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Spell Visual Effects

Per-ability VFX for Manki, FightGuy, and future characters. This doc is a placeholder — spell VFX are not yet implemented.


Pipeline

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).

Planned VFX per Character

Manki

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

FightGuy

Ability VFX Status
Spell attacks Ice/spell VFX from existing assets ❌ TODO

Reference