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Pull and Glide VFX

In the alpha Art · facts checked 2 November 2026

Pull and Glide VFX is the effect group for movement skills in turn-based rooms. Pull uses a process to grip a tile and draw the body there. Glide is a brief move with no rope. Glide is never immunity, so nothing is drawn on or around the gliding body.

How it works#

CuePhaseWhat the player sees
Legal anchors (Pull)PreviewA dotted ink diamond on every tile the engine accepts
Legal landings (Glide)PreviewA dotted 5×5 square at each accepted tile's centre
Hovered PullPreviewA hollow diamond, a dotted ghost rope, route pips and two-tone landing corners
Pull on a clumpPreviewChevrons pointing back toward you and a dotted ghost footprint where the clump lands
Contact, gripResolveFour pixels close on the anchor; a solid diamond and two clamps that close 1 px
FlowResolveThe body slides one tile-step at a time; route pips are used up as it passes
ArrivalResolveThe anchor dithers out and settle ticks step out beside the foot
Debris slideResolveThe clump moves a tile-step at a time; olive scuffs on each tile it leaves fade

An illegal or spent aim draws nothing. Illegal tiles are never offered, and the hover title gives the reason. Events play one step at a time, and a Pull with its dragged debris counts as one step.

Reduced motion#

The first reduced-motion clip let the body vanish from one tile and appear on another. The user rejected it on 2 November: "This looks too much like teleporting." The approved version (2d9792e6) draws the real path as a still dotted ink-and-cream trail, with a faint ghost outline on the start tile. It holds for the step, then fades in whole steps. This became a rule for every movement effect (see VFX).

Development#

See also#

Sources#

  1. 06d31ebd0:docs/vfx/groups/pullglide.md
  2. b89f778c2:src/main-game/alpha/public/encounter/src/skills/turns/.pinned/vfx/pullglide-turns.PIN.json
  3. docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
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