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HEROLL/art-bible/specs/animation-vfx-timing.csv
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1event,evidence_or_target,total_duration_ms,anticipation_ms,active_ms,recovery_ms,hit_stop_ms,frame_or_tick_rule,vfx_layer,performance_budget,acceptance
2DiceNormal,evidence 1267,120,650,247,0,60Hz timeline; 12-18 visible drawings/sec,WorldUI,1 trail + 1 impact + result halo,Result remains still and readable >=250ms
3DiceDouble,evidence 1267,120,650,247,0,same base as normal; add unique final beat,WorldUI,normal budget + 1 double ring,Double cue readable without text
4MoveOneTile,target 140-180,20,90,40,0,integer pixel position at settle,World,1 foot dust burst,No subpixel blur at rest
5NormalAttack,evidence median combat 833,target 180-260,80-120,350-500,60-90,damage event on logical tick not animation callback,CharacterFront,<=80 live particles,Weapon pose crosses target at active window
6CriticalAttack,target 900-1150,220-300,100-140,400-550,100-140,one camera impulse <=10px,VFXFront,<=120 live particles + 1 flash,No full-screen white frame longer than 33ms
7BossAttack,evidence example 1017,>=500,100-250,250-600,120-180,tell/active/recovery separate config,GroundTell+Character+VFXFront,<=200 live particles,Warning area equals damage area within 4px logical
8BossTileStart,evidence 1000,250,300,450,0,locks dice input until settle,WorldUI,ring + crown + one burst,Current target remains visible
9BossDeathOpen,evidence 1183,150,350,683,180,logic victory occurs before cinematic,VFXFront,<=240 live particles,No reward modal before silhouette settles
10BattleEnter,evidence 2000,0,1200,800,0,skippable after first view,Camera+HUD,parallax only; no heavy particles,Repeat entry can accelerate to <=700ms
11BattleClear,evidence 750,0,250,500,100,result fixed before banner,HUDFront,1 banner burst + confetti <=3s,Reward values never animate before commit
12DamageNumber,evidence 667,0,80,587,0,merge same-source hits within 150ms,HUDFront,<=24 visible numbers,Does not cover boss tell or player HP
13CommonCardReveal,evidence 250,40,120,90,0,12-18 visible drawings/sec,ModalFront,1 rim light,Readable item icon by 180ms
14LegendCardReveal,evidence 633,120,250,263,0,extra hold and two-stage border,ModalFront,<=80 live particles,Longer than common but skip after reveal
15UIPrimaryPress,target 180,0,70,110,0,scale 100->94->102->100%,HUD,0 particles,Feedback starts within 50ms
16TileUnlock,target 300,40,120,140,0,node state commits before animation,WorldUI,ring <=48 particles,Path and node end in stable non-glowing state
17PhysicalSlash,target 180-300,40,80,100,60-90,sprite sheet or mesh trail; alpha then additive,CharacterFront,1 sheet + <=24 sparks,Direction matches weapon and hit normal
18HealEffect,target 500-800,80,250,300,0,green plus upward motion; no red,CharacterFront,<=60 particles,Visible on grass through white/cyan core
19ShieldEffect,target 300 in + persistent + 250 out,80,120,100,0,cyan hex/arc outline; persistent opacity <=45%,CharacterUnderlay,<=32 particles persistent,Body and weapon remain legible
20GroundTelegraph,target 500-1200,full tell,0,0,0,pulse frequency accelerates toward active,GroundTell,1 decal + <=24 edge particles,Shape survives colorblind and low-VFX mode