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:
- Read todo.md, orbs/system_design.md, FRAMEWORK_API_QUICK.md, main.lua structure. Positioned at roadmap's "Session 1: Enemy Types + Pack System".
- Removed "Next Session" block from todo.md (items already done). Deleted stale memory files project_shockwave_sounds.md and project_map_visual_system.md. Verified shockwave still uses its dedicated 'shockwave' sound (assets/RPG3_FireMagic_CuteBomb), not the fireball_hit placeholder.
ARPG Itemization design discussion:
- Long pushback on affix-soup model given Orblike's small-integer, flat-subtraction, chunky-modifier philosophy.
- User proposed equipment slots replacing orb-mod slots on player: Mask, Sigil/Focus/Resonator, Robe, 10 Rings (hands and feet). Inspired by Shun from Shin Sekai Yori — floating robed masked caster with sigil overhead, orbs orbiting, rings on hands and feet.
- User: "These items will be the last thing we add once the game is already done."
- Added brief "Equipment System (late-game addition)" note to todo.md. Added "Orb Users" section to lore.md covering floating mechanic and full silhouette.
- Alchemist removed from todo.md (lore flavor only, not a real system in this game).
Pack system design alignment:
- Dormant pre-spawn (not lazy), projectile activation (projectile travel activates packs like player does), damage-triggered engagement for UI, stacked pack UI, 12-16 enemies per pack, 5 spawn points, no despawning.
- Dormant enemies invisible, don't update (2+ screens away). Draw cull for all distant enemies.
- Aggro never propagates between packs (PoE convention).
Step 1 — Pack data structure:
- New
packs = {}global,pack_create(x, y, blueprint)spawning N seekers with back-reference.pack_member_died(p, member)removes dead member and auto-destroys empty pack.seeker:die()notifies pack.start_runresets packs list.
Step 2 — Multiple spawn points:
- 5 hardcoded positions across the 1440×270 map: (420,120), (640,150), (860,125), (1080,145), (1280,135).
Step 3 — Dormant state + activation:
statefield on seeker ('dormant'/'idle'/'aggro').pack_activation_radius = 480(1 screen chosen over 2 because map is 3 screens wide).packs_update()runs inan:early_actionchecking player + projectile positions against dormant packs.seeker:update()early-returns when dormant.- User feedback: "The idle state needs to be way more idle. Remove wander." Moved wander into aggro branch; idle uses separation only.
Step 4 — Aggro propagation:
pack_aggro_radius = 200,pack_aggro(p)transitions all live members to aggro at once. Proximity-only (not damage-based), so sniping from distance keeps them idle.
Step 5 — Pack UI, many iterations:
- New
hudscreen-space layer (hud.camera = nil).draw_pack_ui()draws collective HP bars centered at top with spring rotation on damage, fast-front/delayed-back HP trailing flash. - Heavy iteration on styling: border width 2, 5 gradient segments instead of 8, brighter left gradient, text margin 8, hit rotation ÷3, hit spring ÷2, removed default rotation, rounded corners, centered texts.
- Palette-driven cloud effect (F12 cycling): Modified
assets/draw_shader.fragedition 30 to acceptu_hp_color_aandu_hp_color_buniforms, blending via organic field (blend_t = 0.3 + res2 * 0.4). draw_pack_ui readswall_palettes[wall_palette_index]per frame and pushespal.wall/pal.wall2to the shader. F12 now switches both walls and HP bar colors simultaneously. - Two-pass HP rendering with per-pass clip alignment: Pass A full bar width (88) with dark input (darker HP edge), Pass B inner inset (84) with white input. Per-pass clips
clip_a = (inner_pad + fill_w * front_r) / bar_wso both passes' right edges align pixel-perfect while Pass A extends 2px left for the dark edge effect. Fixed a 1-pixel overlap bug and a disappeared-left-edge bug through this formula.
Step 6 — Blue/Yellow specials:
- Roll system via
rand_nd({num, den})— Blue 1-in-10, Yellow 1-in-25 per enemy. Numerator/denominator system chosen so map mods can tweak probabilities later (todo.md noted). pack_modifier_pool = {tough, fast, heavy, explode_on_death, slow_aura}.pack_modifier_displayshort names (Tough/Fast/Heavy/Boom/Slow). Blue 2× HP 1 mod, Yellow 3× HP 2 mods without replacement.- Blue edition 15 (flat blue), Yellow edition 20 (flat yellow).
- explode_on_death as real area: Rewrote to spawn an
areawithshape = 'circle'(overriding earthquake's default jagged_circle), hostile=true, deals 2 physical to player.
Step 7 — Blue/Yellow UI, heavy iteration:
- Blue HP not in own bar — modifiers just appear below pack bar. Yellow gets own HP bar. Blue 3×, Yellow 6× HP.
- Pack HP excludes yellow HP. Per-yellow
ui_hp_front/back/back_delayfor tweened sub-bar animation. Scale spring critical-damped (bounce=0) so text never renders at scale<1. - Pack HP bar disappears when only yellows remain: wrapped main-bar drawing in
if has_main_bar, yellow sub-bars still render. - Slow aura as general area system: User pushed back on custom pixel drawing. Added
slow_amountandslow_keyfields to area class; duration-area tick branches onself.hostileto set/clearp1.speed_buffs[slow_key]based on distance.area:kill()clears the buff.pack_spawn_slow_aura(e)creates follow=e, hostile=true, slow_amount=0.3, radius=60, duration=99999. Works for player auras too (general system). - Layout iterations: first vertical stacking, then horizontal stacking below main bar, then above main bar, then user clarified: "Bro, what. I mean stacked horizontally. No bar should appear above or below another. One horizontal row at top of screen." Full rewrite to flat slot list — each engaged pack contributes main slot + N yellow slots, all drawn in a single horizontal row.
- top_margin 4→6, gap 6→10, bar_w 88→80 so 5 fit at 20px margins. Overflow truncation shifts bars left and draws "..." marker past the last bar (not replacing it).
- Yellow bars get name ("Seeker") and defense X/Y text just like main bars.
Step 8 — Pack templates:
pack_templates: plain/Seekers (12, 5 HP), brute/Brutes (10, 8 HP, 2 phys_def, 35-50 speed), mage/Mages (12, 5 HP, 2 mag_def, 45-60 speed), fast/Fasts (14, 5 HP, 90-120 speed). All same color per user — no visual differentiation.pack_random_blueprint(spawn_radius)helper.pack_createreadsspeed_min/speed_max.start_runassigns random templates to the 5 spawn positions.
Damage survey:
- Asked which abilities deal most damage. Physical: asal 20 (biggest burst), big_rock 12, railgun 5. Magic: psylance 6 (king), tornado_shot 3, frost_nova 2.
- User picked orb loadout: Orb 1 fireball, Orb 2 tornado_shot, Orb 3 explosive_arrow, Orb 4 psylance.
start_runwired accordingly.
Element system discussion:
- User asked about Pokemon-style 2x/0.5x type chart.
- Strong pushback: clashes with small-integer philosophy (introduces fractions), 5 elements too few to dilute hard matchups (Pokemon has 18), punishes specialization that the rest of the game rewards.
- Recommendation: integer element resistances (flat subtraction) + element-mechanical side effects + themed map mods instead of multipliers. Water suggested as 5th classical element fitting the low-frequency lore lane.
Checkpoint commit:
- User: "Do a checkpoint commit." →
1c5c092 Pack checkpoint(main.lua, assets/draw_shader.frag, todo.md, lore.md, +858/-50).
Damage system collapse — two passes:
- User: "Armor/magic defense doesn't matter in practice. Just HP and attack speed. Flat damage, no armor. Do work first, then docs."
- First pass:
apply_damagesums phys+mag+null into flat hp_loss, keeps abilities' component split, removestoughmodifier (no-op now), removes P/M defense text from bars. Bumped Brute 15HP, Mage 10HP. - User: "Remove mages. Remove brutes and fasts too. Just Seekers with 10 HP. Variations come from blues and yellows. Collapse ability damage into single value."
- Second pass full refactor: Single
damagefield on all 23 abilities (summed from former phys+mag+null). Singlearea_damage,aftershock_damage,secondary_damage. Projectile/area/big_rock_effect instance classes use singleself.damage.damage_components(source, mult)returns{damage, element}.damage_cast_loguses singledamage_dealtaccumulator.pack_templatessimplified to one Seeker entry (10 HP). - Removed
physical_defense/magic_defensefields from player and seeker constructors. Removedcontact_physical_damage→contact_damage. - Verified clean: no stale
physical_damage/magic_damage/null_damage/physical_defense/magic_defense/area_*_damage/aftershock_*_damage/secondary_*_damage/physical_hitreferences remain anywhere. - lore.md and todo.md intentionally NOT updated — user said "do work first, then docs." They still describe the dual physical/magic system with flat-subtraction defense, pending the user's green light for the doc rewrite.
<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):
- Memory leak test on restart (press R repeatedly, verify nothing leaks)
- 3 seeker variants — brute (high physical_defense), mage (high magic_defense), fast (low HP, high speed)
- Pack system (enemies spawn in same-type groups)
- Special enemies (blue/yellow/prismatic — PoE rare equivalents)
- Pack UI (collective HP bar + defenses)
- 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:
- (a) you're counting "seeker is parameterized so variants are trivially possible" as done
- (b) the work is in a file I haven't looked at
- (c) you misremembered which items got done — they may still be open
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:
- 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.
- 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:
- Drops can be sparse and exciting. Each material is special; you only need one of each. No gear treadmill, no duplicate-discard friction.
- "Crafting" happens out of combat at the alchemist. He converts materials into orbs/modifiers/scaffolding. This sidesteps the entire "in-game item crafting UI" trap and lets the shop sim layer absorb the complexity.
- Item count stays low. 5-15 distinct materials per run, each one a discrete object the player understands.
- Rerolling/randomization isn't needed. PoE crafting exists because affix combinations are huge. If each material is one property, there's nothing to roll.
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
- Whether items should have rarity tiers at all. Orbs already have editions (Foil/Holo/Polychrome/etc.) which are essentially rarity. Adding a second rarity axis on items is confusing. I'd put rarity on one layer only — probably orbs, since editions already exist.
- Whether scaffolding items risk feeling like "boring math". "+1 max link" is powerful but not visceral. Might need to be presented dramatically (a glowing artifact, not a stat line) to feel like loot.
- How much UI surface this adds. Equipment slots + inventory + alchemist interface is a lot of menus. If the game wants to stay action-forward, this is real cost.
- Whether the global modifier layer collides with link-modifier scoping. "All Cast on Hit links gain Multi(fan,2)" could either be a clean global override or a confusing thing that interacts weirdly with per-link modifiers. Worth thinking through.
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:
- 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.
- 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:
- Anatomical (PoE-style): helm, chest, boots, gloves, ring, amulet. 5-7 slots. Familiar but generic and trope-heavy — Orblike's aesthetic doesn't read fantasy-RPG, so this might feel borrowed.
- Functional / thematic: Body, Mobility, Conduit (scaffolding), Catalyst (amplifier), maybe Charm. 4-5 slots. Each slot has a clear job, which makes the loot meaningful — finding a Body item means defensive upgrade, finding a Catalyst means build-shaper. This reads more "alchemist's apprentice" than "fantasy adventurer" and fits the lore.
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:
- Dedicated slot: One slot (Catalyst) is the global-mod slot. All Catalysts have global mods — common ones are weak, rare ones are strong. Predictable: you always know where build-shapers come from.
- Diffused: Any equipment piece can roll a global mod, but it's rare across the loot pool. You might find a global mod on boots, on belt, anywhere. More variance, more loot excitement, but you can't "target farm" the global-mod slot.
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:
- Slots are exclusive (one item per slot) — solves duplicate-equipment.
- Same global mod from different slots stacks (two pieces with "+1 pierce" = +2 pierce) — the orb graph already has stacking mods, this is consistent.
- Some global mods are explicitly non-stacking ("all projectiles gain Homing" — homing is binary, can't have it twice).
4. Rarity unification. Earlier I argued rarity should live on one layer to avoid confusion. Three options:
- Equipment has no rarity tier (just type + mods, the global-mod ones are implicitly rarer in the drop table).
- Equipment uses the same edition system as orbs (Foil Belt, Polychrome Boots) — visually unified, but every Belt suddenly has 10 visual variants.
- Equipment has its own rarity scale (white/blue/yellow) — familiar ARPG language but a second axis of rarity.
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?
- Stay as fixed player abilities (every player has formations 1-4 always).
- Equipment-granted (find a "Snake Formation Crystal" that goes in a slot).
- Granted by orb-zero-equivalent equipment piece (a special slot for "player abilities").
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:
- Make utility actually significant — flat-subtraction defense in a small-int system means "+2 magic_def" is huge against tick-based abilities. Trust the math.
- Let even utility items have one minor flavor mod (charge generation, dodge "1 in N", numerator boost). Tiny but interesting. Not a global mod, just personality.
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:
- Slot count and category names — biggest commitment because it shapes everything else.
- Diffused vs dedicated for global mods — directly affects loot feel.
- Where formations / player abilities live — clarifies how much the player has to manage.
- 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?
- We need to find lore appropriate names for the equipments, but I agree that copying the general slots from ARPGs is a mistake.
- I agree that diffused is better.
- 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.
- 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.
- 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.
- Body → Mantle (augments personal mana field)
- Mobility → Pacestone or Vector
- Conduit (scaffolding) → Resonator or Lattice
- Catalyst (amplifier) → Sigil or Focus
- Charm → Talisman
B. Material / Etched — primal, "things adventurers find in dangerous places."
- Body → Wardstone or Carapace
- Mobility → Stridebone
- Conduit → Tetherweave
- Catalyst → Etched Prism
- Charm → Glyphshard
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.
- Body → Low Mantle (low-frequency, real-world toughness)
- Mobility → Mid Wind (mid-frequency shaped motion)
- Conduit → High Lattice (high-frequency mana-on-mana, bridges between orbs)
- etc.
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:
- 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."
- Items drop pre-socketed. A dropped Resonator might already have 1-2 shards in it. Those shards are extractable and reusable.
- Loose shards drop too. Some enemies drop bare shards instead of items.
- 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.
- Slot count scales with quality tier. T1 = 1 slot, T2 = 2 slots, T3 = 3 slots. Merging is the path to more slots.
- 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:
- It avoids the affix-soup gambling loop you don't want.
- Mods are spatial objects the player can hold, see, move around — fits the chunky-modifier philosophy where each mod matters.
- It creates a clean "I want to swap this shard from that item to this one" decision instead of "let me reroll for the 50th time."
- Merging is non-punitive (you don't lose mods), so players will actually do it.
- The pacing comes from finding shards, not from grinding currency.
Open sub-questions on the shard model:
- Should sockets have types (prefix/suffix, or even more specific like "stat / scaffold / global")? Adds depth but also constraint. PoE has prefix/suffix. RoR2 doesn't have any typing. I lean light typing — maybe shards are tagged "stat / scaffold / global" and items have one of each slot type at higher quality, so you can't put 3 global shards in one item.
- Can the same shard exist in multiple copies (you find two "+1 max link" shards)? I'd say yes, they stack across items per the earlier discussion.
- Do legendary items have fixed mod slots that can't be changed? (PoE uniques.) Or are they fully customizable like rare items but with stronger base?
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:
- Rarity controls how many shards an item can hold and how strong their values are (magic = 1 shard low rolls, legendary = 3 shards top rolls).
- Edition controls what KIND of mods can appear on the item — each edition has its own pool of "edition-flavored" shards alongside the general pool.
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":
- Naming direction (A / B / C) — locks vocabulary for everything else.
- Slot count and category list — I proposed 5 (Body / Mobility / 2× Conduit / Catalyst). Is that the right number? Right categories?
- Shard typing — untyped, prefix/suffix, or category-tagged (stat/scaffold/global)?
- 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:
- Mask — Shun-coded, identity item, sits at the personal-mana-field axis (the mage's signature). Naturally carries magic_defense and mage-body stats.
- Sigil (or Focus or Resonator — see below) — the orb scaffolding piece. Floats overhead, mediates between caster and orbs. The amplifier slot, the rare-loot moment slot.
- Robe — body protection, the physical layer. HP, physical_defense, maybe movement/dodge.
- Rings — many, small, simple. The long-tail.
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:
- Your mod philosophy is small integers, no percentages, breakpoints matter. That means a ring with "+1 HP" or "1 in 32 dodge" is a real contribution, not vendor trash. In PoE, "+5 max life" on a low-tier ring is filler because percentages dominate. In Orblike, +1 HP can be the difference between dying and not.
- 10 simple rings × 1 simple mod each = 10 mods, but they're never combined on one item. So at no point does the player look at a "ring with 10 affixes" and feel overwhelmed. Each individual decision is tiny. The total is significant; the per-item complexity is zero.
- It solves the artificial-scarcity annoyance you mentioned — and you're right that this is a real annoyance in most games. The visual gives you payoff for the design choice (the silhouette).
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:
- 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.
- 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:
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.
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:
- Sigil — a marked symbol of binding/identity, fits "magical glyph hovering above the caster"
- Focus — generic but functional, used in fantasy magic to mean "object that channels"
- Resonator — most consistent with the mana frequency model in lore.md, the most uniquely yours word
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.
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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:
- Sigil naming — Sigil / Focus / Resonator?
- Ring count cap — 8 or 10?
- Ring uniqueness model — discrete by stat type (one HP ring kind, no roll variance), or do you want some roll variance even on rings?
- Merge mod handling — pick one source's mods to keep (lean), or all mods lost on merge (harshest)?
- 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.
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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
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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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Both edits done.
- todo.md — added a 5-line "Equipment System (late-game addition)" section noting the 4 types, 10 ring slots, and that merging exists with rules TBD.
- lore.md — added an "Orb Users" section between "Orbs" and "Defenses" covering the floating mechanic and the full silhouette (robed, masked, sigil overhead, orbs orbiting, rings on hands and feet), with a game system mapping callout.
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
- Packs are pre-spawned at map gen time, as data attached to spawn points.
- Enemies within a pack are the same base type; some get "specials" on top — blue (1 modifier, slightly more HP) and yellow (multiple modifiers).
- Three distance/behavior zones for enemies: far-dormant (compute off), near-idle (alive but passive), engaged-aggro (chasing). Pack members aggro mostly together.
- Engaged pack gets a collective HP bar at the top of the screen showing both physical and magic defenses; each special monster gets its own secondary HP bar with modifier names, below the main one.
- First iteration uses the existing "color enemies differently" tooling, not the edition system.
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:
- (a) Skip variants for now. All enemies are the existing plain seeker. "Different types of packs" at the end of your list means compositional variety (different sizes, different specials, different densities), not different base creatures. Variants come later.
- (b) Variants are the final item on the list. "Different types of packs" = a brute pack, a mage pack, a fast pack. Each pack type picks its enemy variant.
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?
- Lazy spawn: Pack data exists at map gen. Physical enemy entities (colliders, draw, timers) are created only when the player enters activation radius. Best for compute. Requires a second code path for "materialize pack."
- Dormant pre-spawn: All enemies physically exist from map gen but in a "dormant" state — rendered, have colliders, but their update loop is a no-op until activated. Simpler code, wastes some compute on distant colliders.
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?
- Option A: When the pack is activated (player within ~2 screens). Earliest, most "heads-up" feeling.
- Option B: When the pack aggros (player enters aggro distance or damages any member). Closer to PoE.
- Option C: When the player damages any enemy in the pack. Strictest.
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:
- Both HP bars stacked at top of screen, or
- Only the nearest pack shown, or
- A single "combined engagement" bar summing everything engaged.
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:
- More HP (always on blue/yellow as a baseline)
- Faster (higher base_speed)
- Tougher (+physical_defense, +magic_defense)
- Explodes on death (simple AoE push + small damage when they die)
- Slowing aura (passive slow on nearby player)
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:
- Pack data structure +
start_run()cleanup - Hardcoded spawn points in
start_run()(skip map-gen integration for now) - Dormant → spawn transition on distance
- Aggro state + "whole pack aggros together" logic
- Pack HP tracking (death propagates to pack)
- Pack UI at top of screen (collective HP + defenses)
- Blue/yellow specials: extra HP + one starter modifier
- Blue/yellow UI (secondary bars with modifier names)
- 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.
- 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:
- Dormant — no update, no draw, no physics cost. Default state at map gen. Enemies are >2 screens away.
- Idle — updates, draws, wanders or stands still, doesn't seek player. Transitioned to when player/projectile enters activation radius.
- Aggro — chases player. Triggered by proximity to any pack member (and spreads pack-wide). Separate from UI engagement.
- Engaged — for UI purposes only. Triggered when pack takes damage. Pack HP bar appears. Disengagement is rare but possible.
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
- Packs are plain tables managed by free functions, not a class. No
object:extend()machinery, no collider, no update loop yet. We add lifecycle logic in step 3. - HP tracking is NOT in step 1 — we'll compute it on demand when the UI lands in step 5. For now the pack only knows its members list.
- The 'T' key test pack loses its stationary
speed = 0, hp = 20config since pack blueprints are simpler. We can re-add a stationary variant later if useful.
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.
Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Step 1 done. Here's what changed:
- New pack module after the seeker class: a
packsglobal list,pack_create(x, y, blueprint)that spawns N seekers scattered in a radius and records them as pack members, andpack_member_died(p, member)that removes the dead member and self-destructs the pack when empty. seeker:die()now callspack_member_diedbeforekill()if the seeker belongs to a pack.start_run()clearspacks = {}on restart and spawns one test pack of 12 enemies 180px to the right of the player.Tkey debug now spawns a pack of 12 in front of the player (replaces the old 8-stationary-enemy test).
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)
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Step 2 done. Changes:
- Removed the single step 1 test pack.
- Added 5 hardcoded spawn points along the map x-axis at x=420, 640, 860, 1080, 1280, with slight y variation (120-150) to avoid visual monotony. Each is the same 12-enemy blueprint.
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)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Step 3 done. Changes:
- Seeker state field — new
self.statedefaulting to'aggro'(preserves existing behavior for non-pack enemies). - Pack state — packs and their members are set to
'dormant'bypack_create. pack_activate(p)— transitions a pack and all its live members fromdormant→idle.packs_update()— runs inan:early_action. For each dormant pack: if player is withinpack_activation_radius(480px = 1 screen), activate. Otherwise, check every live projectile's position against pack center; if any is within, activate. First-match breaks out.seeker:update()— after syncing position from collider, early-returns ifstate == 'dormant'(skips forces and drawing). If not dormant, seek-player force only applies whenstate == 'aggro'; idle state uses wander + separate only.
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:
- Start the game. The two packs at x=420 and x=640 are within 480 of the player (240, 135) — they activate immediately and wander idly (not chasing).
- Three packs at x=860, 1080, 1280 stay dormant and invisible.
- Walk right. As you cross into activation range, each dormant pack pops into visibility (as idle wanderers).
- Fire a projectile to the right across the map. When it crosses a dormant pack's activation radius, that pack also activates.
- Enemies never chase you yet (aggro transitions come in step 4) — they just mill around. You can kill them safely.
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:
pack_aggro_radius = 200— new constant. Tunable; smaller than the activation radius (480) so there's a visible middle zone where enemies are idle but not yet chasing.pack_aggro(p)— transitions an idle pack to aggro state, propagating to every live member in one shot.packs_update()extended — for each idle pack, iterates live members and triggerspack_aggroif any member is within 200px of the player. First-match breaks out.
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:
- Start the game. Two packs at x=420, 640 activate to idle immediately; three farther packs stay dormant.
- The idle packs still don't move (idle = separation only, no wander).
- Walk toward the x=420 pack. When you cross ~200px from any member, the whole pack suddenly comes alive and charges you simultaneously.
- Snipe a distant idle pack with a projectile from 300px away — they take damage but don't aggro.
- Press R to reset.
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:
- New
hudscreen-space layer. Addedhud = an:layer('hud'); hud.camera = nilso UI drawn on it renders in screen coordinates and doesn't shake with the camera. Registeredhud:render()andhud:draw()in the draw pipeline afterui. - Pack fields for engagement.
pack_createnow initializesengaged = falseandhp_max = 0, and sums each member's starting HP intohp_maxas members are created. - Damage triggers engagement.
seeker:take_damagesetsself.pack.engaged = trueon every hit (idempotent; just flags the pack). draw_pack_ui(). Iteratespacks, picks ones that are engaged and have live members, and draws each at the top of the screen — a dark 80×6 bar backdrop, a red fill bar proportional tohp_current / hp_max, and aP:X M:Ydefense line underneath using thepffont.slotcounter means packs stay left-packed as others are cleared. Called from thedrawfunction before any layer renders.
Expected test:
- Start the game, walk toward a pack, hit it with fireball. As soon as damage lands, a red HP bar appears at the top-left with
P:0 M:0underneath. The bar shrinks as you kill members. - Damage multiple packs — each engaged pack gets its own bar, packed left-to-right with 8px padding.
- When a pack is fully cleared, the pack is removed from
packs(via existingpack_member_diedpath) and its bar disappears. - Pack UI does not shake with camera because it lives on the no-camera
hudlayer.
Known omissions for later steps:
- Defenses read from
blueprint.physical_defense/magic_defenserather than any actual per-member field, so if variants end up with varying defenses this will need revisiting. - No fade-out animation when a pack dies — bar just vanishes.
- No disengagement logic; pack stays engaged until fully cleared.
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)
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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:
- Bar dimensions: 88×16, gap 6, top margin 12. Fits up to 5 centered on the 480px screen with minor overlap at peak scale.
- Gradient: 8 discrete segments, brightness ramp 0.5→1.0 across base red.
- Rotation: static −1.5°, idle ±1° at ~1.5 Hz (randomized phase per pack), spring pulls ~4.6°.
- Scale spring: pulls +0.15 on damage, settles back to 1.
- HP bar: front (top, red gradient) lerps fast toward current HP; back (below, pale white) delays 0.15s then lerps slow toward front. Back is drawn first, front on top.
- Pack name: defaults to "Seekers". Read from
blueprint.nameif set. - Defense text:
X/Yon the right, name on the left, both vertically centered inside the 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)
Done. The pack UI is rebuilt. Summary:
Layout
- Bars are symmetrically centered: 1 pack = screen-centered, 2 = gap on screen center, 3 = middle bar on screen center, etc. Formula:
start_x = (gw - total_width)/2. - Bar dimensions: 88×16, gap 6, top margin 12.
Visual style
- Dark outer edge (
color(10,10,12)) with 3px rounded corners. - Lighter inner fill (
color(42,38,48)) inset by 1px. - 8-segment red gradient for the front HP bar (brightness ramp 0.5 → 1.0 on the base
redpalette color, darker left → brighter right). Discretehud:rectanglecalls per segment give the visible pixelation. - Back HP bar is a single solid near-white strip drawn first; front is drawn on top.
Animation
- Static tilt of −1.5°, idle sine at ~1.5 Hz × ±1° with randomized phase per pack, and a spring-rotation offset that gets pulled +0.08 rad on damage.
- Scale spring pulled +0.15 on damage (uniform x/y scale, settles back to 1).
- Transforms applied via
hud:push(cx, cy, rot, scale, scale)around each bar's center.
HP gradual-decrease effect
hp_shown_frontlerps fast toward the live-member HP sum.hp_shown_backholds for 0.15s after each damage event, then lerps slowly towardhp_shown_front.- During the lag, the back bar is wider than the front bar, showing a pale-white trailing flash on the right edge.
Text
- Name ("Seekers" by default, or
blueprint.nameif set) drawn left-aligned inside the bar. - Physical/magic defense as
X/Ydrawn right-aligned inside the bar. - Both use the
pffont, vertically centered.
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)
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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:
- Idle rotation removed.
ui_idle_timefield deleted frompack_create, its update removed frompacks_update_ui, and themath.sin(...)term removed from the draw's rotation calculation. - Border width 2.
inner_pad = 1→inner_pad = 2. The dark edge is now 2px thick on each side. - 5 gradient segments.
n_rects = 8→n_rects = 5. Each segment is wider, so the pixelation is more visible. - Left end of gradient brighter. Brightness ramp
0.5 → 1.0→0.7 → 1.0. The leftmost segment is now(151, 49, 59)instead of(108, 35, 42)— still darker than the base, but no longer dim. - Text margin 8.
text_pad = 4→text_pad = 8. Name and defense text now sit well clear of the bar edges. - Hit rotation ÷3.
ui_rot_spring += 0.08→0.0267. - Hit scale ÷2.
ui_scale += 0.15→0.075.
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:
- Text nudged down 2px.
text_y = -th/2 + 2. LanaPixel's bounding box includes descender space that no letter in "Seekers" or "0/0" uses, so the visual center sits above the bounding box center — shifting down by 2 should make it look centered. If it's still off, I can swap to a glyph-metric-based offset or adjust the magnitude. - Edge color brighter.
color(10, 10, 12)→color(28, 25, 35). Still clearly darker than the inner fill(42, 38, 48)but the outline is more visible now. - Hit rotation halved again.
0.0267→0.013. Should be barely perceptible now.
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.
- Text offset ÷ 2.
-th/2 + 2→-th/2 + 1. - Border removed. Dropped the dark outer
rounded_rectangledraw, removed theedge_ccolor, removed theinner_padvariable. The inner background now spans the full bar and uses the fullcorner_r. HP fill coordinates simplified to bar-relative without inset.
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.
- Border restored.
inner_pad = 2andedge_c = color(28, 25, 35)are back. The dark outer rounded rectangle is drawn first at full bar dimensions, then the lighter inner background inset by 2px withcorner_r - 1rounding. HP fill coordinates use the inner-inset region again. - HP fills rounded. Back bar and front gradient segments now use
rounded_rectanglewithfill_corner_r = 1. Subtle rounding, matches the slightly-rounded pixel-art feel. If it's not visible enough, bumpfill_corner_rto 2.
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:
- Cloud effect via existing draw_shader. The
draw_shaderis global for all layers and has an edition system. Edition 2 (ruby) already does the organic-field cloud with red hue. I'll setu_edition = 2before the front HP segments and reset to 0 after. - Segments stay 5, plain (not rounded). Pass grayscale colors at varying lightness — edition 2 preserves lightness while shifting hue to red and modulating per-pixel via the organic field.
- Text outline for universal readability. Draw each text 5 times: 4 black 1px-offset passes (outline) + 1 white main pass. Guarantees visibility on both the red cloud and the white back flash.
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:
- Step 6 — Blue/yellow special enemies: extra HP + one starter modifier each (the list to pick from was deferred).
- Step 7 — Blue/yellow UI: secondary HP bars below each pack's main bar, with the special's modifier name displayed.
- Step 8 — Pack template variety / enemy variants (brute/mage/fast), folded in per your earlier call.
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.
draw_shader.frag: newedition == 30branch inserted before the final else. Usesworld_pos * 0.8for spatial scaling (vs0.15for normal editions) so the cloud varies across a small 88-pixel HP bar. Faster time coefficient (0.15vs0.08). Hue swing widened to ±0.1, saturation swing ±0.175 around 0.55, lightness swing ±0.05 on top of the input lightness.main.lua: HP fill front segments now useu_edition = 30instead of2. Everything else unchanged — grayscale step inputs, text outlines, no per-segment rounding.
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.
draw_shader.frag: added two new uniformsu_hp_color_aandu_hp_color_b. Rewrote edition 30 to blend between them via the organic field (blend_t = 0.3 + res2 * 0.4, so factor ranges 0.3 to 0.7, tighter than full 0-1 range). Preserves input grayscale lightness for the 5-step structure and adds a ±0.035 cloud-driven lightness variation on top. Hue and saturation come entirely from the blended palette colors, so swings shrink with the tighter blend range.main.luadraw_pack_ui: reads the currentwall_palettes[wall_palette_index]each frame, pullspal.wall(primary) andpal.wall2(gradient end), and sets them as theu_hp_color_a/u_hp_color_buniforms before drawing the HP fill. Pressing F12 cycles the wall palette, which flows directly to the HP bar on the next frame.
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
edge_cbrightened from(28, 25, 35)→(38, 34, 46).- Added
back_darker_c = (140, 135, 135)— darker version of the back flash color, used at the edge strips. - Added
mask_c(white) purely for the stencil mask draw.
Rendering pipeline per bar
- 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.
- Base edge — a full-bar plain rectangle in
edge_c. Covers the entire shape; visible only wherever later passes don't overdraw. - Inner bg — inset by
inner_pad=2. Shows in the empty region's middle. - 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.
- Full-height darker-white, width
- Front HP fill (if
front_r > 0) — 5-segment gradient, two passes, both throughdraw_shaderedition 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.
- Stencil off.
- 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:
- Add
u_hp_clip_runiform to draw_shader.frag - Extend edition 30 to do 5-step quantization in the shader using
vUV.x+ use input brightness as darker/normal multiplier - Add edition 31 for plain passthrough (back flash)
- Both editions discard where
vUV.x > u_hp_clip_rinmain() - In Lua, draw each HP/flash layer as a single rounded_rectangle at full bar width, shader handles the step quantization and horizontal cutoff
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
- Added
uniform float u_hp_clip_r;. - Added a discard block at the top of
main()that kills fragments wherevUV.x > u_hp_clip_rfor editions 30 and 31. - Rewrote edition 30: it now computes the 5-step quantization from
vUV.x(step_idx = floor(vUV.x * 5)) and uses the input color's grayscale brightness as a darken multiplier on the step lightness. - Added edition 31: plain color passthrough. Used for the back flash so it shares the same horizontal discard logic.
main.lua draw_pack_ui
- Removed the stencil calls entirely.
- Edge and inner bg are back to
rounded_rectangle, with proper rounded corners via SDF. - Back flash is now two
rounded_rectangledraws (full-bar darker, inset normal) through edition 31 withu_hp_clip_r = back_r. The shader cuts them off sharply atvUV.x = back_r, so instead of rounded end caps you get a clean vertical edge. - Front HP fill is two
rounded_rectangledraws (full-bar with gray input, inset with white input) through edition 30 withu_hp_clip_r = front_r. The gray input multiplies the step brightness by ~0.6 to give the darker edge strips. Step quantization and palette cloud happen inside the shader. u_hp_clip_ris reset to1.0after each pack's draws so other editions aren't affected.- Dropped the
mask_clocal and the per-segment Lua loops; addedhp_dark_input_c = (153, 153, 153)andhp_normal_input_c = (255, 255, 255)as the shader input colors.
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:
- Pass A vUV.x = 0 at world x = −44, = 1 at world x = 44 (width 88).
- Pass B vUV.x = 0 at world x = −42, = 1 at world x = 42 (width 84).
- We want Pass A's clipped pixel to match Pass B's clipped pixel, i.e.,
−44 + 88 * clip_a = −42 + 84 * front_r, givingclip_a = (2 + 84 * front_r) / 88 = (inner_pad + fill_w * front_r) / bar_w.
Verified values:
- front_r = 0.3 → clip_a = 0.309 → Pass A ends at −16.8, Pass B also at −16.8 ✓
- front_r = 0.5 → clip_a = 0.5 → both at 0 ✓
- front_r = 1.0 → clip_a = 0.977 → both at 42 ✓
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)
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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):
tough— +physical_defense +magic_defense (e.g., both +2)fast— higher base_speed (e.g., ×1.5)heavy— +HP (e.g., +8 extra on top of the specials' base HP bump)explode_on_death— small AoE push + minor damage when they dieslow_aura— passive slow on player within a radius
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:
- Blue: 1 per pack (guaranteed for testing).
- Yellow: 0-1 per pack, rare (e.g., 1 in 3 packs).
Visual differentiation:
- Blue seeker: tinted blue via the existing edition system (edition 15, "flat blue") so it's obviously distinct from the red base.
- Yellow seeker: tinted yellow via edition 20 ("flat yellow").
- Size stays the same for now — no scale bump.
Data plumbing:
- Blueprint gets a
specialsfield:{ {color='blue', modifiers={'tough'}}, ... }.pack_createspawns them after the regular seekers and tags each with its modifier list. - Each seeker gets a
modifiersfield (table of modifier ids). On take_damage/update/die, check the modifier list and apply effects. - Modifiers that affect stats (tough/fast/heavy) apply at spawn time.
- Modifiers that affect events (explode_on_death) fire from the relevant callback.
- Modifiers that are passive (slow_aura) need to check each frame.
Questions before I start:
- Modifier list OK, or swap anything? Any you explicitly want instead?
- Blue HP bump magnitude (+5? +10? +50% of base?) and Yellow bump on top of that?
- For now, should every pack get 1 blue for easy testing, or keep it probabilistic?
- 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.
- Fine for now.
- Blue = 2X, Yellow = 3X.
- 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.
- 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:
- Yellow rolled first (1 in 25), then blue (1 in 10). A member gets at most one tier.
- Yellow: 3× base HP + 2 random modifiers from the pool, edition 20 (flat yellow tint).
- Blue: 2× base HP + 1 random modifier, edition 15 (flat blue tint).
- Normal: current behavior.
- Modifiers rolled without replacement so yellow doesn't get "tough, tough".
- Stat modifiers (
tough,fast,heavy) apply at spawn time by mutating the relevant fields beforepack.hp_maxis summed. explode_on_deathfires fromseeker:die()— spawns a hit_circle + small radius damage to player if in range.slow_auraticks inseeker:update()— if player is within radius, mark player as slowed for a short duration. I'll reuse whatever slow field the player already has; if there isn't one, I'll add a minimalplayer.aura_slow_untiltimer.
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)
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Edit (E:\a327ex\Orblike\todo.md)
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Step 6 done. Summary of changes:
New pack module additions (inserted after packs = {}):
pack_blue_chance = {num=1, den=10}andpack_yellow_chance = {num=1, den=25}as{num, den}tables so map mods can tweak them later.- HP multipliers (
pack_blue_hp_mult = 2,pack_yellow_hp_mult = 3), modifier counts (1/2), and edition tints (15 blue / 20 yellow). pack_modifier_pool = {'tough', 'fast', 'heavy', 'explode_on_death', 'slow_aura'}.rand_nd(nd)— numerator/denominator roll helper.pack_apply_modifier(e, mod_name)— mutates seeker fields for stat mods (tough,fast,heavy).pack_explode_on_death(e)— visual + player damage within 40px when anexplode_on_deathseeker dies.
pack_create rewritten member loop:
- Rolls yellow first, then blue, then normal.
- Applies HP multiplier before constructing the seeker.
- Tags seeker with
tierandmodifiersfields. - For blue/yellow, shuffles the pool and picks the first N modifiers without replacement, then calls
pack_apply_modifierfor each. - Sets the edition for visual tint.
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:
- Start the game, walk toward a pack. Look for blue-tinted and yellow-tinted seekers (1 in 10 / 1 in 25 chance per member). Across ~60 members, expect ~6 blues and ~2-3 yellows.
- Kill a yellow with
fastmodifier — it'll visibly chase faster than normal seekers. - Kill a blue with
tough— its HP bar will take longer to deplete because its defense absorbs fireball chip damage. - Kill a yellow with
explode_on_death— on death, a yellow hit_circle pops and particles fly; if you're close, you take 2 physical damage. - Walk near a blue/yellow with
slow_auraafter they aggro — your movement should feel ~30% slower; step away and speed returns. - Pack HP bar includes the scaled HP of specials, so the total is higher for packs with more specials.
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.
area:newgets a newself.hostile = args.hostile or falseflag.- Instant-area damage tween callback gets an early hostile branch: if
self.hostile, it runs a circle distance check against the player, appliesp1:take_damage(damage_components(self))if in range, addshit_effect+ particles like enemy explosions do, then schedules the same blink-out cleanup and returns before the enemy-damage logic runs. pack_explode_on_deathnow callsarea(e.x, e.y, {ability='earthquake', radius=36, physical_damage=2, element='force', hostile=true, edition=e.edition}). Reuses earthquake'sjagged_circleshape and visual pipeline; onlyhostile=truediverts the damage target.
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):
- Below each engaged pack's main HP bar, stack one smaller HP bar per live blue/yellow in that pack.
- Each secondary bar shows the special's individual HP, plus a short modifier-name label (e.g. "Fast", "Tough", "Explode").
- Yellow bars rendered above blue bars; within a tier, ordered by spawn index.
- Styling derived from the main bar but smaller and tinted with the special's edition color (flat blue / flat yellow) instead of the palette blend — keeps them visually linked to the enemy on screen.
- Secondary bars share the main bar's spring/rotation so they pop together when the pack takes damage.
- Engagement follows the pack's engagement state (not per-special).
Step 8 — Pack templates / enemy variants:
- Brute/mage/fast variants per your earlier discussion (high
physical_defense, highmagic_defense, low HP + high speed). - Currently the
seekerclass already takes these fields as args, so it's largely a data-table/blueprint change plus visual distinction (color tint, size tweak?). - Pack templates: named blueprints in a table (
brute_pack,mage_pack,fast_pack), each withcount,base_hp,physical_defense,magic_defense, optionalnameoverride for the UI ("Brutes", "Mages", "Stingers"). pack_createstays the same — blueprints just feed different values in.start_runpicks a mix of templates for the 5 hardcoded spawn positions instead of all identical.
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
- 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.
- Makes element tags mean something — right now
element = 'fire'on an ability is just a modifier hook. Giving it mechanical weight justifies its existence. - Pokemon's model is instantly learnable — players don't need a manual.
- Broken matchups are memorable — finding a map that perfectly matches your build feels great.
Arguments against
- Fractional damage clashes with the small-integer philosophy.
- 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. - 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.
- Punishes specialization. Orblike already rewards deep builds via the orb graph. Element matchups punish the same specialization the rest of the game rewards.
- 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.
- 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)
- 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. - 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.
- 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:
- Water (distinct from Ice) — pressure, flow, slippery surfaces. Fits "low frequency physical reaction" and gives you the "Water" you asked about if you want the 5-classical set. Interacts with Ice (water → freezes) and Lightning (water → conducts) for cross-element setups.
- Light/Radiant — would fit high frequency (pure mana emission). Interacts with Null as its opposite. Bit trope-y but the game has the frequency lore to justify it.
Doesn't fit:
- Dark/Shadow — overlaps too much with Null conceptually.
- Arcane/Mana — the whole game is mana; redundant.
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:
- Update HP multipliers: blue 3×, yellow 8×.
- Add
pack_modifier_displayshort-name table for UI. - In
draw_pack_ui, collect live yellows and unique blue mod names from each pack. Below the main bar (inside the push/pop so it animates with the pack), draw a blue modifier text row if any blues, then one yellow HP sub-bar per yellow with modifier names inside it. - Yellow sub-bars reuse the
edition=31plain passthrough +u_hp_clip_rshader discard so they get sharp partial-HP cutoffs (no rounded pill caps).
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):
- Iterates
p.membersonce, collecting unique blue modifier display names (deduped) and live yellow references. sub_ycursor starts atbar_h/2 + 4(just below the main bar).- Blue modifier row: one outlined text line showing space-separated blue mod names. Single row, centered horizontally.
- Yellow sub-bars: for each live yellow, one rounded rect at
88 × 12with:inner_cbackground.- Yellow fill drawn through
edition=31+u_hp_clip_r = fill_ratioso 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.
sub_yadvances 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:
- Walk up to a pack with blues: when you damage the pack, the main bar appears with the palette cloud + step gradient, and a row of blue modifier names (
Tough,Fast, etc.) pops up directly beneath it. No individual blue HP bars. - Walk up to a pack with a yellow: a smaller yellow-filled bar appears below the main bar (and below any blue mod row), with its modifier names inside. It shrinks from the right as you damage that specific yellow.
- Multiple yellows in the same pack stack vertically.
- If you kill the yellow, its sub-bar disappears from the list (live-only iteration).
- Spring animation: damaging any member pops the whole pack UI block including sub-bars.
- HP tuning: yellows take 40 HP base (5 × 8), blues take 15 HP (5 × 3) — noticeably tougher.
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)
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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
pack_yellow_hp_mult: 8 → 6.
2. Pack HP excludes yellows
pack_create: yellows no longer contribute top.hp_max. Every yellow also gets per-enemy UI state (ui_hp_front,ui_hp_back,ui_back_delay) initialized to their max HP.packs_update_ui: the pack'starget_hpsum skipsm.tier == 'yellow'. After the pack-level tween block, there's a new loop that updates each live yellow'sui_hp_front/ui_hp_back/ui_back_delayusing the same fast-front / delayed-slow-back formulas as the pack.seeker:take_damage: for yellow hits, re-armsself.ui_back_delay = 0.15so the sub-bar gets the same trailing-flash animation.
3. Scale spring critical-damped
packs_update_uispring damping changed from4*π*(1-0.3)*5to4*π*5(bounce = 0). The scale spring now returns monotonically to 1 with no undershoot, so text never renders at scale < 1.
4. Sub-bar layout rewritten
- Blue modifier rows: one outlined text row per unique blue modifier display name, stacked vertically below the main bar. No more single-line concatenation.
- Yellow sub-bars: each is now a full replica of the main bar (88×16, same
corner_r,inner_pad, dark edge, inner bg, two-pass back flash, two-pass front fill). Drawn withedition=30+ a fixed orange→yellow palette (u_hp_color_a = orange,u_hp_color_b = yellow) instead of the wall palette, so the cloud/gradient/edges look identical to the pack bar except in yellow tones. Uses per-enemyui_hp_front/ui_hp_backfor the damage tween. - Yellow modifier rows: stacked vertically below each yellow sub-bar, same row style as blue mods.
5. Integer text positions
- Main bar
text_y,name_x,def_xall wrapped inmath.floorto snap to integer pixels. Sub-bar text rows also usemath.floor(-width/2)for centering. Should eliminate sub-pixel blur that was making text "look off".
Expected test:
- Pack with blue specials: main HP bar tracks only non-yellow HP. Below the bar, outlined blue modifier rows stack (one per mod like
Tough/Fast/Boom). - Pack with a yellow: main bar excludes the yellow; below the blue rows (if any), a yellow HP sub-bar appears with the same cloud/gradient/edges as the main bar, just orange→yellow instead of wall colors. Below the yellow bar, its modifier names stack.
- Damaging a yellow tweens only its sub-bar (back-flash trailing); the main bar ignores yellow damage.
- Killing all normal+blue members leaves only the yellow sub-bars until the yellows die too.
- Text rendering should look crisp at rest and during hit animations (spring no longer undershoots).
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:
draw_pack_uinow countslive_non_yellowat the top of each pack's draw block.- All main-bar drawing (edge, inner bg, back flash, front fill, name/def text) is wrapped in
if has_main_bar then ... end, so once every normal/blue member is dead, only the yellow sub-bars render. - Blue mod rows naturally skip themselves (they come from live blues, which are non-yellow).
font,th,outline_c,main_care now declared before the conditional so the sub-bar drawing still has access to them regardless of whether the main bar is visible.- When the main bar is hidden,
sub_ystarts at-bar_h/2(where the main bar top would be) instead ofbar_h/2 + 4, so the yellow sub-bars slide up into that empty slot rather than leaving a gap.
Fix 2 — Slow aura visual:
seeker:updatechecksarray.has(self.modifiers, 'slow_aura')before the draw block.- Picks an aura color from the tier:
yellowfor yellow specials,bluefor blue,redfallback. - Draws a 60-pixel radius filled circle at ~11% alpha (
aura_c * a = 28) onenemy_layer, followed by a 1px outline at full color. - Drawn before the edition-shaded sprite so the enemy sits on top of its own aura ring.
- Because the seeker's
updateearly-returns when dormant, aura is only visible for idle/aggro'd enemies — same as the sprite.
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)
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Edit (E:\a327ex\Orblike\main.lua)
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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:
- Custom circle drawing in
seeker:update(no more manualenemy_layer:circle/circle_line). - The
packs_updateslow-aura sweep that managedp1.speed_buffs.slow_auradirectly.
Added to the area class (general system, reusable):
self.slow_amountandself.slow_keyfields set from args inarea:new. The key is'aura_slow_' .. tostring(self), unique per area instance.- Duration-area tick now branches on
self.hostile: if true, it measures distance from the area's center to the player, setsp1.speed_buffs[self.slow_key]to1 - slow_amountwhile the player is inside, clears it when outside, and returns before running the enemy-target logic. area:killnow clearsp1.speed_buffs[self.slow_key]so a dying area can't leave a dangling slow on the player.
Pack integration:
- New
pack_spawn_slow_aura(e)helper. Picks the tier color (yellow/blue/red), creates an area withfollow = e,hostile = true,slow_amount = 0.3,radius = 60,duration = 99999,tick_rate = 0.1, and attaches it ase.aura_area. pack_activatenow callspack_spawn_slow_aura(m)for each live member that has theslow_auramodifier, right when the pack transitions from dormant to idle.seeker:diekillsself.aura_areabefore cleaning up the pack reference, so the follow-area blinks out with the enemy.
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:
- Push top_margin from 12 down to ~4-6.
- Replace yellow bar vertical stacking with horizontal layout (centered on pack's cx).
- Add truncation + "..." marker when the row exceeds the screen bounds.
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:
top_margin12 → 4. All pack UI (main bar, blue mods, yellow sub-bars) shifts up ~8 px toward the top of the screen.- Yellow sub-bars stack horizontally, centered on each pack's
cx. Each column is still a full-size (88×16) replica of the main bar with edition 30 + orange→yellow palette, dark edge, back flash, and two-pass front fill. - Per-column modifier rows are drawn below each yellow bar at
math.floor(col_center_x - mw/2)so they line up with their own column. - Screen-aware truncation:
- Computes
max_half_w = min(cx - margin, gw - cx - margin)for the pack — this is the symmetric horizontal half-width that stays on screen. max_fit = floor((2*max_half_w + gap) / (bar_w + gap))— how many 88-wide bars + 6-gaps fit in that half-width centered.- If there are more yellows than fit, one slot is reserved for the
...marker and the visible count drops by 1. ...is rendered as a small outlined text marker vertically centered in the reserved slot, using the same outlined-text style as the mod rows.
- Computes
sub_yadvances bybar_h + 2 + max_mods*row_h + 2so any later pack UI content (none for now) sits below the tallest column's mod stack.
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)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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Edit (E:\a327ex\Orblike\main.lua)
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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
font,th,row_h,outline_c,main_choisted out of the pack loop (no more redeclaration per pack).- New
any_yellow/global_max_yellow_modsscan walks every engaged pack's members to find any live yellow and the max modifier count among them. yellow_full_h = bar_h + 2 + global_max_yellow_mods*row_h + 4when any yellow exists, else 0.main_cy = top_margin + yellow_full_h + bar_h/2— the world y where every pack's main bar will be centered. All main bars stay horizontally aligned regardless of which packs have yellows.
Per-pack layout changes
cy = main_cy(wastop_margin + bar_h/2) — the push is still centered on the main bar, but main_cy is pushed down when any pack has yellows.- Main bar, back flash, front fill, and text still draw at local y = 0 within the push.
- Blue mod rows still draw at
sub_y = bar_h/2 + 4(below main bar) whenhas_main_bar. - Yellow bars now compute
y_bar_top = math.floor(-(yellow_full_h + bar_h/2))— a negative local y that sits ABOVE the push center. Fortop_margin=4,bar_h=16,row_h=13, 2 mods:yellow_full_h = 16 + 2 + 26 + 4 = 48, soy_bar_top = -56, meaning the yellow bar top is 48 pixels above the main bar top. Mods draw just below the yellow bar aty_bar_top + bar_h + 2 = -38, stacking downward, ending ~4 px above the main bar top. - Horizontal stacking (within a single pack) +
...marker logic from the last iteration is preserved — yellows still spread left-to-right centered on the pack'scx. - Dropped the
sub_yadvance at the end of the yellow block since the block now writes to its owny_bar_topindependent ofsub_y.
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
draw_pack_uinow builds a flat array ofslots. For each engaged pack it appends one{kind='main', pack, mods=blue_mod_names}slot (if any live non-yellow), then one{kind='yellow', pack, yellow, mods}slot per live yellow. Slots stay grouped by pack in engagement order.- Every slot is a single 88×16 HP bar at the same vertical position — there is no vertical stacking between bars.
Centering + truncation
max_total_w = gw - 16,max_fit = floor((max_total_w + gap) / (bar_w + gap)).- If
n_slots > max_fit, the last visible slot is reserved for a...marker andshown = max_fit - 1. total_slots_w = total_slots*bar_w + (total_slots - 1)*gap, centered viaslots_start_x = floor((gw - total_slots_w)/2).
Per-slot drawing
- Each slot gets its own
hud:push(cx, cy, rot, scale, scale)using its pack's spring state, so all of a pack's bars pop together on damage. - Inside the push, standard draw order: edge, inner bg, back flash (two-pass edition 31), front fill (two-pass edition 30).
mainslots usep.hp_shown_front / p.hp_shown_backand the current wall palette. They also draw the name +X/Ydefense text inside the bar.yellowslots useye.ui_hp_front / ye.ui_hp_backand a fixed orange→yellow palette.
- After the bar draws, the slot's mod text rows stack vertically below it at
sub_y = bar_h/2 + 4, centered on the slot. Blue mods show below main slots, yellow mods show below yellow slots.
... marker
- Drawn outside any push, as outlined text centered at the reserved slot position (
dots_cx, dots_cy) at the same top-margin y as the bars.
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)
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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:
- 5 bars = 5×80 + 4×10 = 440
- Side margins = (480 − 440)/2 = 20 px each side. Comfortable.
max_fit = floor((480 − 16 + 10) / 90) = 5, so 5 slots still fit before truncation kicks in.
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:
max_fitstill computes how many full bars fit in the bar budget (screen minus 16 px margins).shown = min(n_slots, max_fit)— we now always showmax_fitbars when truncating instead of reducing tomax_fit - 1. The last slot is a real bar, not a "..." placeholder.total_w_finalincludes the dots segment (gap + dots_w) whenneed_dots, so the centering computation incorporates the "..." width and the bars shift to the left to make room.
Dots placement:
- The "..." marker is drawn at
last_slot_right + gap + dots_w/2— just past the last bar's right edge with the standardgapspacing. - It no longer occupies a full slot position.
Example with 6 engaged slots (bar_w=80, gap=10):
- Previously: 4 bars + dots in a 5th slot at
start_x=20, bars at x = 20, 110, 200, 290. - Now: 5 bars + "..." marker at
start_x=7, bars at x = 7, 97, 187, 277, 367, dots centered at ~464.
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
- Variant stats OK? Any you want different? (e.g., fast should be faster? brute should be tankier?)
- Visual method: tint
draw_colordirectly per variant, or use the edition system? Any conflict with blue/yellow tiers matters. - Random per-pack template or fixed mix? Random is simplest. Fixed (e.g., always one of each + one plain) gives predictable testing.
- Pack sizes per variant: same 12 for all, or smaller for tougher variants (brutes: 10), larger for weaker (stingers: 14)?
- 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:
- Press R several times — the 5 pack positions will show different template combinations each run. Walking up to each pack, the main HP bar label should reflect "Seekers"/"Brutes"/"Mages"/"Fasts".
- Brute packs: fewer enemies (10), tougher (2 phys_def → 1-damage fireballs chipped through slowly), slow movement.
- Mage packs: normal count, 2 mag_def so magic damage gets chipped too.
- Fast packs: 14 enemies, quick movement, regular 5 HP.
- Press T to spam additional random-template packs in front of the player.
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):
- Map integration — we used hardcoded spawn positions in
start_run. Real map-gen spawn points will happen when the map/beach work lands in Session 4. - Prismatic tier —
todo.mdmentioned prismatic specials beyond blue/yellow. We only built the blue/yellow tiers; prismatic can be added whenever. - Map mods that adjust
pack_blue_chance/pack_yellow_chance— already noted intodo.mdas a Session 7 task.
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):
anchor/collider.lua,anchor/layer.lua— small changes I didn't touch this session, likely from earlier work.reference/*— untracked subdirectories / submodules.
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:
apply_damage— drop defense subtraction, damage is flat.- Pack templates — remove
physical_defense/magic_defense, bump brute and mage HP to compensate. - Remove
toughmodifier (it's a no-op now): from pool, apply_modifier, display. - Remove
P/Mdefense 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
apply_damageno longer subtractsphysical_defenseormagic_defense. It sums the damage components into a flathp_loss = phys + mag + nulland subtracts from HP directly.- The
physical/magic/nullsplit is still carried through from abilities intodamage_componentsintoapply_damage— no ability definitions need to change. The sum is the flat damage the ability deals.damage_cast_logstill gets populated with the split for logging purposes.
Pack templates
- Removed
physical_defense/magic_defensefields (all packs now default to 0, harmless). - Bumped HP to keep variants distinct with the new flat-damage model:
- Seekers (plain): 5 HP
- Brutes: 15 HP (was 8 + 2 phys_def)
- Mages: 10 HP (was 5 + 2 mag_def)
- Fasts: 5 HP (unchanged)
Modifier pool
- Removed
tough(it added+2to both defenses, which are now ignored). Pool is now{fast, heavy, explode_on_death, slow_aura}. - Blue rolls 1 mod from 4; yellow rolls 2 from 4 without replacement.
UI
- Removed the
P/M/X/Ydefense text from both the main pack bar and the yellow sub-bar. Each bar now shows just its name (Seekers/Brutes/Mages/Fasts/Seeker) centered inside. - Mod rows below the bars still show (Blue mods on main bars, yellow's own mods on its bar).
Not touched (yet, per your instruction):
- Ability definitions still carry
physical_damage/magic_damage/null_damage. They sum up to the flat damage value automatically. If testing confirms the direction, we can optionally collapse them to a singledamagefield in a follow-up pass. lore.mddamage-system section andtodo.mddamage-system section — waiting for your green light before editing.- Seeker / player still have
physical_defense/magic_defensefields on them (always 0 now, unused by apply_damage). Cheap vestigials, can clean up later.
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:
damage_components(source, mult)now returns{damage = source.damage * mult, element = source.element}.apply_damage(entity, damage)readsdamage.damage, subtracts flat from HP, returns{damage_hit, hp_lost, overkill}.damage_cast_log.bucketsuses a singledamage_dealtaccumulator (wasphysical_dealt + magic_dealt + null_dealt). Log prints justN <element> to X enemies.
Abilities (23 entries) collapsed:
- All
physical_damage + magic_damage + null_damagecombos now live as a singledamage = Nfield (summed). area_physical_damage + area_magic_damage + area_null_damage→area_damage.aftershock_physical_damage→aftershock_damage.secondary_physical_damage→secondary_damage.
Instance-level damage carriers:
projectile:new: singleself.damagefromdef.damage(orargs.damage_override). Ball-lightning reset also simplified.area:new: singleself.damagefromargs.damageordef.area_damagefallback todef.damage.big_rock_effect:new: singleself.damage. Its final landing area also uses flatdamage.
Spawn sites that pass damage through args — all updated:
spawn_asal_explosion- Earthquake aftershock area
- Big-rock cast effect spawn
- Tornado shot secondary projectiles (
damage_override = def.secondary_damage) - Explosive arrow fuse detonation (
damage = (area_damage) + extra*(damage)) pack_explode_on_deathhostile area
Entity defenses dropped:
- Removed
physical_defense/magic_defensefrom player constructor. - Removed same from seeker constructor.
- Removed blueprint defense passthrough in
pack_create.
Seeker contact damage renamed:
contact_physical_damage→contact_damage.- Player-enemy collision handler uses
{damage = e.contact_damage, element = 'physical'}. - Orb-enemy contact uses
{damage = dmg}.
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:
- Hitting plain seekers with fireball (4 dmg, 3 hits to kill a 10-HP seeker).
- Asal burst (20 dmg, one-shots everything including 30-HP blues and 60-HP yellows).
- Psylance channel (8 dmg/tick, ~2 ticks for blue).
- Verifying the damage_cast_log prints clean single-value lines like
[fireball] area: 16 fire to 4 enemiesinstead of the old split.
<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
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[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 5The 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].mdUse 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 statusFor emoji-ball-battles:
bash cd E:/a327ex/emoji-ball-battles git add -A git statusFor orblike:
bash cd E:/a327ex/orblike git add -A git statusFor 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
## Summaryline):# 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.txtStep 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 masterStep 8: Confirm
Tell the user: - Commit hash - That GitHub push succeeded - That Blot push succeeded
ARGUMENTS: Orblike Pack System
[Request interrupted by user]