/* Idle feet remain anchored; attacks use the journey-owned canvas layer. */
body #game #battleArena.paGroundedCombat #hero:not(.attacking):not(.hit) .sprite,
body #game #battleArena.paGroundedCombat #enemy:not(.attacking):not(.hit) .sprite{animation:none!important}
body #game #battleArena.paGroundedCombat #hero:not(.attacking) .sprite::after,
body #game #battleArena.paGroundedCombat #enemy:not(.attacking) .enemySpriteWrap::after{opacity:0!important}
#battleArena .paCombatMotion{position:absolute;inset:0;width:100%;height:100%;pointer-events:none;z-index:8}
body #game #battleArena.paMotionActive #heroVisual,
body #game #battleArena.paMotionActive #enemy .enemySpriteWrap{visibility:hidden!important}
body #game #battleArena.paMotionActive #heroVisual *,
body #game #battleArena.paMotionActive #enemy .enemySpriteWrap *{visibility:hidden!important}
#battleArena.paMotionActive>.unitHud{z-index:12}
.paMotionDamage{position:absolute;z-index:25;pointer-events:none;color:#fff6df;font:900 clamp(18px,4vw,28px) system-ui;text-shadow:0 2px 3px #34100a,1px 0 #34100a,-1px 0 #34100a;transform:translateX(-50%);animation:paMotionDamageRise .6s ease-out both}
@keyframes paMotionDamageRise{0%{opacity:0;transform:translate(-50%,3px)}15%,55%{opacity:1}100%{opacity:0;transform:translate(-50%,-24px)}}
@media(prefers-reduced-motion:reduce){.paMotionDamage{animation:paMotionDamageFade .6s linear both}}
@keyframes paMotionDamageFade{0%,80%{opacity:1}100%{opacity:0}}
