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. - Enemy placement — where a wave's enemies stand: the room's authored spawn slots, subset selection, and slot reuse across waves.
- Key placement — where a key pickup stands in its room: the authored key slots, the layout-mask filter, and the fallback order.
- Safe-room ambience — the safe rooms' fauna (valley butterflies, wetlands dragonflies, paru's bird) and the goal room's heal pad: authored placement, inertness, and the heal contract.
- Enemy waves — how many waves a room runs (the per-room
w3/w4min/max) and when each arrives (later waves wait for the player). - 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.