Mechanics
Tunable combat and movement systems. These pages are placeholders — the normative definitions and interactive tuning views are still to be written.
Systems
- Dodge — roll distance and invincibility (i-frame) window. Reference: the in-repo
dodge-debugtuning tool. - Combat combos — attack chains and per-weapon combo timing windows.
- Targeting & hit detection — the per-weapon hit cone, damaging-frame hit resolution, and the target-info HUD. Reference: the in-repo
combat-roomtool. - Enemy attacks — per-enemy attack tables: selection bands, windup → damaging-window timelines, and the arc hit shape. Reference: the in-repo
enemy-roomtool. - Techniques — casting, hold-to-charge, PP costs, elements.
- Character stats & weapons — class stats and equippable weapon types / requirements.
- Equip legality — the class × weapon-type matrix and the single shared predicate that gates the Equip menu, storage, and shops.
- Movement & lock-on — locomotion, sprint, and target lock-on.
- Inventory — stack limits, consumable effects, disks, capacity vs storage.
- Shops — the shared shopping loop across the six counters + storage/equipment, and what each transaction touches.