Orders VFX is the effect group for orders to a companion in turn-based rooms. The Coordinator class and its orders stay locked until the player recruits a companion through a quest. Any class can order by contact; only the Coordinator orders at range.
How it works#
| Order | What the player sees |
|---|---|
| Direct | While aiming, ghost ticks in deep lilac mark every legal target. On commit, the companion's walk follows the full path from Claude B's engine, then ticks land on its target |
| Swap | The two units exchange tiles; a blocked line draws a short probe instead |
| Huddle | Shows "who pays" from the forecast; a recovering unit and a steady unit look different |
| Call | Light-teal arcs step out from the Ranger's head to the edge of the event's radius. Each resident that answers sends its own arc pair back and keeps a teal notch until its task plays. If nobody answers, nothing comes back: no mark and no refusal look |
The user ruled on 1 November that Call is a signal that eligible residents choose to answer, not a command. So the preview shows only the ghost signal, never who would answer.
The Act II supervised Direct (a one-off order in Act II) puts a small bead beside the chevrons, so it reads as a trial rather than a permanent unlock.
Development#
- Engine binding: the mock Call events were replaced by the engine's real
call,helper-arrivesandhelper-taskevents (Claude B35a29e8f). - Robustness: a hidden tab can no longer lock input, and broken plans or null inputs never throw into the page.
- Grid check: the route pips, stand corners and Call arcs never sit on a grid line.
- User review, 2 November: all twelve clips approved.
- In the alpha: pinned at
bd6e49573. The prototype rooms cannot show Call yet, because it fires only in rooms that list it.
Gallery#

See also#
Sources#
bd6e49573:docs/vfx/groups/orders.mdb89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/.pinned/vfx/ORDERS-PIN.json- docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
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