/* Active-item presentation only: keep the existing cooldown sweep and logic. */
#app .action-row .active-item-action:not([hidden]) {
  filter: none !important;
  opacity: 1 !important;
}

/* The button owns the whole hit area; its art and cooling mask are decorative. */
#app .action-row .active-item-action > *,
#app .action-row .active-item-action img {
  pointer-events: none !important;
  -webkit-user-drag: none;
  user-select: none;
}

/* The moving overlay already communicates cooldown; retain the original art. */
#app .action-row .active-item-action.is-cooling .active-item-icon img {
  filter: drop-shadow(0 2px 2px rgba(48, 39, 30, .34));
}

/* Soften only the sweep's tint, preserving its shape, direction and timing. */
#app .action-row .active-item-action.is-cooling .active-item-cooldown-ring {
  opacity: .4;
}

/* Accessible cooldown information stays on the button's existing label. */
#app .action-row .active-item-action .active-item-cooldown-count {
  display: none !important;
}

/* Selection follows the shared inspector, independent of casting readiness. */
#app .action-row .active-item-action.is-selected:not([hidden]),
#app .passive-item-badge.is-selected {
  outline: 2px solid #85512e;
  outline-offset: 2px;
  border-radius: 6px !important;
  box-shadow: inset 0 0 0 1px #f7cf75 !important;
}
