chrome_jXYrJU4qaX.png]

Several good questions to lock in before writing. Let me check the spring API quickly and the image details.

Read (E:\media\chrome_jXYrJU4qaX.png)

[
  {
    "type": "image",
    "source": {
      "type": "base64",
      "data": 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",
      "media_type": "image/png"
    }
  }
]

Bash (grep -n "function spring" E:/a327ex/Orblike/anchor/spring.lua | head -20)

33:function spring:new()
63:function spring:add(name, x, frequency, bounce)
101:function spring:pull(name, force, frequency, bounce)
127:function spring:set_target(name, value)
146:function spring:at_rest(name, threshold)
159:function spring:early_update(dt)

Read (E:\a327ex\Orblike\anchor\spring.lua)

1    require('anchor.class')
2   
3   --[[
4     Spring child object for damped spring animations.
5   
6     Usage:
7       self:add(spring())
8       self.spring:add('scale', 1, 5, 0.5)      -- 5 Hz, moderate bounce
9       self.spring:pull('scale', 0.5)
10  
11    Spring is added as a child object. When the parent dies, the spring dies automatically.
12    A default 'main' spring at value 1 is created on construction.
13  
14    Springs are accessed directly: self.spring.main.x, self.spring.scale.x
15  
16    Spring methods:
17      add          - Add a named spring with frequency/bounce
18      pull         - Apply impulse to a spring
19      set_target   - Change resting point
20      at_rest      - Check if spring has settled
21  ]]
22  spring = object:extend()
23  
24  --[[
25    Creates a new spring container with default 'main' spring.
26  
27    Usage:
28      self:add(spring())
29  
30    The spring is automatically named 'spring' and accessible as self.spring on the parent.
... [137 more lines]

Bash (grep -n "^fg_color|^bg_color|^wall_bg_color|fg_color = |bg_color = " E:/a327...)

75:bg_color = color(17, 17, 17)
76:fg_color = color(222, 222, 222)
5062:wall_bg_color = nil   -- set by apply_wall_palette
5063:wall_bg_color_2 = nil -- gradient end
5589:  wall_bg_color = p.wall:clone()*(p.bg_mult or 0.4)

Bash (grep -n "^red = |^blue = |^yellow = |^green = " E:/a327ex/Orblike/main.lua | ...)

78:yellow = color(255, 184, 51)
80:blue = color(82, 179, 203)
81:green = color(121, 177, 89)
82:red = color(216, 70, 84)

All pieces figured out. One clarifying question before I commit: "0/0 on the right side" — I'm interpreting this as physical_defense/magic_defense shown as "X/Y" (no labels), not current_hp/max_hp. If I'm wrong, tell me before I proceed — otherwise I'll commit now.

Going ahead with the rewrite. Key decisions I'm committing to:

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. The pack UI is rebuilt. Summary:

Layout

Visual style

Animation

HP gradual-decrease effect

Text

Below-bar area is now empty, reserved for the blue/yellow special modifier rows that come in step 7.

Let me know after testing.

Remove the idle rotation. Width on border should be 2. Number of individual rectangles total should be 5. The target color on the left should be brighter. "Seekers" and "0/0" text should have more of a margin against their respective sides. Rotation on hit should be 3x lower, spring on hit should be 2x lower.

Making the adjustments.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Changes:

Let me know when you've tested.

Remove the default rotation on the HP bar too.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. The bar now sits flat by default; rotation only appears as the transient spring pull on damage.

Both texts should be centered vertically, currently they are not. Let's try slightly brighter color on the edge. Even lower rotation on hit.

Bash (grep -n "function layer:text|layer_text|draw_text" E:/a327ex/Orblike/anchor/la...)

310:  layer_draw_texture(self.handle, img.handle, x, y, color or 0xFFFFFFFF, flash or 0)
313:function layer:texture(tex, x, y, color)
314:  layer_draw_texture(self.handle, tex, x, y, color or 0xFFFFFFFF, 0)
371:function layer:text(text, f, x, y, color)
378:  layer_draw_text(self.handle, text, font_name, x, y, color)

Read (E:\a327ex\Orblike\anchor\layer.lua)

360  
361   Usage:
362     layer:text("Hello!", an.fonts.main, 100, 50, rgba(255, 255, 255, 255))
363     layer:text("Score: 100", "main", 100, 50, rgba(255, 255, 255, 255))  -- font name string
364 
365   Parameters:
366     text  - string to render
367     f     - font object or font name string
368     x, y  - position (top-left of text)
369     color - packed RGBA
370 ]]
371 function layer:text(text, f, x, y, color)
372   local font_name
373   if type(f) == 'string' then
374     font_name = f
375   else
376     font_name = f.name
377   end
378   layer_draw_text(self.handle, text, font_name, x, y, color)
379 end
380 
381 --[[
382   Pushes a transform onto the layer's transform stack.
383 
384   Usage:

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done:

Decreasing it by 1 pixel is the right move. Remove the border also.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done.

Add back the border. I see the issue now. The rectangles are not rounded, they should be rounded slightly.

Restoring the border and rounding the HP fill rectangles.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done.

The way you're drawing the linear gradient is by drawing individual rectangles and now you've made each rounded, let's not do that. Let's actually use some shaders here. I want the background of the HP bar to be red still, but with the kind of cloud on the background that the other edition effects have that's kind of animated or changing slightly. On top of that we need to 5-ish abrupt transitions we have now, and then the "Seekers" and "0/0" text should be kind of negative based on the background color, so that it's never invisible. Right now it's white while there's the white rectangle whenever damage is taken and the text disappears visually. Does all this make sense?

Let me look at the existing edition shaders to understand the cloud effect you want me to borrow.

Bash (ls E:/a327ex/Orblike/assets/*.frag 2>/dev/null; ls E:/a327ex/Orblike/assets/shad...)

Exit code 2
E:/a327ex/Orblike/assets/draw_shader.frag
E:/a327ex/Orblike/assets/edition.frag
E:/a327ex/Orblike/assets/enemy_texture.frag
E:/a327ex/Orblike/assets/ground_pattern.frag
E:/a327ex/Orblike/assets/shadow.frag
E:/a327ex/Orblike/assets/shockwave.frag
E:/a327ex/Orblike/assets/wall_gradient.frag

Read (E:\a327ex\Orblike\assets\edition.frag)

1    in vec2 TexCoord;
2   out vec4 FragColor;
3   uniform sampler2D u_texture;
4   uniform float u_time;
5   uniform float u_edition;
6   uniform vec2 u_screen;
7   uniform vec2 u_cam;
8   
9   // =====================================================================
10  // HSL <-> RGB (from Balatro)
11  // =====================================================================
12  
13  float hue2ch(float s, float t, float h) {
14      float hs = mod(h, 1.0) * 6.0;
15      if (hs < 1.0) return (t - s) * hs + s;
16      if (hs < 3.0) return t;
17      if (hs < 4.0) return (t - s) * (4.0 - hs) + s;
18      return s;
19  }
20  
21  vec3 hsl2rgb(vec3 c) {
22      if (c.y < 0.0001) return vec3(c.z);
23      float t = (c.z < 0.5) ? c.y*c.z + c.z : -c.y*c.z + (c.y + c.z);
24      float s = 2.0*c.z - t;
25      return vec3(hue2ch(s, t, c.x + 1.0/3.0), hue2ch(s, t, c.x), hue2ch(s, t, c.x - 1.0/3.0));
26  }
27  
28  vec3 rgb2hsl(vec3 c) {
29      float lo = min(c.r, min(c.g, c.b));
30      float hi = max(c.r, max(c.g, c.b));
... [143 more lines]

Read (E:\a327ex\Orblike\anchor\layer.lua)

1    require('anchor.class')
2   
3   --[[
4     Layer class wraps the C layer handle for drawing.
5   
6     Layers are FBOs (framebuffer objects) that accumulate draw commands during the frame.
7     Commands are deferred and processed at frame end via layer_render() with GL batching.
8     Draw order is FIFO — no z-ordering, call order determines render order.
9   
10    Usage:
11      an:layer('game')                           -- register layer
12      game = an.layers.game                      -- access layer
13      game:rectangle(100, 100, 50, 30, color)    -- queue rectangle
14      game:draw()                                -- composite to screen
15  
16    Properties:
17      self.name   - string, layer identifier
18      self.handle - C layer pointer
19  ]]
20  layer = class:extend()
21  
22  --[[
23    Creates a new layer with the given name.
24  
25    Usage:
26      layer('game')
27      layer('ui')
28  
29    Behavior:
30      - Calls layer_create() which gets or creates a named layer in C
... [70 more lines]

Bash (grep -n "apply_shader|shader_set" E:/a327ex/Orblike/main.lua | head -20)

2323:    ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
2324:    ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
4931:    ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
6918:    ground:shader_set_texture(s, 'u_dist_field', c.df_texture, 1)
6919:    ground:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
6920:    ground:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
6921:    ground:shader_set_float(s, 'u_symbol_darken', wall_symbol_darken)
6922:    ground:shader_set_float(s, 'u_symbol_mode', wall_symbol_mode)
6923:    ground:shader_set_float(s, 'u_floor_mode', floor_mode)
6924:    ground:shader_set_vec4(s, 'u_floor_color', floor_color.r/255, floor_color.g/255, floor_color.b/255, 1)
6925:    ground:shader_set_float(s, 'u_time', an.time)
6926:    ground:shader_set_int(s, 'u_ripple_count', #wall_ripples)
6930:      ground:shader_set_vec2(s, 'u_ripple_origins[' .. idx .. ']', r.origin[1], r.origin[2])
6931:      ground:shader_set_float(s, 'u_ripple_radii[' .. idx .. ']', r.radius)
6932:      ground:shader_set_float(s, 'u_ripple_widths[' .. idx .. ']', r.width)
6933:      ground:shader_set_vec4(s, 'u_ripple_colors[' .. idx .. ']', r.color.r/255, r.color.g/255, r.color.b/255, 1)
6935:      ground:shader_set_float(s, 'u_ripple_strengths[' .. idx .. ']', strength)
6936:      ground:shader_set_float(s, 'u_ripple_angles[' .. idx .. ']', r.angle or 0)
6937:      ground:shader_set_float(s, 'u_ripple_forces[' .. idx .. ']', r.impact_force or 1)
6939:    ground:shader_set_vec2(s, 'u_cam', cam_x, cam_y)

Bash (grep -n "draw_shader" E:/a327ex/Orblike/main.lua | head -20)

2323:    ability_layer:shader_set_float(draw_shader, 'u_edition', orb_ed)
2324:    ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
4931:    ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
5542:-- Edition hue centers (must match draw_shader.frag edition table)
6957:set_draw_shader('assets/draw_shader.frag')
6958:draw_shader = get_draw_shader()
7623:    ability_layer:shader_set_float(draw_shader, 'u_edition', player_ed)
7624:    ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
7628:    ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
7649:    game:shader_set_float(draw_shader, 'u_edition', self.edition)
7650:    game:shader_set_float(draw_shader, 'u_time', an.time)
7656:    game:shader_set_float(draw_shader, 'u_edition', 0)
8107:    self.al:shader_set_float(draw_shader, 'u_edition', proj_ed)
8108:    self.al:shader_set_float(draw_shader, 'u_time', an.time)
8237:    self.al:shader_set_float(draw_shader, 'u_edition', 0)
8991:    ability_layer:shader_set_float(draw_shader, 'u_edition', area_ed)
8992:    ability_layer:shader_set_float(draw_shader, 'u_time', an.time)
9134:    ability_layer:shader_set_float(draw_shader, 'u_edition', 0)
9483:  enemy_layer:shader_set_float(draw_shader, 'u_edition', self.edition or 0)
9484:  enemy_layer:shader_set_float(draw_shader, 'u_time', an.time)

Read (E:\a327ex\Orblike\anchor\layer.lua)

410      layer:rectangle(0, 0, 50, 50, color)
411     layer:pop()
412 
413   Behavior:
414     - Restores previous transform
415     - If stack is empty (depth 0), does nothing
416 ]]
417 function layer:pop()
418   layer_pop(self.handle)
419 end
420 
421 --[[
422   Sets the blend mode for subsequent draw commands.
423 
424   Usage:
425     layer:set_blend_mode('additive')   -- for glows, particles
426     layer:set_blend_mode('alpha')      -- default blending
427 
428   Parameters:
429     mode - 'alpha' (default) or 'additive'
430 
431   Behavior:
432     - 'alpha': result = src * src.a + dst * (1 - src.a)
433     - 'additive': result = src * src.a + dst (good for glows)
434 ]]
435 function layer:set_blend_mode(mode)
436   layer_set_blend_mode(self.handle, mode)
437 end
438 
439 --[[

Making these changes. Architecture decisions:

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

You've hit your limit · resets 12pm (America/Sao_Paulo)

<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>/effort</command-name>
            <command-message>effort</command-message>
            <command-args></command-args>
<local-command-stdout>Current effort level: max (Maximum capability with deepest reasoning)</local-command-stdout>

Any more work left? Stopped last time due to limits.

Summary of where we are:

Last unverified change: I rewrote the HP fill to use draw_shader's edition 2 (ruby) for the red cloud effect — 5 plain grayscale rectangles recolored per-pixel via the organic field — plus 4-directional black outlines on the text for readability. This hasn't been confirmed to work. If it rendered wrong (e.g., the shader didn't apply, edition 2 gave the wrong look, text outlines were ugly), we'd need to iterate.

Still open in Session 1:

Outside Session 1: the bigger roadmap (Sessions 2-9 from todo.md) is still fully ahead.

Want me to verify the last HP bar change first (you'd need to tell me whether it rendered correctly), keep iterating on the UI, or move on to step 6?

Let's make the ruby cloud effect stronger on the HP bar because right now it's barely visible.

The current edition 2 (ruby) uses a very gentle hue shift (±0.05) and scales world-position by 0.15, which means on an 88-pixel bar the cloud barely varies. I'll add a new edition 30 specifically for the HP bar — stronger spatial scale, stronger hue/saturation/lightness modulation — and swap the HP bar to use it. Other uses of edition 2 (projectiles, enemies, etc.) stay untouched.

Edit (E:\a327ex\Orblike\assets\draw_shader.frag)

The file E:\a327ex\Orblike\assets\draw_shader.frag has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done.

You'll need to restart the game to pick up the shader change.

Make the hue/sat/lightness swing slightly smaller, and instead of being ruby, make it match the wall colors, including ones that have complementary gradients, those should be visible in the HP bar. When I press F12 I should be able to see the different colors based on the one that's being used for walls (which also change on F12)

Let me find the wall palette system and the F12 handler.

Bash (grep -n "wall_bg_color|apply_wall_palette|wall_palette|f12|F12" E:/a327ex/Or...)

5020:--   - Visually: bg layer fills with wall_bg_color, floor polygon draws on ground with floor_color
5056:--   wall_bg_color — wall background (darker), drawn on bg layer
5060:-- These get updated when cycling palettes (F12)
5061:floor_color = nil     -- set by apply_wall_palette
5062:wall_bg_color = nil   -- set by apply_wall_palette
5063:wall_bg_color_2 = nil -- gradient end
5556:wall_palettes = {
5580:wall_palette_index = 1
5587:function apply_wall_palette()
5588:  local p = wall_palettes[wall_palette_index]
5589:  wall_bg_color = p.wall:clone()*(p.bg_mult or 0.4)
5590:  wall_bg_color_2 = p.wall2:clone()*(p.bg2_mult or 0.3)
5601:apply_wall_palette()
5845:  local c1 = wall_bg_color
5846:  local c2 = wall_bg_color_2
6673:  if an:key_is_pressed('f12') then
6674:    wall_palette_index = wall_palette_index % #wall_palettes + 1
6675:    apply_wall_palette()
6678:    print('Palette: ' .. wall_palettes[wall_palette_index].name)
6785:        local p = wall_palettes[wall_palette_index]
6919:    ground:shader_set_vec4(s, 'u_color_near', wall_bg_color.r/255, wall_bg_color.g/255, wall_bg_color.b/255, 1)
6920:    ground:shader_set_vec4(s, 'u_color_far', wall_bg_color_2.r/255, wall_bg_color_2.g/255, wall_bg_color_2.b/255, 1)
12477:  bg:rectangle(0, 0, gw, gh, wall_bg_color_2())

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

5556 wall_palettes = {
5557      {name = 'blue',    wall = blue,    wall2 = blue2,   sym_darken = 0.175},
5558      {name = 'purple',  wall = purple,  wall2 = blue2,   sym_darken = 0.175},
5559      {name = 'red',     wall = red,     wall2 = purple,  sym_darken = 0.15},
5560      {name = 'green',   wall = green,   wall2 = blue,    sym_darken = 0.125},
5561      {name = 'orange',  wall = orange,  wall2 = blue,    sym_darken = 0.1},
5562      {name = 'yellow',  wall = yellow,  wall2 = orange,  sym_darken = 0.1},
5563      {name = 'blue2',   wall = blue2,   wall2 = purple,  sym_darken = 0.175},
5564      {name = 'neutral', wall = fg_alt,  wall2 = fg_alt,  sym_darken = 0.125},
5565      -- Edition-based palettes (wall + complementary wall2 for gradient)
5566      {name = 'e_ruby',     wall = hsl_color(0.95, 0.6, 0.55), wall2 = hsl_color(0.45, 0.5, 0.45), sym_darken = 0.15, edition = 2},
5567      {name = 'e_rose',     wall = hsl_color(0.9, 0.6, 0.55),  wall2 = hsl_color(0.4, 0.5, 0.45),  sym_darken = 0.15, edition = 3},
5568      {name = 'e_amber',    wall = hsl_color(0.08, 0.6, 0.55), wall2 = hsl_color(0.58, 0.5, 0.45), sym_darken = 0.1, edition = 4},
5569      {name = 'e_gold',     wall = hsl_color(0.12, 0.6, 0.55), wall2 = hsl_color(0.62, 0.5, 0.45), sym_darken = 0.1, edition = 5},
5570      {name = 'e_lime',     wall = hsl_color(0.25, 0.6, 0.5),  wall2 = hsl_color(0.75, 0.5, 0.45), sym_darken = 0.125, edition = 6},
5571      {name = 'e_emerald',  wall = hsl_color(0.35, 0.6, 0.5),  wall2 = hsl_color(0.85, 0.5, 0.45), sym_darken = 0.125, edition = 7},
5572      {name = 'e_cyan',     wall = hsl_color(0.5, 0.6, 0.5),   wall2 = hsl_color(0.0, 0.5, 0.45),  sym_darken = 0.15, edition = 8},
5573      {name = 'e_sapphire', wall = hsl_color(0.6, 0.6, 0.5),   wall2 = hsl_color(0.1, 0.5, 0.45),  sym_darken = 0.175, edition = 9},
5574      {name = 'e_indigo',   wall = hsl_color(0.7, 0.6, 0.5),   wall2 = hsl_color(0.2, 0.5, 0.45),  sym_darken = 0.175, edition = 10},
5575      {name = 'e_violet',   wall = hsl_color(0.78, 0.6, 0.5),  wall2 = hsl_color(0.28, 0.5, 0.45), sym_darken = 0.175, edition = 11},
5576      {name = 'e_silver',   wall = hsl_color(0.6, 0.08, 0.6),  wall2 = hsl_color(0.6, 0.08, 0.45), sym_darken = 0.125, edition = 13},
5577      {name = 'e_white',    wall = color(255, 255, 255), wall2 = color(240, 240, 240), sym_darken = 0.08,
5578        bg_mult = 0.7, bg2_mult = 0.45, floor_mult = 0.3, dot_mult = 0.5, edge_mult = 0.85, edition = 14},
5579    }
5580    wall_palette_index = 1
5581    
5582    -- Perceptual luminance of a color (0-255 scale)
5583    function color_luminance(c)
5584      return 0.2126*c.r + 0.7152*c.g + 0.0722*c.b
5585    end
... [20 more lines]

Bash (grep -n "shader_set_vec4|shader_set_vec2" E:/a327ex/Orblike/anchor/layer.lua | ...)

512:    layer:shader_set_vec2(an.shaders.outline, 'u_pixel_size', 1/480, 1/270)
519:function layer:shader_set_vec2(shader, name, x, y)
520:  layer_shader_set_vec2(self.handle, shader, name, x, y)
527:    layer:shader_set_vec4(an.shaders.tint, 'u_color', 1.0, 0.5, 0.0, 1.0)
534:function layer:shader_set_vec4(shader, name, x, y, z, w)
535:  layer_shader_set_vec4(self.handle, shader, name, x, y, z, w)

Edit (E:\a327ex\Orblike\assets\draw_shader.frag)

The file E:\a327ex\Orblike\assets\draw_shader.frag has been updated successfully. (file state is current in your context — no need to Read it back)

Edit (E:\a327ex\Orblike\assets\draw_shader.frag)

The file E:\a327ex\Orblike\assets\draw_shader.frag has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done.

Restart the game to pick up the shader change.

This is good enough for now. A final change. The edges, could they be colored as they are now (although slightly brighter) on the parts of the UI where there's no HP, but on the parts where this HP they extend the shader + rectangles and are colored according to it? So where there is HP it's colored like the insides, except darker because it's the edge. Where there is white from HP decreasing it's also white (darker), and where there is no HP it's like it is now (but lighter than it is now).

Let me check stencil API usage to make sure I call it correctly.

Bash (grep -n "stencil" E:/a327ex/Orblike/main.lua | head -15)

8152:    self.al:stencil_mask()
8164:    -- Stencil test: draw uniform alpha fill only where stencil was written
8165:    self.al:stencil_test()
8170:    self.al:stencil_off()

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

8148     local dash_stride = dash_len + gap_len
8149        self.al:push(self.x, self.y, 0, s, s)
8150        -- Stencil mask: draw crescent shape at full opacity to mark pixels
8151        -- Taper to 0 width at the tail end
8152        self.al:stencil_mask()
8153        for i = 0, segments - 1 do
8154          local frac = i/segments
8155          local a1 = spin - frac*swoosh_len
8156          local a2 = spin - (frac + 1/segments)*swoosh_len
8157          local w = math.lerp(frac*frac, max_w, 0)
8158          if w > 0.5 then
8159            local white_full = color(255, 255, 255, 255)()
8160            self.al:line(arc_r*math.cos(a1), arc_r*math.sin(a1),
8161                     arc_r*math.cos(a2), arc_r*math.sin(a2), w, white_full)
8162          end
8163        end
8164        -- Stencil test: draw uniform alpha fill only where stencil was written
8165        self.al:stencil_test()
8166        local fill_color = self.color:clone()
8167        fill_color.a = 40
8168        local extent = arc_r + max_w
8169        self.al:rectangle(-extent, -extent, extent*2, extent*2, fill_color())
8170        self.al:stencil_off()
8171        -- Closed crescent outline (dashed, head+tail always visible)
8172        -- Find last visible segment (where half_w > 0.5)

Let me check the current state of the color definitions in draw_pack_ui.

Bash (grep -n "edge_c|back_c|inner_c|back_darker" E:/a327ex/Orblike/main.lua | head...)

5593:  wall_edge_color_base = p.wall:clone()*(p.edge_mult or 0.6)
6876:    local edge_color = wall_edge_color_base()
6893:          ground:line(x1, y1, x2, y2, edge_width, edge_color)
6894:          ground_2:line(x1, y1, x2, y2, edge_width, edge_color)
6907:          ground:line(x1, y1, x2, y2, edge_width, edge_color)
6908:          ground_2:line(x1, y1, x2, y2, edge_width, edge_color)
9695:  local edge_c = color(28, 25, 35)()
9696:  local inner_c = color(42, 38, 48)()
9697:  local back_c = color(235, 230, 230)()
9709:    hud:rounded_rectangle(-bar_w/2, -bar_h/2, bar_w, bar_h, corner_r, edge_c)
9711:    hud:rounded_rectangle(-bar_w/2 + inner_pad, -bar_h/2 + inner_pad, bar_w - 2*inner_pad, bar_h - 2*inner_pad, math.max(0, corner_r - 1), inner_c)
9724:      hud:rectangle(fill_x, fill_y, fill_w*back_r, fill_h, back_c)

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

9690   local inner_pad = 2
9691    
9692      local total_w = #engaged*bar_w + (#engaged - 1)*gap
9693      local start_x = (gw - total_w)/2
9694    
9695      local edge_c = color(28, 25, 35)()
9696      local inner_c = color(42, 38, 48)()
9697      local back_c = color(235, 230, 230)()
9698    
9699      for i, p in ipairs(engaged) do
9700        local cx = start_x + (i - 1)*(bar_w + gap) + bar_w/2
9701        local cy = top_margin + bar_h/2
9702    
9703        local rot = p.ui_rot_spring
9704        local scale = p.ui_scale
9705    
9706        hud:push(cx, cy, rot, scale, scale)
9707    
9708        -- Dark outer edge
9709        hud:rounded_rectangle(-bar_w/2, -bar_h/2, bar_w, bar_h, corner_r, edge_c)
9710        -- Lighter inner background
9711        hud:rounded_rectangle(-bar_w/2 + inner_pad, -bar_h/2 + inner_pad, bar_w - 2*inner_pad, bar_h - 2*inner_pad, math.max(0, corner_r - 1), inner_c)
9712    
9713        local fill_x = -bar_w/2 + inner_pad
9714        local fill_y = -bar_h/2 + inner_pad
9715        local fill_w = bar_w - 2*inner_pad
9716        local fill_h = bar_h - 2*inner_pad
9717    
9718        local hp_max = p.hp_max > 0 and p.hp_max or 1
9719        local front_r = math.max(0, math.min(1, p.hp_shown_front/hp_max))
... [80 more lines]

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Here's what the new structure does:

Colors

Rendering pipeline per bar

  1. Stencil mask — draws a rounded rectangle that clips everything below to the rounded bar shape. All subsequent rectangles are plain but clipped to the rounded outline.
  2. Base edge — a full-bar plain rectangle in edge_c. Covers the entire shape; visible only wherever later passes don't overdraw.
  3. Inner bg — inset by inner_pad=2. Shows in the empty region's middle.
  4. Back flash (if back_r > 0) — two passes:
    • Full-height darker-white, width inner_pad + fill_w*back_r (extends 2px into the left edge).
    • Inner-height normal white, covering the middle.
    • Net: darker white on the top/bottom/left 2px of the flash region, normal white in the middle.
  5. Front HP fill (if front_r > 0) — 5-segment gradient, two passes, both through draw_shader edition 30:
    • Pass A: full-height, 5 segments with grayscale input multiplied by 0.6 (darker). First segment extends 2px left into the edge zone.
    • Pass B: inner-height, same 5 segments with normal grayscale input. Covers Pass A's middle.
    • Net: darker palette cloud on the top/bottom/left 2px edges, normal palette cloud in the middle.
  6. Stencil off.
  7. Text — outline + main, unclipped so it can slightly overhang if needed (though currently sized to fit).

The right 2px edge at full HP (front_r = 1) is NOT covered by the darker pass (since Pass A ends where inner Pass B ends). It stays as the base edge_c dark. Minor aesthetic gap at full HP specifically — let me know if it bothers you.

Great, looks nice. Now the only thing is that the 4 corners of each HP bar should be rounded instead of flat like they are now. [Image #2]

[Pasted image/png]

[Image: source: E:\media\anchor_sNhghDzUj4.png]

OK, so the corners are square because the engine's stencil writes to the full quad bounding box, not the SDF shape. I need to switch approaches: use rounded_rectangle for everything (which respects SDF), and use shader-based horizontal clipping instead of stencil.

The plan:

Edit (E:\a327ex\Orblike\assets\draw_shader.frag)

The file E:\a327ex\Orblike\assets\draw_shader.frag has been updated successfully. (file state is current in your context — no need to Read it back)

Edit (E:\a327ex\Orblike\assets\draw_shader.frag)

The file E:\a327ex\Orblike\assets\draw_shader.frag has been updated successfully. (file state is current in your context — no need to Read it back)

Edit (E:\a327ex\Orblike\assets\draw_shader.frag)

The file E:\a327ex\Orblike\assets\draw_shader.frag has been updated successfully. (file state is current in your context — no need to Read it back)

Now rewriting the Lua side to drop the stencil approach and use rounded_rectangles with shader-driven clipping.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Summary:

draw_shader.frag

main.lua draw_pack_ui

Corners are now rounded via SDF as before the stencil attempt. Shader discard handles the partial-HP/partial-back vertical cutoff cleanly.

Restart the game to pick up the shader change.

Sometimes the front rectangle for the HP bar overlaps the background one by 1 pixel or so?

Good catch — the issue is that Pass A (full bar width 88) and Pass B (inner width 84) end at slightly different world x positions for the same u_hp_clip_r because vUV.x is normalized differently across their rects. At partial HP, Pass A ends ~0.8-2 px past Pass B, which is the overlap you're seeing.

The cleanest fix: make both passes use the SAME rectangle width (full bar, 88), so their vUV.x → world x mapping is identical. Pass B becomes bar_w × (bar_h - 2*inner_pad) — full bar width, inner height. Both clips align perfectly at every front_r. Trade-off: Pass B now also covers the left/right 2px middle strips, so the "darker HP" effect only appears on the top/bottom edges (and rounded corners), not on the left/right middle. I think this is a fair trade-off for clean alignment.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Pass B for both HP fill and back flash now uses the full bar width (88) instead of the inset inner width (84). The rect origin in x changed from -bar_w/2 + inner_pad to -bar_w/2, and the width from bar_w - 2*inner_pad to bar_w. Heights are still bar_h - 2*inner_pad, so Pass B still only covers the inner vertical strip.

Now both Pass A and Pass B have quad width 88, so vUV.x maps to the same world x in both, and the shader's vUV.x > u_hp_clip_r discard cuts off at exactly the same pixel for both passes. The "1 pixel overlap" should be gone.

Visual trade-off: the "darker HP edge" effect now only appears on the top/bottom 2px strips and the rounded corners (where Pass B doesn't reach because it's inner height). The left/right 2px middle strips of the HP region get covered by Pass B's full-bar-width normal HP instead. Let me know if that looks off — if you want the left/right darker edges back, I can do it with per-pass clip uniforms at the cost of a slight geometric mismatch at the right 2px at full HP.

This change has fixed this issue, but it has made the edge on the left side of the HP bar disappear.

Right — reverting Pass B back to inner width (84) and using per-pass clip values so the left edge comes back without reintroducing the overlap.

The trick: since Pass A is 88 wide and Pass B is 84 wide, vUV.x = 0.3 maps to different world x for each. By computing Pass A's clip to match Pass B's end world x (clip_a = (inner_pad + fill_w * front_r) / bar_w), both passes' sharp cutoffs land at exactly the same pixel, AND Pass A extends 2 px left past Pass B to cover the left edge darker.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Pass B is back to inset dimensions (84 × 12), while Pass A stays at full bar dimensions (88 × 16). Pass A's clip uses a different formula than Pass B's so that both passes land on the same world x at their right end.

Math check for Pass A's clip:

Verified values:

Now Pass A extends 2 px to the left of Pass B (from −44 to −42) for the darker left edge, and their right ends coincide exactly, so no more overlap. The back flash applies the same treatment with back_r.

Minor caveat at full HP: Pass A ends at x = 42 (not 44), so the right 2 px of the bar stays as the edge_c dark strip even at 100% HP. If that shows up as an asymmetric dark tail on the right at full HP, I can layer a conditional snap to clip_a = 1 at front_r >= 1.0, though that would create a tiny visible jump at the exact 100% mark.

Perfect, last change, now make the grey color for the white portion of it a bit hbrighter.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Bumped back_darker_c from (140, 135, 135) to (175, 170, 170). The grey edge on the back flash should now read as a lighter, closer-to-white tone while still being distinguishable from the normal back_c = (235, 230, 230) middle.

Mix between those colors

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Set to (158, 153, 153) — midpoint between the old (140, 135, 135) and the brighter (175, 170, 170).

Perfect, this task is done. What's next for this session?

Step 6: blue/yellow special enemies. Before I code, there are decisions to lock in. Here's what I'd propose as the starter set — tell me what to tune.

Modifier pool (first pass, 5 options):

Blue rolls 1. Yellow rolls 2-3. Both always get an extra HP baseline (say +5) on top of the base seeker HP regardless of rolled mods.

Spawn counts:

Visual differentiation:

Data plumbing:

Questions before I start:

  1. Modifier list OK, or swap anything? Any you explicitly want instead?
  2. Blue HP bump magnitude (+5? +10? +50% of base?) and Yellow bump on top of that?
  3. For now, should every pack get 1 blue for easy testing, or keep it probabilistic?
  4. Should step 6 just handle the mechanics (HP + modifiers working) and skip the UI, leaving the per-special HP bar display for step 7? I'd recommend yes — keeps each step testable.
  1. Fine for now.
  2. Blue = 2X, Yellow = 3X.
  3. Every enemy has 1 in 10 chance to be blue, 1 in 25 chance to be yellow. This uses the numerator/denominator system too so we can have those kinds of modifiers also apply to map mods. Later when we finish the map we'll add these two decisions as map mods, add this to the todo file.
  4. Is step 7 specifically about the UI for this? If so yes, if it's something else, then let me see what it's about.

Confirmed: step 7 is specifically the UI (secondary HP bars below the pack bar, showing each blue/yellow's individual HP + modifier name). So step 6 is mechanics only — rolls, HP, modifiers working but no visible HP bar for each special yet. Separating them keeps each step testable.

Implementation plan for step 6:

Constants stored as {num=N, den=D} tables (so map mods can tweak them later). Helper rand_nd(nd) does the roll.

I'll add a todo.md note under "Modifiers — To Implement" about these probabilities becoming map mods.

Going to code it now.

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

260  - **split_on_last_chain** — Last chain hop splits into multiple projectiles. From Scout Lv.3 "Replica". Chain builds get a burst finisher.
261 - **damage_escalation_on_chain** — Each chain hop deals more damage. From Scout Lv.3 (+15% per chain). Rewards more chains.
262 - **kinetic_transfer** — Enemies knocked into other enemies deal damage to them. From Launcher Lv.3 "Kineticism". Turns knockback into offense.
263 - **trap** (CTM) — Any manual ability becomes a proximity-triggered trap. From Launcher/Spiker/Fisherman/Sapper. Ability × trap = N×M combinations.
264 - **totem** (CTM) — Any manual ability is auto-cast by an autonomous stationary totem. From Engineer. Turret version of any spell.
265 - **multicast+N** — Random chance to cast N times. From Ogre Multicast. Variance/excitement modifier.
266 - **freeze_on_kill_chain** — Enemies killed freeze nearby enemies. From Cryomancer Lv.3 "Frostbite". CC chain reaction.
267 
268 **Lower Priority (nice to have):**
269 - ~~**cast_on_return_apex**~~ — Implemented as `cast_on_apex`. Fires linked ability at returning projectile's turning point.
270 - **fragmentation** — Projectile shatters into 8 smaller projectiles on hit/expire.
271 - **tiny_planet** — Projectiles orbit caster instead of traveling forward.
272 - **blood_magic** — Cast with HP instead of mana. From Flagellant.
273 - **glass_cannon** — Deal more damage, take more damage. Escalating greed.
274 - **chain_reaction_trap** — When one trap triggers, nearby traps also trigger. From Sapper Lv.3. Trap chain detonation.
275 
276 ## System / Lore Rules
277 - **Null Abilities Fire From Orbs** — Null abilities should always fire from the orb's position. Lore: casters can't process null mana, orbs fire directly. (Partially implemented via null_conversion, needs to be the consistent rule.)
278 - **Channelling Abilities Are Permanent** — Any channelling ability is always active permanently, no button press required. (Implemented as always_channel modifier, needs to become the default behavior.)
279 - **Linked Ability Applies to All Orbs** — A linked ability becomes the active ability of all orbs simultaneously. (Related to ability_copy, but as a default for linked abilities.)
280 - **Null Conversion Distance Decay** — When an orb is controlled remotely via null_conversion (righteous_fire, cyclone, formations), the further the orb gets from the player, the more it shakes and the less responsive it becomes to the player's commands. Prevents null_conversion from being risk-free ranged damage. The orb should feel like it's straining against a tether — sluggish steering, visual shake, maybe reduced damage or tick rate at extreme range.
281 
282 ## Visuals
283 
284 ### Ability Editions (Balatro-inspired)
285 - **Edition system for ability effects** — Each ability can have a visual edition (Foil, Holographic, Polychrome, Negative, Prismatic, Void, Glitch) that applies a distinct per-pixel shader treatment primarily to **ability effects** — beams, explosions, areas, lines, particles, projectiles. The orb gets a subtle version as an identifier, but the real payoff is the edition's visual identity filling the screen when the ability fires. Orthogonal to the ability itself — any ability can be any edition. Same chromatic/gradient shader tech as the wall system. See `reference/ability_editions.md` for full design doc.
286 - **Wall chromatic effects → ability effect chromatic effects** — The wall gradient system's per-pixel color variation technique extends to ability effects. Editions are different *types* of chromatic treatment applied to beams, explosions, fissure lines, cyclone areas, projectiles, etc. Each edition type is described per-surface (how Foil looks on a beam vs an explosion vs a projectile).
287 - **Open design question:** Do editions carry mechanical meaning (each gives a consistent modifier), serve as rarity tiers (rarer = more visually dramatic), or hybrid (small thematic bonus + rarity)?
288 
289 ### Hit/Death Effects

Bash (grep -n "aura_slow|player.slow|player:apply_slow|slow_multiplier" E:/a327ex/O...)

9179:  self.slow_multiplier = 1
9239:  self.slow_multiplier = 1 - amount
9240:  self.speed = self.base_speed*self.slow_multiplier
9245:    self.slow_multiplier = 1

Bash (grep -n "p1.speed|player.speed|player:update|self.speed" E:/a327ex/Orblike/ma...)

2607:          p1.speed_buffs.railgun = 0.3
2747:        p1.speed_buffs.railgun = nil
3433:            if not charging_null then p1.speed_buffs.asal = 0.4 end
3497:          if not charging_null then p1.speed_buffs.asal = nil end
3682:          p1.speed_buffs.beam = sm
4051:        if self.beam_active then p1.speed_buffs.beam = nil end
4134:          p1.speed_buffs.cyclone = sm
4170:          p1.speed_buffs.cyclone = nil
4346:          p1.speed_buffs.psylance = sm
4456:          p1.speed_buffs.psylance = nil
6774:    p1.speed_buffs = {}
7259:  self.speed = self.base_speed
7356:function player:update(dt)
7361:  self.speed = self.base_speed
7362:  if not self.speed_buffs then self.speed_buffs = {} end
7363:  for _, mult in pairs(self.speed_buffs) do self.speed = self.speed*mult end
7387:            self.speed_buffs[slot.name] = sm
7490:      if slot.type == 'ability' then self.speed_buffs[slot.name] = nil end
7513:    self.collider:set_velocity(self.speed*math.cos(self.r), self.speed*math.sin(self.r))
7582:      if move_r then vx, vy = self.speed*math.cos(move_r), self.speed*math.sin(move_r) end

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

9476     self.r = self.r + self.spin*dt
9477      end
9478    
9479      -- Draw
9480      local s = self.spring.main.x
9481      local c = self.flashing and fg_color() or self.draw_color()
9482      -- Set per-object edition on the draw shader
9483      enemy_layer:shader_set_float(draw_shader, 'u_edition', self.edition or 0)
9484      enemy_layer:shader_set_float(draw_shader, 'u_time', an.time)
9485      enemy_layer:push(self.x, self.y, self.r, s, s)
9486      enemy_layer:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c)
9487      enemy_layer:pop()
9488      -- Reset edition so other draws aren't affected
9489      enemy_layer:shader_set_float(draw_shader, 'u_edition', 0)
9490    
9491      draw_health_ui(self)
9492    end
9493    
9494    
9495    -- Packs: groups of related enemies sharing identity.
9496    -- Members back-reference their pack via self.pack.
9497    -- On member death, pack is notified; when empty, pack removes itself from the global packs list.
9498    packs = {}
9499    
9500    function pack_create(x, y, blueprint)
9501      local p = {
9502        x = x, y = y,
9503        blueprint = blueprint,
9504        members = {},
9505        state = 'dormant',
... [70 more lines]

Executing the changes.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Edit (E:\a327ex\Orblike\todo.md)

The file E:\a327ex\Orblike\todo.md has been updated successfully. (file state is current in your context — no need to Read it back)

Step 6 done. Summary of changes:

New pack module additions (inserted after packs = {}):

pack_create rewritten member loop:

seeker:die now calls pack_explode_on_death(self) before pack_member_died if the seeker's modifier list includes explode_on_death.

packs_update gets a slow-aura sweep at the end: if any aggro'd pack member with slow_aura is within 60px of the player, p1.speed_buffs.slow_aura = 0.7 is set (0.3× slow); otherwise it's cleared. Uses the existing speed_buffs multiplier pipeline, so no new plumbing in player:update.

todo.md — added a note under Session 7's "Map modifiers" line that pack_blue_chance / pack_yellow_chance should become map-mod-controllable.

Expected test:

One caveat: mod selection is random, so you might need to spawn several packs (via T key) to see all modifier variants.

Let me know after you test. Next up is step 7 (blue/yellow UI — secondary HP bars with modifier name display below the main pack bar).

The explosion on death should use an area of object and be just like every other explosion that exists in the game, except dealing damage to the player.

Let me look at how existing explosions create area objects.

Bash (grep -n "function area:new|area(.*explode|ability = 'shockwave'|ability = 'ex...)

8416:function area:new(x, y, args)

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

8416 function area:new(x, y, args)
8417      object.new(self)
8418      self.x, self.y = x, y
8419      self.ability = args.ability
8420      self.color = args.color
8421      self.mods = args.mods or {}
8422      local def = abilities[self.ability]
8423      self.radius = args.radius or (def and def.area_radius) or 25
8424      if self.mods['area+'] then self.radius = self.radius*1.25 end
8425      if self.mods['area++'] then self.radius = self.radius*1.5 end
8426      if self.mods['area+++'] then self.radius = self.radius*2.0 end
8427      if self.mods['area-'] then self.radius = self.radius*0.85 end
8428      if self.mods['area--'] then self.radius = self.radius*0.7 end
8429      if self.mods['area---'] then self.radius = self.radius*0.5 end
8430    
8431      -- Cascade: spawn additional copies
8432      if self.mods.cascade and self.mods.cascade >= 2 and args.cascade_r then
8433        local n = self.mods.cascade
8434        local child_mods = {}
8435        for k, v in pairs(self.mods) do child_mods[k] = v end
8436        child_mods.cascade = nil
8437        local is_cone = (args.shape or (def and def.area_shape)) == 'cone'
8438        if is_cone then
8439          -- Cone cascade: widen the cone angle instead of spawning extras
8440          local cone_a = args.cone_angle or (def and def.cone_angle) or math.pi/2
8441          args.cone_angle = cone_a + (n - 1)*cone_a*0.8
8442        else
8443          -- Normal cascade: spawn in a line along cascade_r
8444          local spacing = self.radius*2*(def and def.cascade_spacing or 0.75)
8445          local angle_var = math.rad(8)*14/self.radius
... [90 more lines]

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

669  function spawn_asal_explosion(x, y, damage, base_radius, mods, color, edition, cast_log)
670   if damage <= 0 then return end
671   local a = area(x, y, {ability = 'asal', color = color, mods = mods, physical_damage = damage, edition = edition or 0, cast_log = cast_log})
672   a.asal_chain_radius = base_radius
673   a.asal_chain_color = color
674   an:add(a)
675   add_shockwave(x, y, true, base_radius/25)
676   an.camera.shake:shake(4, 0.15)
677   local snd = an.random:choice({'explosion_flesh_1', 'explosion_flesh_3', 'explosion_flesh_4'})
678   sfx(snd, volumes[snd])
679 end
680 
681 -- Knockback modifier: push enemy away from a point
682 function apply_knockback_mod(mods, enemy, from_x, from_y)
683   if enemy.dead or not enemy.push then return end
684   local force, duration = 0, 0
685   if mods['knockback+'] then force, duration = 6, 0.2
686   elseif mods['knockback++'] then force, duration = 10, 0.35
687   elseif mods['knockback+++'] then force, duration = 15, 0.5 end
688   if force > 0 then
689     local r = math.angle_to_point(from_x, from_y, enemy.x, enemy.y)
690     enemy:push(r, force, duration)
691   end
692 end
693 
694 -- Abilities
695 function ability_has_tag(ability_name, tag)
696   local def = abilities[ability_name]
697   if not def or not def.tags then return false end
698   for _, t in ipairs(def.tags) do

Bash (grep -n "an:add(area(" E:/a327ex/Orblike/main.lua | head -10)

1374:        an:add(area(pos.x, pos.y, {ability = ability_name, color = def.color, mods = area_mods, shape = def.area_shape, r = pos.r, edition = orb_ed, cast_log = melee_log}))
1451:        an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, edition = orb_ed, cast_log = self_area_log}))
1463:            an:add(area(fire_x + dist*math.cos(aim_r), fire_y + dist*math.sin(aim_r), {
1490:          an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, physical_damage = def.aftershock_physical_damage or 0, magic_damage = def.aftershock_magic_damage or 0, null_damage = def.aftershock_null_damage or 0, edition = orb_ed, cast_log = self_area_log}))
1556:            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, edition = orb_ed, cast_log = aimed_area_log}))
1654:          an:add(area(target.x, target.y, {ability = ability_name, color = def.color, mods = mods, radius = chain_area_radius, edition = orb_ed}))
2433:                      an:add(area(t.x, t.y, {
3370:                      an:add(area(e.x, e.y, {
4661:                    an:add(area(e.x, e.y, {
7675:    an:add(area(x, y, {ability = name, color = def.color, mods = child_mods, edition = (source_orb and source_orb.edition) or ability_edition_override or 0}))

Bash (grep -n "function area:" E:/a327ex/Orblike/main.lua | head)

8416:function area:new(x, y, args)
8913:function area:kill(...)
8921:function area:update(dt)

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

8921 function area:update(dt)
8922      if self.hidden then return end
8923    
8924      if self.follow then
8925        self.x = self.follow.x + self.follow_ox
8926        self.y = self.follow.y + self.follow_oy
8927      end
8928    
8929      if self.duration then
8930        -- Movement
8931        if self.move_vx then
8932          self.x = self.x + self.move_vx*dt
8933          self.y = self.y + self.move_vy*dt
8934        end
8935        if self.mods.homing_zone and self.homing_active then
8936          self.homing_elapsed = self.homing_elapsed + dt
8937    
8938          if self.mods['homing_force>+'] and self.homing_elapsed > 0.5 then
8939            self.homing_steer_rate = math.min(self.homing_steer_rate + self.homing_base_steer_rate*0.3*dt, 6)
8940          elseif self.mods['homing_force>-'] and self.homing_elapsed > 0.5 then
8941            self.homing_steer_rate = math.max(self.homing_steer_rate - self.homing_base_steer_rate*0.3*dt, 0.5)
8942          end
8943    
8944          local closest, closest_d = nil, math.huge
8945          for _, e in ipairs(cached_enemies) do
8946            if not e.dead then
8947              local d = math.distance(self.x, self.y, e.x, e.y)
8948              if d < closest_d then closest, closest_d = e, d end
8949            end
8950          end
... [190 more lines]

Bash (grep -n "sensor_begin_events.area|area_damage|damaged_by_area|area:.damage"...)

8658:            if not e.damaged_by_area[self.id] then
8660:              for _, v in pairs(e.damaged_by_area) do
8664:                e.damaged_by_area[self.id] = {self.tick_rate, self.ability}
8669:            if not e.damaged_by_area[self.ability] then
8670:              e.damaged_by_area[self.ability] = self.tick_rate
9193:  self.damaged_by_area = {}
9445:  for k, v in pairs(self.damaged_by_area) do
9448:      if v[1] <= 0 then self.damaged_by_area[k] = nil end
9450:      self.damaged_by_area[k] = v - dt
9451:      if self.damaged_by_area[k] <= 0 then self.damaged_by_area[k] = nil end
11360:    -- AoE damage via polygon area: full damage inside rock shape, falloff in outer ring

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

8590       if growth_duration >= 9999 then
8591            self.radius_rate = self.radius*0.3
8592            self.radius_max = self.radius*2.5
8593          else
8594            self.radius_rate = (self.radius*2 - self.radius)/growth_duration
8595          end
8596        elseif self.mods.shrinking_zone then
8597          if growth_duration >= 9999 then
8598            self.radius_rate = -self.radius*0.15
8599            self.radius_min = self.radius*0.25
8600          else
8601            self.radius_rate = (self.radius*0.5 - self.radius)/growth_duration
8602          end
8603        end
8604    
8605        if def and def.area_sound then
8606          sfx(def.area_sound, volumes[def.area_sound])
8607        end
8608    
8609        -- Tween up to full radius (skip for permanent areas — radius_rate would conflict)
8610        if self.duration < 9999 then
8611          self.timer:tween(0.25, self, {visual_radius = self.radius}, math.cubic_in_out)
8612        else
8613          self.visual_radius = self.radius
8614        end
8615    
8616        -- Tick damage periodically
8617        self.timer:every(self.tick_rate, 'tick', function()
8618          -- Magnetic pull impulse each tick
8619          if self.mods.magnetic_area then
... [80 more lines]

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

8780             flat[#flat + 1] = v.x*sin_r + v.y*cos_r
8781              end
8782              enemies_in_range = an:query_polygon(self.x, self.y, flat, {'enemy'})
8783            elseif self.shape == 'rect' then
8784              local box_h = self.rect_h and self.rect_h*2 or self.radius*2
8785              enemies_in_range = an:query_box(self.x, self.y, self.radius*2, box_h, self.r, {'enemy'})
8786            elseif self.shape == 'cone' then
8787              local half_angle = self.cone_angle/2
8788              enemies_in_range = {}
8789              for _, e in ipairs(cached_enemies) do
8790                if not e.dead then
8791                  local d = math.distance(self.x, self.y, e.x, e.y)
8792                  local a = math.atan(e.y - self.y, e.x - self.x)
8793                  local diff = math.abs(math.atan(math.sin(a - self.r), math.cos(a - self.r)))
8794                  if d < self.radius and diff < half_angle then
8795                    table.insert(enemies_in_range, e)
8796                  end
8797                end
8798              end
8799            elseif self.shape == 'polygon' and self.polygon_verts then
8800              -- Polygon: query outer radius, separate into inner (polygon) and outer (falloff ring)
8801              local outer_r = self.outer_radius or self.radius*2
8802              enemies_in_range = {}
8803              self._outer_enemies = {}
8804              for _, e in ipairs(cached_enemies) do
8805                if not e.dead then
8806                  local d = math.distance(self.x, self.y, e.x, e.y)
8807                  if d < outer_r then
8808                    if point_in_polygon(e.x, e.y, self.polygon_verts, self.x, self.y) then
8809                      table.insert(enemies_in_range, e)
... [100 more lines]

Bash (grep -n "if self.duration then|else.*-- Instant|-- Non-duration|-- No duratio...)

8516:  if self.duration then
8929:  if self.duration then

Bash (grep -n "shockwave = {|abilities.shockwave|abilities = {" E:/a327ex/Orblike/ma...)

704:abilities = {

Bash (grep -n "^ [a-z_]* = {$|^ [['\"]" E:/a327ex/Orblike/main.lua | head -40)

705:  fireball = {
719:  null_arrow = {
733:  fissure = {
748:  windfield = {
767:  arc = {
779:  frost_nova = {
794:  earthquake = {
811:  ball_lightning = {
826:  lance = {
834:  wall = {
842:  snake = {
850:  random_cast = {
858:  beam = {
873:  deploy = {
882:  cyclone = {
895:  asal = {
908:  flicker_strike = {
921:  dash_strike = {
934:  big_rock = {
947:  railgun = {
959:  psylance = {
975:  wind_slash = {
992:  piercing_arrow = {
1003:  explosive_arrow = {
1020:  tornado_shot = {
1043:  rotating_turret = {
1061:  arrow_barrage = {
1076:  righteous_fire = {
5235:  map_floor = {
5664:  wall_edge_wave = {
... [2 more lines]

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

779    frost_nova = {
780     activation = 'manual',
781     tags = {'area', 'ice'},
782     cooldown = 3,
783     carrier = 'self_area',
784     color = blue,
785     physical_damage = 4,
786     magic_damage = 2,
787     element = 'ice',
788     area_radius = 64,
789     cast_sound = 'frost_nova_cast',
790     area_sound = 'fireball_hit',
791     slow_amount = 0.5,
792     slow_duration = 2,
793   },
794   earthquake = {
795     activation = 'manual',
796     tags = {'area', 'spell', 'earth'},
797     cooldown = 2,
798     carrier = 'self_area',
799     color = yellow,
800     physical_damage = 4,
801     aftershock_physical_damage = 2,
802     element = 'earth',
803     area_radius = 64,
804     area_shape = 'jagged_circle',
805     cast_sound = 'fissure_cast_1',
806     area_sound = 'fissure_cast_2',
807     aftershock_delay = 0.4,
808     aftershock_sound = 'fissure_cast_1',

I'll add a hostile flag to the area object and rewrite the explosion to use it.

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

<tool_use_error>InputValidationError: Edit failed due to the following issues:
The required parameter `old_string` is missing
An unexpected parameter `old_str` was provided</tool_use_error>

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done.

The enemy explosion now looks and animates like any other in-game explosion — jagged-circle visual with the spring pop, flash, blink-out, and edition shader — but the damage goes to the player instead of enemies.

You're using the earthquake/polygon area for it, should be a pure circle one.

Bash (grep -n "aftershock" E:/a327ex/Orblike/main.lua | head -15)

801:    aftershock_physical_damage = 2,
807:    aftershock_delay = 0.4,
808:    aftershock_sound = 'fissure_cast_1',
1488:      if def.aftershock_delay then
1489:        self.timer:after(def.aftershock_delay, function()
1490:          an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, physical_damage = def.aftershock_physical_damage or 0, magic_damage = def.aftershock_magic_damage or 0, null_damage = def.aftershock_null_damage or 0, edition = orb_ed, cast_log = self_area_log}))
1493:          if def.aftershock_sound then sfx(def.aftershock_sound, volumes[def.aftershock_sound]) end

Simple fix — override the shape to 'circle' in the args.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Added shape = 'circle' to the args, which overrides earthquake's default jagged_circle. The explosion now renders as a plain circle with the standard concentric arc visuals used by fireball/frost_nova/etc.

Perfect. What are all the next steps and what's left to do in this session?

Session 1 progress:

# Step Status
1 Pack data structure + start_run cleanup
2 Hardcoded spawn points at multiple map positions
3 Dormant state + activation on player/projectile proximity
4 Idle → aggro on proximity, whole-pack propagation
5 Pack UI (top-of-screen HP bars) ✅ (heavily iterated)
6 Blue/yellow specials (HP multipliers, modifier system, rarity rolls, explosion)
7 Blue/yellow UI (secondary HP bars + modifier names) ⬜ Next
8 Pack templates / enemy variants (brute/mage/fast) ⬜ After

Step 7 — Blue/yellow UI (what I have in mind):

Step 8 — Pack templates / enemy variants:

After Session 1: The roadmap in todo.md has Sessions 2-9 left — damage-dependent modifiers, core missing abilities (DoT/Summon/Trap), Beach Map + completion loop, loot/inventory, orb graph UI, map selection/run structure, economy, final polish. But those are future sessions, not this one.

Ready to start step 7 when you are, or let me know if you want to skip/reorder.

We'll continue tomorrow, I need to sleep. Side question: what do you think of an additional element system? Fire -> Wind -> Earth -> Lightning -> Water -> Fire. 2x/0.5x like Pokemon? Maybe it's too complicated, but it would add an extra layer to damage dealing and equipping items and modifiers and abilities and so on. As well as maps. Some maps might be full of rock enemies, so you wanna spam those maps if you happen to currently have a wind build. What other elements do you think would make sense for this game given its lore?

Honest take: I'd push back on the Pokemon-style 2x/0.5x chart, not because it's a bad idea but because it clashes with several load-bearing design choices you already have. Let me lay out the tension then suggest middle ground.

The core conflict

Orblike's damage math is deliberately small integers, flat subtraction, no percentages. The lore section in lore.md and the damage philosophy in todo.md explicitly reject percentage-based scaling: "Players can always do the mental math: my 4 damage minus their 1 defense = 3." A 2x/0.5x multiplier breaks this directly — suddenly "4 damage vs fire-weak enemy = 8" and "4 damage × 0.5 = 2" introduces fractions, rounding questions, and a mental model that doesn't match the rest of the game.

You also already have three damage dimensions (physical, magic, null) plus dual defenses and flat element-specific damage modifiers coming ("+2 fire physical damage"). Layering a 4th axis (element type chart) on top significantly raises cognitive load. Players are already juggling orb graph composition, modifiers, positioning, aggro/engagement, charges, and exert buffers.

Arguments for, in order of weight

  1. Map identity — this is the strongest one. Themed maps (rock biome favors wind build, ice biome favors fire build) give maps narrative weight and create farming incentives. That's a real gameplay reason to introduce element interactions.
  2. Makes element tags mean something — right now element = 'fire' on an ability is just a modifier hook. Giving it mechanical weight justifies its existence.
  3. Pokemon's model is instantly learnable — players don't need a manual.
  4. Broken matchups are memorable — finding a map that perfectly matches your build feels great.

Arguments against

  1. Fractional damage clashes with the small-integer philosophy.
  2. Mixed-element abilities are messy. A fireball with element = 'fire' is clean, but what about a mod that converts 30% to ice? Pokemon avoids this by having monsters with ≤2 types — Orblike doesn't have that constraint.
  3. 5 elements creates hard either/or matchups. If your whole build is earth and the map is lightning-immune, you're just screwed. Pokemon has 18 types to dilute this; 5 is too few.
  4. Punishes specialization. Orblike already rewards deep builds via the orb graph. Element matchups punish the same specialization the rest of the game rewards.
  5. Maps become chores. "I can't run this map with my current build" means either forcing a re-roll (frustrating) or adapting on the fly (weakens the "build your dream" fantasy).

What I'd recommend instead

Don't add a type chart. Add element-mechanical side effects, flat integer resistances, and map element modifiers. This gets you 70% of the strategic payoff without the math clash.

  1. Each element has a mechanical side effect (some already exist):
    • Fire → ignite (DoT flat damage/tick)
    • Ice → slow → freeze → shatter (the pipeline in todo.md)
    • Lightning → chain/arc to nearby
    • Earth → knockback on heavy hits
    • Wind → airborne (from todo.md)
    • Force → pierce armor
    • Water → slippery / flow areas (new)
    • Null → bypasses defenses (already)
  2. Enemies can have integer element resistances stacked on top of physical/magic defense: "Rock golem: physical_defense 3, magic_defense 1, fire_defense 2." Same flat subtraction formula, no multipliers. Damage = max(0, fire_damage − fire_defense) added to the normal pipeline.
  3. Maps are themed via map mods, not intrinsic typing: "Ashlands: +1 to all fire damage" or "Frozen Peaks: fire abilities ignore enemy defenses." This rewards element builds on the right map without punishing the wrong build — you still do your normal damage, the themed map just amps yours more.
  4. Items and modifiers gain element slots. You already have this planned. Let items say "+2 fire damage to all abilities."

This is coherent with: small integers, flat subtraction, no percentages, the numerator/denominator chance system, and the modifier-layer economy. It fits the lore frequency model (fire is low-frequency physical reaction, so "fire defense" is a form of physical defense specialization).

Elements that fit the lore

Current elements in the game: fire, lightning, earth, ice, wind, force, null. Given the lore (mana frequencies + physical/magic split + null as corrupted), my list:

Element Frequency lane Mechanical side effect
Fire low (physical reaction) DoT, ignition spread
Ice low (physical reaction) Slow → freeze → shatter
Lightning low (physical reaction) Chain to nearest target
Earth low (physical reaction) Knockback + ground-based
Wind mid (shaping) Airborne, dispel
Force high (mana-on-mana) Pierce armor, pure kinetic
Null corrupted Bypass all defenses

Missing that would fit:

Doesn't fit:

My actual suggestion for tomorrow-brain

Hold off on the type chart. Implement element defenses as integer-flat resistances, mechanical side effects per element, and map mods that amp specific elements. If after playtesting the element axis still feels flat, then consider a type chart — but starting flat lets you add it later without redesigning the damage pipeline.

And add Water as a distinct element if you want the 5-classical set for thematic symmetry. It fits the frequency lore and gives you new mechanical setups (water + lightning, water + ice, water + fire = steam).

Sleep well. See you tomorrow.

Let's do the next step. Blue enemies will not have their own HP bar, their modifiers will just appear on the collective HP bar for the pack. Yellow enemies to have their own HP bar. Also, blue enemies have 3X HP, and yellow enemies have 8X HP.

Starting step 7. Plan:

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now adding the sub-bar drawing. I need to insert it inside each pack's push/pop block, after the main bar text draws.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Step 7 done. Summary:

HP multipliers updated: pack_blue_hp_mult = 3, pack_yellow_hp_mult = 8.

New pack_modifier_display table: short display names — Tough, Fast, Heavy, Boom, Slow.

draw_pack_ui sub-bar block (inside the push/pop so it animates and rotates with the pack):

  1. Iterates p.members once, collecting unique blue modifier display names (deduped) and live yellow references.
  2. sub_y cursor starts at bar_h/2 + 4 (just below the main bar).
  3. Blue modifier row: one outlined text line showing space-separated blue mod names. Single row, centered horizontally.
  4. Yellow sub-bars: for each live yellow, one rounded rect at 88 × 12 with:
    • inner_c background.
    • Yellow fill drawn through edition=31 + u_hp_clip_r = fill_ratio so partial HP cuts off sharply at the right like the main bar.
    • Modifier names drawn inside the bar, vertically centered, with the same 4-direction black outline + white main as the pack bar text.
  5. sub_y advances after each row so multiple yellows stack.

The sub-bars are drawn on the hud layer (screen space) and live inside each pack's push(cx, cy, rot, scale, scale) block, so they share the pack's hit-spring scale and rotation.

Expected test:

Let me know after testing. Step 8 (pack templates / enemy variants brute/mage/fast) is what's left in Session 1.

The pack HP bar shouldn't include the yellow HP. Yellow should be 6X instead of 8X. The size of text below collective HP bar and inside yellow is by default lower than 1x scale so it looks off. Mods should be stacked vertically for yellow HP bar instead of inside, otherwise when there are more mods or with longer names they won't fit. They should be like the collective HP mods that are below the bar. Yellow HP bar should be visually like the collective HP bar, except it shouldn't match the map's color, should just be the closest to "yellow" edition of whatever equivalent. It should also have the rectangle gradient + edges, in the same way as the above, with damage also tweening down visually with the two rectangles + white background and so on.

Lots of changes. Let me check the existing palette colors first.

Bash (grep -n "^yellow = |^orange = |^amber|^gold|color(255" E:/a327ex/Orblike/mai...)

78:yellow = color(255, 184, 51)
79:orange = color(244, 144, 62)
5577:  {name = 'e_white',    wall = color(255, 255, 255), wall2 = color(240, 240, 240), sym_darken = 0.08,
6840:    local white = color(255, 254, 253)()
8159:        local white_full = color(255, 255, 255, 255)()
9846:  local hp_normal_input_c = color(255, 255, 255)()

Plan confirmed. Let me execute all the changes.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now rewriting the sub-bar drawing block in draw_pack_ui.

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

<tool_use_error>String to replace not found in file.
String:     -- Gather blue mod names (deduped) and live yellow enemies from the pack
    local blue_mod_names = {}
    local blue_mod_set = {}
    local yellows = {}
    for _, m in ipairs(p.members) do
      if not m.dead and m.modifiers then
        if m.tier == 'blue' then
          for _, mod in ipairs(m.modifiers) do
            if not blue_mod_set[mod] then
              blue_mod_set[mod] = true
              table.insert(blue_mod_names, pack_modifier_display[mod] or mod)
            end
          end
        elseif m.tier == 'yellow' then
          table.insert(yellows, m)
        end
      end
    end

    local sub_y = bar_h/2 + 4

    -- Blue modifier row: one outlined text line below the main bar
    if #blue_mod_names > 0 then
      local blue_text = table.concat(blue_mod_names, ' ')
      local bw = font:text_width(blue_text)
      local bx = -bw/2
      hud:text(blue_text, 'pf', bx - 1, sub_y, outline_c)
      hud:text(blue_text, 'pf', bx + 1, sub_y, outline_c)
      hud:text(blue_text, 'pf', bx, sub_y - 1, outline_c)
... [50 more lines]

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

9836             m.ui_back_delay = math.max(0, m.ui_back_delay - dt)
9837              else
9838                m.ui_hp_back = m.ui_hp_back + (m.ui_hp_front - m.ui_hp_back)*math.min(1, dt*4)
9839              end
9840            end
9841          end
9842        end
9843      end
9844    end
9845    
9846    -- Draw collective HP bars for each engaged pack, centered at the top of the screen.
9847    -- Layout is symmetric: 1 bar is screen-centered, 2 bars straddle the center, etc.
9848    -- Each bar has rounded corners, a dark edge, a lighter inner fill, a trailing white
9849    -- flash bar (hp_shown_back), a leading N-segment red gradient bar (hp_shown_front),
9850    -- name text on the left, and physical/magic defense "X/Y" on the right.
9851    function draw_pack_ui()
9852      if not packs or #packs == 0 then return end
9853    
9854      local engaged = {}
9855      for i = 1, #packs do
9856        local p = packs[i]
9857        if p.engaged and #p.members > 0 then
9858          table.insert(engaged, p)
9859        end
9860      end
9861      if #engaged == 0 then return end
9862    
9863      local bar_w = 88
9864      local bar_h = 16
9865      local gap = 6
... [100 more lines]

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

9965 
9966        hud:text(def_text, 'pf', def_x - 1, text_y, outline_c)
9967        hud:text(def_text, 'pf', def_x + 1, text_y, outline_c)
9968        hud:text(def_text, 'pf', def_x, text_y - 1, outline_c)
9969        hud:text(def_text, 'pf', def_x, text_y + 1, outline_c)
9970        hud:text(def_text, 'pf', def_x, text_y, main_c)
9971    
9972        -- Gather blue mod names (deduped) and live yellow enemies from the pack
9973        local blue_mod_names = {}
9974        local blue_mod_set = {}
9975        local yellows = {}
9976        for _, m in ipairs(p.members) do
9977          if not m.dead and m.modifiers then
9978            if m.tier == 'blue' then
9979              for _, mod in ipairs(m.modifiers) do
9980                if not blue_mod_set[mod] then
9981                  blue_mod_set[mod] = true
9982                  table.insert(blue_mod_names, pack_modifier_display[mod] or mod)
9983                end
9984              end
9985            elseif m.tier == 'yellow' then
9986              table.insert(yellows, m)
9987            end
9988          end
9989        end
9990    
9991        local sub_y = bar_h/2 + 4
9992    
9993        -- Blue modifier row: one outlined text line below the main bar
9994        if #blue_mod_names > 0 then
... [60 more lines]

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now let me apply math.floor to the main bar's text position to fix the sub-pixel alignment issue.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Summary of all step 7 revisions:

1. HP multipliers

2. Pack HP excludes yellows

3. Scale spring critical-damped

4. Sub-bar layout rewritten

5. Integer text positions

Expected test:

Restart and test.

HP UI for pack isn't disappearing as long as the yellow enemy is alive, when it should disappear. Also, the slow effect should have an area/zone around the enemy (following its color) so the player can see when he'll be slowed.

Two fixes coming up. Let me make them.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

9935     -- input (drives the darker multiplier), Pass B is the inset rounded rectangle
9936        -- with white input (full brightness). Pass A's clip is offset so its right
9937        -- edge matches Pass B's right edge at the same world x.
9938        if front_r > 0 then
9939          local pal = wall_palettes[wall_palette_index] or wall_palettes[1]
9940          local ca = pal.wall
9941          local cb = pal.wall2
9942          hud:shader_set_vec4(draw_shader, 'u_hp_color_a', ca.r/255, ca.g/255, ca.b/255, 1)
9943          hud:shader_set_vec4(draw_shader, 'u_hp_color_b', cb.r/255, cb.g/255, cb.b/255, 1)
9944          hud:shader_set_float(draw_shader, 'u_edition', 30)
9945          hud:shader_set_float(draw_shader, 'u_time', an.time)
9946          local clip_a = (inner_pad + (bar_w - 2*inner_pad) * front_r) / bar_w
9947          hud:shader_set_float(draw_shader, 'u_hp_clip_r', clip_a)
9948          hud:rounded_rectangle(-bar_w/2, -bar_h/2, bar_w, bar_h, corner_r, hp_dark_input_c)
9949          hud:shader_set_float(draw_shader, 'u_hp_clip_r', front_r)
9950          hud:rounded_rectangle(-bar_w/2 + inner_pad, -bar_h/2 + inner_pad, bar_w - 2*inner_pad, bar_h - 2*inner_pad, math.max(0, corner_r - 1), hp_normal_input_c)
9951          hud:shader_set_float(draw_shader, 'u_edition', 0)
9952          hud:shader_set_float(draw_shader, 'u_hp_clip_r', 1.0)
9953        end
9954    
9955        -- Text: name left, defense "X/Y" right, vertically centered, with 4-directional
9956        -- black outline + white main for readability over both red cloud and white flash.
9957        local name = (p.blueprint and p.blueprint.name) or 'Seekers'
9958        local pdef = p.blueprint.physical_defense or 0
9959        local mdef = p.blueprint.magic_defense or 0
9960        local def_text = pdef .. '/' .. mdef
9961        local font = an.fonts.pf
9962        local th = font.height
9963        local dw = font:text_width(def_text)
9964        local text_pad = 8
... [60 more lines]

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now the slow_aura visual. Adding it to seeker:update before the edition/draw block.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Both fixes done.

Fix 1 — Pack HP bar disappears when only yellows remain:

Fix 2 — Slow aura visual:

You'll see a translucent tinted disc following every slow-aura special from activation onward, matching the 60px range where packs_update actually applies the slow to the player's speed_buffs.

Do not draw a pixel radius. Use an area object and add the ability for area objects to do this, which they should already have. We have cyclone which follows the player. We can use the same logic there. We want a general system that the player could also use for one of his auras here.

Let me check area class for an id field and look at what I need to revert.

Bash (grep -n "self.id|self:extend|object.new" E:/a327ex/Orblike/anchor/object.lua |...)

19:function object:new(name)

Read (E:\a327ex\Orblike\anchor\object.lua)

1    require('anchor.class')
2   
3   object = class:extend()
4   
5   --[[
6     Creates a new object with optional name.
7   
8     Usage:
9       obj = object()           -- anonymous object
10      obj = object('player')   -- named object
11  
12    Properties initialized:
13      self.name     - string or nil, used for bidirectional links
14      self.parent   - reference to parent object, nil if root
15      self.children - array of child objects
16      self.dead     - boolean, true when killed (removed at end of frame)
17      self.tags     - set of tags, used for querying with all(tag) and is()
18  ]]
19  function object:new(name)
20    self.name = name
21    self.parent = nil
22    self.children = {}
23    self.dead = false
24    self.tags = {}
25  end
26  
27  --[[
28    Adds a child to this object's tree.
29  
30    Usage:
... [50 more lines]

Bash (grep -n "self.id = |area.id|self.id =" E:/a327ex/Orblike/main.lua | head -15)

(Bash completed with no output)

Bash (grep -n ".id =|self.id" E:/a327ex/Orblike/main.lua | head -15)

8662:            if not e.damaged_by_area[self.id] then
8668:                e.damaged_by_area[self.id] = {self.tick_rate, self.ability}

Let me read area:kill and the current state of the slow_aura code in packs_update.

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

8913 
8914          -- Echo: repeat this area after a delay (0.55s = area visual lifetime)
8915          if self.mods.area_echo and self.mods.area_echo >= 2 then
8916            local echo_mods = {}
8917            for k, v in pairs(self.mods) do echo_mods[k] = v end
8918            echo_mods.area_echo = self.mods.area_echo - 1
8919            echo_mods.cascade = nil
8920            local echo_delay = (def and def.echo_delay) or 0.55
8921            self.timer:after(echo_delay, function()
8922              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, edition = args.edition}))
8923              an.camera.shake:shake(6, 0.2)
8924            end)
8925          end
8926    
8927          self.timer:after(0.2, function()

Bash (grep -n "Slow aura|slow_aura" E:/a327ex/Orblike/main.lua | head -15)

9511:  -- seeker carrying the slow_aura modifier, so the player can see the range
9513:  if self.modifiers and array.has(self.modifiers, 'slow_aura') then
9560:pack_modifier_pool = {'tough', 'fast', 'heavy', 'explode_on_death', 'slow_aura'}
9569:  slow_aura = 'Slow',
9578:-- fields here; event-driven ones (explode_on_death, slow_aura) are queried
9773:  -- Slow aura: any aggro'd pack member with the slow_aura modifier within
9777:    local slow_aura_r2 = 60*60
9782:          if not m.dead and m.modifiers and array.has(m.modifiers, 'slow_aura') then
9784:            if dx*dx + dy*dy <= slow_aura_r2 then
9793:    p1.speed_buffs.slow_aura = slow_active and 0.7 or nil

Bash (grep -n "function area:kill" E:/a327ex/Orblike/main.lua)

8936:function area:kill(...)

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

8936 function area:kill(...)
8937      if self.cast_log then
8938        self.cast_log:remove_pending()
8939        self.cast_log = nil
8940      end
8941      return area_base_kill(self, ...)
8942    end
8943    
8944    function area:update(dt)
8945      if self.hidden then return end
8946    
8947      if self.follow then
8948        self.x = self.follow.x + self.follow_ox
8949        self.y = self.follow.y + self.follow_oy
8950      end
8951    
8952      if self.duration then
8953        -- Movement
8954        if self.move_vx then
8955          self.x = self.x + self.move_vx*dt

Now I'll execute all the changes.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

All edits applied. Summary:

Removed:

Added to the area class (general system, reusable):

Pack integration:

The same "follow + hostile + slow_amount" pattern works for player-side auras later — a player ability can spawn an area with follow = p1 (and omit hostile) to slow enemies, or with hostile = true (for enemy-spawned auras around the player) etc.

Because the area uses the existing duration-area visual pipeline (default circle shape, fill_color = color:clone() with alpha 20, concentric arc outlines), the slow-aura range appears as a tinted semi-transparent disc that rotates/pulses like any other persistent area in the game. No custom rendering.

Restart and test — you should see a slowly-rotating semi-transparent disc following any slow-aura special, tinted blue for blue-tier and yellow for yellow-tier, and stepping on it applies the slow via the normal speed_buffs pipeline.

Perfect. Push all HP bars a little up. And let's have it so that yellow HP bars stack horizontally instead of vertically. Vertical stacking ends up eaching too much screen space when there are 2 yellows. If horizontal stacking ends up being bigger than the screen, then we need to add a marker to the right, like "..." or something showing that there are more HP bars offscreen.

Changes to make:

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Summary:

Packs near the screen edges will fit fewer horizontal yellows because cx - margin shrinks; the center pack gets the most room. For a pack at cx = 240 with gw = 480 and 8px margin, each pack can fit floor((2*232 + 6) / 94) = 5 yellow bars before needing truncation.

Yellow bars are still stacking vertically. They should never appear below the collective HP bar.

Let me re-read the current draw_pack_ui to understand the structure before making edits.

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

9881           end
9882            end
9883          end
9884        end
9885      end
9886    end
9887    
9888    -- Draw collective HP bars for each engaged pack, centered at the top of the screen.
9889    -- Layout is symmetric: 1 bar is screen-centered, 2 bars straddle the center, etc.
9890    -- Each bar has rounded corners, a dark edge, a lighter inner fill, a trailing white
9891    -- flash bar (hp_shown_back), a leading N-segment red gradient bar (hp_shown_front),
9892    -- name text on the left, and physical/magic defense "X/Y" on the right.
9893    function draw_pack_ui()
9894      if not packs or #packs == 0 then return end
9895    
9896      local engaged = {}
9897      for i = 1, #packs do
9898        local p = packs[i]
9899        if p.engaged and #p.members > 0 then
9900          table.insert(engaged, p)
9901        end
9902      end
9903      if #engaged == 0 then return end
9904    
9905      local bar_w = 88
9906      local bar_h = 16
9907      local gap = 6
9908      local top_margin = 4
9909      local n_rects = 5
9910      local corner_r = 3
... [140 more lines]

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

10050          sub_y = math.floor(bar_h/2) + 4
10051       else
10052         sub_y = math.floor(-bar_h/2)
10053       end
10054   
10055       -- Blue modifier rows: stacked vertically below the main bar, one outlined
10056       -- row per unique blue modifier.
10057       for _, mod_name in ipairs(blue_mod_names) do
10058         local mw = font:text_width(mod_name)
10059         local mx = math.floor(-mw/2)
10060         hud:text(mod_name, 'pf', mx - 1, sub_y, outline_c)
10061         hud:text(mod_name, 'pf', mx + 1, sub_y, outline_c)
10062         hud:text(mod_name, 'pf', mx, sub_y - 1, outline_c)
10063         hud:text(mod_name, 'pf', mx, sub_y + 1, outline_c)
10064         hud:text(mod_name, 'pf', mx, sub_y, main_c)
10065         sub_y = sub_y + row_h
10066       end
10067       if #blue_mod_names > 0 then
10068         sub_y = sub_y + 2
10069       end
10070   
10071       -- Yellow sub-bars stack HORIZONTALLY, centered on the pack's cx. Each
10072       -- column is a full replica of the main bar (edition 30 palette cloud, dark
10073       -- edge, back flash, two-pass front fill) using a fixed orange→yellow palette.
10074       -- The column's modifier names are stacked vertically below its bar.
10075       -- If the total horizontal run of yellow bars would overflow this pack's
10076       -- available screen space, we truncate and draw a "..." marker in the last
10077       -- visible slot instead of a bar.
10078       local n_y = #yellows
10079       if n_y > 0 then
... [140 more lines]

OK now I understand the full structure. Let me restructure: move font/text helpers to the outer scope, compute global yellow metrics, shift main bar cy down when any yellow exists, and relocate yellow bars to be ABOVE the main bar.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Summary of this iteration:

Pre-loop global metrics

Per-pack layout changes

Resulting vertical order in the hud y = top_margin (4) → yellow bars row y ≈ 22 .. 22 + mods*row_h → yellow mod rows y ≈ main_bar_top (52) → main HP bars (pushed down by yellow_full_h) y ≈ main_bar_bottom + 4 → blue mod rows

For a pack without yellows in a session where no pack has yellows: yellow_full_h = 0, main_cy = 12, so everything reverts to the compact top-of-screen layout.

Yellows now appear above the collective HP bar instead of below.

Bro, what. I mean they should be stacked horizontally. No bar should appear above or below another. They should just appear on top of the screen in a single line.

I misread the requirements completely. Full rewrite — all bars in ONE horizontal row at the top. Let me find the function boundary and rewrite it.

Bash (grep -n "^function draw_pack_ui|^end$" E:/a327ex/Orblike/main.lua | head -40)

250:end
273:end
290:end
308:end
312:end
488:end
576:end
591:end
650:end
666:end
679:end
692:end
702:end
1120:end
1128:end
1154:end
1181:end
1231:end
1235:end
1239:end
1248:end
1255:end
1262:end
1273:end
2144:end
2174:end
2204:end
2302:end
4933:end
4942:end
... [10 more lines]

Bash (grep -n "^function draw_pack_ui|^-- Effect: hit_circle" E:/a327ex/Orblike/main....)

9893:function draw_pack_ui()
10204:-- Effect: hit_circle (dark variant style)

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

10180    
10181         -- "..." marker in the slot where the truncated bars would have been
10182         if need_dots then
10183           local dots_col = shown + 1
10184           local dots_left = y_start_x + (dots_col - 1)*(bar_w + gap)
10185           local dots_center_x = dots_left + bar_w/2
10186           local dots_text = '...'
10187           local dots_w = font:text_width(dots_text)
10188           local dots_x = math.floor(dots_center_x - dots_w/2)
10189           local dots_y = math.floor(y_bar_top + bar_h/2 - th/2)
10190           hud:text(dots_text, 'pf', dots_x - 1, dots_y, outline_c)
10191           hud:text(dots_text, 'pf', dots_x + 1, dots_y, outline_c)
10192           hud:text(dots_text, 'pf', dots_x, dots_y - 1, outline_c)
10193           hud:text(dots_text, 'pf', dots_x, dots_y + 1, outline_c)
10194           hud:text(dots_text, 'pf', dots_x, dots_y, main_c)
10195         end
10196   
10197       end
10198   
10199       hud:pop()
10200     end
10201   end
10202   
10203   
10204   -- Effect: hit_circle (dark variant style)
10205   -- Filled circle that shrinks from initial radius to 0, starts white, optionally changes color
10206   -- Rotating turret: stationary construct that fires arrows periodically
10207   rotating_turret = object:extend()
10208   function rotating_turret:new(x, y, args)
10209     object.new(self)

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

9888 -- Draw collective HP bars for each engaged pack, centered at the top of the screen.
9889    -- Layout is symmetric: 1 bar is screen-centered, 2 bars straddle the center, etc.
9890    -- Each bar has rounded corners, a dark edge, a lighter inner fill, a trailing white
9891    -- flash bar (hp_shown_back), a leading N-segment red gradient bar (hp_shown_front),
9892    -- name text on the left, and physical/magic defense "X/Y" on the right.
9893    function draw_pack_ui()
9894      if not packs or #packs == 0 then return end
9895    
9896      local engaged = {}
9897      for i = 1, #packs do
9898        local p = packs[i]
9899        if p.engaged and #p.members > 0 then
9900          table.insert(engaged, p)
9901        end
9902      end
9903      if #engaged == 0 then return end
9904    
9905      local bar_w = 88
9906      local bar_h = 16
9907      local gap = 6
9908      local top_margin = 4
9909      local n_rects = 5
9910      local corner_r = 3
9911      local inner_pad = 2
9912    
9913      local total_w = #engaged*bar_w + (#engaged - 1)*gap
9914      local start_x = (gw - total_w)/2
9915    
9916      local edge_c = color(38, 34, 46)()
9917      local inner_c = color(42, 38, 48)()
... [285 more lines]

Now I'll replace the entire function with the single-row version.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Fully rewritten. Summary:

Flat slot list, single horizontal row

Centering + truncation

Per-slot drawing

... marker

Every HP bar (main and yellow) now sits in a single horizontal row at top_margin = 4. No bar appears above or below another — only text-only mod rows hang below their own slot.

2 pixels down for all bars, slightly bigger gap between them.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. top_margin 4 → 6 (2px down) and gap 6 → 10 (slightly wider between bars). max_fit recomputes naturally since it's based on gap.

Slightly smaller size for each bar, such that 5 fit on the screen with the current gap with enough margins on the sides.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

bar_w 88 → 80. With gap = 10:

Inner text area shrinks to 80 − 2×8 (inner_pad) = 76 px − 2×8 (text_pad) = 60 px for name + 0/0. Should still be enough for "Seekers 0/0" with LanaPixel at 11px; let me know if it crops.

When there are more and dots are needed, instead of replacing the last one with dots, move them all a little to the left and add the dots on the far right.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done.

Sizing/truncation changes:

Dots placement:

Example with 6 engaged slots (bar_w=80, gap=10):

The bars shift left by ~13 px, "..." appears on the far right edge.

Yellow HP bar should also show it's name (fine as Seeker for now too) and defenses as X/Y as well

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

10060          local ye_front_r = math.max(0, math.min(1, (ye.ui_hp_front or ye.hp)/ye_hp_max))
10061         local ye_back_r = math.max(0, math.min(1, (ye.ui_hp_back or ye.hp)/ye_hp_max))
10062   
10063         if ye_back_r > 0 then
10064           local clip_back_a = (inner_pad + (bar_w - 2*inner_pad)*ye_back_r)/bar_w
10065           hud:shader_set_float(draw_shader, 'u_edition', 31)
10066           hud:shader_set_float(draw_shader, 'u_hp_clip_r', clip_back_a)
10067           hud:rounded_rectangle(-bar_w/2, -bar_h/2, bar_w, bar_h, corner_r, back_darker_c)
10068           hud:shader_set_float(draw_shader, 'u_hp_clip_r', ye_back_r)
10069           hud:rounded_rectangle(-bar_w/2 + inner_pad, -bar_h/2 + inner_pad, bar_w - 2*inner_pad, bar_h - 2*inner_pad, math.max(0, corner_r - 1), back_c)
10070           hud:shader_set_float(draw_shader, 'u_edition', 0)
10071           hud:shader_set_float(draw_shader, 'u_hp_clip_r', 1.0)
10072         end
10073   
10074         if ye_front_r > 0 then
10075           hud:shader_set_vec4(draw_shader, 'u_hp_color_a', orange.r/255, orange.g/255, orange.b/255, 1)
10076           hud:shader_set_vec4(draw_shader, 'u_hp_color_b', yellow.r/255, yellow.g/255, yellow.b/255, 1)
10077           hud:shader_set_float(draw_shader, 'u_edition', 30)
10078           hud:shader_set_float(draw_shader, 'u_time', an.time)
10079           local clip_ye_a = (inner_pad + (bar_w - 2*inner_pad)*ye_front_r)/bar_w
10080           hud:shader_set_float(draw_shader, 'u_hp_clip_r', clip_ye_a)
10081           hud:rounded_rectangle(-bar_w/2, -bar_h/2, bar_w, bar_h, corner_r, hp_dark_input_c)
10082           hud:shader_set_float(draw_shader, 'u_hp_clip_r', ye_front_r)
10083           hud:rounded_rectangle(-bar_w/2 + inner_pad, -bar_h/2 + inner_pad, bar_w - 2*inner_pad, bar_h - 2*inner_pad, math.max(0, corner_r - 1), hp_normal_input_c)
10084           hud:shader_set_float(draw_shader, 'u_edition', 0)
10085           hud:shader_set_float(draw_shader, 'u_hp_clip_r', 1.0)
10086         end
10087       end
10088   
10089       -- Mod rows below the bar, stacked vertically, centered on this slot
... [30 more lines]

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. Yellow slots now draw 'Seeker' on the left and ye.physical_defense / ye.magic_defense as X/Y on the right, with the same 4-directional black outline + white main pass used by the pack's main bar. Defenses reflect any tough modifier bumps (since pack_apply_modifier mutates e.physical_defense / e.magic_defense at spawn time).

Great, what's the next task?

Session 1 checklist:

# Step Status
1-7 Pack data, spawning, states, aggro, UI, specials, specials UI
8 Pack templates / enemy variants (brute / mage / fast) ⬜ Next

This is the last Session 1 item. The enemy variants have been described in todo.md for a while:

3 seeker variants: brute (high physical_defense), mage (high magic_defense), fast (low HP, high speed)

The seeker class already takes hp, physical_defense, magic_defense, and speed through its args, so variants are mostly a data table + a way to assign them to packs. Here's what I have in mind — tell me what to change.

Design sketch

Variant stats (first pass, rebalanceable later): | Variant | HP | phys_def | mag_def | speed | contact dmg | |---|---|---|---|---|---| | plain (current) | 5 | 0 | 0 | 50-75 | 1 | | brute | 8 | 2 | 0 | 35-50 | 1 | | mage | 5 | 0 | 2 | 45-60 | 1 | | fast | 3 | 0 | 0 | 90-120 | 1 |

Pack templates — named blueprints in a global table: pack_templates = { plain = { name = 'Seekers', count = 12, base_hp = 5, physical_defense = 0, magic_defense = 0, variant = 'plain' }, brutes = { name = 'Brutes', count = 10, base_hp = 8, physical_defense = 2, magic_defense = 0, variant = 'brute' }, mages = { name = 'Mages', count = 10, base_hp = 5, physical_defense = 0, magic_defense = 2, variant = 'mage' }, stingers = { name = 'Stingers', count = 14, base_hp = 3, physical_defense = 0, magic_defense = 0, variant = 'fast' }, }

Each template is what pack_create already expects as a blueprint, plus a variant field used for speed override and (optionally) visual distinction.

Visual distinction — simplest path: tint the seeker's draw_color per variant. plain = red, brute = fg_color * dark, mage = blue, fast = yellow. Keep the same shape/size for now; size changes are a later polish pass.

Alternative: keep the shape but use the existing edition system to flatten each variant to a distinct color (e.g., brute → edition 16 purple, mage → edition 15 blue, fast → edition 20 yellow). The edition system already handles per-object coloring without touching the seeker draw code, but it clashes with the blue/yellow special editions (both tiers already use flat palettes 15/20). I'd avoid overlapping.

Going with direct draw_color override per variant. Blue/yellow specials still apply their edition tint on top.

Pack assignment — simplest: the 5 hardcoded test spawn positions in start_run each get a random template from pack_templates. Gives you visual + gameplay variety on every restart without any map logic. Later when real maps come, map gen picks templates.

Pack name in UI — the main bar already shows blueprint.name or 'Seekers'. Templates supply name so each pack shows "Brutes", "Mages", etc. in its HP bar.

Open questions

  1. Variant stats OK? Any you want different? (e.g., fast should be faster? brute should be tankier?)
  2. Visual method: tint draw_color directly per variant, or use the edition system? Any conflict with blue/yellow tiers matters.
  3. Random per-pack template or fixed mix? Random is simplest. Fixed (e.g., always one of each + one plain) gives predictable testing.
  4. Pack sizes per variant: same 12 for all, or smaller for tougher variants (brutes: 10), larger for weaker (stingers: 14)?
  5. Any mage behavior change — still melee contact like plain, or add simple ranged behavior later? (Lean: melee for step 8, defer ranged to Session 3 abilities work.)

Pick the answers and I'll implement. If you just want to commit to the sketch above, I'll roll with it.

Call them fast instead of stinger. 1. Fast should have 5 HP. 2. They should all be the same color as plain, no color differences. 3. Each pack always has the same type inside the pack, then between packs you can choose however you want for this test. 4. Yea, can be randomly smaller for brutes, same as plain for mages, higher for fast.

Bash (grep -n "an:key_is_pressed('t')|-- Spawn a test pack|test_pack_positions" E:/a...)

12547:  local test_pack_positions = {
12554:  for _, pos in ipairs(test_pack_positions) do
12745:  -- Spawn a test pack in front of player
12746:  if an:key_is_pressed('t') and p1 and not p1.dead then

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

12540      orbs[1]:add_ability('fireball')
12541     orbs[1]:add_modifier('spread', 3)
12542     orbs[1].edition = an.random:int(2, 13)
12543     debug_ability_index = 1
12544     if debug_orb1_index then debug_orb1_index = 1 end
12545   
12546     -- Step 2: spawn multiple test packs at hardcoded positions along the map
12547     local test_pack_positions = {
12548       {420, 120},
12549       {640, 150},
12550       {860, 125},
12551       {1080, 145},
12552       {1280, 135},
12553     }
12554     for _, pos in ipairs(test_pack_positions) do
12555       pack_create(pos[1], pos[2], {
12556         count = 12,
12557         base_hp = 5,
12558         spawn_radius = 50,
12559       })
12560     end
12561   end
12562   
12563   start_run()
12564   
12565   
12566   
12567   -- Shockwave visual effect
12568   shockwaves = {}
12569   function add_shockwave(wx, wy, light, scale)
... [5 more lines]

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

12743      end
12744   
12745     -- Spawn a test pack in front of player
12746     if an:key_is_pressed('t') and p1 and not p1.dead then
12747       local r = p1.r
12748       local cx = p1.x + 80*math.cos(r)
12749       local cy = p1.y + 80*math.sin(r)
12750       pack_create(cx, cy, {
12751         count = 12,
12752         base_hp = 5,
12753         spawn_radius = 50,
12754       })
12755       print('Spawned test pack of 12')
12756     end
12757   
12758     -- Cycle orb 1 ability (- key)
12759     if an:key_is_pressed('-') then
12760       if not debug_orb1_index then debug_orb1_index = 1 end
12761       debug_orb1_index = debug_orb1_index % #ability_names + 1
12762       local name = ability_names[debug_orb1_index]

Bash (grep -n "pack_modifier_display|pack_modifier_pool" E:/a327ex/Orblike/main.lua |...)

9582:pack_modifier_pool = {'tough', 'fast', 'heavy', 'explode_on_death', 'slow_aura'}
9586:pack_modifier_display = {
9709:      local shuffled = table.copy(pack_modifier_pool)
9944:              table.insert(blue_mod_names, pack_modifier_display[mod] or mod)
9956:            table.insert(yellow_mod_names, pack_modifier_display[mod] or mod)

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

9582 pack_modifier_pool = {'tough', 'fast', 'heavy', 'explode_on_death', 'slow_aura'}
9583    
9584    -- Short display names for modifiers shown on the pack UI (pack bar for blues,
9585    -- individual sub-bar for yellows).
9586    pack_modifier_display = {
9587      tough = 'Tough',
9588      fast = 'Fast',
9589      heavy = 'Heavy',
9590      explode_on_death = 'Boom',
9591      slow_aura = 'Slow',
9592    }
9593    
9594    -- Numerator/denominator roll: returns true with probability nd.num / nd.den.
9595    function rand_nd(nd)
9596      return an.random:int(1, nd.den) <= nd.num
9597    end
9598    
9599    -- Apply a modifier to a just-spawned seeker. Stat-changing modifiers mutate
9600    -- fields here; event-driven ones (explode_on_death, slow_aura) are queried
9601    -- from the modifier list at event time.

Now I'll add pack_templates after pack_modifier_display, update pack_create to honor speed_min/max, and use random template selection in both start_run and the T key.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Step 8 done. Summary:

New pack_templates table (near other pack constants): | Template | Name | Count | HP | P.def | M.def | Speed | |---|---|---|---|---|---|---| | plain | Seekers | 12 | 5 | 0 | 0 | default (50-75) | | brute | Brutes | 10 | 8 | 2 | 0 | 35-50 | | mage | Mages | 12 | 5 | 0 | 2 | 45-60 | | fast | Fasts | 14 | 5 | 0 | 0 | 90-120 |

All same color; visual differentiation comes from stats and speed alone.

pack_random_blueprint(spawn_radius) helper picks a random template and returns a fresh blueprint table with spawn_radius merged in. Used by both the start-of-run spawn and the T-key debug spawn.

pack_create now reads blueprint.speed_min / blueprint.speed_max and rolls an individual speed per member from that range. If the blueprint omits them, the seeker falls back to its default an.random:float(50, 75) — so the plain template still uses the existing range without needing explicit fields.

start_run iterates the 5 hardcoded spawn positions and calls pack_create(pos[1], pos[2], pack_random_blueprint(50)) — each position gets a random template, so every run shows a mix of variants.

T key debug spawn also uses pack_random_blueprint(50) and now prints the template name + count.

Expected test:

Session 1 is now complete (steps 1-8 all done). Ready whenever you want to move to Session 2 (damage-dependent modifiers) or another direction.

What abilities deal most magic damage? Same for physical?

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

704  abilities = {
705   fireball = {
706     activation = 'manual',
707     tags = {'area', 'fire', 'projectile'},
708     cooldown = 0.5,
709     color = blue,
710     physical_damage = 3,
711     magic_damage = 1,
712     area_physical_damage = 3,
713     area_magic_damage = 1,
714     element = 'fire',
715     fire_sound = 'fireball_fire',
716     area_sound = 'fireball_hit',
717     area_radius = 25,
718   },
719   null_arrow = {
720     activation = 'manual',
721     tags = {'area', 'duration', 'null', 'projectile'},
722     cooldown = 0.5,
723     color = purple,
724     null_damage = 1,
725     area_null_damage = 1,
726     element = 'null',
727     fire_sound = 'caustic_arrow_fire',
728     area_sound = 'fireball_hit',
729     area_radius = 33,
730     area_duration = 4,
731     area_tick_rate = 0.5,
732   },
733   fissure = {
... [350 more lines]

Pulling from the abilities table:

Highest physical damage per hit: | Ability | Phys | Notes | |---|---|---| | asal | 20 | Single melee strike, 3s cooldown, biggest burst in the game | | big_rock | 12 | Arced throw, 5s cooldown, AoE | | railgun | 5 | Charged piercing line, 3s cooldown | | windfield / frost_nova / earthquake / flicker_strike / dash_strike | 4 | Various | | explosive_arrow | 4 (area) | Projectile 1, explosion 4 | | fireball / fissure / piercing_arrow / rotating_turret / arrow_barrage | 3 | Bread-and-butter tier |

Highest magic damage per hit: | Ability | Magic | Notes | |---|---|---| | psylance | 6 | Channeled force lance, the magic king | | tornado_shot | 3 | Primary projectile (+2 secondary phys) | | frost_nova | 2 | Also 4 phys | | fireball / arc / beam / wind_slash | 1 | Small magic top-up on a physical-dominant hit |

Null damage (bypasses both defenses): only null_arrow = 1 per tick on a 4s duration area.

So asal is the physical tank-buster and psylance is the magic specialist. Both are cooldown/channel abilities — the fast-hitting abilities (arc, beam, cyclone, ball_lightning, fireball's small magic portion, etc.) cap at 1-2 magic per tick, so they get blocked hard by any enemy with magic_defense ≥ 1-2, which is exactly the "mage" pack you just configured (2 magic_def).

For the brute packs (2 phys_def), the fast-hitting physical abilities are similarly chip-blocked — fireball drops from 3 phys to 1, arc drops from 1 to 0 per hop, beam drops from 1 to 0 per tick. Only the heavy-hit abilities (asal 20, big_rock 12, railgun 5) punch cleanly through brute defenses.

Orb 1 - fireball, orb 2 - tornado shot, orb 3 - explosive arrow, orb 4 - psylance

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

12520        local t = oldest_age/self.trail_duration
12521       if t < 0.5 then
12522         c.a = 255
12523       else
12524         c.a = math.remap(t, 0.5, 1, 255, 0)
12525       end
12526     end
12527     if not self.done or #self.trail > 0 then
12528       game:push(self.x, self.y, self.r, s, s)
12529       game:rounded_rectangle(-self.w/2, -self.h/2, self.w, self.h, 3, c())
12530       game:pop()
12531     end
12532   end
12533   
12534   
12535   -- Generate map
12536   generate_organic_linear_map()
12537   
12538   function start_run()
12539     -- Clean up any leftover entities from previous run
12540     for _, e in ipairs(an:all('enemy')) do e:kill() end
12541     for _, pr in ipairs(an:all('projectile')) do pr:kill() end
12542     if orbs then
12543       for _, o in ipairs(orbs) do if o.kill then o:kill() end end
12544     end
12545     if p1 then p1:kill(); p1 = nil end
12546     -- Clear any global per-run state
12547     orbs = {}
12548     packs = {}
12549     shockwaves = {}
... [15 more lines]

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Done. start_run now spawns 4 orbs, assigns fireball / tornado_shot / explosive_arrow / psylance in order, and randomizes each orb's edition tint. The spread+3 modifier from the previous fireball test is gone.

Great, this completes all tasks for this session, correct?

Yes — the 8 steps we agreed on for Session 1 are all done:

# Step Status
1 Pack data structure + restart cleanup
2 Hardcoded spawn points at multiple positions
3 Dormant state + activation (player/projectile)
4 Idle → aggro on proximity, whole-pack propagation
5 Pack UI (collective HP bar, many polish passes)
6 Blue/yellow specials (HP, modifiers, area-based explosion & slow aura)
7 Blue/yellow UI (single horizontal row, text labels, truncation)
8 Pack templates / enemy variants (plain / brute / mage / fast)

Deferred from the broader Session 1 scope (not blocking — they belong to later sessions):

Next up is Session 2: Damage-Dependent Modifiers per the roadmap — point_blank, concentrated_effect, DoT_on_hit, explode_on_kill, armor_shred_on_hit, flat +N physical/magic/null modifiers, and the damage conversion modifiers. Now that the dual damage system + enemy variants exist, these modifiers have meaningful stats to bite into.

Want me to update todo.md to mark Session 1 done, or move on to Session 2 planning?

Do a checkpoint commit here, doesn't need to include anything other than "Pack checkpoint" as the summary.

Let me check the git setup first.

Bash (cd E:/a327ex/Orblike && git log --oneline -5 2>&1)

081003f Orblike Damage System
799fb29 Shield checkpoint
40e73e7 Orblike 5 Arrow Abilities
6154f33 Orblike Assorted Improvements
c5748df Orblike More Visuals and Edition System

Bash (cd E:/a327ex/Orblike && git diff --stat anchor/collider.lua anchor/layer.lua 2>&...)

warning: in the working copy of 'anchor/collider.lua', LF will be replaced by CRLF the next time Git touches it
 anchor/collider.lua |  1 +
 anchor/layer.lua    | 20 ++++++++++++++++----
 2 files changed, 17 insertions(+), 4 deletions(-)

Bash (cd E:/a327ex/Orblike && git log -1 --format="%B" 799fb29 2>&1)

Shield checkpoint

Co-Authored-By: Claude <noreply@anthropic.com>

Bash (cd E:/a327ex/Orblike && git add main.lua assets/draw_shader.frag todo.md lore.md...)

warning: in the working copy of 'assets/draw_shader.frag', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'lore.md', LF will be replaced by CRLF the next time Git touches it
warning: in the working copy of 'todo.md', LF will be replaced by CRLF the next time Git touches it
[main 1c5c092] Pack checkpoint
 4 files changed, 858 insertions(+), 50 deletions(-)

Bash (cd E:/a327ex/Orblike && git status --short 2>&1 | head)

 M anchor/collider.lua
 M anchor/layer.lua
 ? reference/001-No-title
 m reference/004
 m reference/239A5-P60B91D
 m reference/BUILDRX2
 ? "reference/Rekoyam Tsohg"

Committed as 1c5c092 Pack checkpoint. Included main.lua, assets/draw_shader.frag, todo.md, lore.md (4 files, +858 / −50). Matched the co-author line format from the prior Shield checkpoint.

Left out of the commit (pre-existing/unrelated):

Let me know if you want those folded in as well.

Now let's do some changes to the damage system. The armor/magic defense thing largely doesn't seem to make a difference in practice. The only thing that matters is HP and how fast you can attack. So let's change abilities to just deal a flat amount of damage, and have enemies just have HP, no armor for now. Later we can add more to this system if it feels necessary, but for now it doesn't. Do this work first, let me test, then we'll change the documents accordingly.

Let me first find all places that use defense fields.

Bash (grep -n "physical_defense|magic_defense" E:/a327ex/Orblike/main.lua | head -30)

7270:  self.physical_defense = 0
7271:  self.magic_defense = 0
9240:  self.physical_defense = (args and args.physical_defense) or 0
9241:  self.magic_defense = (args and args.magic_defense) or 0
9422:--   1. Physical damage reduced by physical_defense (flat subtraction)
9423:--   2. Magic damage reduced by magic_defense (flat subtraction)
9432:  local phys_hit = math.max(0, phys - (entity.physical_defense or 0))
9433:  local mag_hit = math.max(0, mag - (entity.magic_defense or 0))
9599:  {name = 'Seekers', count = 12, base_hp = 5, physical_defense = 0, magic_defense = 0},
9600:  {name = 'Brutes',  count = 10, base_hp = 8, physical_defense = 2, magic_defense = 0, speed_min = 35,  speed_max = 50},
9601:  {name = 'Mages',   count = 12, base_hp = 5, physical_defense = 0, magic_defense = 2, speed_min = 45,  speed_max = 60},
9602:  {name = 'Fasts',   count = 14, base_hp = 5, physical_defense = 0, magic_defense = 0, speed_min = 90,  speed_max = 120},
9624:    e.physical_defense = (e.physical_defense or 0) + 2
9625:    e.magic_defense = (e.magic_defense or 0) + 2
9723:      physical_defense = blueprint.physical_defense or 0,
9724:      magic_defense = blueprint.magic_defense or 0,
10061:      local pdef = p.blueprint.physical_defense or 0
10062:      local mdef = p.blueprint.magic_defense or 0
10116:      local ye_pdef = ye.physical_defense or 0
10117:      local ye_mdef = ye.magic_defense or 0

Plan:

  1. apply_damage — drop defense subtraction, damage is flat.
  2. Pack templates — remove physical_defense/magic_defense, bump brute and mage HP to compensate.
  3. Remove tough modifier (it's a no-op now): from pool, apply_modifier, display.
  4. Remove P/M defense text from the main pack bar UI and yellow bar UI.

Executing.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now removing the P/M defense text from the main bar and yellow bar UI.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Code changes done. Summary:

Damage pipeline

Pack templates

Modifier pool

UI

Not touched (yet, per your instruction):

Ready for you to test. Restart the game, punch through brute / mage / fast packs with different abilities, see if it feels better.

Remove mages, let's just have seekers, brutes and fasts. Seekers have 8 HP. Fasts have 5 HP. Brutes have 15 HP. Let's collapse damage for abilities into a single value, which is just the sum of its physical and magical previous values. Actually, remove brutes and fasts too, let's just have Seekers with 10 HP. Variations to this already exist in the form of blues and yellows. Later we can decide to add different types of enemies that are not just stat differences.

Let me find all the places that read damage fields on source objects.

Bash (grep -n "damage_components|.physical_damage|.magic_damage|.null_damage" E:...)

1644:        local r = target:take_damage(damage_components(def), 0.66)
1863:              physical_damage = def.physical_damage or 0,
1864:              magic_damage = def.magic_damage or 0,
1865:              null_damage = def.null_damage or 0,
2413:                    local ds_r = t:take_damage(damage_components(def))
2920:              local rg_r = e:take_damage(damage_components(def, 1 + charge_t))
3003:              local chain_dmg_r = closest:take_damage(damage_components(def, 1 + charge_t))
3107:                    local echo_r = e:take_damage(damage_components(def, 1 + charge_t))
3148:                        local copy_r = e:take_damage(damage_components(def, 1 + charge_t))
3245:          local asal_result = target:take_damage(damage_components(def, charge_mult))
3269:                local ms_result = e:take_damage(damage_components(def, charge_mult))
3993:                      local beam_r = e:take_damage(damage_components(def), 0.5)
4636:                  local r = e:take_damage(damage_components(def))
7717:  self.physical_damage = args.physical_damage_override or (def and def.physical_damage) or 0
7718:  self.magic_damage = args.magic_damage_override or (def and def.magic_damage) or 0
7719:  self.null_damage = args.null_damage_override or (def and def.null_damage) or 0
7820:    self.physical_damage = 0
7821:    self.magic_damage = 0
7822:    self.null_damage = 0
8317:    local r = e:take_damage(damage_components(self))
8322:    local r = e:take_damage(damage_components(self))
8331:    local stick_result = e:take_damage(damage_components(self), 0.3)
8343:    local r = e:take_damage(damage_components(self), 0.55)
8351:    local r = e:take_damage(damage_components(self), 0.55)
8359:    local r = e:take_damage(damage_components(self), 0.55)
8459:  self.physical_damage = args.physical_damage or (def and (def.area_physical_damage or def.physical_damage)) or 0
8460:  self.magic_damage = args.magic_damage or (def and (def.area_magic_damage or def.magic_damage)) or 0
8461:  self.null_damage = args.null_damage or (def and (def.area_null_damage or def.null_damage)) or 0
8707:            local dmg_result = e:take_damage(damage_components(self), hit_vol)
8808:              p1:take_damage(damage_components(self))
... [19 more lines]

Bash (grep -n ":take_damage({" E:/a327ex/Orblike/main.lua | head -20)

12631:    p:take_damage({
12667:      e:take_damage({physical = dmg}, 0.8)

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

12625          if bonus > 0 then
12626           contact_force = contact_force + bonus
12627         end
12628       end
12629       e:push(r, contact_force)
12630       -- Apply contact damage to player
12631       p:take_damage({
12632         physical = e.contact_physical_damage or 1,
12633         element = 'physical',
12634       })
12635       an:add(hit_circle(event.point_x, event.point_y, {radius = 6, duration = 0.15}))
12636       for i = 1, an.random:int(1, 2) do
12637         an:add(hit_particle(event.point_x, event.point_y, {velocity = an.random:float(60, 120), duration = an.random:float(0.1, 0.3)}))
12638       end
12639       ::skip_contact::
12640     end
12641   
12642     -- Construct-enemy collision (small push)
12643     for _, event in ipairs(an:collision_begin_events('construct', 'enemy')) do
12644       local c, e = event.a, event.b
12645       local r = math.angle_to_point(c.x, c.y, e.x, e.y)
12646       e:push(r, 3)
12647       c.spring:pull('main', 0.15)
12648     end
12649   
12650     -- Projectile-enemy hit
12651     for _, event in ipairs(an:sensor_begin_events('projectile', 'enemy')) do
12652       local proj, e = event.a, event.b
12653       local r = math.angle_to_point(e.x, e.y, proj.x, proj.y)
12654       local s = math.max(e.w, e.h)
... [20 more lines]

Bash (grep -n "damage =|damage_override|_damage_dealt|physical_hit|magic_hit|nu...)

671:  local a = area(x, y, {ability = 'asal', color = color, mods = mods, physical_damage = damage, edition = edition or 0, cast_log = cast_log})
710:    physical_damage = 3,
711:    magic_damage = 1,
712:    area_physical_damage = 3,
713:    area_magic_damage = 1,
724:    null_damage = 1,
725:    area_null_damage = 1,
739:    physical_damage = 3,
754:    physical_damage = 4,
773:    physical_damage = 1,
774:    magic_damage = 1,
785:    physical_damage = 4,
786:    magic_damage = 2,
800:    physical_damage = 4,
801:    aftershock_physical_damage = 2,
816:    area_physical_damage = 1,
863:    physical_damage = 1,
864:    magic_damage = 1,
887:    physical_damage = 1,
900:    physical_damage = 20,
913:    physical_damage = 4,
926:    physical_damage = 4,
941:    physical_damage = 12,
956:    physical_damage = 5,
964:    physical_damage = 2,
965:    magic_damage = 6,
980:    physical_damage = 2,
981:    magic_damage = 1,
997:    physical_damage = 3,
1008:    physical_damage = 1,
... [48 more lines]

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

1075   },
1076      righteous_fire = {
1077        activation = 'toggle',
1078        tags = {'area', 'fire'},
1079        carrier = 'toggle_area',
1080        color = red,
1081        physical_damage = 1,
1082        element = 'fire',
1083        area_radius = 64,
1084        area_duration = 9999,
1085        area_tick_rate = 0.15,
1086        start_sound = 'rf_start',
1087        loop_sound = 'rf_loop',
1088        end_sound = 'rf_end',
1089        hit_sounds = {'rf_hit_3'},
1090        steady_rotation = true,
1091      },
1092    }
1093    
1094    -- Ordered ability list for cycling
1095    ability_names = {
1096      'fireball', 'null_arrow', 'fissure', 'windfield', 'arc', 'frost_nova',
1097      'earthquake', 'ball_lightning', 'lance', 'wall', 'snake', 'random_cast',
1098      'beam', 'deploy', 'cyclone', 'asal', 'flicker_strike', 'dash_strike',
1099      'big_rock', 'railgun', 'psylance', 'wind_slash', 'righteous_fire',
1100      'piercing_arrow', 'arrow_barrage', 'rotating_turret', 'tornado_shot', 'explosive_arrow',
1101    }
1102    debug_ability_index = 1
1103    
1104    -- Orb keybinds

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

704  abilities = {
705   fireball = {
706     activation = 'manual',
707     tags = {'area', 'fire', 'projectile'},
708     cooldown = 0.5,
709     color = blue,
710     physical_damage = 3,
711     magic_damage = 1,
712     area_physical_damage = 3,
713     area_magic_damage = 1,
714     element = 'fire',
715     fire_sound = 'fireball_fire',
716     area_sound = 'fireball_hit',
717     area_radius = 25,
718   },
719   null_arrow = {
720     activation = 'manual',
721     tags = {'area', 'duration', 'null', 'projectile'},
722     cooldown = 0.5,
723     color = purple,
724     null_damage = 1,
725     area_null_damage = 1,
726     element = 'null',
727     fire_sound = 'caustic_arrow_fire',
728     area_sound = 'fireball_hit',
729     area_radius = 33,
730     area_duration = 4,
731     area_tick_rate = 0.5,
732   },
733   fissure = {
... [365 more lines]

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

11443      self.origin_x, self.origin_y = x, y
11444     self.target_x = args.target_x or x
11445     self.target_y = args.target_y or y
11446     self.flight_duration = args.flight_duration or 3
11447     self.area_radius = args.area_radius or 30
11448     self.physical_damage = args.physical_damage or 0
11449     self.magic_damage = args.magic_damage or 0
11450     self.null_damage = args.null_damage or 0
11451     self.element = args.element
11452     self.cast_log = args.cast_log
11453     if self.cast_log then self.cast_log:add_pending() end
11454     self.color = args.color or yellow
11455     self.mods = args.mods or {}
11456     self.ability = args.ability or 'big_rock'
11457     self.source_orb = args.source_orb
11458     self.area_sound = args.area_sound
11459     self.elapsed = 0
11460     self.landed = false
11461     self.apex_fired = false
11462     -- Generate jagged vertices once (like earthquake)

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

11594        self.landed = true
11595       -- AoE damage via polygon area: full damage inside rock shape, falloff in outer ring
11596       an:add(area(self.target_x, self.target_y, {
11597         ability = self.ability, color = self.color, mods = self.mods,
11598         physical_damage = self.physical_damage,
11599         magic_damage = self.magic_damage,
11600         null_damage = self.null_damage,
11601         element = self.element,
11602         shape = 'polygon',
11603         radius = self.area_radius, outer_radius = self.area_radius*2,
11604         polygon_verts = self.jagged_verts, polygon_r = self.rock_r,
11605         edition = (self.source_orb and self.source_orb.edition) or ability_edition_override or 0,
11606         hidden = true, cast_log = self.cast_log,
11607       }))
11608       -- Rock shatters into polygon fragments with physics

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

10388      -- Each extra fuse adds the contact damage (physical_damage) on top of the base area damage
10389     local extra = fuse.count - 1
10390     local explosion_radius = def.area_radius + fuse.count*2
10391     an:add(area(fx, fy, {
10392       ability = 'explosive_arrow', color = fuse.color, mods = fuse.mods, edition = fuse.edition,
10393       physical_damage = (def.area_physical_damage or 0) + extra*(def.physical_damage or 0),
10394       magic_damage = (def.area_magic_damage or 0) + extra*(def.magic_damage or 0),
10395       null_damage = (def.area_null_damage or 0) + extra*(def.null_damage or 0),
10396       element = def.area_element or def.element,
10397       radius = explosion_radius,
10398       cast_log = log,
10399     }))
10400     local explode_d = (p1 and not p1.dead) and math.distance(fx, fy, p1.x, p1.y) or 0
10401     local explode_vol = volumes.explosive_arrow_explode*math.max(1 - explode_d/500, 0.15)
10402     sfx('explosive_arrow_explode', explode_vol)

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

1858             local br_log = damage_cast_log.new(ability_name, def.element)
1859                an:add(big_rock_effect(fx, fy, {
1860                  target_x = ctx, target_y = cty,
1861                  flight_duration = (def.flight_duration or 3) + c*0.3,
1862                  area_radius = rock_radius,
1863                  physical_damage = def.physical_damage or 0,
1864                  magic_damage = def.magic_damage or 0,
1865                  null_damage = def.null_damage or 0,
1866                  element = def.element,
1867                  color = def.color, mods = mods, ability = ability_name,
1868                  source_orb = self,
1869                  fire_sound = def.fire_sound, area_sound = def.area_sound,
1870                  cast_log = br_log,
1871                }))
1872              end

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

1486 
1487          -- Aftershock: delayed second hit at same position with higher damage
1488          if def.aftershock_delay then
1489            self.timer:after(def.aftershock_delay, function()
1490              an:add(area(fire_x, fire_y, {ability = ability_name, color = def.color, mods = area_mods, follow = follow_target, physical_damage = def.aftershock_physical_damage or 0, magic_damage = def.aftershock_magic_damage or 0, null_damage = def.aftershock_null_damage or 0, edition = orb_ed, cast_log = self_area_log}))
1491              an.camera.shake:trauma(0.4*shake_scale, 0.2*shake_scale, {x = 24, y = 24, rotation = 0, zoom = 0})
1492              an.camera.shake:shake(2*shake_scale, 0.1*shake_scale)
1493              if def.aftershock_sound then sfx(def.aftershock_sound, volumes[def.aftershock_sound]) end
1494              if follow_target then
1495                p1.spring:pull('shoot', 0.3)

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

8266       local sy = self.y + 4*math.sin(sec_r)
8267          local sec = projectile(sx, sy, {
8268            ability = self.ability, color = self.color, r = sec_r, mods = self.mods,
8269            source_orb = self.source_orb, is_secondary = true,
8270            speed_mult = (def.secondary_speed or 190)/(def.projectile_speed or 150),
8271            physical_damage_override = def.secondary_physical_damage,
8272            magic_damage_override = def.secondary_magic_damage,
8273            null_damage_override = def.secondary_null_damage,
8274            cast_log = self.cast_log,
8275          })
8276          an:add(sec)
8277        end

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

7815 
7816      -- Ball lightning setup
7817      self.is_ball_lightning = self.ability == 'ball_lightning'
7818      if self.is_ball_lightning then
7819        self.pierce = math.huge
7820        self.physical_damage = 0
7821        self.magic_damage = 0
7822        self.null_damage = 0
7823        self.origin_x, self.origin_y = x, y
7824        if not self.distance_traveled then self.distance_traveled = 0 end
7825        self.max_range = def.max_range or 200
7826        local tick_ability_name = self.mods.cast_on_tick or def.cast_tick_ability or 'arc'
7827        local tick_def = abilities[tick_ability_name]
7828        self.bl_cast_tick_rate = tick_def and tick_def.cooldown or 1
7829        self.bl_cast_tick_ability = tick_ability_name

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

9335   }, damage_cast_log)
9336    end
9337    
9338    function damage_cast_log:add_pending()
9339      self.pending = self.pending + 1
9340    end
9341    
9342    function damage_cast_log:remove_pending()
9343      self.pending = self.pending - 1
9344      if self.pending <= 0 and not self.concluded then
9345        self:conclude()
9346      end
9347    end
9348    
9349    function damage_cast_log:add_hit(result, enemy, source_type)
9350      if not result then return end
9351      source_type = source_type or 'hit'
9352      local b = self.buckets[source_type]
9353      if not b then
9354        b = {physical_dealt = 0, magic_dealt = 0, null_dealt = 0, hit_ids = {}, enemy_count = 0}
9355        self.buckets[source_type] = b
9356      end
9357      b.physical_dealt = b.physical_dealt + (result.physical_hit or 0)
9358      b.magic_dealt = b.magic_dealt + (result.magic_hit or 0)
9359      b.null_dealt = b.null_dealt + (result.null_hit or 0)
9360      if enemy and not b.hit_ids[enemy.id] then
9361        b.hit_ids[enemy.id] = true
9362        b.enemy_count = b.enemy_count + 1
9363      end
9364    end
... [30 more lines]

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

7264   self.moving = false
7265      self.previous_moving = false
7266      self.flashing = false
7267      -- Defenses
7268      self.hp = 100
7269      self.max_hp = 100
7270      self.physical_defense = 0
7271      self.magic_defense = 0
7272      self.last_damage_time = -math.huge
7273      self.dead = false
7274    
7275      self:add(collider('player', 'dynamic', 'box', 10, 10))
7276      self.collider:set_gravity_scale(0)
7277      self.collider:set_fixed_rotation(true)
7278      self.collider:set_position(self.x, self.y)
7279    
7280      self.slots = {}
7281    
7282      self:add(timer())
7283      self:add(spring())

This is a big refactor. Let me execute it in one pass — abilities table first, then the supporting plumbing.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Abilities table done. Now the core damage plumbing.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now updating projectile, area, and all the spawn sites.

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Let me verify all the old *_damage references are gone and check the remaining seeker/player fields.

Bash (grep -n "physical_damage|magic_damage|null_damage|physical_defense|magic_def...)

7260:  self.physical_defense = 0
7261:  self.magic_defense = 0
9222:  self.physical_defense = (args and args.physical_defense) or 0
9223:  self.magic_defense = (args and args.magic_defense) or 0
9675:      physical_defense = blueprint.physical_defense or 0,
9676:      magic_defense = blueprint.magic_defense or 0,
10348:  -- Each extra fuse adds the contact damage (physical_damage) on top of the base area damage

You've hit your limit · resets 2pm (America/Sao_Paulo)

<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>/effort</command-name>
            <command-message>effort</command-message>
            <command-args>high</command-args>
<local-command-stdout>Set effort level to high: Comprehensive implementation with extensive testing and documentation</local-command-stdout>

Continue.

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

7256   self.flashing = false
7257      -- Defenses
7258      self.hp = 100
7259      self.max_hp = 100
7260      self.physical_defense = 0
7261      self.magic_defense = 0
7262      self.last_damage_time = -math.huge
7263      self.dead = false
7264    
7265      self:add(collider('player', 'dynamic', 'box', 10, 10))

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

9218   self.state = 'aggro'  -- dormant / idle / aggro; pack_create overrides to dormant
9219      -- Defenses
9220      self.hp = (args and args.hp) or 5
9221      self.max_hp = self.hp
9222      self.physical_defense = (args and args.physical_defense) or 0
9223      self.magic_defense = (args and args.magic_defense) or 0
9224      self.last_damage_time = -math.huge
9225      self.dead = false
9226      -- Contact damage dealt to the player on touch
9227      self.contact_damage = (args and args.contact_damage) or 1

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

9670       e_speed = an.random:float(blueprint.speed_min, blueprint.speed_max)
9671        end
9672    
9673        local e = seeker(ex, ey, {
9674          hp = hp,
9675          physical_defense = blueprint.physical_defense or 0,
9676          magic_defense = blueprint.magic_defense or 0,
9677          speed = e_speed,
9678        })
9679        e.pack = p
9680        e.state = 'dormant'
9681        e.tier = tier
9682        e.modifiers = {}
9683    
9684        if tier == 'blue' or tier == 'yellow' then

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

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

The file E:\a327ex\Orblike\main.lua has been updated successfully. (file state is current in your context — no need to Read it back)

Now verifying no stale references remain.

Bash (grep -n "physical_damage|magic_damage|null_damage|physical_defense|magic_def...)

(Bash completed with no output)

All clean. No remaining references to physical_damage, magic_damage, null_damage, physical_defense, magic_defense, any area_*_damage, aftershock_*_damage, secondary_*_damage, contact_physical_damage, or physical_hit / magic_hit / null_hit anywhere in main.lua.

Summary of the refactor

Core damage pipeline collapsed to a single flat value:

Abilities (23 entries) collapsed:

Instance-level damage carriers:

Spawn sites that pass damage through args — all updated:

Entity defenses dropped:

Seeker contact damage renamed:

Pack templates simplified to just one: lua pack_templates = { {name = 'Seekers', count = 12, base_hp = 10}, }

Variation now comes from blue/yellow specials only, per your direction.

Lore / todo documents intentionally not touched yet — you said to do the work first, test, then update the docs. They still describe the dual physical/magic system with flat-subtraction defense, which is now stale and needs rewriting whenever you give the go-ahead.

Ready for you to test. Restart the game and 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;153m963.5k/1m tokens (96%)[39m

[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m  [38;2;153;153;153m[3mEstimated usage by category[23m[39m
                                          [38;2;136;136;136m⛁[39m System prompt: [38;2;153;153;153m6k tokens (0.6%)[39m
[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m  [38;2;153;153;153m⛁[39m System tools: [38;2;153;153;153m10.6k tokens (1.1%)[39m
                                          [38;2;215;119;87m⛁[39m Memory files: [38;2;153;153;153m2.4k tokens (0.2%)[39m
[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m  [38;2;255;193;7m⛁[39m Skills: [38;2;153;153;153m698 tokens (0.1%)[39m
                                          [38;2;147;51;234m⛁[39m Messages: [38;2;153;153;153m943.8k tokens (94.4%)[39m
[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m  [38;2;153;153;153m⛶[39m Free space: [38;2;153;153;153m3.5k (0.4%)[39m
                                          [38;2;153;153;153m⛝ Autocompact buffer: 33k tokens [39m
[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m                        [38;2;153;153;153m(3.3%)[39m

[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m

[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [39m

[38;2;147;51;234m⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ ⛁ [38;2;153;153;153m⛝ ⛝ ⛝ ⛝ ⛝ ⛝ [39m


[1mMCP tools[22m[38;2;153;153;153m · /mcp (loaded on-demand)[39m

[38;2;153;153;153mAvailable[39m
[38;2;153;153;153m└ mcp__claude_ai_Gmail__authenticate[39m
[38;2;153;153;153m└ mcp__claude_ai_Gmail__complete_authentication[39m
[38;2;153;153;153m└ mcp__claude_ai_Google_Calendar__authenticate[39m
[38;2;153;153;153m└ mcp__claude_ai_Google_Calendar__complete_authentication[39m

[1mMemory files[22m[38;2;153;153;153m · /memory[39m
└ E:\a327ex\.claude\CLAUDE.md: [38;2;153;153;153m1.9k tokens[39m
└ C:\Users\adn\.claude\projects\E--a327ex\memory\MEMORY.md: [38;2;153;153;153m433 tokens[39m

[1mSkills[22m[38;2;153;153;153m · /skills[39m

[38;2;153;153;153mPlugin[39m
└ frontend-design: [38;2;153;153;153m67 tokens[39m

 [1mSuggestions[22m
 [38;2;255;193;7m⚠ [39m[1mContext is 96% full[22m
   [38;2;153;153;153mAutocompact will trigger soon, which discards older messages. Use /compact [39m
   [38;2;153;153;153mnow to control what gets kept.[39m

 [38;2;177;185;249mℹ [39m[1mFile reads using 103.5k tokens (10%)[22m[38;2;153;153;153m → save ~31.1k[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>

Let's end the session now. Name it "Orblike Pack System"

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 Pack System

[Request interrupted by user]