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Per Phase1_Combat_Gym_Build_Spec §6 (the Blink Spark = a second, socketed dash): - AbilityArchetype += Movement (falls through AbilityFireSystem; a sibling system drives it). - AbilityId += the 5 Phase-1 Sparks (DecoyWisp/HookPull/Vortex/Blink/LightZone). - BlinkState: predicted, non-replicated blink window (DashState sibling). - BlinkSystem: velocity blink (never a LocalTransform write), triggered by the Movement- archetype socket, dash-wins precedence ([UpdateAfter(DashSystem)]), sole writer of its socket's SocketCooldown row; reads socket loadout/cooldown by entity via lookups (query at 6 args, under the 7-cap). Baked BlinkState on the player. L1 clean; L2 494/494. Dead until a Blink Spark def is socketed (ability-database SO = next). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 lines
59 B
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