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Mythic Masters: signature motions per creature (grabs, head shakes, belly drum, tail volley, shriek) #2809

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@QuinnsCode

Part of #2802 (the moves front, round 2), after PR #2810. One worker, from main. Owns apps/wildclash/src/beasts.ts (the Puppet), src/creatures.ts (a motion on each sig) and test/beasts.test.ts. The effects-side round 2 is #2820, in other files.

Every ultimate uses the shared coil-and-snap of its fx today. Give the signatures a motion of their own, driven by attackPose's wind and k so the anticipation stays:

  • grab (the drain signatures: kelpie, ahuizotl, chupacabra, lambton-worm, ushi-oni): the head and front feet reach for the target through the wind-up and pull back on the strike.
  • shake (the multi-headed: hydra, chimera, zmey): the head tips swing out of phase.
  • drum (tanuki): the body bounces and the front feet beat the belly.
  • volley (manticore): the tail rears over the back and flicks.
  • shriek (jersey-devil, ozark-howler, mothman): the head thrown back and the body up on the hind legs, wings wide.
  • roll (tarasque, hodag): the body dips and the back arches as it charges.

A motion field on sig in creatures.ts (default: none), read in Puppet.update. A test per motion that compares a head or foot against the same beast standing, like the heavy and launcher tests there. Judge in a fight per creature side-on (window.wildclash.camera("side"); freeze a frame with a requestAnimationFrame wrapper as PR #2810 did). Before and after screenshots, scored out of 10, in the PR. No sheet, stat or fx changes.

Activity

  1. changed the title [-]Mythic Masters: move effects and animation, round 2 (signature motions, grabs, per-field looks)[/-] [+]Mythic Masters: signature motions per creature (grabs, head shakes, belly drum, tail volley, shriek)[/+] on Oct 29, 2026
  2. self-assigned this
    on Oct 29, 2026
  3. added a commit that references this issue on Oct 29, 2026
    3726aa0
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