EXTRACT-CANDIDATE queue
This file is the Documenter’s pending-concept-page queue. Each entry is a shared fact or rule that was about to be duplicated across multiple per-entity pages. Next tick: create the canonical page, then back-edit the originals to link to it (and drop the entry from this file).
Pending
Remaining from earlier ticks
(none — initial weapons EXTRACT-CANDIDATE queue cleared in tick 5)
Pending from earlier ticks (3 still remain)
- arc-flight-model (gameplay/concepts/arc-flight.md) — arc-mortar flight: ballistic interpolation, target lead, scatter, landing fix-up.
- target-lead-prediction (gameplay/concepts/target-lead.md) — formula for predicting enemy position during projectile travel.
- sub-projectile-types (gameplay/concepts/sub-projectile-types.md) — internal spawn types not in the player registry but used by legendaries.
From tick 6 (8 remain)
- orbit-swept-arc-hitbox (gameplay/concepts/orbit-hitbox.md) — hitbox model for orbit weapons (sweep, fire-ring).
- tesla-line-segment-hitbox (gameplay/concepts/tesla-line-hitbox.md) — hitbox model for the connecting line between two tesla balls.
- bullet-pool-recycle (gameplay/concepts/bullet-pool-recycle.md) — recycle contract for the bullet pool. Already crashed Sentry once per a code comment.
- spawn-immunity-window (gameplay/concepts/spawn-immunity.md) —
_spawnT > 0.15window where bullets are exempt from contact. - star-halo-cooldown (gameplay/concepts/star-halo-cooldown.md) — Star Halo’s revolution-based per-target cooldown derived from
spinDuration / spins. - plasma-mortar-zones (gameplay/concepts/plasma-mortar-zones.md) — separate plasma-fire zone code path (not flame-zones runtime).
- carpet-bomber-zones — Carpet Bomber’s fire_patch_zone bullet vs the shared flame-zone echo it also spawns.
- disambig-ship-contact-cooldown — there’s a SEPARATE “contact cooldown” on the ship (enemy-side) that’s not the per-target-contact-cooldown. Worth a disambiguation note.
Remaining from tick 7
- multi-target-acquisition (gameplay/concepts/multi-target-acquisition.md) —
_multiTargetAnglespath: extras pick different enemies instead of fanning. - scale-spread-with-count (gameplay/concepts/scale-spread-with-count.md) — shotgun + flame opt-in; widens cone as shot count grows.
- bullet-archetypes (gameplay/concepts/bullet-archetypes.md) — shared bullet archetype registry (e.g. coilgun reuses rifle’s
pulse_ball).
New from tick 8
- cadence-pattern (gameplay/concepts/cadence-pattern.md) —
[1,1,1,0,0,0,...]pattern + step time for burst weapons. - legendary-vfx-scale-rule (gameplay/concepts/legendary-vfx-scale.md) — all legendaries get ×5 spatial VFX scale per data-file comment.
- bullet-archetype-renderer (gameplay/concepts/bullet-archetype-renderer.md) —
bulletArchetypefield for VFX hook (e.g.mega_bullet). - can-retarget-flag (gameplay/concepts/can-retarget.md) — which weapons re-lock mid-flight.
- burst-fire-rate-semantics — bursts/sec vs shots/sec disambiguation for burst-pattern weapons.
- secondary-tag-same-as-primary — same-tag legendaries (Mega Bullet bullet+bullet) double-fire bullet-tag signals.
- manual-fire-mode (gameplay/concepts/manual-fire-mode.md) — proposed page for the manual-mode override path.
- cooldown-commit (gameplay/concepts/cooldown-commit.md) — cooldown is set on the fire frame, not the start-of-warmup frame.
- on-hit-resolution (gameplay/concepts/on-hit-resolution.md) — shared collision-resolver path + behavior on-hit registry.
- shared-rarity-multiplier-tables — RARITY_MULTS table is referenced from every enemy entity page; could hoist canonical version to enemies.md roll-up.
- enemy-rarity-tints — RARITY_TINTS table similarly referenced.
- telegraphed-attack-pattern — windup → lunge → recovery → cooldown shared structure used by charger and possibly other enemies.
- fish-swim-movement — orbiting ranged enemy movement model shared by shooter and others.
- enemy-fire-fsm — charge → burst → pause shared FSM across projectile-firing enemies.
New from tick 3
- stepped-stats (gameplay/concepts/stepped-stats.md) — the
[[level, value], ...]stepped-stat shape used by burst pattern, projectile count, beam length mult, scatter, etc. How the engine interpolates / clamps. Flagged by burst sub-agent. - burst-fire-behavior (gameplay/concepts/burst-fire.md) — the
burst_fireBulletBehavior used by burst rifle and revolver. Invisible coordinator + locked target + hitscan sub-shots. Flagged by revolver sub-agent. - cadence-pattern (gameplay/concepts/cadence-pattern.md) —
cadencePattern+cadenceStepSecaudio/visual chime primitive. Flagged by revolver sub-agent. - damage-horizontal-tracks (gameplay/concepts/damage-horizontal-tracks.md) — the 5 damage tracks (bullet/energy/bomb/fire/all) replacing the old single Damage horizontal. Per-rank rates, additive flat +1/rank. Flagged by horizontal-modifiers page.
- modifier-bundles (gameplay/concepts/modifier-bundles.md) — the non-damage level-up modifier pool (Health/Shield/Speed/Heat/Magnet/XP/Luck/Vitality/Bulwark/Charge/Overshield/Leech/Thrust), the k-mode scaling math (k=-1 flat, k=0 harmonic, k=1 linear). Flagged by horizontal-modifiers page.
Data-drift findings (back-edit needed)
- bigger_area horizontal removed in v3.26 — area-modes page documents that the Area horizontal is gone; weapon-level scaling is the only path. Per-weapon entity pages may have stale “Bigger Area scales X” prose. Back-edit ALL weapon entity pages to drop that copy.
- roll-up gameplay/weapons.md has stale numbers — cannon row L10 damage 633 in the roll-up vs 643 in source. Back-edit roll-up once all entity pages are written (or drop the per-weapon stat columns from the roll-up entirely since they live on entity pages now).
- beam_splash AreaMode is dead — in the type union but no weapon uses it. Either remove from the union upstream or document as reserved.
Processed (history)
- scaling-curves ✓ tick 2 —
gameplay/concepts/scaling-curves.md - damage-multiplier-curve ✓ tick 2 —
gameplay/concepts/damage-multiplier-curve.md - target-modes ✓ tick 2 —
gameplay/concepts/target-modes.md - damage-tags ✓ tick 2 —
gameplay/concepts/damage-tags.md - collision-modes ✓ tick 3 —
gameplay/concepts/collision-modes.md - area-modes ✓ tick 3 —
gameplay/concepts/area-modes.md(documents v3.26 removal) - horizontal-modifiers ✓ tick 3 —
gameplay/concepts/horizontal-modifiers.md - fire-rate-jitter ✓ tick 3 —
gameplay/concepts/fire-rate-jitter.md - stepped-stats ✓ tick 4 —
gameplay/concepts/stepped-stats.md - warmup ✓ tick 4 —
gameplay/concepts/warmup.md - travel-range ✓ tick 4 —
gameplay/concepts/travel-range.md - chain-weapons-mechanics ✓ tick 4 —
gameplay/concepts/chain-weapons.md - arc-mortar-lifetime ✓ tick 5 —
gameplay/concepts/arc-mortar-lifetime.md - perpendicular-layout ✓ tick 5 —
gameplay/concepts/perpendicular-layout.md - double-shot ✓ tick 5 —
gameplay/concepts/double-shot.md - destructibles-flag ✓ tick 5 —
gameplay/concepts/destructibles-flag.md - flame-zones ✓ tick 6 —
gameplay/concepts/flame-zones.md - always-forward-firing ✓ tick 6 —
gameplay/concepts/always-forward-firing.md - per-target-contact-cooldown ✓ tick 6 —
gameplay/concepts/per-target-contact-cooldown.md - early-level-damage-buff ✓ tick 6 —
gameplay/concepts/early-level-damage-buff.md - tesla-line ✓ tick 7 —
gameplay/concepts/tesla-line.md - more-projectiles-fan ✓ tick 7 —
gameplay/concepts/more-projectiles-fan.md - behavior-carveouts ✓ tick 7 —
gameplay/concepts/behavior-carveouts.md(phoenix_aura is NOT a carveout, only orbit_ring is) - vfx-tier-thresholds ✓ tick 7 —
gameplay/concepts/vfx-tier-thresholds.md(currently scaffolding only, no engine consumer) - fire-pipeline ✓ tick 8 —
gameplay/concepts/fire-pipeline.md - spread ✓ tick 8 —
gameplay/concepts/spread.md - legendary-damage-baseline ✓ tick 8 —
gameplay/concepts/legendary-damage-baseline.md