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Release Healer Man 0.1.14
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@@ -105,8 +105,9 @@ NPC spell evidence is exported from the preserved read-only RuneWaker client
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catalogs into a checked-in portable snapshot:
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~~~powershell
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npm run runewaker:spells:refresh
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npm run runewaker:bosses:refresh
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npm run runewaker:build:all -- --phase population --force
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npm run runewaker:forsaken:population
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npm run runewaker:audit:gameplay
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~~~
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@@ -123,11 +124,29 @@ evidence-only. The portable mapping preserves source spell identity, name,
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damage family, school, range, and cooldown. The current 0.85 damage coefficient
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is HealerMan-authored and is not represented as the original RuneWaker formula.
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`runewaker:bosses:refresh` first rebuilds that portable spell snapshot, then
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statically follows each packaged boss's preserved AutoPlot/template callbacks
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and writes modular `rw-<dungeon>-<entity-id>` kits to
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`dungeon-pipeline/boss-mechanics.json`. Each special is an independent record
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with stable ID, trigger, target, effects, and explicit circle, cone, or line
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telegraph geometry. Both population builders copy those IDs into
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`combat.mechanicIds`, so the same runtime loadout boundary is shared by
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Runewaker and WoW encounters and can later support reviewed randomization.
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Source-backed records identify the RuneWaker Lua and spell evidence they came
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from. If the preserved scripts expose only encounter-progression hooks, the
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importer creates a conservative playable mechanic marked
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`source.kind: "healer-man-source-gap"`; it never labels that fallback as an
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original RuneWaker ability. Edit or append a boss kit in the shared catalog,
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then rerun the population build and gameplay audit to update an encounter.
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The gameplay audit also:
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- verifies every executable attack.spellId against both its source template
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assignment and the portable spell catalog;
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- rejects evidence-only spell IDs if they enter runtime combat data;
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- requires every boss objective to resolve a modular catalog kit and validates
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its source label, telegraph, timed trigger, and health trigger;
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- reuses the live party-navigation graph to inspect boss approach points
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projected to the retained surface within 6m;
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- validates native animation families, with Rune Device's missing locomotion
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