Per-ability VFX for Manki, FightGuy, and future characters. This doc is a placeholder — spell VFX are not yet implemented.
Spell VFX will be routed through a dedicated SpellVFXManager that reads ability activation events from the simulation (separate from CombatFeedback which handles generic hit sparks).
| Ability | VFX | Status |
|---|---|---|
| RMB (Aerosol Flame) | Cone-shaped flame particle, streams while held | ❌ TODO |
| Q (Round Bomb) | Projectile arc + explosion sphere on impact | ❌ TODO |
| E (Bazooka) | Rocket trail + explosion | ❌ TODO |
| Ability | VFX | Status |
|---|---|---|
| Spell attacks | Ice/spell VFX from existing assets | ❌ TODO |
- Generic hit spark system:
vfx-particles.md - PvP roadmap:
docs/plans/2026-07-03-pvp-roadmap.md