
/*
 V6.39 visual-only fix.
 The Dungeon attack classes were already being applied, but the cloned V6.04
 talent flashes used their own !important `animation` on the SAME fighter node.
 A crit/heal/wucht proc therefore replaced attack-right/attack-left, so the
 numbers and badges moved while the character appeared static.

 Keep movement on the fighter (exact Dungeon motion), and move talent feedback
 onto the inner fighter shell. No combat math/timing/rewards are changed.
*/
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-heal-flash,
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-dodge-flash,
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-guard-flash,
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-power-flash,
#v636QuestDungeonCard.v599-clean #v636QuestEnemyFighter.v604-hit-flash{
  animation:none!important;
}

#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-heal-flash > .v252-fighter-shell{
  animation:v604HealFlash .60s ease!important;
}
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-dodge-flash > .v252-fighter-shell{
  animation:v604DodgeFlash .48s ease!important;
}
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-guard-flash > .v252-fighter-shell{
  animation:v604GuardFlash .62s ease!important;
}
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.v604-power-flash > .v252-fighter-shell{
  animation:v604PowerFlash .48s ease!important;
}
#v636QuestDungeonCard.v599-clean #v636QuestEnemyFighter.v604-hit-flash > .v252-fighter-shell{
  animation:v604EnemyHit .42s ease!important;
}

/* Exact live-Dungeon attack/hit movement, now with final authority. */
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.attack-right{
  animation:v252AttackRight .43s cubic-bezier(.2,.75,.25,1)!important;
  z-index:35!important;
}
#v636QuestDungeonCard.v599-clean #v636QuestEnemyFighter.attack-left{
  animation:v252AttackLeft .43s cubic-bezier(.2,.75,.25,1)!important;
  z-index:35!important;
}
#v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.hit,
#v636QuestDungeonCard.v599-clean #v636QuestEnemyFighter.hit{
  animation:v252Hit .40s ease!important;
}

/* Make the moving figure render smoothly on Android WebView. */
#v636QuestDungeonCard.v599-clean .fighter{
  transform:translateZ(0);
  backface-visibility:hidden;
  will-change:transform,filter;
}
#v636QuestDungeonCard.v599-clean .v252-fighter-shell{
  backface-visibility:hidden;
  will-change:transform,filter;
}

/* The old V4.02 quest overlay disabled every animation when Android reports
   reduced motion. Dungeon combat does not use that blanket rule; Quest now
   keeps only the actual combat feedback active so both modes behave alike. */
@media (prefers-reduced-motion: reduce){
  #v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.attack-right{
    animation:v252AttackRight .43s cubic-bezier(.2,.75,.25,1)!important;
  }
  #v636QuestDungeonCard.v599-clean #v636QuestEnemyFighter.attack-left{
    animation:v252AttackLeft .43s cubic-bezier(.2,.75,.25,1)!important;
  }
  #v636QuestDungeonCard.v599-clean #v636QuestPlayerFighter.hit,
  #v636QuestDungeonCard.v599-clean #v636QuestEnemyFighter.hit{
    animation:v252Hit .40s ease!important;
  }
  #v636QuestDungeonCard.v599-clean .damage.pop{
    animation:v252DamagePop .72s cubic-bezier(.16,.8,.25,1)!important;
  }
  #v636QuestDungeonCard.v599-clean .v252-slash.show{
    animation:v252Slash .36s ease-out!important;
  }
  #v636QuestDungeonCard.v599-clean .v252-impact.show{
    animation:v252Impact .43s ease-out!important;
  }
  #v636QuestDungeonCard.v599-clean .v252-projectile.player-shot{
    animation:v252ShotRight .38s linear!important;
  }
  #v636QuestDungeonCard.v599-clean .v252-projectile.enemy-shot{
    animation:v252ShotLeft .38s linear!important;
  }
  #v636QuestDungeonCard.v599-clean .v575-chip.v604-skill-chip{
    animation:v604SkillChip 1.55s cubic-bezier(.18,.8,.22,1) forwards!important;
  }
}
