/* Hero presentation (step 5, ONLY #combatHero). Static gradients, no filters and no new animation. */
/* Contact shadow: a tight dark core under the feet inside the existing wide, cast (skewed, right-shifted) shadow. */
#appFrame #battlefield #combatHero .hero-ground-shadow{background:
 radial-gradient(ellipse 34% 48% at 50% 52%,#000 0,#000 55%,transparent 100%),
 radial-gradient(ellipse closest-side,#000b 0,#0007 55%,transparent 100%)}
/* Scene light integration: the thin rim already used on the hero takes the colour of the region's light. */
#combatHero>.hero-idle::before{background:color-mix(in srgb,#ead8b7 56%,rgb(var(--scene-light,142 85 48)))}
/* Review M1: monsters get the hero's contact-shadow core (static gradient). The 0.7px region-tinted rim was tried on
   monsters too and dropped: almost invisible at game scale, but a sprite-sized masked layer that cost ~2 FPS in the
   software-rendered rare-event benchmark. */
#appFrame #battlefield .attack-target .mob-shadow{background:
 radial-gradient(ellipse 34% 48% at 50% 52%,#000 0,#000 55%,transparent 100%),
 radial-gradient(ellipse closest-side,#000b 0,#0007 55%,transparent 100%)}
/* Hero scale (review M2, chosen: 120%) in regular fights on desktop. The Errante used to be smaller than a common
   enemy; bosses, giants and colossi keep their own smaller hero so the boss still dominates. Phone/compact untouched. */
@media(min-width:1101px) and (min-height:701px){
  #battlefield:not(.boss-fight):not(.final-boss-fight):not([data-monster-size=giant]):not([data-monster-size=colossal]){--hero-w:31.2%;--hero-h:57.6%;--hero-limit:1.2;--hero-max:calc(180px + 8.77vw)}
}
