forked from phenom/healer-man
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No files matched your search
@@ -11,10 +11,11 @@ These rules apply to every change under this project root.
|
||||
|
||||
## Workspace and reference boundaries
|
||||
|
||||
- The active project root is `D:\Projects\HealerMan`. All implementation,
|
||||
generated content, scripts, tests, builds, documentation, and validation for
|
||||
this project belong here.
|
||||
- `D:\Projects\wow-pvt-server-backups-2` is historical reference material only.
|
||||
- The active project root is the directory containing this `AGENTS.md`
|
||||
(currently `F:\Projects\HealerMan`); do not assume a fixed drive letter. All
|
||||
implementation, generated content, scripts, tests, builds, documentation, and
|
||||
validation for this project belong here.
|
||||
- The sibling `../wow-pvt-server-backups-2` tree is historical reference material only.
|
||||
Inspect it only when old-server behavior, AzerothCore data, creature IDs,
|
||||
spells, encounters, maps, or assets are useful as source information.
|
||||
- Never treat `wow-pvt-server-backups-2` as the active project, primary checkout,
|
||||
@@ -27,6 +28,22 @@ These rules apply to every change under this project root.
|
||||
structure as appropriate, and validate it through HealerMan's tests/build and
|
||||
playtest workflow.
|
||||
|
||||
## Obsidian project memory
|
||||
|
||||
- The separate Healer-Man knowledge vault lives at the sibling path
|
||||
`../ObsidianNotes/ObsidianVault1`. Start at
|
||||
`00 Home/Healer-Man Hub.md` and follow
|
||||
`40 Agent Workflows/Agent Memory Protocol.md` for broad or cross-system work.
|
||||
- The code and tests in this repository remain authoritative. Check a note's
|
||||
`last_verified` date and verify material claims against current code before
|
||||
acting on them.
|
||||
- Update the relevant vault note in the same task when a change alters feature
|
||||
behavior, architectural ownership, entry points, cross-file relationships,
|
||||
invariants, or required validation. Use repository-relative code paths and
|
||||
keep transient investigation details in the vault's `50 Worklog/` area.
|
||||
- The vault is its own Git repository. Review and commit its changes separately
|
||||
from HealerMan changes; never stage one repository from the other.
|
||||
|
||||
## Dungeon report triage
|
||||
|
||||
- For any request to inspect or fix current dungeon reports, start with
|
||||
@@ -37,6 +54,13 @@ These rules apply to every change under this project root.
|
||||
change is a separate external mutation; do not close a report merely because
|
||||
a local fix passes.
|
||||
|
||||
## Active balance certification scope
|
||||
|
||||
- Automated balance, bracket, seat-sweep, and benchmark validation is Ready-only until the project owner promotes more specializations. The current Ready set is Protection Warrior, Discipline Priest, Marksmanship Hunter, Fire Mage, and Assassination Rogue.
|
||||
- Do not run the full repository test suite or all-class WoW/CoA/RoM balance sweeps for routine balance work. Use `npm run test:ready-five` plus the smallest directly affected focused tests.
|
||||
- CoA specializations and RoM class/role builds are Needs Testing. They may be inspected in an explicit targeted diagnostic, but must not enter random, all-eligible, regression, bracket, or NPC seat-audit runs.
|
||||
- A broader balance run requires an explicit user request or a readiness-policy promotion. Record that expanded scope in the task handoff.
|
||||
|
||||
## Playable characters and equipment
|
||||
|
||||
- `src/avatar/CharacterModel.tsx` is the shared player, party, roster, and character-creation rendering path. Never replace it with a screen-specific loader.
|
||||
|
||||
+18
-10
@@ -131,8 +131,8 @@ services:
|
||||
command: >-
|
||||
sh -lc "apt-get update && apt-get install -y --no-install-recommends python3 && rm -rf /var/lib/apt/lists/* && python3 --version && npm ci --include=dev && npm run db:init && npm run content:publish && npm run build && npm start"
|
||||
environment:
|
||||
BALANCE_LAB_MAX_CONCURRENT: "1"
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||||
BALANCE_LAB_MAX_QUEUED: "8"
|
||||
BALANCE_LAB_MAX_CONCURRENT: "4"
|
||||
BALANCE_LAB_MAX_QUEUED: "100"
|
||||
BALANCE_LAB_PYTHON: "python3"
|
||||
CORS_ORIGINS: "https://iwanttoheal.phenomrom.com,capacitor://localhost,http://localhost,https://localhost"
|
||||
CONTENT_DIR: /app/content
|
||||
@@ -184,8 +184,8 @@ and add or correct these environment values:
|
||||
|
||||
```yaml
|
||||
BALANCE_LAB_PYTHON: "python3"
|
||||
BALANCE_LAB_MAX_CONCURRENT: "1"
|
||||
BALANCE_LAB_MAX_QUEUED: "8"
|
||||
BALANCE_LAB_MAX_CONCURRENT: "4"
|
||||
BALANCE_LAB_MAX_QUEUED: "100"
|
||||
```
|
||||
|
||||
The app stores job reports in
|
||||
@@ -199,6 +199,13 @@ job returns as failed after restart, while any job with a complete
|
||||
unless the server has enough spare CPU for multiple full combat sweeps. All
|
||||
Balance Lab routes independently require a server-authorized GM account.
|
||||
|
||||
Balance Lab's one-shot `vite-node` workers run in the dedicated `balance-lab`
|
||||
Vite mode, which disables the public directory and ignores all filesystem-watch
|
||||
paths. This is required for parallel sweeps: without it, concurrent workers can
|
||||
exhaust Linux's file-watcher limit while scanning the shipped asset tree and
|
||||
fail immediately with `ENOSPC`. Do not use a larger inotify allowance as the
|
||||
primary fix; deploy the current runtime configuration.
|
||||
|
||||
After saving the YAML, restart the TrueNAS app and watch its startup log for a
|
||||
line beginning with `Python 3.`. Reopen Balance Lab; the setup panel must show
|
||||
**Server runtime ready** before **Run on server** becomes available. The server
|
||||
@@ -224,12 +231,13 @@ schema-compatible with Healer Man and must not be copied over the new one.
|
||||
|
||||
## Update workflow
|
||||
|
||||
For a code update that includes a new APK, the visual workflow in
|
||||
`RELEASE_RUNBOOK.md` is recommended. For a manual release, choose the next
|
||||
version first. The example below upgrades `0.1.2` to `0.1.3`; replace `1003` if
|
||||
it is not greater than every prior Android `versionCode`. Then run these
|
||||
commands in **Windows PowerShell**
|
||||
on the development PC. Stop if any test or build fails:
|
||||
The visual release manager described in `RELEASE_RUNBOOK.md` defaults to **Git
|
||||
+ TrueNAS only**, which commits and pushes a server update without changing the
|
||||
Android version or publishing an APK. Clear that toggle when a code update also
|
||||
requires a new APK. For a manual APK release, choose the next version first.
|
||||
The example below upgrades `0.1.2` to `0.1.3`; replace `1003` if it is not
|
||||
greater than every prior Android `versionCode`. Then run these commands in
|
||||
**Windows PowerShell** on the development PC. Stop if any test or build fails:
|
||||
|
||||
```powershell
|
||||
Set-Location F:\Projects\HealerMan
|
||||
|
||||
@@ -4,6 +4,21 @@ This file is the durable record of runtime behavior, regressions, and the
|
||||
evidence required before calling a visual bug fixed. Update it whenever scene,
|
||||
camera, input, physics, mob-rendering, or asset-loading code changes.
|
||||
|
||||
## 2026-09-26 RuneWaker dungeon minimap and M-key map
|
||||
|
||||
- Created a fresh RoM Rogue, downloaded Forsaken Abbey, entered as damage, and
|
||||
waited for the boss preview to finish. The minimap displayed the extracted
|
||||
client map; moving backward changed the live player-marker coordinates.
|
||||
- Pressing M opened the full map with the same artwork, player heading, entrance,
|
||||
and eight numbered encounters. Pressing M again closed it. No browser page
|
||||
errors were reported.
|
||||
- Inspected `artifacts/playtest/runewaker-maps/forsaken-minimap.png` and
|
||||
`forsaken-full-map.png`. The map was readable and did not cover the normal
|
||||
playfield until opened. Navigation floorplans were checked by generated-image
|
||||
inspection and catalog tests, not by live dungeon entry.
|
||||
- Validation: 24 focused map/UI tests, TypeScript, production build, content
|
||||
publication, and release candidate check passed.
|
||||
|
||||
## 2026-09-15 Reported Warder Stilgiss and Zereketh issues
|
||||
|
||||
- Reproduced the two submitted production reports in isolated Boss Testing
|
||||
@@ -3545,3 +3560,530 @@ Vite's existing large-chunk advisory remains informational.
|
||||
errors; all five bodies and their equipped weapon/staff silhouettes rendered
|
||||
intact. Evidence is in
|
||||
`playtest-artifacts/dungeon-health-scaling/stockades-level-three.png`.
|
||||
|
||||
## Balance Lab healing done and received analytics (2026-09-17)
|
||||
|
||||
- Raw Balance Lab member metrics now attribute effective healing to both the
|
||||
caster and the party target. Party and suite reports expose healing done and
|
||||
received per active second plus absolute totals; self-heals count on both
|
||||
sides of the attribution.
|
||||
- The GM overview adds separate **Healing done by class/spec** and **Healing
|
||||
received by class/spec** graphs. The class/spec table can display and sort
|
||||
both rates and totals. Older saved reports remain readable but show no target
|
||||
healing until they are rerun.
|
||||
- All six Python controller tests and the production build passed. A live
|
||||
one-seed, 15-second Eck the Ferocious run recorded the Holy Paladin's 867
|
||||
effective healing as 57.8 HPS done and the Blood Death Knight's same 867 as
|
||||
57.8 HPS received. A matching automatic-suite run verified the new JSON and
|
||||
CSV fields under `playtest-artifacts/balance-lab-healing-suite/`.
|
||||
|
||||
## Balance Lab deterministic class/spec coverage (2026-09-17)
|
||||
|
||||
- Automatic sweeps now offer **Random parties**, **All specs**, and **Specific
|
||||
specs**. All-spec mode derives the minimum valid 1-tank/1-healer/3-damage
|
||||
party set that covers every available build. Specific mode guarantees every
|
||||
selected build appears and uses distinct compatible fillers for missing
|
||||
roles; selected builds are not reused as fillers when alternatives exist.
|
||||
- A real level-20 WoW all-spec sweep against Eck the Ferocious generated eight
|
||||
distinct parties and placed all 31 catalog builds in `suite-report.json`
|
||||
with zero missing. The combined catalog audit found 70 CoA builds requiring
|
||||
16 coverage parties and 16 RoM builds requiring four; every source exposes
|
||||
enough tank, healer, and damage builds for valid coverage parties.
|
||||
- Eight Python controller tests, nine Balance Lab service tests, two server
|
||||
integration tests, and the production build passed. Production Edge
|
||||
automation verified the All Specs estimate, selected Paladin Holy through the
|
||||
Specific Specs picker, completed the server job, rendered all seven overview
|
||||
graphs, and passed desktop plus 480×900 overflow checks without browser
|
||||
errors. Evidence is in `playtest-artifacts/balance-lab/02-server-job-config.png`
|
||||
and `playtest-artifacts/balance-lab/03-server-job-complete.png`.
|
||||
|
||||
## Balance Lab class/spec ability damage drill-down (2026-09-17)
|
||||
|
||||
- Every class/spec row now exposes **View ability damage** when ability telemetry
|
||||
exists. It opens the Abilities tab on that exact source/build, clears
|
||||
conflicting search and role filters, and defaults to abilities with positive
|
||||
effective damage sorted highest first.
|
||||
- The drill-down graph and table retain ability name/ID, casts, casts per minute,
|
||||
hits, effective/raw damage, damage share, DPS, and damage per hit. Healing,
|
||||
overheal, absorbs, usage, and unused-ability filters remain available.
|
||||
- The production build passed. A real five-second level-20 WoW run against Eck
|
||||
the Ferocious opened a Death Knight Unholy row through the new action and
|
||||
verified positive effective ability damage plus the expected cast, damage
|
||||
share, and DPS columns. Desktop and 480×900 checks passed with no browser
|
||||
errors. Evidence is in
|
||||
`playtest-artifacts/balance-lab/04b-ability-breakdown.png` and
|
||||
`playtest-artifacts/balance-lab/06-mobile-abilities.png`.
|
||||
|
||||
## WoW full-spec mechanics and rotation pass (2026-09-18)
|
||||
|
||||
- `playerbots-inspired-v3` now gives every one of the 31 Wrath specs a legal,
|
||||
level-scaled talent plan and executable profile. The pass repaired stale
|
||||
talent prerequisites, companion Rage/Runic Power persistence, short melee
|
||||
reach, warrior rage banking, and explicit profile ordering.
|
||||
- Scripted payloads now make Bloodthirst, Bloodrage, Execute, Mutilate, Killing
|
||||
Spree, Penance, Feral Spirit, Conflagrate, and Earth Shield mechanically
|
||||
meaningful. Frost/Unholy disease setup, Arms Rend/Mortal Strike order, Arcane
|
||||
Barrage, and healer maintenance behavior have direct regression coverage.
|
||||
- The exhaustive level-80 headless audit completed 2,672 fights with no
|
||||
simulation failures under `artifacts/balance-fixes-20260918-level80/`.
|
||||
The final 40-run Stockades confirmation under
|
||||
`artifacts/balance-fixes-20260918-stockade-level80-final/` exercised all 31
|
||||
specs: Feral Spirit, Bloodrage, and Earth Shield were active in every eligible
|
||||
run, while the repaired damage signatures produced damage in their applicable
|
||||
runs. Low-level boss floors were recalibrated so ordinary/final Stockades
|
||||
encounters still retain their 25/45-second mechanic windows. These are
|
||||
structured combat checks, so no scene screenshot is applicable. Remaining
|
||||
cross-spec DPS/HPS outliers require a separate coefficient-tuning pass.
|
||||
|
||||
## Balance Lab level batches and parallel workers (2026-09-19)
|
||||
|
||||
- The GM setup now switches between one level and all level brackets. The three
|
||||
schedules expose 9 jobs (level 1 plus every 10), 17 jobs (level 1 plus every
|
||||
5), or 80 jobs (every level). Every-boss, source-specific boss, and explicit
|
||||
boss selection remain available, and the estimate totals all scheduled jobs.
|
||||
- A browser-driven nine-level exploratory submission created nine persisted
|
||||
jobs in one request, started four independent Python/TypeScript processes,
|
||||
and completed the first four level reports before the automation time limit;
|
||||
the test server then stopped the remaining isolated test jobs. Server tests
|
||||
separately prove parallel worker utilization, queued overflow, and all-or-
|
||||
nothing rejection when a complete batch will not fit.
|
||||
- The final production-build smoke pass verified the 9/17/80 schedule controls,
|
||||
worker/queue status, specific Paladin Holy and Eck selection, one complete
|
||||
real level-20 report, all report/ability analytics, and 480x900 layout with no
|
||||
browser errors. Evidence is in
|
||||
`playtest-artifacts/balance-lab/02-level-batch-config.png`,
|
||||
`playtest-artifacts/balance-lab/04-server-job-complete.png`, and
|
||||
`playtest-artifacts/balance-lab/06-mobile-analytics.png`.
|
||||
|
||||
## Balance Lab parallel watcher isolation (2026-09-19)
|
||||
|
||||
- A production all-WoW, every-10-level Stockades batch completed only the level
|
||||
1 and level 80 jobs. Levels 10 through 70 failed during startup before a
|
||||
party ran. Every failed job recorded `ENOSPC: System limit for number of file
|
||||
watchers reached` beneath Vite's watcher stack, while the Balance Lab runtime
|
||||
reported zero active jobs and normal queue capacity after the failures.
|
||||
- Each parallel Python worker had launched its own `vite-node` process. The
|
||||
inherited Vite development configuration watched the large shipped public
|
||||
asset tree, so ten simultaneous jobs exhausted the container's Linux watcher
|
||||
allowance. Which two levels completed was a startup resource race, not a
|
||||
class, level, boss, or combat-model failure.
|
||||
- The headless bridge now launches with `--mode balance-lab`. That Vite mode
|
||||
sets `publicDir: false` and ignores every watch path, eliminating hot-reload
|
||||
watchers that one-shot simulations do not use. Server job failures also
|
||||
translate the known watcher-limit signature into a specific GM-facing error.
|
||||
- The Python controller tests, all 14 Balance Lab service tests, the complete
|
||||
84-test server suite, and the 62-test benchmark/party suite passed. A resolved
|
||||
Vite configuration check returned an empty public directory and
|
||||
`watch.ignored: ["**/*"]`; a real level-10 WoW catalog invocation completed
|
||||
through the new mode and wrote its 72,723-byte catalog. The production build
|
||||
passed, and the authenticated GM smoke flow completed a real server job,
|
||||
loaded its analytics and ability breakdown, and passed desktop/mobile checks.
|
||||
|
||||
## Default Git and TrueNAS release path (2026-09-19)
|
||||
|
||||
- The visual release manager now starts with **Git + TrueNAS only** enabled.
|
||||
This mode retains the candidate check, content/server/application tests,
|
||||
content publication, production build, staged-file review, commit,
|
||||
remote-main verification, and pinned TrueNAS deployment commands.
|
||||
- The default path does not bump package or Android versions, request signing
|
||||
credentials, run Android sync, build an APK, or publish a Gitea release.
|
||||
Clearing the toggle restores the existing full APK workflow; **Publish
|
||||
Current APK Only** remains available for retrying publication from an already
|
||||
versioned and pushed commit.
|
||||
- **Run test suites** is independently enabled by default. Clearing it skips
|
||||
only the content, server, normal-application, and shelved-application test
|
||||
commands. The candidate check, content publication, production build,
|
||||
staged review, Git verification, and selected deployment/APK stages remain.
|
||||
Both the log and final staged review identify the skipped suites.
|
||||
- All 12 release-manager unit tests and Python compilation passed. The real
|
||||
Windows Tk smoke launch also initialized the default-on mode and closed
|
||||
cleanly.
|
||||
|
||||
## Thor character shell redesign (2026-09-20)
|
||||
|
||||
- The `960 x 540` top-display roster now keeps its character stage on the left,
|
||||
a 300-pixel saved-character rail on the right, and the primary Continue action
|
||||
inside a 62-pixel bottom bar. Both creator steps retain the shared live model
|
||||
preview and fit without document overflow.
|
||||
- All 47 avatar/rendering tests and the full production build passed. Browser
|
||||
automation created a Human Priest, exercised both creator steps, and verified
|
||||
the roster geometry without page errors. Evidence is in
|
||||
`playtest-artifacts/character-shell/01-creator-path.png`,
|
||||
`playtest-artifacts/character-shell/02-creator-appearance.png`, and
|
||||
`playtest-artifacts/character-shell/03-character-select.png`.
|
||||
- A production Wailing Caverns smoke run rendered the player and all four party
|
||||
members with intact bodies and starter weapon silhouettes. Evidence is in
|
||||
`playtest-artifacts/character-shell/04-in-dungeon.png`.
|
||||
|
||||
## Thor main-menu redesign (2026-09-20)
|
||||
|
||||
- The `960 x 540` top display now gives the destination grid the wide left pane
|
||||
and uses a 288-pixel right rail for the selected character's level, name,
|
||||
class, and specialization. The character-model preview no longer mounts on
|
||||
this screen; authenticated sessions open the online-group invite panel below
|
||||
the identity card.
|
||||
- A live browser pass measured a full `960 x 540` surface with no horizontal or
|
||||
document overflow. The destination pane scrolls independently, the identity
|
||||
card remains fully visible, no character-preview node mounts, and all removed
|
||||
introductory copy is absent. Nineteen focused tests and the production build
|
||||
passed.
|
||||
- The destinations are now split into a dedicated Adventures card for Dungeons
|
||||
and Randomized Bite-Sized plus a secondary Character & Collection card. Boss
|
||||
testing, companion readiness, reports, and the authorized GM/server tools now
|
||||
live behind one controller-navigable GM Menu dialog; unauthorized accounts
|
||||
see GM Tools and Balance Lab as locked rather than losing the menu structure.
|
||||
|
||||
## Discipline Priest Holy Nova (2026-09-22)
|
||||
|
||||
- A level-80 Priest cast Holy Nova in a built Wailing Caverns scene. The live
|
||||
cast restored 770 health to the injured player. At 400 ms, one Nova burst was
|
||||
visible; by 850 ms, it had ended. Screenshots are in
|
||||
`playtest-artifacts/holy-nova/holy-nova-100ms.png`,
|
||||
`playtest-artifacts/holy-nova/holy-nova-400ms.png`, and
|
||||
`playtest-artifacts/holy-nova/holy-nova-850ms.png`.
|
||||
- The nearby-enemy damage and nearby-ally healing paths passed the focused
|
||||
combat-store test. The four focused suites, Ready-five certification,
|
||||
TypeScript build, production build, and release candidate check passed.
|
||||
|
||||
## RoM primary five validation (2026-09-22)
|
||||
|
||||
- A fresh local account created a Human RoM Rogue. Character creation showed
|
||||
level-based skill unlocks. The roster preview rendered the complete character
|
||||
body with a starter weapon silhouette after the 3D canvas loaded.
|
||||
- The same Rogue entered a live Wailing Caverns scene as DPS. The player and
|
||||
companions rendered bodies and equipped weapon or staff silhouettes; the
|
||||
browser reported no page errors. The left-hand Rogue dagger is not clear in
|
||||
these camera angles, so this is a body/equipment-presence check rather than
|
||||
visual proof of dual daggers. The resolved virtual loadout test checks both
|
||||
dagger slots.
|
||||
- Evidence: `artifacts/playtest/rom-five/roster-preview.png` and
|
||||
`artifacts/playtest/rom-five/dungeon-rogue.png`. The in-dungeon Skills and
|
||||
Spellbook panels also showed level unlocks without numbered skill ranks;
|
||||
evidence is `skills-no-ranks.png` and `spellbook-no-ranks.png` in that same
|
||||
directory. The repeatable flow is `node scripts/playtest-rom-five.cjs`.
|
||||
- At 1440 x 900 the dual-display "Roster details" toggle overlays the roster
|
||||
Continue button. The playtest used a programmatic click to continue; this
|
||||
existing layout collision should be addressed in the shell UI.
|
||||
|
||||
## Named RoM class pairs (2026-09-23)
|
||||
|
||||
- A fresh local account created a male RoM Dwarf Mage. Its live creation and
|
||||
roster previews rendered the complete body and starter staff silhouette.
|
||||
Evidence: `artifacts/playtest/rom-five/dwarf-mage-creator.png` and
|
||||
`artifacts/playtest/rom-five/dwarf-mage-roster.png`.
|
||||
- The same session entered Wailing Caverns with a RoM Rogue. The party frames
|
||||
showed paired-cohort NPC names Serenna, Caelan, and Veyra for that seed; the
|
||||
player and companions rendered bodies and weapon or staff silhouettes in the
|
||||
scene. The browser reported no page errors. Evidence:
|
||||
`artifacts/playtest/rom-five/dungeon-rogue.png`. The companion pair and race
|
||||
assignments, including Durnik as a dwarf, are covered by
|
||||
`src/game/romFiveValidation.test.ts`; this level-1 scene does not exercise
|
||||
the level-10 secondary-class unlock or elite-skill mechanics.
|
||||
|
||||
## RoM leveling loot and package catalog (2026-09-23)
|
||||
|
||||
- Rebuilt the client and reran `node scripts/playtest-rom-five.cjs` after the
|
||||
leveling boss-loot rule and source package catalog changes. The live Rogue
|
||||
roster preview showed the complete body and starter blade silhouette;
|
||||
the in-dungeon scene showed the player and companion bodies with weapon,
|
||||
shield, and staff silhouettes. No browser page errors occurred. Evidence:
|
||||
`artifacts/playtest/rom-five/roster-preview.png` and
|
||||
`artifacts/playtest/rom-five/dungeon-rogue.png`.
|
||||
- This level-1 scene checks rendering. Focused boss-card, SQL loot, RuneWaker
|
||||
loot, and RoM class tests check that leveling boss item drops are empty,
|
||||
cards remain granted, and secondary stat growth uses the primary level.
|
||||
Source package contents are cataloged as unverified and were not granted.
|
||||
|
||||
## RoM heirloom reference atlas (2026-09-23)
|
||||
|
||||
- Rebuilt the client and reran `node scripts/playtest-rom-five.cjs` after adding
|
||||
the source-backed 1–79 native-stat references. The live Rogue roster showed
|
||||
its body and starter blade; the Dwarf Mage roster showed its body and staff.
|
||||
Wailing Caverns showed the Rogue player and companion bodies with equipped
|
||||
blade, shield, and staff silhouettes. No browser page errors occurred.
|
||||
Evidence: `artifacts/playtest/rom-five/roster-preview.png`,
|
||||
`dwarf-mage-roster.png`, and `dungeon-rogue.png` in the same directory.
|
||||
- These references are not equipped by the runtime, so this level-1 visual check
|
||||
confirms the existing character path still renders. The reference suite
|
||||
verifies the five class curves and source IDs at every level 1–79.
|
||||
|
||||
## Five-class RoM hybrid equipment (2026-09-23)
|
||||
|
||||
- Rebuilt and reran `node scripts/playtest-rom-five.cjs` after changing the five
|
||||
active heirloom layouts to legal RoM weapon combinations with WoW combat
|
||||
stats. The Rogue and Dwarf Mage roster previews showed complete bodies and
|
||||
starter blade/staff silhouettes. Wailing Caverns showed the player and
|
||||
companion bodies with visible blade, mace, shield, and staff silhouettes;
|
||||
there were no browser page errors. Evidence: `artifacts/playtest/rom-five/`
|
||||
`roster-preview.png`, `dwarf-mage-roster.png`, and `dungeon-rogue.png`.
|
||||
- At level 1, the screenshot does not confirm each member's full inventory or
|
||||
the level-10 secondary unlock. `src/game/romFiveValidation.test.ts` checks
|
||||
every hybrid weapon slot for legality and stat growth at levels 1, 20, 40,
|
||||
60, and 79. Targeted Shadoj reports at levels 20, 60, and 79 are under
|
||||
`artifacts/balance-lab/rom-hybrid-l*-shadoj/`; they exposed low Mage damage
|
||||
and a level-79 Priest death in each seed, so balance remains Needs Testing.
|
||||
|
||||
## RoM independent weapon slots (2026-09-23)
|
||||
|
||||
- Rebuilt and ran `node scripts/playtest-rom-five.cjs` after adding the trained
|
||||
off-hand and ranged heirlooms. The Rogue roster preview and Wailing Caverns
|
||||
scene showed a complete character body and starter blade; companion bodies,
|
||||
shields, and weapons remained visible. The Dwarf Mage roster still showed its
|
||||
body and two-hand staff. The playtest reported no browser page errors.
|
||||
Evidence: `artifacts/playtest/rom-five/roster-preview.png`,
|
||||
`dungeon-rogue.png`, and `dwarf-mage-roster.png` in the same directory.
|
||||
- These level-1 screenshots do not show the later training unlocks. Focused
|
||||
equipment tests verify the Knight/Scout bow at level 10, Rogue projectile at
|
||||
level 12, and Scout/Rogue and Rogue off-hand weapons at level 16.
|
||||
|
||||
## RuneWaker sprite particle pilot (2026-09-24)
|
||||
|
||||
- Opened `scripts/combat-effects/rom-preview.html` in the in-app browser against
|
||||
Vite and inspected frozen 250 ms frames after regenerating the archive. Knight
|
||||
Charge showed a blue upward spray with orange sparks (3 layers), Whirlwind
|
||||
Shield showed a small gold circular impact (3 layers), and Mage Electric Bolt
|
||||
showed a blue-white projectile with streaks (3 layers). Browser console had
|
||||
no errors or warnings. The preview tab is retained for inspection.
|
||||
- These screenshots verify the sprite renderer and packaged textures at the
|
||||
preview camera scale. A level-18 Knight and level-10 Mage were then run in
|
||||
Wailing Caverns with Original visuals on using disposable local QA saves.
|
||||
Whirlwind Shield's impact graph loaded at the caster position, but its
|
||||
33 ms emission burst could disappear when a frame skipped past the last
|
||||
rate key. Integrating the source rate over each frame restored the burst.
|
||||
A 2.5 presentation scale made the gold shield ring visible around the
|
||||
Knight at the dungeon camera distance during an isolated cast. Electric
|
||||
Bolt cast and resolved in combat with no missing-original warning, though
|
||||
the fast projectile was not visually captured in a still frame. Charge
|
||||
remains to be checked in live movement. The next visual decoder target is
|
||||
the Priest's holy `act_casting_c_hand.ros`: its only unsupported controller
|
||||
is `CRuController_EventTrigger`, which the source uses for action callbacks.
|
||||
|
||||
## RuneWaker Priest holy cast (2026-09-24)
|
||||
|
||||
- The native exporter now records the `EventTrigger` payload. Source event 43
|
||||
in holy `act_casting_c_hand.ros` requests looping 3D playback of
|
||||
`sound/fx/skill/holy/act_casting_c_hand.wav`; it adds no visual layer. The
|
||||
particle archive validates this exact event and marks the partial graph
|
||||
renderer-ready. The shared combat manifest attaches its three sprite layers
|
||||
and looped cast sound to Priest Urgent Heal, Heal, and Group Heal only.
|
||||
- The in-app browser preview rendered the holy model as a gold star and swirling
|
||||
particles with three loaded textures. In a disposable level-14 Priest save in
|
||||
Wailing Caverns, Urgent Heal (2), Heal (6), and Group Heal (Shift+6) each
|
||||
showed the gold cast effect on the isolated player during the cast. Group
|
||||
Heal's longer cast kept the effect visible across successive frames. The
|
||||
browser reported no original-effect load errors; its only warning was an
|
||||
unrelated dependency deprecation warning. Audio loop and release/cancel
|
||||
behavior passed focused unit tests, but the browser pass did not assess sound
|
||||
by listening. The generated map is `docs/ROM_SPELL_MEDIA_MAPPING.md`.
|
||||
|
||||
## RoM Priest target and Rising Tide media (2026-09-24)
|
||||
|
||||
- Traced Urgent Heal's MagicObject component 501543 to ImageObject 573048 and
|
||||
its target `act_benedictory_heal_t_down.ros`. Its `explode` motion requests a
|
||||
one-shot 3D `act_benedictory_heal_t_down.mp3` at the healed target. The
|
||||
browser graph renders two original sprite layers, the emitted 72-triangle
|
||||
rune cylinder, and the animated gold ground decal with source color and
|
||||
alpha tracks. It remains marked partial because the decal is placed on a
|
||||
level ground plane rather than projected onto nearby terrain triangles.
|
||||
- Traced Rising Tide's component 620408 to ImageObject 572062 and target
|
||||
`act_riptide_t_freeze_hit.ros`. Its five-sprite target graph and the
|
||||
`act_icecone01_c_hand.ros` cast and `act_icecone01_f.ros` projectile graphs
|
||||
are attached to their respective phases. ROS direct-audio events identify
|
||||
`act_icecone01_f.ros.mp3` on projectile release and
|
||||
`act_riptide_t_freeze_hit.mp3` on target impact. Impact audio is positioned
|
||||
at the target; release audio remains at the caster.
|
||||
- The focused combat audio suite passed 12 tests, including distinct release
|
||||
and target panning. The manifest test checked all three new MP3 paths against
|
||||
the source ROS EventTrigger ID 43 payloads and packaged files.
|
||||
- In the in-app RuneWaker preview, Urgent Heal's impact showed gold stars, a
|
||||
green rune cylinder, and a gold target-ground ring at the frozen 250 ms frame.
|
||||
Rising Tide's cast showed a blue ring, its release a bright blue flash, and
|
||||
its target impact a blue and magenta burst. All four graphs loaded without
|
||||
browser errors or warnings. Audio mapping was source and test verified; this
|
||||
browser pass did not assess the sound by listening.
|
||||
- Live Priest combat in Wailing Caverns confirmed Urgent Heal's original gold
|
||||
rune circle and sparkles around the selected party target Veyra. In Boss
|
||||
Testing against Verdan the Everliving, Rising Tide showed blue source
|
||||
particles around the Priest during the cast, a blue projectile on release,
|
||||
and a bright blue and magenta burst across Verdan's visible lower body at
|
||||
arrival. The impact presentation now follows the projectile's 180–550 ms
|
||||
travel time; large-target attachment uses visual bounds so the burst remains
|
||||
in view. The browser reported no original-media or WebGL errors. Audio
|
||||
timing and target panning are source and test verified, not listening tested.
|
||||
|
||||
## RoM primary-five media batch preview (2026-09-24)
|
||||
|
||||
- The batch now follows direct MagicCollect component ImageObjects to their
|
||||
target `ExtendACT` models, packages 170 unique ROS graphs and source textures,
|
||||
and attaches 74 renderer-ready graphs plus Urgent Heal's partial target graph.
|
||||
The generated class audit counts 84 castable skills with at least one playable
|
||||
original phase. Source audio is packaged for 125 of 129 cohort spell entries.
|
||||
- In the in-app RuneWaker preview, frozen at 250 ms, Priest Ice Fog showed a
|
||||
bright ice spray, Knight Holy Seal a blue sigil, Scout Snipe an orange target
|
||||
ring, Rogue Sneak Attack a blue arc, and Mage Electric Explosion a layered
|
||||
blue burst. All five graphs loaded and rendered; each status showed two or
|
||||
three source sprite layers with matching textures.
|
||||
- The first exporter pass falsely marked seven graphs ready despite emitter
|
||||
geometry or sprite billboard modes the WebGL renderer rejects. The packager
|
||||
now blocks those modes, and the parser test loads every ready graph. This
|
||||
preview pass did not assess sound by listening or cast the five spells in
|
||||
live combat; those are still needed to confirm placement and phase timing.
|
||||
- A shared source alpha track rule then enabled four additional graphs whose
|
||||
alpha anchor covers every sprite layer in the motion. The Mage Fireball
|
||||
cast graph rendered a bright red and gold burst in the preview at 250 ms.
|
||||
- RuneWaker audio phases now play all distinct packaged source cues together;
|
||||
the previous weighted selector could drop one of several cast or impact
|
||||
layers. A focused audio test confirms two impact files create two voices.
|
||||
Listening QA is still needed for the balance of these layers.
|
||||
|
||||
## RoM Priest channel and stacked status icons (2026-09-25)
|
||||
|
||||
- In a disposable level-30 Priest/Knight Wailing Caverns run,
|
||||
`scripts/playtest-rom-status-effects.cjs` cast Chain of Light at a nearby
|
||||
Deviate Ravager. The cast bar showed Channeling and the rendered scene showed
|
||||
a sustained white-gold beam between the Priest and target. The browser
|
||||
reported no page errors. Evidence: `artifacts/playtest/rom-status-effects/chain-of-light-and-stacked-dot.png`.
|
||||
- Three same-spell damage-over-time applications on that target appeared as one
|
||||
icon with a small `3`; the browser assertion also checked the icon count.
|
||||
This exercise checked HUD grouping, while focused combat tests checked four
|
||||
separate channel damage pulses. Source audio was not assessed by listening.
|
||||
|
||||
## Raksha Temple collision performance (2026-09-26)
|
||||
|
||||
- A production-build offline playtest in headless Edge measured about 0.6 FPS
|
||||
after Raksha Temple loaded. A CPU profile placed nearly all frame time in
|
||||
Rapier character movement and physics. Its collision GLBs use interleaved
|
||||
position buffers; passing the packed float array as XYZ vertices created
|
||||
malformed trimeshes.
|
||||
- After unpacking positions, the same 15-second sample recorded 600 frames at
|
||||
16.67 ms average frame time (60 FPS). The entrance's WDB collision lacks a
|
||||
walkable floor, so Raksha now uses its navigation mesh as physical ground.
|
||||
The final browser pass retained 60 FPS, showed the party at 5/5 instead of
|
||||
`ROUTE BLOCKED`, and kept the player at the entrance. An eight-second forward
|
||||
movement sample explored 2 m and still held 60 FPS. Screenshots:
|
||||
`playtest-artifacts/raksha-final-ground.png` and
|
||||
`playtest-artifacts/raksha-moved.png`. The scene remains very dark;
|
||||
this pass verified frame rate and floor support, not lighting quality.
|
||||
|
||||
## Scholomance rendering and population performance (2026-09-26)
|
||||
|
||||
- In a production-build offline run in headless Edge, Scholomance's entrance
|
||||
averaged 31.78 ms per frame (about 31 FPS) over 15 seconds. A CPU profile
|
||||
was dominated by Three.js render traversal and matrix updates, while the
|
||||
visual asset audit counted 5,140 raw draw calls and 3,175 mesh nodes.
|
||||
WebGL instrumentation saw about 867 draw calls per rendered frame before
|
||||
the visual batching change.
|
||||
- Scholomance had 191 static mob spawns within its former 95 m activation
|
||||
radius at the entrance, across stacked indoor floors. Its 48 m radius and
|
||||
global opaque instancing reduced the 15-second average to about 20.1 ms
|
||||
per frame (about 50 FPS). Holding forward for 12 seconds explored 30 m;
|
||||
the subsequent sample remained near 20.1 ms per frame with the party at
|
||||
5/5. Entrance and movement screenshots showed intact geometry and no page
|
||||
errors: `playtest-artifacts/scholomance-after.png` and
|
||||
`playtest-artifacts/scholomance-moved.png`.
|
||||
|
||||
## Bite-Sized Dungeon Race (2026-09-26)
|
||||
|
||||
- `scripts/playtest-dungeon-race.cjs` used headless Edge with a fresh offline
|
||||
character. Practice entered a Bite-Sized dungeon with five player-party seats,
|
||||
displayed the top clock and NPC progress, and kept the game scene active
|
||||
after a forced NPC win showed the “You lose” toast. The NPC roster contained
|
||||
five members. Desktop and 960×540 Thor-size captures are in
|
||||
`playtest-artifacts/dungeon-race/`.
|
||||
- `scripts/playtest-dungeon-race-online.cjs` created two online accounts in
|
||||
separate browser contexts. Both entered the same human match, dungeon, and
|
||||
seed with each other as opponents. A third account queued alone and received
|
||||
a five-member NPC team after the five-second fallback. Both scripts reported
|
||||
no browser page errors.
|
||||
- The practice screenshot check used a time jump to trigger the loss toast,
|
||||
then injected a defeated boss-card fixture into the active combat store. The
|
||||
normal automatic loot action added one Bazil Thredd card after the loss and
|
||||
showed its reward window (`05-card-after-loss-fixture.png`). It did not
|
||||
traverse and defeat the final boss through live combat. Server tests verify
|
||||
that a losing clear is accepted for the dungeon time board.
|
||||
|
||||
## Dungeon Race exit regression (2026-09-26)
|
||||
|
||||
- `src/app/dungeonRaceStore.test.ts` covers immediate cleanup of active and
|
||||
practice races, cancellation during an in-flight queue request, ordered
|
||||
server leave before requeue, and an old preparation response after start.
|
||||
- `scripts/playtest-dungeon-race-exit.cjs` used headless Edge with a fresh
|
||||
online account. It left an NPC race through the pause menu, entered an
|
||||
ordinary Bite-Sized dungeon without a race HUD, and requeued into a new
|
||||
online match without an “already in a race” error. Screenshots are in
|
||||
`playtest-artifacts/dungeon-race-exit/`. The offline practice playtest also
|
||||
left after a modeled loss, confirmed the local race state cleared, and
|
||||
started practice again. Browser page errors were absent in both passes.
|
||||
|
||||
## Bite-Sized spawn floor regression (2026-09-26)
|
||||
|
||||
- Fresh offline Dungeon Race practice entries in Wailing Caverns and Utgarde
|
||||
Pinnacle previously settled about 0.5 m below the visible floor. During the
|
||||
race start gate, Rapier physics was paused while PlayerRig accumulated
|
||||
downward movement. Holding the player controller for that gate removed the
|
||||
stored fall. Wailing keeps its original entrance; Utgarde now starts on the
|
||||
connected Skadi wave corridor with three source first-wave guards.
|
||||
- `scripts/playtest-bite-sized-spawns.cjs` entered both dungeons through the
|
||||
menu, waited for content, intro, and race gate completion, then sampled five
|
||||
seconds of play. Wailing was grounded at y=-31.016 from a -30.92 spawn;
|
||||
Utgarde was grounded at y=104.812 from a 104.8 spawn. Both kept their entry
|
||||
X/Z position, and there were no browser page errors. Before/after screenshots
|
||||
and `result.json` are in `playtest-artifacts/bite-sized-spawns/`. The player
|
||||
stands visibly on the floor in both after screenshots. Utgarde corridor samples
|
||||
at z=370, 390, 410, 430, 445, and 460 also stood on collision in the live
|
||||
client; the source guard points and boss position have collision and
|
||||
navigation surfaces.
|
||||
|
||||
## Paused browser memory (2026-09-26)
|
||||
|
||||
- A fresh offline Wailing Caverns Bite-Sized run in headless Edge entered the
|
||||
dungeon, opened the pause menu, and held it for 60 seconds. The paused scene
|
||||
used R3F's `demand` frame loop and reported no browser page errors. Before
|
||||
the classic talent lookup change, forced-GC JavaScript heap remained at
|
||||
266 MiB across 0, 15, 30, and 60 seconds; DOM node count also stayed flat.
|
||||
- `src/game/wow335AbilityCatalog.ts` now validates classic talent IDs through
|
||||
the already loaded compact runtime talent catalog. The built classic ability
|
||||
chunk fell from 41.4 MiB to 2.1 MiB, because it no longer includes the
|
||||
36.6 MiB CoA source catalog. The same paused browser run measured 155, 155,
|
||||
155, and 156 MiB after forced GC at 0, 15, 30, and 60 seconds. The paired
|
||||
screenshots and samples are in `playtest-artifacts/pause-memory/`.
|
||||
- The one-minute sample did not show a growing JavaScript heap. It does not
|
||||
measure GPU allocations or rule out growth in a different dungeon or over
|
||||
a longer idle period.
|
||||
|
||||
## Character-specific catalog loading (2026-09-26)
|
||||
|
||||
- The production build now imports `src/game/romBaseStatGrowth.generated.json`
|
||||
(4.5 KB) for shared stat calculations. The full 1.7 MB
|
||||
`romPlayerCatalog.generated.json` remains in the RoM ability chunk and is
|
||||
requested only when a RoM class needs its abilities.
|
||||
- `src/game/talentRuntimeCatalog.ts` loads its generated WoW/CoA talent data
|
||||
after a non-RoM class requests combat catalogs. A fresh RoM Rogue main-menu
|
||||
session fetched `romAbilityCatalog-*.js` without fetching either the
|
||||
`wow335AbilityCatalog-*.js` or the talent-data chunk. A fresh WoW Priest
|
||||
fetched the classic ability and talent-data chunks without fetching the
|
||||
RoM ability chunk. Both sessions had no browser page errors.
|
||||
- The RoM Rogue roster and Wailing Caverns dungeon smoke test passed with the
|
||||
WoW/CoA talent data absent from the initial RoM page load. Browser request
|
||||
results and menu screenshots are in `playtest-artifacts/catalog-loading/`;
|
||||
dungeon screenshots are in `artifacts/playtest/rom-five/`.
|
||||
|
||||
## Browser memory reset at shell boundaries (2026-09-26)
|
||||
|
||||
- Browser ES modules cannot be unloaded individually from an active page.
|
||||
Changing to a different character now reloads the page with a one-use
|
||||
`sessionStorage` handoff to restore the selected character and destination.
|
||||
Leaving a gameplay mode for the roster or main menu also reloads after the
|
||||
run's normal save path. A live online group activity suppresses this reset
|
||||
to avoid re-entering the same activity on reconnect.
|
||||
- The main-menu catalog gate no longer reloads the full gameplay runtime or
|
||||
retains talent art up front; it preloads those resources when gameplay starts.
|
||||
- In a production Edge playtest, switching from a WoW Priest to a RoM Rogue
|
||||
produced one reload and returned to the RoM main menu. The WoW talent editor
|
||||
opened on demand before that switch. The new RoM page loaded
|
||||
`romAbilityCatalog-*.js` without a WoW ability or `GameRuntime` chunk.
|
||||
Leaving a RoM Wailing Caverns run produced a second reload and returned to
|
||||
the same character's main menu without a `GameRuntime` chunk. Switching to
|
||||
another RoM character also reloaded. The one-use handoffs were consumed,
|
||||
and the page reported no errors. Results and screenshots are in
|
||||
`playtest-artifacts/memory-reset/`.
|
||||
@@ -37,12 +37,12 @@ backup, and Gitea APK release procedures are documented in
|
||||
Verification:
|
||||
|
||||
```powershell
|
||||
npm test
|
||||
npm run test:ready-five
|
||||
npm run build
|
||||
```
|
||||
|
||||
Boss and party balance simulations, including exact, random, and automatic
|
||||
multi-party WoW, CoA, and RoM sweeps with complete per-boss/member/ability reports, are documented in
|
||||
multi-party sweeps with complete per-boss/member/ability reports, are documented in
|
||||
[`docs/BALANCE_LAB.md`](docs/BALANCE_LAB.md). Start the guided tool with
|
||||
`npm run balance:lab`, or use the server-powered **Balance Lab** beneath GM
|
||||
Tools. The GM screen keeps previous runs across server restarts and provides
|
||||
@@ -51,6 +51,17 @@ graphs/tables. The Abilities tab retains every learned/available ability,
|
||||
including zero-use rows, so missing rotations can be compared with casts, hits,
|
||||
damage share, healing, and absorbs.
|
||||
|
||||
Automatic balance certification is Ready-only: Protection Warrior, Discipline
|
||||
Priest, Marksmanship Hunter, Fire Mage, and Assassination Rogue. Every other
|
||||
WoW spec plus every CoA and RoM entry is Needs Testing and excluded from broad
|
||||
bracket, regression, and NPC seat-audit runs.
|
||||
|
||||
Authenticated GMs can open **Ability & Talent Tuning** from the main-menu GM
|
||||
Menu. The local sandbox supplies searchable ability and talent catalogs plus
|
||||
per-device runtime overrides for cooldowns, cast times, costs, damage, healing,
|
||||
durations, area reach, and supported passive talent modifiers. See
|
||||
[`docs/BALANCE_TUNING.md`](docs/BALANCE_TUNING.md).
|
||||
|
||||
Manastorms, Arenas/PvP, and their GM tools are shelved in normal browser and
|
||||
Android builds. Their source and saved data remain intact. Use
|
||||
`npm run dev:shelved` or `npm run build:shelved` for maintenance builds, and
|
||||
|
||||
+30
-8
@@ -11,12 +11,34 @@ On the development PC, double-click `scripts\release-manager.cmd` or run:
|
||||
npm run release:gui
|
||||
```
|
||||
|
||||
The release manager suggests the next semantic patch version and a strictly
|
||||
increasing Android `versionCode`, runs the complete validation suite, and
|
||||
stages the release. It then shows the exact staged paths and diff summary for
|
||||
approval before it commits, pushes `main`, builds the signed APK, and publishes
|
||||
the Gitea release. Signing passwords and the Gitea token are passed to the
|
||||
child process in memory rather than on its command line.
|
||||
The release manager opens with **Git + TrueNAS only** enabled. In this default
|
||||
mode it runs the server validation and production build, shows the exact staged
|
||||
paths and diff summary for approval, commits, pushes `main`, and pins the
|
||||
TrueNAS **Deploy** tab to the new commit. It does not change `package.json` or
|
||||
`release-version.json`, run Android sync, read signing credentials, build an
|
||||
APK, or create a Gitea APK release.
|
||||
|
||||
Clear **Git + TrueNAS only** when the update also needs a new Android release.
|
||||
APK mode suggests the next semantic version and a strictly increasing Android
|
||||
`versionCode`, then performs Android sync and publishes the signed APK after the
|
||||
Git push. Signing passwords and the Gitea token are passed to the child process
|
||||
in memory rather than on its command line.
|
||||
|
||||
**Run test suites** is also enabled by default. Clear it for a narrowly scoped
|
||||
update that does not need the content, server, normal-application, or
|
||||
shelved-application test suites. The manager records the skip in its log and
|
||||
staged-review dialog. This toggle does not skip the isolated release-candidate
|
||||
check, content publication, production build, staged whitespace/secret review,
|
||||
Git push verification, or any Android stages selected by APK mode.
|
||||
|
||||
If a content, server, normal-application, or shelved-application test command
|
||||
fails, the visual manager pauses with the failed command, exit code, and recent
|
||||
test output. **Stop Release** remains the safe default, but **Continue Anyway**
|
||||
allows an intentional override and records that decision in the release log.
|
||||
Build, content-publication, Git, signing, and APK-publication failures are not
|
||||
overridable and still stop the workflow. Android sync, signing, and APK
|
||||
publication are omitted entirely in Git + TrueNAS mode. The manual procedure
|
||||
below remains fail-closed.
|
||||
|
||||
Before changing versions or running the longer test/build sequence, the manager
|
||||
runs an isolated release-candidate check. It validates tracked and untracked
|
||||
@@ -653,8 +675,8 @@ services:
|
||||
command: >-
|
||||
sh -lc "apt-get update && apt-get install -y --no-install-recommends python3 && rm -rf /var/lib/apt/lists/* && python3 --version && npm ci --include=dev && npm run db:init && npm run content:publish && npm run build && npm start"
|
||||
environment:
|
||||
BALANCE_LAB_MAX_CONCURRENT: "1"
|
||||
BALANCE_LAB_MAX_QUEUED: "8"
|
||||
BALANCE_LAB_MAX_CONCURRENT: "4"
|
||||
BALANCE_LAB_MAX_QUEUED: "100"
|
||||
BALANCE_LAB_PYTHON: "python3"
|
||||
CORS_ORIGINS: "https://iwanttoheal.phenomrom.com,capacitor://localhost,http://localhost,https://localhost"
|
||||
CONTENT_DIR: /app/content
|
||||
|
||||
+329
-42
@@ -23,28 +23,80 @@ npm run balance:lab
|
||||
The prompt selects:
|
||||
|
||||
1. one random party, five manual members, or an automatic multi-party sweep;
|
||||
2. a WoW, CoA, or RoM party catalog; automatic mode can select all three;
|
||||
2. a WoW, CoA, or RoM party catalog; automatic mode only uses entries marked
|
||||
Ready (plus Beta when explicitly enabled);
|
||||
3. a level from 1 through 80;
|
||||
4. how many unique 1-tank/1-healer/3-damage configurations to generate per source;
|
||||
5. all bosses, WoW bosses, RoM bosses, or a searchable multi-boss selection;
|
||||
6. how many deterministic simulations to run for every party/boss pairing; and
|
||||
7. the maximum duration of each fight.
|
||||
4. random Ready parties, guaranteed coverage of all Ready class/spec builds,
|
||||
or a searchable targeted selection that may include Needs Testing builds;
|
||||
5. how many unique 1-tank/1-healer/3-damage configurations to generate per
|
||||
source when random selection is used;
|
||||
6. all bosses, WoW bosses, RoM bosses, or a searchable multi-boss selection;
|
||||
7. how many deterministic simulations to run for every party/boss pairing; and
|
||||
8. the maximum duration of each fight.
|
||||
|
||||
Automatic class/spec selection has three strategies:
|
||||
|
||||
- **Random parties** preserves the original seeded behavior and generates up
|
||||
to the requested number of unique parties per source. If a Ready/Beta pool
|
||||
can form fewer unique 1/1/3 rosters, Balance Lab runs each available roster
|
||||
once and reports the cap instead of failing or duplicating identical data.
|
||||
- **All Ready specs** creates the minimum deterministic set of valid parties
|
||||
needed to include every Ready build for the selected source at least once.
|
||||
At present this is the five certified WoW specs; CoA and RoM have no Ready
|
||||
entries and therefore do not participate in automatic runs.
|
||||
- **Specific specs** treats each selected build as required coverage and fills
|
||||
the remaining tank, healer, and damage slots with distinct compatible builds.
|
||||
When alternatives exist, required builds are not reused as fillers.
|
||||
|
||||
Coverage parties always contain one tank, one healer, and three different
|
||||
damage builds. Their composition is deterministic for the party seed, and no
|
||||
build is duplicated inside one party.
|
||||
|
||||
The active member is driven by the shared benchmark policy while the other four
|
||||
use the live companion AI. The healer is the default active member. Use
|
||||
`--active-slot` to change it.
|
||||
`--active-slot` to change it. Use `--seat-sweep` to run the same composition
|
||||
five times with each seat active exactly once. Seat sweeps produce dedicated
|
||||
`npc_class_specs_across_parties.csv` and
|
||||
`npc_class_abilities_across_parties.csv` artifacts, so companion comparisons
|
||||
exclude the active benchmark controller.
|
||||
|
||||
Classic specializations expose two named, non-destructive talent profiles: the
|
||||
default PvE build translated from the pinned AzerothCore Playerbots
|
||||
configuration at commit `531282e`, and the prior Healer Man executable-first
|
||||
build. Each profile has a stable generated character name and unique build ID.
|
||||
Adding another profile therefore does not overwrite either existing build.
|
||||
Random parties and unselected filler seats use the declared default profile;
|
||||
named alternatives remain available to specific selection and full coverage.
|
||||
Run `npm run talents:generate` after intentionally changing the Playerbots
|
||||
mapping or source; the checked-in snapshot keeps production independent from
|
||||
the historical checkout. Runtime selection mirrors PlayerbotFactory: it starts
|
||||
with the closest configured link at or below the tested level (or the first
|
||||
future link at low levels), then consumes later links if talent points remain;
|
||||
level 80 starts from the level-80 link. Profile metadata records the applicable
|
||||
source point count, ranks retained after mapping to the imported Healer Man
|
||||
talent catalog, and legal fallback points at the tested level. This makes
|
||||
patched-tree mismatch visible instead of presenting the translation as a
|
||||
literal Blizzard build.
|
||||
|
||||
## GM app and server execution
|
||||
|
||||
A server-authorized GM sees **Balance Lab** directly underneath **GM Tools** on
|
||||
the main menu. That screen exposes the automatic sweep controls: party source,
|
||||
level, unique parties per source, simulations per party/boss, duration, random
|
||||
seed, boss category, and a searchable multi-boss picker.
|
||||
a single level or an all-brackets schedule, class/spec selection strategy, a
|
||||
searchable spec picker, simulations per party/boss, duration, random seed, boss
|
||||
category, and a searchable multi-boss picker. The bracket schedules cover level
|
||||
1 plus every 10 levels, level 1 plus every 5 levels, or every level from 1
|
||||
through 80. Random mode exposes the requested parties per source; coverage
|
||||
modes show the derived minimum party count before submission.
|
||||
The optional **NPC seat audit** multiplies each generated composition across all
|
||||
five active-seat assignments and makes in-app class/ability analysis prefer the
|
||||
NPC-only report tables.
|
||||
|
||||
**Run on server** sends only that allow-listed configuration to the authenticated
|
||||
GM API. The server places it in a one-at-a-time queue, launches the same Python
|
||||
controller and live TypeScript runtime used by the command line, and writes
|
||||
artifacts under:
|
||||
**Run on server** sends one allow-listed configuration to the authenticated GM
|
||||
API. **Run all level brackets** submits the complete schedule atomically and
|
||||
creates one independently persisted job and report per level. The bounded worker
|
||||
pool runs several jobs at the same time, launches the same Python controller and
|
||||
live TypeScript runtime used by the command line, and writes artifacts under:
|
||||
|
||||
```text
|
||||
DATA_DIR/balance-lab/jobs/<job-id>/
|
||||
@@ -80,11 +132,14 @@ The dashboard includes:
|
||||
- party damage applied directly to each boss;
|
||||
- average successful kill time;
|
||||
- boss DPS and damage taken for every class/specialization;
|
||||
- effective healing done and effective healing received per second for every
|
||||
class/specialization;
|
||||
- complete boss tables with pressure versus median, total incoming damage,
|
||||
defeat/wipe rates, deaths, and health;
|
||||
- complete class/spec tables with total and boss DPS, HPS, DTPS, absolute
|
||||
damage taken, damage/healing/absorb totals, deaths, and source/role-median
|
||||
tuning flags; and
|
||||
- complete class/spec tables with total and boss DPS, healing done/received per
|
||||
second, DTPS, absolute damage taken, healing done/received and absorb totals,
|
||||
deaths, source/role-median tuning flags, and a direct ability-damage
|
||||
drill-down for every build; and
|
||||
- a complete Abilities tab with learned/available abilities (including zero-use
|
||||
rows), exact runtime IDs, AI categories, active-run coverage, casts, hits,
|
||||
casts per minute, effective/raw damage, DPS, damage share, damage per hit,
|
||||
@@ -96,7 +151,10 @@ The overview graphs intentionally show at most the 15 highest visible values so
|
||||
labels remain readable. They never discard report data: the Bosses, Class/spec,
|
||||
and Parties tabs retain every matching row. Search, party-source, boss-source,
|
||||
role, metric, and sort-direction controls filter the display without modifying
|
||||
the saved report.
|
||||
the saved report. **View ability damage** on a class/spec row opens the
|
||||
Abilities tab with that exact build selected, damaging abilities ranked by
|
||||
effective damage, and its casts, hits, DPS, damage share, and damage-per-hit
|
||||
details visible in the table. **Show all specs** clears that drill-down.
|
||||
|
||||
Server requirements:
|
||||
|
||||
@@ -113,16 +171,169 @@ command installs `python3`, prints `python3 --version` during startup, and sets
|
||||
`BALANCE_LAB_PYTHON=python3`; use the exact YAML in `DEPLOYMENT.md` rather than
|
||||
the older Node-only command.
|
||||
|
||||
`BALANCE_LAB_MAX_CONCURRENT` defaults to `1` and is capped at four.
|
||||
`BALANCE_LAB_MAX_QUEUED` defaults to eight and is capped at 50. Raising
|
||||
concurrency permits parallel server processes but can make both the game server
|
||||
and simulations less responsive. Requests are capped before launch, subprocess
|
||||
`BALANCE_LAB_MAX_CONCURRENT` defaults to four and is capped at 16.
|
||||
`BALANCE_LAB_MAX_QUEUED` defaults to 100 and is capped at 200, which leaves room
|
||||
for an 80-job every-level sweep. Raising concurrency permits more parallel
|
||||
server processes but can make both the game server and simulations less
|
||||
responsive. A batch contains at most 80 jobs and is validated against the
|
||||
remaining queue capacity before any of its jobs are created. Subprocess
|
||||
arguments are passed as an array without a shell, artifact names are
|
||||
allow-listed, and every job and artifact endpoint authenticates the account's
|
||||
server-issued GM role.
|
||||
|
||||
Each Python worker starts the TypeScript bridge with `vite-node --mode
|
||||
balance-lab`. That dedicated mode disables Vite's public directory and ignores
|
||||
all filesystem-watch paths because a headless, one-shot simulation does not
|
||||
need hot reload. Keep this isolation in place when changing `vite.config.ts`:
|
||||
parallel workers must not consume one watcher per shipped asset. If an older
|
||||
deployment exhausts the host watcher limit, the job now reports that specific
|
||||
startup failure instead of only the subprocess exit code; deploy the no-watch
|
||||
runtime fix rather than increasing the host's watcher allowance.
|
||||
|
||||
## Local graphical runs
|
||||
|
||||
On Windows, double-click `scripts/Launch Balance Lab GUI.cmd`. The launcher
|
||||
starts the local Balance Lab service, opens the existing Balance Lab screen in
|
||||
the default browser, and keeps the worker service alive in its command window.
|
||||
Leave that window open until queued simulations finish. The equivalent terminal
|
||||
command is:
|
||||
|
||||
```powershell
|
||||
npm run balance:gui
|
||||
```
|
||||
|
||||
This development-only mode binds Vite to `127.0.0.1`, accepts API requests only
|
||||
from the loopback interface, and does not require an online account or GM login.
|
||||
It uses the same Python controller, TypeScript combat runtime, configuration
|
||||
form, progress UI, report dashboard, and artifact downloads as the server GM
|
||||
tool. Job history and reports persist beneath
|
||||
`artifacts/balance-lab-gui-runtime`; closing the browser does not stop work, but
|
||||
closing the launcher does. Production and ordinary development modes do not
|
||||
expose these unauthenticated local routes.
|
||||
|
||||
Use **All brackets** in the GUI for every-10-level, every-5-level, or every-level
|
||||
runs. Use **Run locally** for one level. The runtime status at the top confirms
|
||||
that Python is available before a run is submitted.
|
||||
|
||||
## Repeatable command-line runs
|
||||
|
||||
Run the same every-10-level schedule used by the GM screen entirely on the
|
||||
local development machine:
|
||||
|
||||
```powershell
|
||||
npm run balance:lab:brackets
|
||||
```
|
||||
|
||||
The bracket runner launches the existing Python controller and live TypeScript
|
||||
runtime; it does not contain a second combat implementation. By default it
|
||||
tests every WoW specialization at levels 1, 10, 20, and so on through 80, uses
|
||||
three seeds, allows 80 seconds per fight, and runs up to four level processes
|
||||
concurrently. Normal Balance Lab options can narrow the run:
|
||||
|
||||
```powershell
|
||||
npm run balance:lab:brackets -- `
|
||||
--levels 40,50,60,70,80 `
|
||||
--simulations-per-party 5 `
|
||||
--boss "stormwind-stockade/entry-1717" `
|
||||
--boss "stormwind-stockade/entry-1663"
|
||||
```
|
||||
|
||||
Use `--step 5` or `--step 1` for the other GM schedules, `--jobs 1` when the
|
||||
machine should remain responsive, and `--output-dir <path>` for a stable
|
||||
comparison location. `npm run balance:lab:regression -- <options>` runs the
|
||||
same suite but returns a failing exit code when configured pressure or
|
||||
durability limits are exceeded. The default checks flag boss durability below
|
||||
20 or above 70 boss-damage seconds, bracket-to-bracket boss-health growth more
|
||||
than 1.5 times party boss-DPS growth once the preceding bracket reaches that
|
||||
minimum window, missing incoming damage, and local raw runs where healers are
|
||||
not required often enough or answer fewer than 60% of five-second pressure
|
||||
windows.
|
||||
|
||||
The bracket root contains `bracket-summary.json`, `.csv`, and `.md`. These show
|
||||
boss health beside direct boss DPS, incoming DTPS, effective healer HPS,
|
||||
mitigation, healing coverage, five-second pressure windows answered by healer
|
||||
throughput, outcomes, and growth relative to the previous tested level.
|
||||
`heirloom-summary.json` and `.csv` record the resolved item level,
|
||||
slot count, attributes, ratings, armor, and weapon DPS for every tested build.
|
||||
Existing reports can be re-analyzed without rerunning combat:
|
||||
|
||||
```powershell
|
||||
python scripts/balance_lab_brackets.py --analyze-existing artifacts/balance-lab-brackets/<run>
|
||||
```
|
||||
|
||||
Balance Lab builds use the `virtual-heirloom` preset. Empty persisted inventory
|
||||
and equipment assignments mean that no earned drops override the virtual set;
|
||||
they do not mean that the character is ungeared. Virtual heirlooms fill every
|
||||
compatible slot with specialization-specific synthetic stats, scale through
|
||||
level 79, and remain at item level 79 for every party member at level 80. They
|
||||
are not literal Blizzard heirloom item templates: their custom stat budget is
|
||||
normalized slightly above the best compatible same-level item in the authored
|
||||
WotLK-derived loot catalog. The saved catalog and heirloom summary make that
|
||||
resolved loadout explicit for each local run.
|
||||
|
||||
Damage and healer heirloom profiles include both critical-strike rating and
|
||||
haste rating. The WotLK stat resolver converts those ratings at the simulated
|
||||
character level into the appropriate melee, ranged, or spell percentages.
|
||||
Protection tank heirlooms intentionally spend that budget on defense,
|
||||
avoidance, block, stamina, and expertise instead.
|
||||
|
||||
Run selected brackets as a companion-only seat audit:
|
||||
|
||||
```powershell
|
||||
npm run balance:lab:npc-audit -- --levels 20,40,60,80 --simulations-per-party 1
|
||||
```
|
||||
|
||||
NPC raw rows include the named talent build and character, selected rotation
|
||||
profile/rule/reason counts, profile priority for every available ability,
|
||||
missing profile actions, GCD uptime, and sampled resource starvation/capping.
|
||||
Use these diagnostics before changing class coefficients.
|
||||
|
||||
## Companion cooldown policy
|
||||
|
||||
GM Tools includes a revisioned **Companion cooldown policy** editor. Generic
|
||||
rules control normal defensive, emergency defensive, healer mitigation, and
|
||||
major offensive cooldown thresholds. Mechanic rules bind an authored boss
|
||||
attack to tank-only or party-wide pre-emptive mitigation with configurable lead
|
||||
time and minimum defensive cooldown length.
|
||||
|
||||
Clients load the published policy from `/api/companion-cooldown-policy`; GM
|
||||
reads/writes use `/api/gm/companion-cooldown-policy`. Server Balance Lab jobs
|
||||
snapshot the published policy before launch. Local runs use built-in defaults
|
||||
unless `--cooldown-policy` points to a JSON policy file.
|
||||
|
||||
## Companion specialization readiness
|
||||
|
||||
The readiness catalog shows every WoW and CoA specialization plus each RoM
|
||||
class/role profile as Ready, Beta, or Needs Testing. The revisioned GM policy
|
||||
currently publishes the 31 WoW specialization statuses; all CoA and RoM entries
|
||||
are fixed at Needs Testing until their certification work begins. Shipped defaults certify only Protection
|
||||
Warrior/Aldren, Discipline Priest/Quorin, Marksmanship Hunter/Liora, Fire
|
||||
Mage/Xavian, and Assassination Rogue/Orin. The main menu, Dungeon setup, and
|
||||
Balance Lab link to the full Companion Readiness catalog. Players can inspect
|
||||
it; authenticated GMs can edit and atomically publish the complete policy.
|
||||
Published policies must retain at least one Ready tank, one Ready healer, and
|
||||
three distinct Ready damage specializations.
|
||||
|
||||
Random and all-eligible runs use Ready specs by default across every source.
|
||||
Because no CoA or RoM entry is currently Ready, those catalogs contribute no
|
||||
automatic parties. **Include Beta Specs** adds Beta specs and is saved per
|
||||
device; explicit targeted diagnostics may still select a Needs Testing spec,
|
||||
but `--ready-only` rejects those targets for certification and regression runs.
|
||||
Filler seats always come from the eligible Ready/Beta pool.
|
||||
Server jobs snapshot the published policy and beta choice. Local GUI runs use
|
||||
the revisioned loopback policy saved under
|
||||
`artifacts/balance-lab-gui-runtime`; corrupt or missing policy files fall back
|
||||
to shipped defaults.
|
||||
|
||||
CLI parity is available through `--ready-only`, `--include-beta-specs`, and
|
||||
`--companion-readiness-policy <json>`. The JSON may be the published envelope
|
||||
or its policy config.
|
||||
|
||||
The standard bracket, regression, and NPC-audit npm commands pass
|
||||
`--ready-only`. For focused code validation use `npm run test:ready-five`; do
|
||||
not use a full-repository or all-class balance sweep unless the project owner
|
||||
explicitly expands the certification scope.
|
||||
|
||||
List exact party build IDs at a level:
|
||||
|
||||
```powershell
|
||||
@@ -154,7 +365,8 @@ python scripts/balance_lab.py `
|
||||
--boss-category all
|
||||
```
|
||||
|
||||
Generate ten parties for each of WoW, CoA, and RoM, but test only RoM bosses:
|
||||
Run every currently Ready source against only RoM bosses. Until a CoA or RoM
|
||||
build is promoted, `--source all` still produces only the five Ready WoW specs:
|
||||
|
||||
```powershell
|
||||
python scripts/balance_lab.py `
|
||||
@@ -234,6 +446,8 @@ under `parties/<party-id>/` and adds these suite-level files:
|
||||
| `party_configurations.csv` | Every generated party, its full composition, party DPS, DTPS, deaths, and outcomes. |
|
||||
| `class_specs_across_parties.csv` | Every class/spec observed across every configuration, compared with its source/role median. |
|
||||
| `class_abilities_across_parties.csv` | Every learned/available and observed class/spec ability, including unused rows, usage frequency, damage contribution, healing, and absorbs. |
|
||||
| `npc_class_specs_across_parties.csv` | NPC-only class/spec results, excluding each run's active benchmark-controlled seat. |
|
||||
| `npc_class_abilities_across_parties.csv` | NPC-only ability, rotation-priority, decision-count, and missing-profile-action results. |
|
||||
| `class_spec_by_boss.csv` | Every observed class/spec broken down against every boss it fought. |
|
||||
| `bosses_across_parties.csv` | Every boss aggregated across all generated parties. |
|
||||
| `boss_by_party.csv` | Every boss and party-configuration pairing. |
|
||||
@@ -250,18 +464,32 @@ under `parties/<party-id>/` and adds these suite-level files:
|
||||
direct boss damage. Suite class/spec `dtps` is damage taken per active second;
|
||||
`totalDamageTaken` is the absolute healer/survivability burden across every
|
||||
included run.
|
||||
- Ability `activeRuns` counts simulations with at least one cast, hit, damage,
|
||||
healing, overheal, or absorb event. `usageRate` divides that by every run for
|
||||
that build; `damageShare` divides the ability's effective damage by the
|
||||
class/spec's total effective damage. `available · unused` means the ability
|
||||
was learned and executable at the tested level/talent setup but emitted no
|
||||
combat event. This is a review signal, not proof of an AI defect: resurrection,
|
||||
- Member `hps` is effective healing done per active second and excludes
|
||||
overhealing. `hpsReceived` is effective healing received per active second,
|
||||
attributed from each healing event's target (including self-heals).
|
||||
`totalHealing` and `totalHealingReceived` are the corresponding absolute
|
||||
values across the included runs. Reports created before target attribution
|
||||
was added remain readable but require a rerun to populate healing received.
|
||||
- Member and ability `absorbs` count shield capacity granted by both direct
|
||||
shield effects and named absorb auras such as Power Word: Shield. Member
|
||||
`deathEvents` counts each alive-to-dead transition, so a member that is
|
||||
resurrected and defeated again contributes another death.
|
||||
- Ability `activeRuns` counts simulations with at least one cast, completed
|
||||
non-throughput release, hit, damage, healing, overheal, or absorb event.
|
||||
Completed resource, aura, pet, and summon actions are recorded as casts even
|
||||
though they create no immediate throughput event. `usageRate` divides that by
|
||||
every run for that build; `damageShare` divides the ability's effective
|
||||
damage by the class/spec's total effective damage. `available · unused` means
|
||||
the ability was learned and executable at the tested level/talent setup but
|
||||
emitted no combat event. This is a review signal, not proof of an AI defect:
|
||||
resurrection,
|
||||
execute, interrupt, dispel, emergency, and long-cooldown abilities can be
|
||||
legitimately unused when their condition never occurs.
|
||||
- Companion AI currently applies several instant attacks directly and therefore
|
||||
may emit hits/damage without a separate cast event. Use **Active runs** and
|
||||
**Hits** as the authoritative usage indicators; use **Casts** and **Casts/min**
|
||||
as additional detail, especially for the active-player benchmark controller.
|
||||
as additional detail, especially for the active-player benchmark controller
|
||||
and non-throughput actions.
|
||||
- Boss pressure flags in a party report compare DTPS with the non-zero median
|
||||
boss for that exact party. Suite boss flags compare across all generated
|
||||
parties. Suite class/spec flags compare DPS with every observed spec from the
|
||||
@@ -276,13 +504,24 @@ all bosses use the same testing-room durability rule at the chosen level.
|
||||
Runtime IDs include the simulation seed, which deterministically varies the
|
||||
game's stable target and cooldown rolls.
|
||||
|
||||
Shared curves remain the baseline, but confirmed encounter outliers belong in
|
||||
`src/game/bossBalanceOverrides.ts`. Each source-controlled entry identifies one
|
||||
dungeon boss and may apply at one exact level, across a bounded level bracket,
|
||||
or at every level. Health and damage multipliers are independent and compose;
|
||||
isolated `boss-testing:` rooms resolve back to their source dungeon so the same
|
||||
exception is exercised by Balance Lab and live dungeon runs. Record the audit
|
||||
evidence in the entry reason and prefer this layer over another global curve
|
||||
change when the problem is confined to particular encounters.
|
||||
|
||||
## Coverage and limitations
|
||||
|
||||
The selectable roster includes every authored WoW and CoA specialization plus
|
||||
every supported RoM class-role pair. Existing generated party talent plans are
|
||||
used when available. Missing WoW plans are legally allocated through their
|
||||
matching live talent tree; CoA builds allocate the chosen specialization tree
|
||||
and class tree through the live essence/prerequisite rules.
|
||||
every supported RoM class-role pair, but automatic certification is Ready-only.
|
||||
Needs Testing entries remain selectable solely for an intentional targeted
|
||||
diagnostic. Existing generated party talent plans are used when available.
|
||||
Missing WoW plans are legally allocated through their matching live talent
|
||||
tree; CoA builds allocate the chosen specialization tree and class tree through
|
||||
the live essence/prerequisite rules.
|
||||
|
||||
Headless simulation executes combat-store boss attacks and their authored
|
||||
damage, healing, control, aura, summon, threat, and timing effects. It does not
|
||||
@@ -297,6 +536,47 @@ member. When a suspected class outlier could be policy-sensitive, rerun with a
|
||||
different `--active-slot`; do not compare active and companion results without
|
||||
noting that control-policy difference.
|
||||
|
||||
Companion builds initialize every resource pool required by their learned
|
||||
abilities, not only the class's primary pool. Secondary Energy and Focus
|
||||
regenerate, and any companion with a Rage pool gains Rage from landed weapon
|
||||
attacks; this is what makes druid Cat and Bear rotations executable while Mana
|
||||
remains the class's primary resource. A completed companion cast resolves the
|
||||
member's currently learned rank before applying its effects, so cast-time spell
|
||||
damage and healing cannot fall back to rank one.
|
||||
|
||||
`playerbots-inspired-v6-reactive-ready-five` keeps level-10-and-up non-healer builds on their
|
||||
specialization's authored damage priority whenever that build knows a profile
|
||||
damage action. Reactive interrupts, taunts, control, and defenses still take
|
||||
precedence. Bear and Cat actions are isolated to their matching Feral specs;
|
||||
Overpower and Victory Rush require an explicitly modeled trigger, while
|
||||
Protection companions derive Revenge's five-second trigger from incoming
|
||||
dodge, parry, and block combat events; Drain Soul, Hammer of Wrath, and Kill
|
||||
Shot obey their target-health gates.
|
||||
Off-profile control, interrupt, and debuff buttons cannot consume ordinary
|
||||
rotation GCDs after their reactive conditions have been checked. Incidental DBC
|
||||
aura categories cannot outrank explicit profile actions. Rage and Runic Power
|
||||
generated during an action persist without erasing that action's cooldown/GCD;
|
||||
short-range melee abilities use companion combat reach; and pets move every
|
||||
combat tick while retaining their own attack cadence. Untargeted cooldown
|
||||
resets exclude the source ability, Discipline mitigation/absorbs precede direct
|
||||
triage and moderate injuries receive a pending-HoT-aware periodic-heal pass,
|
||||
and Assassination banks Energy for Mutilate while using Envenom as its primary
|
||||
four-plus-point finisher, matching the pinned Playerbots strategy. Rogue weapon
|
||||
hits now execute the maintained Instant/Deadly coatings: Deadly Poison stacks a
|
||||
12-second DoT to five source-specific doses, Envenom uses one dose per combo
|
||||
point for Nature damage and grants its temporary poison-frequency buff, Mutilate
|
||||
offers two poison application opportunities, and Shiv guarantees the off-hand
|
||||
Deadly application at four-plus combo points only while the pending Envenom
|
||||
lacks enough doses. Envenom normally consumes the used doses; Orin's pinned 3/3
|
||||
Master Poisoner build preserves them 100% of the time as specified by the
|
||||
talent.
|
||||
Ready DPS pack logic is deliberately thresholded and cluster-aware:
|
||||
Marksmanship uses Multi-Shot at two nearby engaged targets and Volley at three,
|
||||
while Fire uses Flamestrike and Assassination uses Fan of Knives at three.
|
||||
Volley's six Arcane pulses are recovered from its DBC trigger child, Fan of
|
||||
Knives is centered on the Rogue, active ground effects are not replaced early,
|
||||
and companion AoE does not pull unengaged enemies.
|
||||
|
||||
## Code map
|
||||
|
||||
- `scripts/balance_lab.py`: prompts, command-line parsing, random/manual/automatic
|
||||
@@ -305,24 +585,30 @@ noting that control-policy difference.
|
||||
- `scripts/balance-lab/runtime.ts`: live headless fight setup, controlled clock,
|
||||
exact party construction, boss execution, and lossless event attribution.
|
||||
- `src/ui/BalanceLabScreen.tsx`: GM form, searchable boss selection, persistent
|
||||
run-history selection, progress display, report loading, and authenticated
|
||||
run-history selection, progress display, report loading, and server or local
|
||||
artifact opening/downloading.
|
||||
- `src/ui/BalanceLabResults.tsx`: in-app graphs, report filters, sorting, summary
|
||||
cards, and complete boss/class-spec/party tables. Add new dashboard metrics
|
||||
here only after they exist in `suite-report.json`.
|
||||
- `src/app/balanceLabClient.ts`: typed GM Balance Lab API client.
|
||||
- `server/balance-lab-jobs.mjs`: validated job specifications, bounded
|
||||
one-at-a-time process queue, progress parsing, `job.json` persistence/startup
|
||||
restoration, report-summary extraction, and artifact allow-list.
|
||||
- `src/app/balanceLabClient.ts`: typed Balance Lab API client with authenticated
|
||||
server and loopback-local execution targets.
|
||||
- `server/balance-lab-jobs.mjs`: validated single and batch job specifications,
|
||||
bounded parallel process queue, progress parsing, `job.json`
|
||||
persistence/startup restoration, report-summary extraction, and artifact
|
||||
allow-list.
|
||||
- `server/local-balance-lab-api.mjs`: loopback-only, no-login development API
|
||||
that owns the local job service and persists GUI runs under `artifacts/`.
|
||||
- `server/server.mjs`: GM-authenticated runtime-preflight, job, status, and
|
||||
artifact HTTP routes.
|
||||
- `src/game/benchmark/benchmarkBuilds.ts`: selectable spec builds and legal
|
||||
talent allocation. The older canonical cohort remains unchanged.
|
||||
- `src/game/partyStore.ts`: `createConfiguredPartyMember`, the narrow factory
|
||||
that preserves production stats, equipment, resources, and appearance for an
|
||||
exact companion.
|
||||
that preserves production stats, equipment, all learned-ability resource
|
||||
pools, and appearance for an exact companion.
|
||||
- `src/game/bossTesting.ts`: the authoritative all-boss catalog and isolated
|
||||
room construction.
|
||||
- `src/game/bossBalanceOverrides.ts`: audited boss-specific health and damage
|
||||
exceptions, optionally scoped to an exact level or level bracket.
|
||||
|
||||
When extending the tool, add fields to `raw-runs.json` first, aggregate them in
|
||||
Python second, and document the metric here. Keep formula ownership in `src/game`
|
||||
@@ -334,10 +620,11 @@ For tool changes, run at minimum:
|
||||
|
||||
```powershell
|
||||
python -m py_compile scripts/balance_lab.py
|
||||
python -m unittest scripts.test_balance_lab
|
||||
node --test server/balance-lab-jobs.test.mjs server/server.test.mjs
|
||||
python -m py_compile scripts/balance_lab_brackets.py
|
||||
python -m unittest scripts.test_balance_lab scripts.test_balance_lab_brackets
|
||||
node --test server/local-balance-lab-api.test.mjs server/balance-lab-jobs.test.mjs server/server.test.mjs
|
||||
python scripts/balance_lab.py --source wow --level 20 --party-mode automatic --party-configurations 2 --boss "gundrak/entry-29932" --simulations-per-party 1 --duration 5 --output-dir artifacts/balance-lab-smoke
|
||||
npm test -- --run src/game/benchmark src/game/partyStore.test.ts src/game/partyRuntime.test.ts
|
||||
npm run test:ready-five
|
||||
npm run build
|
||||
npm run balance:lab:playtest
|
||||
npm run release:check
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
# Ability and Talent Tuning
|
||||
|
||||
The main-menu **GM Menu** exposes **Ability & Talent Tuning** to authenticated
|
||||
GMs. It is a full-screen DOM tool intended for fast local combat iteration. The
|
||||
catalog can be searched and filtered by class, and the selected entry exposes
|
||||
its source values beside editable runtime percentages.
|
||||
|
||||
## Ability overrides
|
||||
|
||||
Ability overrides are keyed by stable ability ID. Each field is expressed as a
|
||||
percentage of the source catalog value: `100` preserves the source, `50` halves
|
||||
it, and `200` doubles it. The editor supports:
|
||||
|
||||
- cooldown;
|
||||
- cast or channel time;
|
||||
- resource cost;
|
||||
- direct, periodic, finisher, and summon damage;
|
||||
- direct, periodic, and absorb healing;
|
||||
- aura, control, summon, and periodic duration;
|
||||
- area radius, chain reach, and ground reach.
|
||||
|
||||
`src/game/balanceTuning.ts` normalizes and applies the policy.
|
||||
`src/game/abilityCatalog.ts` retains the authored catalog separately and
|
||||
rebuilds its live definitions whenever the GM applies a draft. This prevents
|
||||
percentage changes from compounding when the editor is opened repeatedly.
|
||||
|
||||
## Talent overrides
|
||||
|
||||
Talent overrides can scale every supported passive modifier parsed from a
|
||||
talent tooltip. They can also add a signed percentage-point modifier per learned
|
||||
rank for damage, healing, critical chance, haste, costs, cooldowns, durations,
|
||||
range, threat, attributes, defenses, or resources.
|
||||
|
||||
On-use talents are not passive modifiers. Inner Focus is explicitly excluded
|
||||
from passive tooltip parsing. Activating its ability grants a temporary aura;
|
||||
the next direct single-target or area heal costs no resource, gains 25
|
||||
percentage points of critical chance, keeps its ordinary cast time, and consumes
|
||||
the aura. Tune its cooldown and aura duration from the Abilities tab.
|
||||
|
||||
## Persistence and scope
|
||||
|
||||
The normalized policy is stored per device under
|
||||
`healer-man:balance-tuning:v1`. Applying it updates player abilities, NPC
|
||||
companion abilities, and client-side test runs that use the live browser
|
||||
catalog. **Reset ability**, **Reset talent**, and **Reset all** remove overrides
|
||||
without changing authored or generated source data.
|
||||
|
||||
This first editor is intentionally a local sandbox. Server Balance Lab jobs run
|
||||
in a separate process and do not read browser local storage; permanent balance
|
||||
changes should still be moved into authored source data after local validation.
|
||||
|
||||
## Heirloom ratings
|
||||
|
||||
Virtual heirlooms include specialization-aware critical-strike and haste
|
||||
ratings for strength, agility, ranged, spell-damage, and healer profiles.
|
||||
Protection tank gear instead prioritizes defense, avoidance, block, stamina,
|
||||
and expertise. `src/game/wotlkStats.ts` converts the ratings at the character's
|
||||
level into melee, ranged, and spell critical/haste percentages. Both player and
|
||||
party heirlooms continue to cap at item level 79.
|
||||
|
||||
## Validation
|
||||
|
||||
```powershell
|
||||
npx vitest run src/game/balanceTuning.test.ts src/game/talentModifiers.test.ts src/game/combatStore.test.ts src/game/heirloomEquipment.test.ts
|
||||
npm run build
|
||||
npm run release:check
|
||||
```
|
||||
@@ -1,6 +1,8 @@
|
||||
# Combat rotation matrix
|
||||
|
||||
Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behavioral reference. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++.
|
||||
Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behavioral reference. The complete historical checkout is available locally at `../wow-pvt-server-backups-2/azerothcore-wotlk/modules/mod-playerbots`; do not modify it or treat it as the active project. The implementation is an independent TypeScript policy over Healer Man's executable catalog, not a port of playerbots C++.
|
||||
|
||||
The most useful upstream starting points are `src/Ai/Class/<Class>/Strategy/` for actions, triggers, and relative priorities; `conf/playerbots.conf.dist` for the level-60 and level-80 PvE talent build links; `src/PlayerbotAIConfig.cpp` for parsing those links; and `src/Bot/Factory/PlayerbotFactory.cpp` plus `src/Mgr/Talent/Talentspec.cpp` for level-aware talent application. Translate these inputs through Healer Man's own talent legality, executable-effect, resource, encounter-state, and deterministic-simulation rules rather than copying C++ behavior literally.
|
||||
|
||||
| Concern | Playerbots behavior translated into Healer Man |
|
||||
| --- | --- |
|
||||
@@ -9,13 +11,21 @@ Healer Man uses AzerothCore playerbots commit `531282e` as a read-only behaviora
|
||||
| Execute | Execute-category abilities move ahead of the normal profile below 20% target health. |
|
||||
| Multiple targets | Cleave gains value at two hostiles; area damage moves ahead at three or more. |
|
||||
| Healing | Critical, medium, and light triage bands begin below 30%, 60%, and 90% health. Area healing requires three injured allies. |
|
||||
| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop dangerous threat before continuing their profile. |
|
||||
| Threat | Tanks interrupt first and taunt a hostile that is not attacking them; non-tanks drop or redirect dangerous threat before continuing their profile. Threat effects update every engaged enemy and immediately resolve its next target. |
|
||||
| Control | Interrupts are reactive. Long crowd control is used only when an encounter requests control. |
|
||||
| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. |
|
||||
| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. |
|
||||
| Defense | Mitigation is used below 55% actor health and receives emergency priority below 35%. Assassination uses Evasion for boss aggro, low-health melee pressure, or a telegraphed strong melee hit; Vanish resets threat for boss aggro or near-death escape. |
|
||||
| Resources | Low-resource generators are favored below 30%; spenders still have to pass runtime cost and rune validation. Arms banks Rage for Mortal Strike and Assassination banks Energy for Mutilate instead of starving those signature actions with a cheaper filler. |
|
||||
| Combo points | Builders run below four points; finishers require at least four points on the current target. |
|
||||
| Major cooldowns | Offensive cooldowns of 60 seconds or longer are held for bosses or durable targets. |
|
||||
|
||||
`playerbots-inspired-v6-reactive-ready-five` also generates legal level-scaled talent plans for all
|
||||
31 classic specializations. Each level-80 plan spends 51 points in the selected
|
||||
tree and 20 in a compatible secondary tree, prefers executable active talents
|
||||
and their prerequisites, and sanitizes obsolete imported prerequisite links.
|
||||
Runtime resource generation is actor-authoritative without erasing the action's
|
||||
cooldown/GCD, and companion melee abilities share the formation combat-reach
|
||||
leeway already used by weapon swings.
|
||||
|
||||
CoA and Runes of Magic builds use the same semantic rules when no classic profile applies. Runes of Magic candidates include primary, secondary-general, and primary/secondary elite skills through `abilitiesForCharacter`.
|
||||
|
||||
## Classic specialization profiles
|
||||
@@ -24,29 +34,29 @@ The leftmost available action wins after reactive rules, learned-talent gating,
|
||||
|
||||
| Class | Specialization | Maintenance and core priority |
|
||||
| --- | --- | --- |
|
||||
| Warrior | Arms | Battle Stance; Mortal Strike; Rend; Overpower; Execute; Slam; Heroic Strike |
|
||||
| Warrior | Fury | Berserker Stance; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike |
|
||||
| Warrior | Protection | Defensive Stance; Shield Slam; Revenge; Devastate; Thunder Clap; Sunder Armor; Heroic Strike |
|
||||
| Warrior | Arms | Battle Stance; Bloodrage; Rend; Mortal Strike; Bladestorm; Overpower; Execute; Slam; Heroic Strike |
|
||||
| Warrior | Fury | Berserker/Battle Stance; Bloodrage; Bloodthirst; Whirlwind; Execute; Sunder Armor; Heroic Strike |
|
||||
| Warrior | Protection | Defensive Stance; Shield Block/Last Stand/Shield Wall/Enraged Regeneration; Taunt; Shield Bash; Bloodrage; Shield Slam; Revenge; Devastate; Thunder Clap; Sunder Armor; Heroic Strike |
|
||||
| Paladin | Holy | Concentration Aura; Blessing of Might; Holy Shock; Flash of Light; Holy Light; Sacred Shield; Judgement of Light |
|
||||
| Paladin | Protection | Devotion Aura; Blessing of Might; Hammer of the Righteous; Shield of Righteousness; Holy Shield; Consecration; Judgement of Wisdom |
|
||||
| Paladin | Retribution | Retribution Aura; Blessing of Might; Divine Storm; Crusader Strike; Judgement of Wisdom; Consecration; Exorcism; Hammer of Wrath |
|
||||
| Hunter | Beast Mastery | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Command; Bestial Wrath; Serpent Sting; Arcane Shot; Multi-Shot; Steady Shot |
|
||||
| Hunter | Marksmanship | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Chimera Shot; Aimed Shot; Serpent Sting; Arcane Shot; Steady Shot |
|
||||
| Hunter | Marksmanship | Aspect of the Dragonhawk/Hawk; Call Pet; Misdirection; Rapid Fire; Readiness; Kill Shot; Volley (3+); Multi-Shot (2+); Chimera Shot; Aimed Shot; Serpent Sting; Arcane Shot; Steady Shot; Silencing Shot; Disengage; Feign Death |
|
||||
| Hunter | Survival | Aspect of the Dragonhawk/Hawk; Call Pet; Kill Shot; Explosive Shot; Black Arrow; Serpent Sting; Aimed Shot; Arcane Shot; Steady Shot |
|
||||
| Rogue | Assassination | Envenom; Rupture; Mutilate; Eviscerate; Sinister Strike |
|
||||
| Rogue | Assassination | Deadly/Instant Poison; Tricks of the Trade; Cold Blood; Fan of Knives (3+); Envenom; Shiv; Rupture; Mutilate; Eviscerate; Sinister Strike; Kick; Evasion; Cloak of Shadows; Vanish |
|
||||
| Rogue | Combat | Killing Spree; Blade Flurry; Eviscerate; Sinister Strike |
|
||||
| Rogue | Subtlety | Shadow Dance; Rupture; Eviscerate; Hemorrhage; Backstab |
|
||||
| Priest | Discipline | Inner Fire; Penance; Power Word: Shield; Flash Heal; Greater Heal; Renew |
|
||||
| Priest | Discipline | Inner Fire; Pain Suppression; Inner Focus; Power Infusion; Shadowfiend; Divine Hymn; Penance; Power Word: Shield; Flash/Greater Heal; Renew; Dispel Magic; Cure Disease; Resurrection |
|
||||
| Priest | Holy | Inner Fire; Circle of Healing; Prayer of Mending; Flash Heal; Greater Heal; Renew |
|
||||
| Priest | Shadow | Shadowform; Inner Fire; Vampiric Touch; Devouring Plague; Shadow Word: Pain; Mind Blast; Mind Flay; Shadow Word: Death |
|
||||
| Death Knight | Blood | Frost Presence (Blood Presence fallback); Heart Strike; Death Strike; Icy Touch; Plague Strike; Death Coil |
|
||||
| Death Knight | Frost | Blood Presence; Howling Blast; Obliterate; Frost Strike; Icy Touch; Plague Strike |
|
||||
| Death Knight | Unholy | Unholy Presence (Blood Presence fallback); Raise Dead; Scourge Strike; Death and Decay; Plague Strike; Icy Touch; Death Coil |
|
||||
| Death Knight | Frost | Blood Presence; Icy Touch; Plague Strike; Howling Blast; Frost Strike; Obliterate |
|
||||
| Death Knight | Unholy | Unholy Presence (Blood Presence fallback); Raise Dead; Plague Strike; Icy Touch; Scourge Strike; Death Coil; Death and Decay |
|
||||
| Shaman | Elemental | Flametongue Weapon (Rockbiter fallback); Lightning Shield; Flame Shock; Lava Burst; Chain Lightning; Lightning Bolt |
|
||||
| Shaman | Enhancement | Windfury Weapon (Rockbiter fallback); Lightning Shield; Feral Spirit; Stormstrike; Lava Lash; Earth Shock; Lightning Bolt |
|
||||
| Shaman | Restoration | Water Shield; Rockbiter Weapon; Lightning Shield; Riptide; Chain Heal; Lesser Healing Wave; Healing Wave; Earth Shield |
|
||||
| Mage | Arcane | Mage Armor; Arcane Barrage; Arcane Blast; Arcane Missiles |
|
||||
| Mage | Fire | Molten Armor; Living Bomb; Pyroblast; Fireball; Scorch; Fire Blast |
|
||||
| Mage | Fire | Molten Armor; Combustion; Mirror Image; Flamestrike (3+); Living Bomb; Fireball; Scorch; Fire Blast; Counterspell; Blink; Ice Block; Fire/Frost Ward |
|
||||
| Mage | Frost | Frost Armor; Deep Freeze; Frostbolt; Ice Lance; Cone of Cold |
|
||||
| Warlock | Affliction | Fel Armor; Felhunter; Haunt; Unstable Affliction; Corruption; Curse of Agony; Drain Soul; Shadow Bolt |
|
||||
| Warlock | Demonology | Fel Armor; Felguard; Metamorphosis; Immolate; Corruption; Shadow Bolt |
|
||||
@@ -63,3 +73,64 @@ Active abilities fall into one of three audit buckets:
|
||||
- **Conditional:** executable but selected only by a semantic trigger, such as interrupts, dispels, resurrection, threat control, movement, crowd control, executes, defensives, and long cooldowns.
|
||||
- **Unsupported:** the catalog has only `unsupported`, `scripted`, or noncombat `utility` payloads, or represents a noncombat summon such as a scouting eye, ritual object, portal, or mount. These remain player-visible when valid but are deliberately excluded from autonomous rotations.
|
||||
- **Rotation defect:** an executable learned ability with combat semantics that cannot be selected in its valid state. Profile-reference tests, shared-policy scenario tests, party damage audits, and the expanded-class audit treat these as failures.
|
||||
|
||||
## Companion readiness gate
|
||||
|
||||
The shared WoW NPC policy begins with Protection Warrior (Aldren), Discipline
|
||||
Priest (Quorin), Marksmanship Hunter (Liora), Fire Mage (Xavian), and
|
||||
Assassination Rogue (Orin) as Ready. Every other WoW specialization begins as
|
||||
Needs Testing; Beta is an explicit GM-published opt-in. Every CoA specialization
|
||||
and RoM class/role profile is also shown as Needs Testing. Automatic balance,
|
||||
bracket, regression, and seat-audit scopes exclude Needs Testing entries.
|
||||
Player character choices remain unrestricted, and an explicit targeted
|
||||
diagnostic can still inspect a Needs Testing build without adding it to the
|
||||
certified pool.
|
||||
|
||||
Ready is a certification result, not a tuning label. Its profile must resolve a
|
||||
legal Playerbots-derived talent allocation and learned ability ranks at each
|
||||
level bracket; preserve its generated identity, resources, gear, and precombat
|
||||
setup; execute every conditionally required action; react correctly to threat,
|
||||
healing, dispels, interrupts, movement, and boss mechanics; and demonstrate
|
||||
major offensive and defensive cooldown decisions without unexplained idle
|
||||
windows. Stock abilities whose Talent.dbc node was removed by the patched
|
||||
client (currently Devastate, Shadowstep, and Lava Lash) use their retained
|
||||
Spell.dbc source level rather than an impossible dangling talent gate.
|
||||
|
||||
The Ready-five runtime gives healer mitigation its own triage pass before
|
||||
direct healing: Discipline uses Pain Suppression at the defensive threshold,
|
||||
Power Word: Shield as named absorb capacity, and Renew on moderately injured
|
||||
targets without replacing a pending HoT. Inner Focus is reserved for an ally
|
||||
at or below 40% health or at least two allies at or below 60%, then empowers
|
||||
the next direct single-target or area heal with a free cost and 25 percentage
|
||||
points of critical chance. Player Inner Focus uses the same one-heal aura and
|
||||
retains the chosen heal's normal cast time; its activation tooltip is excluded
|
||||
from permanent passive talent parsing. Protection Revenge is enabled for a
|
||||
five-second window after an authoritative incoming dodge, parry, or block.
|
||||
Untargeted cooldown resets affect other abilities only, so Readiness cannot
|
||||
reset itself and monopolize the Hunter rotation. Blink and Disengage create
|
||||
distance from threat, low-health danger, or an imminent strong melee hit;
|
||||
Fire Blast is the instant Fire action available while moving.
|
||||
|
||||
Ready DPS AoE uses local engaged packs rather than every hostile in the
|
||||
encounter. Marksmanship uses Multi-Shot when two targets fit its three-target
|
||||
chain and channels Volley into clustered packs of three or more. Fire uses
|
||||
Flamestrike at three or more targets and allows its ground fire to finish
|
||||
ticking before recasting. Assassination uses the full-circle Fan of Knives at
|
||||
three or more targets. Companion AoE never counts or damages unengaged packs.
|
||||
|
||||
Assassination treats Envenom as its primary four-plus-combo-point finisher,
|
||||
matching the pinned Playerbots Assassination trigger, and banks Energy rather
|
||||
than spending those points on cheaper Rupture while Envenom becomes affordable.
|
||||
Rupture remains a bleed fallback rather than a required maintenance action.
|
||||
Instant Poison now deals rank- and attack-power-scaled Nature damage. Deadly
|
||||
Poison applies a source-specific, refreshable 12-second DoT that scales from one
|
||||
to five doses. Envenom uses up to one dose per combo point, normally consumes
|
||||
those doses, deals Nature damage per used dose, and grants its 1 + combo-point
|
||||
second buff: 75% more frequent Instant Poison applications and 15 percentage
|
||||
points more Deadly Poison application chance. Mutilate supplies two poison
|
||||
opportunities. Shiv
|
||||
models its off-hand strike by guaranteeing a Deadly Poison application and is
|
||||
eligible at four-plus combo points only while the target lacks enough doses for
|
||||
the pending Envenom. The pinned Assassination build's 3/3 Master Poisoner gives
|
||||
Envenom a 100% chance to
|
||||
preserve the doses while retaining their damage scaling.
|
||||
@@ -186,8 +186,8 @@ Run focused tests while iterating, then use the relevant final checks:
|
||||
# Required after authored dungeon mechanics change
|
||||
npm run dungeon:catalog
|
||||
|
||||
# Combat or shared runtime changes
|
||||
npm test
|
||||
# Combat or shared runtime changes (current certified companion scope)
|
||||
npm run test:ready-five
|
||||
|
||||
# Report API/server changes
|
||||
npm run server:test
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
# RoM five class validation
|
||||
|
||||
Status: **Needs Testing**. This is a targeted diagnostic for Priest healer, Knight tank, Scout DPS, Rogue DPS, and Mage DPS. The accepted pair elite skills have focused source and runtime checks, with specific unresolved mechanics listed below.
|
||||
|
||||
## Cohort and rules
|
||||
|
||||
The five named builds and live NPCs use these race-legal pairings. Their secondary classes activate at level 10 and always share their primary class's level. RoM has no talent allocation; ordinary skills unlock by level, and the generated source's internal level variants do not create a player-facing spell-rank choice.
|
||||
|
||||
| Role | Class pair | NPC name | Race |
|
||||
| --- | --- | --- | --- |
|
||||
| Tank | Knight / Scout | Rorik | Human |
|
||||
| Healer | Priest / Knight | Serenna | Human |
|
||||
| DPS | Rogue / Warrior | Veyra | Human |
|
||||
| DPS | Scout / Rogue | Caelan | Elf |
|
||||
| DPS | Mage / Warlock | Durnik | Dwarf |
|
||||
|
||||
`src/game/romFiveIdentities.ts` owns these identities for the live NPC templates and targeted canonical builds. The manual party uses Priest as the active healer and the other four classes as companions. This explicit cohort does not change Ready-only random parties, bracket certification, or the companion readiness registry. Elite skills can appear in a paired kit through the existing RoM catalog; focused checks now cover their translated effects, selected live casts, and source-conditional procs.
|
||||
|
||||
`npm run test:rom-five` checks the named pairings, legal races, level-10 unlock, role-specific hybrid heirloom layouts and level growth, ordinary and pair-elite ability coverage, and focused runtime mechanics. Knight is a tank seat in RoM generated parties. The equipment model has separate main-hand, off-hand, and ranged positions. Knight/Scout uses mace, shield, and bow from level 10; Priest/Knight uses mace and shield; Scout/Rogue uses dagger and bow, gaining an off-hand dagger at level 16; Rogue/Warrior gains a projectile at level 12 and an off-hand dagger at level 16; Mage/Warlock uses a two-handed staff. Priest and Mage retain empty ranged positions because their accepted pairings do not grant a ranged weapon. Their equipment uses the same level budget and WoW-shaped fields as the WoW heirlooms, allocated by RoM role. `src/game/wotlkStats.ts` gives these five WoW-equivalent base attribute, HP, and Mana curves with a 10% same-level secondary contribution from level 10. Other RoM classes retain native growth. Mage/Warlock is a RoM dwarf with the Human Mage Wrath curve as its base reference because Dwarf Mage has no Wrath 3.3.5 row.
|
||||
|
||||
## Findings and fixes in this pass
|
||||
|
||||
- Player and companion casts now respect source out-of-combat restrictions for Resurrection and Rogue openers. Sneak Attack and Blind Spot carry behind-target rules for spatial combat.
|
||||
- Rogue Throw executes one projectile hit instead of two identical source attack components. Scout Shot executes its primary hit instead of five alternate attack components and unrelated target stat effects.
|
||||
- RoM character creation, Skills, and Spellbook screens present level-based skill unlocks without talent-point or spell-rank choices.
|
||||
- The RoM Knight party template is assigned to the tank pool rather than the damage pool.
|
||||
- Conditional combat payloads now resolve once per cast for both player and companion actors. Knight Holy Seals cap at four on each target, their bleed follows the stack count, and Punishment, Threaten, Shock, and Truth Shield Bash use the corresponding seal branch. Punishment consumes the seal bleed. Rogue Low Blow, Wound Attack, Shadowstab, and Sneak Attack use active self-applied bleeds and the equipped main-hand weapon; Wound Attack no longer invents a bleed. Mage Electric Explosion executes either its normal or Charged hit.
|
||||
- Rogue Premeditation now guarantees the next offensive critical hit and increases its critical power. Poison supplies the Poisonous state needed by Numbing Dagger. Vanish permits an out-of-combat Rogue opener while its stealth state lasts. Shadow Step moves behind the target; Knight Charge closes to melee range.
|
||||
- Priest Regenerate has one heal-over-time effect. Holy Candle and Scout Blood Arrow drain the caster's HP on their periodic ticks. Mage Flame and Fireball execute one hit, Meteor Shower five, and Thunderstorm three. Source helper summons and zero-damage effects no longer create extra combat actions for these skills.
|
||||
- Scout Lasso, Rogue Numbing Dagger, and Mage Static Field apply one break-on-damage control effect to one target at a time. Scout Joint Blow only slows; Mage Discharge applies its stun without unrelated control effects. Knight Shield of Discipline absorbs the documented damage types and reflects a spell hit after the caster is struck, not on cast. Shield-dependent Knight skills require an equipped shield.
|
||||
|
||||
## Accepted pair skill checks
|
||||
|
||||
`src/game/romPriestKnightOverrides.ts`, `src/game/romScoutRogueOverrides.ts`, and `src/game/romMageWarlockOverrides.ts` specialize the five accepted pairs from source components. `src/game/romCombatMechanics.ts` selects their conditional cast effects; `src/game/combatStore.ts` handles proc actions, damage schools, conditional cooldowns, line and chain targeting, and timed effects. `src/game/partyRuntime.ts` installs learned NPC passive auras on their first cast and passes passive and target tags into the shared selector. The three pair validation files are part of `npm run test:rom-five`; the focused run passed 228 tests across eleven files on 2026-09-23. These include direct healing, area healing and damage, taunts, resource changes, offensive and defensive auras, crowd control, source-conditional skill checks, gear-slot unlocks, and selected live player/companion casts. Pure effect tests are evidence for translation and selection, not proof that every encounter timing is correct.
|
||||
|
||||
The hidden source references are now executable through their parent skills where RuneWaker treats them as replacements: Priest/Knight Wave Armor `499967`, Knight/Scout Holy Chains `499925` and Blood Arrow `499924`, Scout/Rogue Reflected Shot `499535` and Wrist Attack `499537`, Rogue/Warrior Poison Spray `499477` and Whirlwind `499481`, and Mage/Warlock Soul Pain `498746`, Plasma Arrow `498749`, Elements of Pride `498755`/`498756`, and Elemental Extraction `499812`/`499851`. Priest/Knight Devotion Halo `499966` is a separate level-70 button: it gives the whole party Wisdom and reduces other members' actual Mana spending. Poisonous Spit supplies its own Poison Powder and Poison Spray consumes the selected target's Infection poison before spreading its upgraded poison. Toxic Splash can grant Rage on Infection. The source-only Holy Chains trigger `499910` has no measurable player-facing payload in the extracted data, so no extra effect is invented.
|
||||
|
||||
The RuneWaker NPC object database now supplies Undead and Demon family labels through `src/game/romCreatureFamilies.ts`. Base Holy Chains targets those families; Evil Shackles opens living targets with a shorter root. Numbing Dagger rejects known Undead targets. Unknown or unregistered NPC families remain permissive. Ammo, Poison Powder, Rogue Throw projectiles, and other required bag reagents are treated as an unlimited, level-appropriate supply; casts do not consume an inventory stack.
|
||||
|
||||
Remaining source and runtime gaps:
|
||||
|
||||
1. Some source proc chances and magnitudes still use explicit hybrid estimates where the extracted source does not provide a direct WoW-stat conversion. NPC proc execution and resource side effects need more end-to-end coverage across encounters.
|
||||
2. Rogue/Warrior One-Hand Axe Mastery does not benefit the current dual-dagger loadout. The newly equipped bow, projectile, and off-hand slots change the level-12-and-up gear budget, so previous balance diagnostics need repeating before promotion.
|
||||
3. Mage/Warlock damage remains low relative to Scout and Rogue. Check its AI rotation, cast cadence, and WoW-equivalent scaling before adjusting encounter tuning or promoting RoM.
|
||||
|
||||
## Combat diagnostic
|
||||
|
||||
The following historical runs predate secondary-class assignment. They used `scripts/balance_lab.py` with `--source rom --party-mode manual`, exactly the five canonical build IDs for that level, and 180-second fights. Reports are under `artifacts/balance-lab/rom-five-primary-*`.
|
||||
|
||||
| Level | Encounter set | Runs defeated | Death events | Median time to defeat |
|
||||
| ---: | --- | ---: | ---: | ---: |
|
||||
| 20 | Cayus, two seeds | 2/2 | 0 | 70.2 s |
|
||||
| 40 | Cayus, two seeds | 2/2 | 0 | 79.4 s |
|
||||
| 60 | All 62 RoM bosses, one seed | 62/62 | 0 | 101.5 s |
|
||||
| 60 | Shadoj, three seeds | 3/3 | 0 | 106.6 s |
|
||||
| 80 | Cayus, two seeds | 2/2 | 0 | 122.0 s |
|
||||
|
||||
The table above also predates the conditional mechanics changes. The level-60 all-boss report measured approximately 1,036 Knight tank DPS, 831 Rogue DPS, 374 Mage DPS, 223 Scout DPS, and 35 Priest HPS. These are screening measurements, not balance targets: this cohort has only one healer seat, one tank seat, and one seed per boss. Ten bosses dealt no effective damage and therefore did not exercise healing.
|
||||
|
||||
After the mechanics corrections, the targeted Shadoj run at level 60 with the same five manual builds and seeds 1, 2, and 3 defeated the boss in 3/3 fights with no deaths. Its mean defeat time was 115.7 seconds. The report at `artifacts/balance-lab/rom-five-primary-l60-mechanics-final/` measured about 1,186 Rogue DPS, 750 Knight DPS, 237 Scout DPS, 186 Mage DPS, and 334 Priest HPS. The changed output is expected from removing duplicate hits and enforcing source conditions; it is a diagnostic, not a promotion or tuning target.
|
||||
|
||||
## Before Ready promotion
|
||||
|
||||
1. Resolve the persistent damage spread: Rogue is now far ahead of Scout and Mage, while Knight tank damage remains above both. Review source formulas, resource cadence, and rotations before tuning coefficients.
|
||||
2. Expand source-row and live NPC-cast audits beyond these corrected skills. Unknown NPC family IDs are permissive until their source records are classified; basic semantic coverage does not prove full tooltip parity.
|
||||
3. Exercise behind-target requirements in a live spatial scene. The headless balance runner has no spatial target provider, so its Rogue damage can include casts that a live scene would reject.
|
||||
4. Validate Priest throughput against encounters that actually demand sustained healing, and run RoM NPC seat tests after the mechanics above are resolved. The current manual run leaves Priest player-controlled.
|
||||
5. Verify the level-16 Rogue off-hand dagger visually from an unobstructed angle. The level-1 roster and dungeon screenshots in `artifacts/playtest/rom-five/` confirm rendered bodies and starter weapon silhouettes; they cannot show the later off-hand unlock. Keep RoM entries at Needs Testing until the full class mechanics and role checks pass.
|
||||
|
||||
The RoM source catalog and generated data remain authoritative for ability descriptions and components. The older `rom-five-primary-*` results predate paired builds. The later `rom-hybrid-*` and `rom-hybrid-wowbase-*` manual reports contain the named secondary classes even though the report's specialization column reads "Primary" for the primary orientation.
|
||||
|
||||
The chosen gameplay model uses a WoW-stat hybrid instead of requiring native RoM equipment conversion for Ready promotion. `docs/ROM_STATS_AND_GEARING.md` records the source coefficients, active hybrid rules, remaining balance risks, and the players-only RoM online group boundary. Initial three-seed Shadoj screens at levels 20, 60, and 79 defeated the boss without a wipe, but Mage damage was far below the other two DPS builds and the Priest died once in each level-79 run. Those one-encounter results do not establish balance. Leveling bosses award cards but no items. `docs/ROM_LEVELING_GEAR_PACKAGES.md` records the source-confirmed package families; exact historical contents remain unverified and would need a WoW-stat translation before grant.
|
||||
|
||||
After the WoW-equivalent base change, one-seed manual Shadoj screens at levels 20, 60, and 79 defeated the boss with zero deaths. At level 60, Mage dealt about 185 DPS versus Scout 971 and Rogue 1,026; at level 79 the corresponding values were about 242, 1,418, and 1,538. Reports are under `artifacts/balance-lab/rom-hybrid-wowbase-l20-shadoj`, `rom-hybrid-wowbase-l60-shadoj`, and `rom-hybrid-wowbase-l79-shadoj`. These narrow screens do not certify class or dungeon balance.
|
||||
@@ -0,0 +1,41 @@
|
||||
# RoM level 1–79 heirloom reference
|
||||
|
||||
Status: **source-backed design data, separate from equipped hybrid heirlooms**. `scripts/runewaker-pipeline/export-rom-heirloom-reference.mjs` generates `src/game/generated/romHeirloomReference.json` from the sibling RuneWaker client snapshot, or from `RUNEWAKER_ROOT`. Run `node scripts/runewaker-pipeline/export-rom-heirloom-reference.mjs` after refreshing `src/game/generated/romLevelingGearPackages.json`. `src/game/romHeirloomReference.ts` provides typed level and item lookups. The 5 × 79 curves cover the five selected primary classes; their secondary class always shares the primary level.
|
||||
|
||||
## Evidence and scope
|
||||
|
||||
The [RoM Item Sets index](https://runesofmagic.fandom.com/wiki/Category:Item_Sets) and [Leveling Packages index](https://runesofmagic.fandom.com/wiki/Category:Leveling_Packages) identify leveling families. The [Issac](https://runesofmagic.fandom.com/wiki/Issac%27s_%28Item_Set%29), [Savage Lands](https://runesofmagic.fandom.com/wiki/Savage_Lands_%28Item_Set%29), [Lance's Support](https://runesofmagic.fandom.com/wiki/Lance%27s_Support), and [Cloth Armor Package (Multi)](https://runesofmagic.fandom.com/wiki/Cloth_Armor_Package_%28Multi%29) pages connect sets with the level-50, 55, 60, and 65 rewards. `docs/ROM_LEVELING_GEAR_PACKAGES.md` records the quest/package IDs and distinguishes wiki claims from the client package links that remain undecoded.
|
||||
|
||||
The local client provides **3,026 Good-quality (blue) armor and weapon records** with required level 1–79. Their IDs, names, levels, armor/weapon types, positions, suit IDs, base effects, deterministic fixed attributes, and decoded native stats are retained as source references. Of those, 727 have attribute IDs absent from this snapshot's `addpowerobject.db`, and 98 have effects outside the mapped core stat model; they remain visible but are excluded from curve candidates. Source file SHA-256 values are embedded for reproducibility. The generated output is design evidence, not a claim that all 3,026 items are normally obtainable at their required level.
|
||||
|
||||
The parser uses the local `ObjectStruct.h` `GameObjectWeaponENUM`, `GameObjectArmorENUM`, and `WearEqTypeENUM`, and fixed record layouts from `armorobject.db`, `weaponobject.db`, and `addpowerobject.db`. Numeric quality 2 is the client's Good/blue tier, consistent with the [wiki quality legend](https://runesofmagic.fandom.com/wiki/Category:Items). An effect with type 7 adds its value to all five primary attributes. Only 100% fixed item attributes are summed; random attribute rolls are listed by ID without being assumed.
|
||||
|
||||
## Design rules
|
||||
|
||||
| Primary class | Armor reference | Main weapon reference | Other weapon reference |
|
||||
| --- | --- | --- | --- |
|
||||
| Knight/Scout | Plate | One-hand mace | Shield |
|
||||
| Priest/Knight | Cloth | Two-hand staff | None in this curve |
|
||||
| Scout/Rogue | Leather | Dagger | Bow |
|
||||
| Rogue/Warrior | Leather | Dagger | Off-hand dagger |
|
||||
| Mage/Warlock | Cloth | Two-hand staff | None |
|
||||
|
||||
These source-reference choices follow the [official class equipment guide](https://archive.runesofmagic.gameforge.com/en/classes.html). Scout is **leather**, not chain. Priest can also legally use a wand or mace with a shield, but this client has only one complete blue wand record at level 57. The native Priest reference curve uses the well-populated staff series; the active WoW-stat hybrid equips a mace and shield to support the Priest/Knight pairing. A shield must not be combined with a two-hand staff. The Mage/Warlock remains dwarf; race has no effect on the equipment reference table itself.
|
||||
|
||||
The generator chooses a median item at each observed required level using role-oriented native-stat scores, then substitutes matching 50/55/60/65 package-suit armor pieces at those milestone levels. For levels between source points it interpolates each stat; below the first point or above the last it scales from the nearest source point. It rounds positive values to at least one and retains the prior level's value when the next candidate would lower a stat. `referenceItemIds` are the points behind that level, while `packageId` identifies a matched package-suit milestone. A curve row can therefore combine retained prior stats with current source values and **is not an exact copy of its listed item**. These scoring coefficients are selection heuristics, not certified combat stat weights.
|
||||
|
||||
All five profiles cover head, hands, feet, chest, legs, back, waist, shoulder, neck, finger, trinket, and main hand. Off hand exists for Knight and Rogue; Scout has ranged. Source earrings are represented by the game's `trinket` reference slot. The source catalog has no matching wrist slot for this export. The game must resolve its final slot design before equipping the sets.
|
||||
|
||||
## Numeric cross-checks
|
||||
|
||||
| Source item | Required level | Confirmed decoded effects |
|
||||
| --- | ---: | --- |
|
||||
| Magic Robe of the Lake, ID 229164 | 65 | 1,029 DEF, 1,655 MDEF, 273 HP, 290 MATK, 100 Stamina, 67 Intelligence |
|
||||
| Gale Staff, ID 213416 | 60 | 903 weapon damage, 1,094 magical weapon damage, 172 MATK, 20 Stamina, 56 Intelligence, 56 Wisdom |
|
||||
| Rescuer's Blessing, ID 212999 | 50 | 440 Heal Point, 660 MATK, 1,717 magical weapon damage, 50 Wisdom; a useful healing reference but an unusually strong source item, so it is not a median staff anchor |
|
||||
|
||||
The [Gale Staff wiki entry](https://runesofmagic.fandom.com/wiki/Gale_Staff) provides an independent level-60 cross-check. More source IDs, including each 65 package chest, are queryable through `romSourceReferenceItem` and each curve's `referenceItemIds`.
|
||||
|
||||
## Use in the hybrid runtime
|
||||
|
||||
The active RoM runtime uses WoW-shaped heirloom stats and WoW combat formulas by design; see `docs/ROM_STATS_AND_GEARING.md`. These native source curves remain references for level progression and class identity. Feeding native values directly into the WoW path would produce meaningless balance. The five active hybrid loadouts use legal weapon layouts, a WoW-stat level budget, and no comparison against WoW boss drops. Tune Knight survival, Priest healing/sustain, and Scout/Rogue/Mage damage across levels 1–79. Keep dungeon bosses on the existing cards-only leveling policy; heirlooms and package gear should come from progression, not dungeon equipment drops. Elite skills remain out of scope.
|
||||
@@ -0,0 +1,44 @@
|
||||
# RoM leveling gear package catalog
|
||||
|
||||
Status: **quest choices and several armor-set families verified; exact client package expansion unverified**. This is source evidence for a RoM leveling route, not a runtime gear grant. The generated inventory is `src/game/generated/romLevelingGearPackages.json`, owned by `scripts/runewaker-pipeline/export-leveling-gear-packages.mjs`. Refresh it with `node scripts/runewaker-pipeline/export-leveling-gear-packages.mjs` against the sibling RuneWaker client snapshot, or set `RUNEWAKER_ROOT` to another snapshot. Native item-stat references and 1–79 heirloom curves are in `docs/ROM_HEIRLOOM_REFERENCE.md`.
|
||||
|
||||
## Confirmed quest milestones
|
||||
|
||||
The client `Resource/data/questdetailobject.db` links each quest to the armor-category reward packages in the order below. `itemobject.db` confirms that the later parent packages and their similarly named weapons and armor subpackages exist. The client strings describe each later parent choice as giving one weapons package and one armor package; their exact item links have not been decoded. The generated catalog records matching seven-piece source suits from `suitobject.db` and `armorobject.db`; wiki pages independently identify several as package contents, but do not establish every weapon, accessory, quantity, or version in this client snapshot.
|
||||
|
||||
| Quest level and name | Quest ID | Plate package | Chain package | Leather package | Cloth package |
|
||||
| --- | ---: | ---: | ---: | ---: | ---: |
|
||||
| 5 Equip Yourself | 423783 | — | 209025 | 209024 | 209015 |
|
||||
| 30 Key to Victory | 423771 | 208802* | 208803 | 208804 | 208805 |
|
||||
| 50 Appropriate Support | 424596 | 240384 | 240387 | 240390 | 240393 |
|
||||
| 55 Rewards for Students | 424597 | 240353 | 240356 | 240359 | 240362 |
|
||||
| 60 Lance's Support | 424598 | 240341 | 240344 | 240347 | 240350 |
|
||||
| 65 Return to Dalanis | 424213 | 240304 | 240307 | 240310 | 240313 |
|
||||
|
||||
*The level-30 source name is **World Battlefield Bonus Armor Package**, without the word “Plate.” Its plate classification is only a likely reading of its position beside chain, leather, and cloth; the generated catalog uses `armor` until verified. This is a battlefield reward, so it is an optional source candidate rather than a guaranteed leveling grant. The level-5 quest has only three choices, and its chain choice is named **Chainmail Armor Box**. Neither early tier has confirmed individual package contents. The level-65 rewards are the Redhill Mountains Pioneer packages. The source-linked subpackage IDs, source names, matching suit IDs, seven armor member IDs, and their actual required levels for levels 50–65 are in the JSON catalog. Some level-50 suit members have required levels below 50; the quest reward level is the milestone, not an assertion that every item requires that level.
|
||||
|
||||
## Wiki cross-checks
|
||||
|
||||
The [Item Sets index](https://runesofmagic.fandom.com/wiki/Category:Item_Sets) and [Leveling Packages index](https://runesofmagic.fandom.com/wiki/Category:Leveling_Packages) give additional reference families beyond the client quests. Their set pages support these specific connections:
|
||||
|
||||
| Milestone | Package or set evidence | Confidence for armor pieces |
|
||||
| --- | --- | --- |
|
||||
| 50 | [Issac's sets](https://runesofmagic.fandom.com/wiki/Issac%27s_%28Item_Set%29) identify four seven-piece sets in the level-50 armor packages. | Wiki-confirmed family; source suit member IDs in catalog. |
|
||||
| 55 | [Savage Lands sets](https://runesofmagic.fandom.com/wiki/Savage_Lands_%28Item_Set%29) identify Haz, Eduth, Luzan, and Rufa with Bodo Treasure rewards. | Wiki-confirmed family; source suit member IDs in catalog. |
|
||||
| 60 | [Lance's Support](https://runesofmagic.fandom.com/wiki/Lance%27s_Support) identifies Rh'anka, Sley, Tempest, and Croso package choices; the [Tempest set](https://runesofmagic.fandom.com/wiki/Tempest_Set_%28Item_Set%29) supplies a piece-level cross-check. | Wiki-confirmed family; source suit member IDs in catalog. |
|
||||
| 65 | [Cloth Armor Package (Multi)](https://runesofmagic.fandom.com/wiki/Cloth_Armor_Package_%28Multi%29) names the Lake Energy cloth set at 65; the other armor categories currently have matching source suits but need their package pages checked. | Cloth wiki-confirmed; other categories matched by source name/type/level. |
|
||||
|
||||
The wiki is a reference for the RoM item families, while the local RuneWaker records are the authority for item IDs and numeric stats in this snapshot. Page descriptions alone do not prove that this snapshot's package-opening script grants the same items.
|
||||
|
||||
## Applying these to the five classes
|
||||
|
||||
The current game marks Knight as plate, Priest and Mage as cloth, and Rogue and Scout as leather in `src/app/characterCatalog.ts`. The [official class guide](https://archive.runesofmagic.gameforge.com/en/classes.html) confirms that Scout wears cloth or leather, while Knight can wear plate and Priest/Mage cloth. This suggests one plate, two leather, and two cloth choices for the five-class cohort; chain remains in the source catalog but is not a default choice for these primary classes. A secondary class shares the primary's level and does not require a second package progression.
|
||||
|
||||
During leveling, `src/game/lootPolicy.ts` suppresses all boss item drops. Boss cards are awarded separately. Package gear should come from a level or quest milestone, never from a dungeon boss loot table. A fallback starter kit can cover levels for which no verified source package exists.
|
||||
|
||||
## Gaps before playable package gear
|
||||
|
||||
1. Locate and verify package expansion records or scripts for every parent and subpackage, including weapon selections, accessories, exact armor items, and quantities. Matching a suit by name, category, and required level is not enough to grant its pieces as historical package contents.
|
||||
2. The source-backed 1–79 reference now decodes native equipment slots, weapon/armor type, base stats, and deterministic fixed attributes. The active RoM path uses WoW-stat hybrid heirlooms; historical package pieces would need a defined translation into that stat budget and legal slot/weapon checks before they become equippable rewards. A full native item-instance and combat adapter is optional future fidelity work.
|
||||
3. Find a complete, generally available source-backed route from 1–49 and above level 65. Level 5 has only cloth, leather, and chain choices; level 30 has four battlefield choices. Logar/Hope package names exist in the item table, but their acquisition route and contents are not confirmed. Avoid inventing missing plate or weapon contents.
|
||||
4. Make the milestone grant idempotent and persistent, then verify class eligibility, package selection, leveling through each milestone, and native-stat combat outcomes for all five builds.
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,73 @@
|
||||
# RuneWaker media batch plan
|
||||
|
||||
Generated by `npm run effects:rom:plan` from the current primary-five spell manifest and decoded ROS archive. It groups remaining controller and timing work. The manifest generator already attaches source direct audio events at supported phase boundaries.
|
||||
|
||||
The archive has 170 unique models: 74 ready, 1 partial original, 0 fully decoded but unverified, 95 blocked, and 0 failed. 125 of 129 source spell entries have at least one packaged audio cue.
|
||||
|
||||
## Shared controller blockers
|
||||
|
||||
Counts overlap when a model has several controller families. A family should be ported and verified once against representative models before its other users are considered for promotion.
|
||||
|
||||
| Controller family | Models | Source spell IDs using those models |
|
||||
| --- | ---: | ---: |
|
||||
| CRuController_EventTrigger | 148 | 124 |
|
||||
| CRuController_GlobalAlpha | 47 | 49 |
|
||||
| CRuEntity_Particle_Visualizer_Entity | 35 | 44 |
|
||||
| CRuController_Particle_Visualizer_Entity | 34 | 43 |
|
||||
| CRuController_GlobalColor | 26 | 26 |
|
||||
| RuneWaker browser emitter geometry mode | 18 | 21 |
|
||||
| CRuController_Decal | 17 | 17 |
|
||||
| CRuController_GhostTrail | 11 | 15 |
|
||||
| CRuController_Hierarchy | 11 | 12 |
|
||||
| CRuController_Entity | 5 | 4 |
|
||||
| RuneWaker browser sprite mode | 5 | 5 |
|
||||
| CRuController_UVFX | 3 | 3 |
|
||||
| CRuController_MaterialTexture | 1 | 1 |
|
||||
| CRuController_PolyLine | 1 | 1 |
|
||||
|
||||
## Fully decoded models awaiting visual review
|
||||
|
||||
| Source model | Spell-phase references | Sprite layers | Blockers |
|
||||
| --- | ---: | ---: | --- |
|
||||
|
||||
## Event-only models still blocked
|
||||
|
||||
These models have sprite data but include an event callback outside the validated visual-only set. Effect-spawning and projectile-flight callbacks require browser behavior before their visuals can be promoted.
|
||||
|
||||
| Source model | Spell-phase references | Sprite layers | Blockers |
|
||||
| --- | ---: | ---: | --- |
|
||||
| model/fx/skill/ice/act_cone01_c_hand.ros | 3 | 12 | CRuController_EventTrigger |
|
||||
| model/fx/skill/fire/act_fireball02_t_hit_point.ros | 1 | 5 | CRuController_EventTrigger |
|
||||
| model/fx/skill/holy/act_armorup_c_top.ros | 1 | 8 | CRuController_EventTrigger |
|
||||
| model/fx/skill/physical/act_concentration_t_top.ros | 1 | 3 | CRuController_EventTrigger |
|
||||
| model/fx/skill/physical/act_focus_c_top.ros | 1 | 4 | CRuController_EventTrigger |
|
||||
| model/fx/skill/physical/act_fracture01_t_freeze_hit.ros | 1 | 6 | CRuController_EventTrigger |
|
||||
|
||||
There are 6 event-only models. The archive also exposes 3 model/phase audio-event candidates missing from the current packaged manifest. They need delayed timing or a later lifecycle phase; an ROS motion name alone is insufficient. Full per-model evidence is in `docs/ROM_MEDIA_BATCH_PLAN.json`.
|
||||
|
||||
## Largest blocker combinations
|
||||
|
||||
| Controller signature | Models | Source spell IDs | Example model |
|
||||
| --- | ---: | ---: | --- |
|
||||
| CRuController_EventTrigger + CRuController_Particle_Visualizer_Entity + CRuEntity_Particle_Visualizer_Entity | 13 | 20 | model/fx/skill/earth/act_casting_c_hand.ros |
|
||||
| CRuController_EventTrigger | 9 | 11 | model/fx/skill/fire/act_fireball02_t_hit_point.ros |
|
||||
| CRuController_Decal + CRuController_EventTrigger + CRuController_GlobalAlpha + CRuController_GlobalColor | 8 | 8 | model/fx/skill/earth/act_vriusinfection_t_freeze_down_e.ros |
|
||||
| CRuController_EventTrigger + CRuController_GlobalAlpha | 6 | 7 | model/fx/skill/fire/act_fireball01_c_hand_i.ros |
|
||||
| CRuController_EventTrigger + CRuController_GlobalAlpha + CRuController_Particle_Visualizer_Entity + CRuEntity_Particle_Visualizer_Entity | 5 | 6 | model/fx/skill/holy/act_chain_t_down.ros |
|
||||
| CRuController_EventTrigger + CRuController_Particle_Visualizer_Entity + CRuEntity_Particle_Visualizer_Entity + RuneWaker browser emitter geometry mode | 5 | 5 | model/fx/skill/holy/act_moist_t_down.ros |
|
||||
| CRuController_EventTrigger + RuneWaker browser emitter geometry mode | 5 | 8 | model/fx/skill/physical/act_deep_thought_c_down_e.ros |
|
||||
| CRuController_Particle_Visualizer_Entity + CRuEntity_Particle_Visualizer_Entity | 4 | 10 | model/fx/skill/dark/act_dark_hand_wave_c_hand_e.ros |
|
||||
| CRuController_Decal + CRuController_Entity + CRuController_EventTrigger + CRuController_GlobalAlpha + CRuController_GlobalColor | 2 | 1 | model/fx/skill/holy/act_scrifice_healing_c_freeze_down_e.ros |
|
||||
| CRuController_Entity + CRuController_EventTrigger | 2 | 2 | model/fx/skill/holy/act_judgement_t_hit_point.ros |
|
||||
| CRuController_EventTrigger + CRuController_GhostTrail + CRuController_GlobalAlpha | 2 | 4 | model/fx/skill/fire/act_fireball02_f.ros |
|
||||
| CRuController_EventTrigger + CRuController_GhostTrail + CRuController_GlobalAlpha + CRuController_GlobalColor + CRuController_Hierarchy | 2 | 2 | model/fx/skill/physical/act_deflecting_shot_f.ros |
|
||||
| CRuController_EventTrigger + CRuController_GhostTrail + CRuController_Particle_Visualizer_Entity + CRuEntity_Particle_Visualizer_Entity | 2 | 2 | model/fx/skill/ice/act_icearrow_f.ros |
|
||||
| CRuController_EventTrigger + RuneWaker browser emitter geometry mode + RuneWaker browser sprite mode | 2 | 2 | model/fx/skill/physical/act_attackspeedup_c_down.ros |
|
||||
| CRuController_Decal + CRuController_Entity + CRuController_GlobalAlpha + CRuController_GlobalColor + RuneWaker browser emitter geometry mode + RuneWaker browser sprite mode | 1 | 1 | model/fx/skill/physical/act_beckon_holy_c_freeze_down_e.ros |
|
||||
|
||||
## Batch workflow
|
||||
|
||||
1. Run `npm run effects:rom:batch` to refresh source links, package audio and ROS graphs, attach verified phases, and rebuild this plan.
|
||||
2. Review the remaining event timing candidates and largest shared blocker families above.
|
||||
3. Port one controller family in the exporter/WebGL runtime and add a parser check that every promoted graph is renderable.
|
||||
4. Regenerate the manifest and media audit, replay representative graphs in the RuneWaker preview, then spot-check distinct motion and attachment patterns in live combat.
|
||||
@@ -0,0 +1,206 @@
|
||||
# RuneWaker primary-five spell media mapping
|
||||
|
||||
Generated by `node scripts/combat-effects/audit-rom-media.mjs --write` from the player catalog and combat effect manifest. The five accepted pairings follow `src/game/romFiveIdentities.ts`. Castable skills are listed; passives have no cast media event.
|
||||
|
||||
The effect column records original client ROS/RAS references and their cast phase. 84 castable skills have browser-playable original phases; other source visuals use the game's generated runtime effect until their controller families are supported. A `partial original` phase renders verified source layers and declares its remaining fidelity limit. The sound column lists packaged client cues on their mapped phase. A dash means the source record or matching sound file did not provide that media.
|
||||
|
||||
| Primary class | Skill group | Castable skills | With source effect | With packaged sound | With playable original effect |
|
||||
| --- | --- | ---: | ---: | ---: | ---: |
|
||||
| Priest | Base | 25 | 23 | 23 | 18 |
|
||||
| Priest | Accepted elite pair | 6 | 6 | 6 | 3 |
|
||||
| Knight | Base | 19 | 19 | 18 | 13 |
|
||||
| Knight | Accepted elite pair | 6 | 6 | 6 | 2 |
|
||||
| Scout | Base | 20 | 20 | 19 | 13 |
|
||||
| Scout | Accepted elite pair | 4 | 4 | 4 | 4 |
|
||||
| Rogue | Base | 20 | 20 | 18 | 15 |
|
||||
| Rogue | Accepted elite pair | 4 | 4 | 4 | 2 |
|
||||
| Mage | Base | 21 | 20 | 20 | 13 |
|
||||
| Mage | Accepted elite pair | 5 | 5 | 5 | 1 |
|
||||
|
||||
## Priest — base
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Soul Source | 490288 | impact: act_soulspring_t_down.ros | impact: act_soulspring_t_down.ros.mp3 |
|
||||
| Wave Armor | 490273 | impact: act_holywater_armor_t_top.ros<br>aura-start: act_watershieldbuff_c_down_i.ros | impact: act_holywater_armor_t_top.mp3<br>aura-start: act_watershieldbuff_c_down_i.ros.mp3 |
|
||||
| Heal | 490261 | cast-start: act_casting_c_hand.ros<br>impact: act_mainheal_t_down_e.ros | cast-start: act_casting_c_hand.wav<br>impact: act_friendly_t_down_i.mp3<br>impact: act_mainheal_t_down_e.ros 2.mp3 |
|
||||
| Ice Fog | 490274 | cast-start: act_cone01_c_hand.ros<br>impact: act_icefog_t_freeze_hit_e.ros | cast-start: act_cone01_c_hand.ros.mp3<br>impact: act_icefog_t_freeze_hit_e.ros.mp3 |
|
||||
| Bone Chill | 491165 | cast-start: act_ice_hand_wave_c_hand_e.ros<br>impact: act_icefog_t_freeze_hit_e.ros | cast-start: act_ice_hand_wave_c_hand_e.ros.mp3<br>impact: act_icefog_t_freeze_hit_e.ros.mp3 |
|
||||
| Resurrection | 490280 | cast-start: act_casting_c_hand.ros<br>impact: act_anabiosis_t_down.ros | cast-start: act_casting_c_hand.wav<br>impact: act_anabiosis_t_down.mp3 |
|
||||
| Soul Bond | 490297 | cast-start: act_casting_c_hand.ros<br>impact: act_holycross_t_top.ros | cast-start: act_casting_c_hand.wav<br>impact: act_holycross_t_top.mp3 |
|
||||
| Grace of Life | 490290 | impact: act_rainpray_t_down.ros | impact: act_rainpray_t_down.mp3 |
|
||||
| Group Heal | 490281 | cast-start: act_casting_c_hand.ros<br>impact: act_anima_t_name_title.ros | cast-start: act_casting_c_hand.wav<br>impact: act_anima_t_name_title.mp3 |
|
||||
| Chain of Light | 491164 | cast-start: act_light_chain_c_hand_i.ros<br>impact: act_light_chain_t_down_i.ros<br>impact: act_light_chainhit_t_down_e.ros | cast-start: act_powergather_c_right_hand.mp3<br>impact: act_light_chainhit_t_down_e.ros.mp3 |
|
||||
| Amplified Attack | 490491 | cast-start: act_casting_c_hand.ros<br>impact: act_power_up_t_down.ros | cast-start: act_casting_c_hand.wav<br>impact: act_power_up_t_down.mp3 |
|
||||
| Ice Fog | 490275 | cast-start: act_cone01_c_hand.ros<br>impact: act_icefog_t_freeze_hit_e.ros | cast-start: act_cone01_c_hand.ros.mp3<br>impact: act_icefog_t_freeze_hit_e.ros.mp3 |
|
||||
| Healing Salve | 490294 | impact: act_moist_t_down.ros | impact: act_moist_t_down.mp3 |
|
||||
| Blessing of Humility | 490301 | — | — |
|
||||
| Ice Fog | 490276 | cast-start: act_cone01_c_hand.ros<br>impact: act_icefog_t_freeze_hit_e.ros | cast-start: act_cone01_c_hand.ros.mp3<br>impact: act_icefog_t_freeze_hit_e.ros.mp3 |
|
||||
| Holy Candle | 490304 | — | — |
|
||||
| Cleanse | 491175 | impact: act_dispersion_t_freeze_hit_e.ros | impact: act_dispersion_t_freeze_hit_e.mp3 |
|
||||
| Advanced Resurrection | 491176 | cast-start: act_casting_c_hand.ros<br>impact: act_anabiosis_t_down.ros | cast-start: act_casting_c_hand.wav<br>impact: act_anabiosis_t_down.mp3 |
|
||||
| Supreme Resurrection | 491177 | cast-start: act_casting_c_hand.ros<br>impact: act_anabiosis_t_down.ros | cast-start: act_casting_c_hand.wav<br>impact: act_anabiosis_t_down.mp3 |
|
||||
| Urgent Heal | 491147 | cast-start: act_casting_c_hand.ros<br>impact: act_benedictory_heal_t_down.ros (partial original) | cast-start: act_casting_c_hand.wav<br>impact: act_benedictory_heal_t_down.mp3 |
|
||||
| Rising Tide | 490256 | cast-start: act_icecone01_c_hand.ros<br>release: act_icecone01_f.ros<br>impact: act_riptide_t_freeze_hit.ros | cast-start: act_cone01_c_hand.mp3<br>release: act_icecone01_f.ros.mp3<br>impact: act_riptide_t_freeze_hit.mp3 |
|
||||
| Regenerate | 490269 | cast-start: act_casting_c_hand.ros<br>cast-start: act_holy_hand_wave_c_hand_e.ros<br>impact: act_blessed_heal_t_down.ros | cast-start: act_casting_c_hand.wav<br>impact: act_blessed_heal_t_down.mp3 |
|
||||
| Holy Aura | 490300 | cast-start: act_casting_c_hand.ros<br>cast-start: act_flash_candle_c_down_e.ros<br>impact: act_flash_candle_t_freeze_hit.ros | cast-start: act_casting_c_hand.wav<br>cast-start: act_flash_candle_c_down_e.ros.mp3<br>impact: act_flash_candle_t_freeze_hit.mp3 |
|
||||
| Magic Barrier | 491166 | impact: act_magicdefence_t_down_e.ros | impact: act_anima_t_name_title.mp3 |
|
||||
| Blessed Spring Water | 490298 | cast-start: act_icecone01_c_hand.ros<br>impact: act_springblessing_t_top.ros | cast-start: act_cone01_c_hand.mp3<br>impact: act_springblessing_t_top.mp3 |
|
||||
|
||||
## Priest — accepted elite pair
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Last Prayer | 491648 | impact: act_benedictory_heal_t_down.ros | impact: act_benedictory_heal_t_down.mp3 |
|
||||
| Divine Incarnation | 491366 | cast-start: act_sacredincarnation_c_down.ros | cast-start: act_sacredincarnation_c_down.mp3 |
|
||||
| Calm Heart | 492639 | cast-start: act_casting_c_hand.ros<br>impact: act_fearless_t_down_e.ros | cast-start: act_casting_c_hand.wav<br>impact: skill_fearless_t_down_e.mp3 |
|
||||
| Sacrificial Cure | 492934 | cast-start: act_scrifice_healing_c_freeze_down_e.ros<br>impact: act_scrifice_healing_t_down_e.ros | cast-start: skill_scrifice_healing_c_freeze_down_e.mp3<br>impact: skill_scrifice_healing_t_down_e.mp3 |
|
||||
| Holy Power | 493044 | cast-start: act_holyenergy_c_down_e.ros<br>cast-start: act_holyenergy_c_down_i.ros | cast-start: skill_holyenergy_c_down_e.ros.mp3<br>cast-start: skill_holyenergy_c_down_i.mp3 |
|
||||
| Light Fairy | 493271 | cast-start: act_casting_c_hand.ros<br>cast-start: act_beckon_holy_c_freeze_down_e.ros | cast-start: act_casting_c_hand.wav |
|
||||
|
||||
## Knight — base
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Holy Shield | 490495 | cast-start: act_godshield_c_down.ros | cast-start: act_godshield_c_down.mp3 |
|
||||
| Holy Seal | 490149 | impact: act_sanink_c_hit_point_e.ros | impact: act_sanink_c_hit_point_e.mp3 |
|
||||
| Holy Power Explosion | 490172 | cast-start: act_physical_casting_c_hand.ros<br>cast-start: act_vengeance_c_down.ros | cast-start: act_physical_casting_c_hand.mp3<br>cast-start: act_vengeance_c_down.mp3 |
|
||||
| Whirlwind Shield | 490175 | cast-start: act_shieldstorm_c_down_e.ros<br>impact: act_shieldstorm_t_freeze_hit_e.ros | — |
|
||||
| Shackles of Light | 490189 | cast-start: act_chain_c_shoot02.ros | cast-start: act_chain_c_shoot02.mp3 |
|
||||
| Resolution | 490168 | cast-start: act_physical_casting_c_hand.ros<br>cast-start: act_responsibility_c_down.ros | cast-start: act_physical_casting_c_hand.mp3<br>cast-start: act_responsibility_c_down.mp3 |
|
||||
| Charge | 490150 | cast-start: act_charge02_c_down.ros<br>impact: act_strikeback_t_hit_point.ros | cast-start: act_charge02_c_down.mp3<br>impact: act_strikeback_t_hit_point.mp3 |
|
||||
| Threaten | 490153 | impact: act_intimidation_t_freeze_hit_e.ros | impact: act_intimidation_t_freeze_hit_e.mp3 |
|
||||
| Shield of Valor | 490468 | cast-start: act_courage_shield_c_top.ros | cast-start: act_courage_shield_c_top.mp3 |
|
||||
| Truth Shield Bash | 490186 | cast-start: act_truth_shield_c_top.ros<br>impact: act_judge_shield_t_hit_point.ros | cast-start: act_truth_shield_c_top.mp3<br>impact: act_judge_shield_t_hit_point.mp3 |
|
||||
| Shock | 490154 | cast-start: act_holy_hand_wave_c_hand_e.ros<br>impact: act_shock_t_hit_point.ros | impact: act_shock_t_hit_point.mp3 |
|
||||
| Holy Strength | 491321 | cast-start: act_manafreeback_c_down_e.ros | cast-start: act_manafreeback_c_down_e.mp3 |
|
||||
| Hall of Dead Heroes | 495724 | aura-start: act_herosoul_buff_c_top.ros | aura-start: act_herosoul_buff_c_top.mp3 |
|
||||
| Punishment | 490151 | cast-start: act_holy_hand_wave_c_hand_e.ros<br>impact: act_judgement_t_hit_point.ros | impact: act_judgement_t_hit_point.mp3 |
|
||||
| Holy Strike | 490148 | impact: act_san_sword_t_down_e.ros | impact: act_san_sword_t_down_e.mp3 |
|
||||
| Disarmament | 490159 | impact: act_disarm01_t_hit_point.ros | impact: act_disarm01_t_hit_point.mp3 |
|
||||
| Strike of Punishment | 490179 | impact: act_brokenhit_t_hit_point.ros | impact: act_brokenhit_t_hit_point.mp3 |
|
||||
| Enhanced Armor | 490152 | cast-start: act_armorup_c_top.ros | cast-start: act_armorup_c_top.mp3 |
|
||||
| Shield of Discipline | 490192 | cast-start: act_discipline_shield_c_top.ros<br>impact: act_discipline_shield_t_hit_point.ros | cast-start: act_discipline_shield_c_top.mp3<br>impact: act_capacity_crash_c_freeze_hit_e.ros.mp3 |
|
||||
|
||||
## Knight — accepted elite pair
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Arrow of Vengeance | 491616 | release: act_revengearrow_f_i.ros<br>impact: act_revengearrow_t_hit_point_e.ros | impact: act_revengearrow_t_hit_point_e.mp3 |
|
||||
| Holy Chains | 491613 | impact: act_chain_t_down.ros | impact: act_chain_t_down.mp3 |
|
||||
| Heavenly Arrow | 491354 | cast-start: act_holy_hand_wave_c_hand_e.ros<br>impact: act_heavenarrow_t_down_e.ros | impact: act_heavenarrow_t_down_e.mp3 |
|
||||
| Sacred Resistance | 492939 | cast-start: act_holyresist_c_down_e.ros | cast-start: act_acheignore_c_down_e.mp3 |
|
||||
| Sacred Protection | 493046 | cast-start: act_holyprotect_c_down_e.ros<br>impact: act_ingoreself_t_down_e.ros | cast-start: skill_holyprotect_c_down_e.mp3<br>impact: skill_ingoreself_t_down_e.mp3 |
|
||||
| Disregard Danger | 493273 | cast-start: act_fire_hand_wave_c_hand_e.ros<br>impact: act_ingoreself_t_down_e.ros | cast-start: act_fire_hand_wave_c_hand_e.ros.mp3<br>impact: skill_ingoreself_t_down_e.mp3 |
|
||||
|
||||
## Scout — base
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Arrow of Essence | 490494 | impact: act_mentalarrow_t_freeze_hit.ros | impact: act_mentalarrow_t_freeze_hit.mp3 |
|
||||
| Wind Arrows | 491128 | release: act_gustwindarrow_f_hit_point_i.ros<br>impact: act_gustwindarrow_t_hit_point_e.ros<br>impact: act_icearrow_t_hit_point.ros | release: act_gustwindarrow_f_hit_point_i.ros.mp3<br>impact: act_gustwindarrow_t_hit_point_e.mp3<br>impact: act_gustwindarrow_f_hit_point_e.mp3<br>impact: act_icearrow_t_hit_point.mp3 |
|
||||
| Mana Drain Shot | 490441 | release: act_sorcerersting_f.ros | release: act_sorcerersting_f.mp3 |
|
||||
| Lasso | 490454 | cast-start: act_casting_c_hand.ros | cast-start: act_casting_c_hand.wav |
|
||||
| Piercing Arrow | 490400 | release: act_immolatingshot_f.ros<br>impact: act_immolatingshot_t_hit_point.ros | release: act_immolatingshot_f.mp3<br>impact: act_immolatingshot_t_hit_point.mp3 |
|
||||
| Snipe | 490450 | release: act_snipe_f.ros<br>impact: act_snipe_t_freeze_hit.ros | release: act_snipe_f.mp3<br>impact: act_snipe_t_freeze_hit.mp3 |
|
||||
| Detection | 490463 | cast-start: act_focus_c_top.ros<br>cast-start: act_focus_c_down.ros | cast-start: act_focus_c_top.mp3 |
|
||||
| Combo Shot | 490424 | release: act_arrow_f.ros<br>impact: act_arrow_t_hit_point.ros | release: act_arrow_f.mp3<br>impact: act_arrow_t_hit_point.mp3 |
|
||||
| Neck Strike | 490438 | impact: act_neckattack_t_mouth.ros | impact: act_neckattack_t_mouth.mp3 |
|
||||
| Reflected Shot | 490457 | release: act_deflecting_shot_f.ros<br>impact: act_deflecting_shot_t_freeze_hit.ros | release: act_deflecting_shot_f.mp3<br>impact: act_deflecting_shot_t_freeze_hit.mp3 |
|
||||
| Concentration | 490460 | impact: act_concentration_t_top.ros | impact: act_concentration_t_top.mp3 |
|
||||
| Target Area | 490464 | cast-start: act_physical_casting_c_hand.ros<br>cast-start: act_shooterexpert_c_down.ros | cast-start: act_physical_casting_c_hand.mp3<br>cast-start: act_shooterexpert_c_down.mp3 |
|
||||
| Frost Arrow | 491163 | release: act_icearrow_f.ros<br>impact: act_icearrow_t_hit_point.ros | release: act_icearrow_f.mp3<br>impact: act_icearrow_t_hit_point.mp3 |
|
||||
| Autoshot | 492589 | release: act_normalarrow_f_i.ros<br>impact: act_arrow_t_hit_point.ros | impact: act_arrow_t_hit_point.mp3 |
|
||||
| Shot | 490423 | release: act_arrow_f.ros<br>impact: act_arrow_t_hit_point.ros | release: act_arrow_f.mp3<br>impact: act_arrow_t_hit_point.mp3 |
|
||||
| Vampire Arrows | 491292 | release: act_bitesbloodarrow_f_hit_point_i.ros<br>impact: act_bitesbloodarrow_t_hit_point_e.ros<br>impact: act_bloodstain_t_freeze_down.ros | impact: act_bitesbloodarrow_t_hit_point_e.mp3<br>impact: act_bloodstain_t_freeze_down.mp3 |
|
||||
| Joint Blow | 490420 | impact: act_jointattack_t_freeze_hit.ros | impact: act_jointattack_t_freeze_hit.mp3 |
|
||||
| Blood Arrow | 490434 | cast-start: act_fear_c_hand.ros | — |
|
||||
| Throat Attack | 490428 | impact: act_throatattack_t_mouth.ros | impact: act_throatattack_t_mouth.mp3 |
|
||||
| Wrist Attack | 490451 | impact: act_handoff_t_freeze_hit_e.ros | impact: act_handoff_t_freeze_hit_e.mp3 |
|
||||
|
||||
## Scout — accepted elite pair
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Weak Spot | 491493 | release: act_bitesbloodarrow_f_hit_point_i.ros<br>impact: act_lockbuff_t_top.ros | impact: act_lockbuff_t_top.mp3 |
|
||||
| Blinding Powder | 491336 | impact: act_blindpowder_t_top_e.ros | impact: act_blindpowder_t_top_e.mp3 |
|
||||
| Sapping Arrow | 491496 | release: act_weakarrow_f_i.ros<br>impact: act_weakarrow_t_freeze_hit_e.ros | impact: act_weakarrow_t_freeze_hit_e.mp3 |
|
||||
| Deadly Poison Bite | 492621 | cast-start: act_poison_casting_c_hand.ros<br>release: act_deadlypoison_f_i.ros<br>impact: act_deadlypoison_t_hit_point_e.ros<br>impact: act_bitesbloodarrow_t_hit_point_e.ros | impact: skill_deadlypoison_t_hit_point_e.mp3<br>impact: act_bitesbloodarrow_t_hit_point_e.mp3 |
|
||||
|
||||
## Rogue — base
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Assassins Rage | 490506 | cast-start: act_absolute_strike_c_top.ros | cast-start: act_absolute_strike_c_top.mp3 |
|
||||
| Low Blow | 490323 | impact: act_crow01_t_hit_point.ros | impact: act_crow01_t_hit_point.mp3 |
|
||||
| Wound Attack | 490313 | impact: act_scotch_t_freeze_hit.ros | impact: act_scotch_t_freeze_hit.mp3 |
|
||||
| Blind Spot | 490311 | impact: act_fracture01_t_freeze_hit.ros | impact: act_fracture01_t_freeze_hit.mp3 |
|
||||
| Numbing Dagger | 490347 | cast-start: nor_dark_casting.ros<br>release: act_throw01_f.ros | release: act_throw.mp3 |
|
||||
| Poison | 490329 | cast-start: act_apply_poison_c_hand.ros | cast-start: act_apply_poison_c_hand.mp3 |
|
||||
| Hide | 490312 | cast-start: act_snug_c_freeze_down.ros | cast-start: act_snug_c_freeze_down.mp3 |
|
||||
| Premeditation | 490507 | cast-start: act_premeditation_c_hand.ros | cast-start: act_premeditation_c_hand.mp3 |
|
||||
| Sneak Attack | 490337 | impact: act_sneak_attack_t_freeze_hit.ros | impact: act_scotch_t_freeze_hit.mp3 |
|
||||
| Vanish | 490354 | cast-start: act_hiding_c_freeze_down.ros | cast-start: act_hiding_c_freeze_down.mp3 |
|
||||
| Sprint | 490341 | cast-start: act_speedup01_c_down.ros | cast-start: act_speedup01_c_down.mp3 |
|
||||
| Evasion | 490355 | cast-start: act_illusionmoving_c_down.ros | cast-start: act_illusionmoving_c_down.mp3 |
|
||||
| Combo Throw | 490338 | release: act_throw01_f.ros<br>impact: act_throw01_t_hit_point.ros | release: act_throw.mp3<br>impact: act_throw01_t_hit_point.mp3 |
|
||||
| Shadow Prison | 490346 | cast-start: act_dark_hand_wave_c_hand_e.ros | — |
|
||||
| Informer | 490350 | impact: nor_hitrateup_t_down_e.ros | — |
|
||||
| Fervent Attack | 490333 | cast-start: act_attackspeedup_c_down.ros | cast-start: act_attackspeedup_c_down.mp3 |
|
||||
| Shadowstab | 490306 | impact: act_serpentine_t_freeze_hit.ros | impact: act_serpentine_t_freeze_hit.mp3 |
|
||||
| Throw | 490309 | release: act_throw01_f.ros<br>impact: act_throw01_t_hit_point.ros | release: act_throw.mp3<br>impact: act_throw01_t_hit_point.mp3 |
|
||||
| Blind Stab | 490317 | impact: act_blind01_t_freeze_hit.ros | impact: act_blind01_t_freeze_hit.mp3 |
|
||||
| Shadow Step | 490344 | cast-start: act_shadowmoving_c_down.ros<br>cast-start: act_disaster_appear_c_down_e.ros | cast-start: act_shadowmoving_c_down.mp3<br>cast-start: act_disaster_appear_c_down_e.mp3 |
|
||||
|
||||
## Rogue — accepted elite pair
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Death's Touch | 491339 | cast-start: act_dark_hand_wave_c_hand_e.ros<br>impact: act_deathtouch_t_down_e.ros<br>impact: act_serpentine_t_freeze_hit.ros | impact: act_deathtouch_t_down_e.mp3<br>impact: act_serpentine_t_freeze_hit.mp3 |
|
||||
| Poisonous Infection | 492625 | impact: act_poisondot_t_down.ros | impact: act_poisondot_t_down.mp3 |
|
||||
| Poison Spray | 492920 | cast-start: act_earth_hand_wave_c_hand_e.ros<br>impact: act_vriusinfection_t_freeze_down_e.ros | cast-start: act_earth_hand_wave_c_hand_e.mp3<br>impact: skill_vriusinfection_t_freeze_down_e.mp3 |
|
||||
| Decay | 493017 | impact: act_rot_t_down_e.ros | impact: skill_rot_t_down_e.mp3 |
|
||||
|
||||
## Mage — base
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Elemental Catalysis | 490238, 497971 | cast-start: act_casting_c_hand.ros<br>cast-start: act_castup01_c_down.ros | cast-start: act_casting_c_hand.mp3<br>cast-start: act_castup01_c_down.mp3 |
|
||||
| Flame | 491150 | cast-start: act_fireball01_c_hand_i.ros<br>cast-start: act_fireball02_c_hand_e.ros<br>release: act_fireball01_f_i.ros<br>impact: act_fireball01_t_freeze_hit_e.ros | cast-start: act_vengeance_c_hand.mp3<br>cast-start: act_fireball02_c_hand_e.ros.mp3<br>release: act_fireball02_f.mp3<br>impact: act_fireball01_t_freeze_hit_e.ros.mp3 |
|
||||
| Electrostatic Charge | 491156 | cast-start: act_casting_c_hand.ros<br>cast-start: act_electricfield_c_top.ros<br>aura-start: act_electricfieldbuff_c_down_i.ros | cast-start: act_casting_c_hand.mp3<br>cast-start: act_electricfield_c_top.mp3<br>aura-start: act_electricfieldbuff2.mp3<br>aura-start: act_electricfieldbuff_c_down_i.ros.mp3 |
|
||||
| Discharge | 490242 | cast-start: act_wind_hand_wave_c_hand_e.ros<br>cast-start: act_lightningstrike_c_shoot.ros<br>cast-start: act_deep_thought_c_down_e.ros | cast-start: act_lightningstrike_c_shoot.mp3 |
|
||||
| Meteor Shower | 490252 | cast-start: act_noncasting_c_hand.ros<br>impact: act_shottingstars_t_down.ros | impact: act_shottingstars_t_down.mp3 |
|
||||
| Phoenix | 490239 | cast-start: act_vengeance_c_hand.ros<br>cast-start: act_phoenix_c_freeze_down.ros<br>cast-start: act_deep_thought_c_down_e.ros<br>impact: act_firedot_t_down.ros | cast-start: act_vengeance_c_hand.mp3<br>cast-start: act_phoenix_c_freeze_down.ros.mp3<br>impact: act_firedot_t_down.mp3 |
|
||||
| Purgatory Fire | 491153 | cast-start: act_fireball02_c_hand_e.ros<br>impact: act_fireball01_t_freeze_hit_e.ros<br>impact: act_firedot_t_down.ros | cast-start: act_fireball02_c_hand_e.ros.mp3<br>impact: act_fireball01_t_freeze_hit_e.ros.mp3<br>impact: act_firedot_t_down.mp3 |
|
||||
| Energy Influx | 490218 | aura-start: act_magebuff01_c_top.ros | aura-start: act_magebuff01_c_top.ros.mp3 |
|
||||
| Energy Well | 490251 | impact: act_manareduce01_c_hit_point.ros | impact: act_manareduce01_c_hit_point.mp3 |
|
||||
| Elemental Weakness | 490247, 497977 | cast-start: act_casting_c_hand.ros<br>impact: act_elementdecay_t_down.ros | cast-start: act_dark_casting_c_hand.wav<br>impact: act_elementdecay_t_down.mp3 |
|
||||
| Thunderstorm | 490244 | cast-start: act_casting_c_hand.ros<br>cast-start: act_torodo_c_freeze_down.ros<br>impact: act_rushlevel_fail_c_hit.ros | cast-start: act_casting_c_hand.mp3<br>cast-start: act_torodo_c_freeze_down.ros.mp3<br>impact: act_rushlevel_fail_c_hit.ros.mp3 |
|
||||
| Plasma Arrow | 491169 | cast-start: act_electric_casting_c_hand_i.ros<br>release: act_electric_arrow_f_i.ros<br>impact: act_electric_explode_t_freeze_hit_e.ros | cast-start: act_electric_casting_c_hand_i_db.mp3<br>cast-start: act_electric_casting_c_hand_ifadein.mp3<br>release: act_electric_arrow_f_i.ros.mp3<br>impact: act_electric_explode_t_freeze_hit_e.ros.mp3 |
|
||||
| Electric Bolt | 491168 | cast-start: act_electric_casting_c_hand_i.ros<br>release: act_electric_ball_f_i.ros<br>impact: act_electric_ball_t_freeze_hit_e.ros<br>impact: act_electric_dot_t_down_e.ros | cast-start: act_electric_casting_c_hand_i_db.mp3<br>cast-start: act_electric_casting_c_hand_ifadein.mp3<br>impact: act_electric_dot_t_down_e.ros.mp3 |
|
||||
| Electric Explosion | 491170 | cast-start: act_electric_casting_c_hand_i.ros<br>impact: act_electric_explode_f_i.ros<br>impact: act_electric_explode_t_freeze_hit_e.ros | cast-start: act_electric_casting_c_hand_i_db.mp3<br>cast-start: act_electric_casting_c_hand_ifadein.mp3<br>impact: act_electric_explode_f_i.ros.mp3<br>impact: act_electric_explode_t_freeze_hit_e.ros.mp3 |
|
||||
| Electric Compression | 491171 | cast-start: act_electricnet_recharge_c_down_e.ros | cast-start: act_electricnet_recharge_c_down_e.ros.mp3 |
|
||||
| Static Field | 491172 | cast-start: act_electric_casting_c_hand_i.ros<br>cast-start: act_electric_net_c_down_e.ros<br>impact: act_electric_net_t_down_i.ros | cast-start: act_electric_casting_c_hand_i_db.mp3<br>cast-start: act_electric_casting_c_hand_ifadein.mp3<br>cast-start: act_electric_net_c_down_e.ros.mp3<br>impact: act_electric_net_t_down_i.ros.mp3 |
|
||||
| Fireball | 490204 | cast-start: act_fire_hand_wave_c_hand_e.ros<br>cast-start: act_deep_thought_c_down_e.ros<br>release: act_fireball02_f.ros<br>impact: act_fireball02_t_hit_point.ros | cast-start: act_fire_hand_wave_c_hand_e.ros.mp3<br>release: act_fireball02_f.mp3<br>impact: act_fireball02_t_hit_point.mp3 |
|
||||
| Lightning | 490212 | cast-start: act_wind_hand_wave_c_hand_e.ros<br>cast-start: act_deep_thought_c_down_e.ros<br>impact: act_summonlighting_t_hit_point.ros | impact: act_summonlighting_t_hit_point.mp3 |
|
||||
| Intensification | 490225, 497976 | — | — |
|
||||
| Silence | 490296 | cast-start: act_casting_c_hand.ros<br>cast-start: act_dark_hand_wave_c_hand_e.ros | cast-start: act_dark_casting_c_hand.wav |
|
||||
| Fire Ward | 490248 | cast-start: act_vengeance_c_hand.ros<br>cast-start: act_fireresistance_c_top.ros | cast-start: act_vengeance_c_hand.mp3<br>cast-start: act_fireresistance_c_top.mp3 |
|
||||
|
||||
## Mage — accepted elite pair
|
||||
|
||||
| Skill | Source spell IDs | Effect phase and source model | Sound phase and source cue |
|
||||
| --- | --- | --- | --- |
|
||||
| Static Resonance | 498744 | cast-start: act_electricity-field_c_down_e.ros | cast-start: act_electricity-field_c_down_e.mp3 |
|
||||
| Breath Erase | 498750 | cast-start: act_hide_c_down_e.ros | cast-start: act_hide_c_down_e.mp3 |
|
||||
| Soul Stepping | 498757 | cast-start: act_soul_walker_c_down_e.ros | cast-start: act_soul_walker_c_down_e.mp3 |
|
||||
| Deep Inspiration | 498758 | cast-start: act_deep_open_c_down_e.ros | cast-start: act_deep_open_c_down_e.mp3 |
|
||||
| Fire Lightning Burst | 498759 | cast-start: act_fireball01_c_hand_i.ros<br>cast-start: act_electric_casting_c_hand_i.ros<br>release: act_fire-thunder_f.ros<br>impact: act_fire-thunder_t_hitpoint_e.ros | cast-start: act_vengeance_c_hand.mp3<br>cast-start: act_electric_casting_c_hand_i_db.mp3<br>cast-start: act_electric_casting_c_hand_ifadein.mp3<br>release: act_fire-thunder_f02.wav<br>release: act_fire-thunder_f01.mp3<br>impact: act_fire-thunder_t_hitpoint_e.mp3 |
|
||||
|
||||
## Decoded particle archive
|
||||
|
||||
The particle archive covers 170 referenced ROS models, with 9 fully decoded models and 161 partial models. 74 models are renderer-ready and 1 has a browser-playable partial original. The Priest holy cast's remaining EventTrigger is an audio callback; Urgent Heal's target renders its source sprites, emitted rune mesh, and animated ground decal. Its terrain-triangle decal projection remains approximated by a level plane. The archive exports 668 sprite controllers and 139 distinct PNG textures. See `public/assets/game/combat-effects/original/runewaker/manifest.json` for per-model details.
|
||||
|
||||
## Next conversion step
|
||||
|
||||
The WebGL sprite renderer plays Priest Urgent Heal, Heal, and Group Heal casting; Urgent Heal's target impact with its source rune mesh and decal; Rising Tide's cast, projectile release, and target impact; Knight Charge cast and Whirlwind Shield impact; and Mage Electric Bolt projectile. Urgent Heal's holy cast EventTrigger starts a looping 3D WAV, and its target impact triggers the source benedictory heal MP3. Rising Tide retains its packaged cast WAV and now plays its ROS-linked projectile release and target impact MP3s. Impact cues use the target position. Urgent Heal's decal uses a level plane in place of the client's terrain projection. The Direct3D source and packaged ROS data remain the reference for subsequent phases.
|
||||
@@ -0,0 +1,61 @@
|
||||
# RoM stat weights and gearing audit
|
||||
|
||||
Status: **WoW-stat hybrid chosen for gameplay; native source model retained as reference**. This audit covers the Priest/Knight healer, Knight/Scout tank, Scout/Rogue DPS, Rogue/Warrior DPS, and Mage/Warlock DPS. The game keeps RoM abilities and class pairings. The five accepted builds now use WoW-equivalent base curves, hybrid heirlooms, and WoW-derived combat stats. See `docs/ROM_HEIRLOOM_REFERENCE.md` for the client-derived blue-item atlas and native-stat curves; those numbers are reference points and are not applied directly to these five builds.
|
||||
|
||||
## Current runtime
|
||||
|
||||
- `src/game/wotlkStats.ts` gives the five accepted primaries their corresponding Wrath base attribute, HP, and Mana curves. At level 10 the secondary contributes 10% of its WoW-equivalent curve **at the primary's level**. Human curves cover Priest, Knight, Rogue, and Mage; Scout uses Night Elf. Durnik remains a RoM dwarf, but Human Mage is the base-curve fallback because Wrath 3.3.5 has no Dwarf Mage row. Other RoM classes still use `src/game/romStats.ts` native growth. The shared secondary level is the game's progression rule, even though the historical source allowed separate class levels.
|
||||
- `src/game/wotlkStats.ts` maps native Wisdom into WoW Spirit only on the remaining native-growth path, then derives HP, Mana, attack power, spell power, avoidance, and ratings with WoW rules. This is the selected compatibility adapter, not a historical RoM conversion. In particular, the global Mana multiplier and Stamina-to-HP rule are not source RoM formulas.
|
||||
- `src/game/specializationCatalog.ts` defines distinct hybrid gear profiles for the five builds. `src/game/heirloomEquipment.ts` gives these five WoW-stat heirlooms at levels 1–79 from a level budget without matching WoW boss drops. The equipment model has independent main-hand, off-hand, and ranged slots. Knight/Scout gains a bow at level 10 alongside mace/shield; Scout/Rogue gains an off-hand dagger at 16 alongside dagger/bow; Rogue/Warrior gains a projectile at 12 and an off-hand dagger at 16. Priest/Knight uses mace/shield and Mage/Warlock uses a staff; their ranged slots remain empty. The five hybrid loadouts omit the WoW wrist slot; `src/game/equipment.ts` permits Priest shields. These are active gameplay gear, while the native source curves remain references. Other RoM classes retain their existing fallback gear path until separately validated.
|
||||
- `src/game/runewakerLootCatalog.ts` keeps imported RoM drops as non-equippable `misc` items with zero stats. The loot importer preserves names and probabilities but does not decode native equipment slots, base stats, or enhancements. `src/game/lootPolicy.ts` suppresses **all** boss item drops during leveling; boss cards are awarded through a separate path. At level 80, imported RoM boss items still lack usable equipment data.
|
||||
|
||||
## Source stat model
|
||||
|
||||
The historical RuneWaker source is under `../rom-pvt-server-backups/Runewaker/`. `SourceCodeVS2019/Libraries/Union/RoleData/RoleAttr.cpp` builds each conversion argument from race + vocation + sex. `Resource/data/voctable.db`, `racetable.db`, and `sextable.db` hold those terms; `ObjectStruct.h` defines the argument layout. The player vocation record is the second record of each class pair, as already used by `scripts/runewaker-pipeline/vocation-growth.mjs`.
|
||||
|
||||
After base growth and equipment attribute bonuses, source `RoleAttr.cpp` computes:
|
||||
|
||||
| Native result | Source dependency before rate modifiers |
|
||||
| --- | --- |
|
||||
| Max HP | base HP + Strength × `HpStrArg` + Stamina × `HpStaArg` + flat equipment HP |
|
||||
| Max MP | base MP + Intelligence × `MPIntArg` + Wisdom × `MpMndArg` + flat equipment MP |
|
||||
| Physical ATK | Strength × `AtkStrArg` + Intelligence × `AtkIntArg` + Agility × `AtkAgiArg` + flat equipment ATK |
|
||||
| DEF / MDEF | Stamina × `DefArg` + armor/flat DEF; Wisdom × `MDefArg` + flat MDEF |
|
||||
| Magical ATK | Intelligence × `MAtkArg` + flat equipment MATK |
|
||||
| HP / MP regeneration | base rate + Stamina × `ReHpArg`; base rate + Wisdom × `ReMpArg` |
|
||||
| Physical hit / dodge | Agility plus corresponding equipment values and fixed arguments |
|
||||
| Magical hit / dodge | Wisdom, with Agility also contributing to magical dodge |
|
||||
|
||||
The table below shows **vocation terms only** from the player records of `voctable.db`. Race and sex terms are additive, so these are not final character coefficients and must not be pasted into a gear-score formula as complete weights.
|
||||
|
||||
| Primary role | Relevant source vocation terms | Gear consequence to validate |
|
||||
| --- | --- | --- |
|
||||
| Knight tank | Stamina → HP 5, DEF 1.5; Wisdom → MP 5, MDEF 3.2 | Value shield/armor DEF, Stamina, MDEF, and survival against actual encounter damage. A WoW defense-rating budget is not a substitute. |
|
||||
| Priest healer | Intelligence → MATK 2, MP 1; Wisdom → MP 5, MDEF 3, MP regeneration 0.3 | Keep healing effect power, Mana sustain, and Wisdom distinct from WoW Spirit and generic spell power. |
|
||||
| Scout DPS | Strength → physical ATK 2; Agility contributes to hit/dodge through fixed arguments | Bow damage and physical ATK need source conversion before a Strength/Agility score can be trusted. |
|
||||
| Rogue DPS | Strength → physical ATK 1; Agility → physical ATK 1 and hit/dodge | Evaluate both attributes and equipped dagger damage, including the off hand. |
|
||||
| Mage DPS | Intelligence → MATK 2; Wisdom → MP 5 and MDEF 2.3 | MATK, magical weapon damage, and sustain need separate scoring. |
|
||||
|
||||
Priest healing cannot be scored by MATK alone: the source healing path also uses magic-power rate and heal-point inputs. Critical chance, weapon damage, resistance, and encounter mix further change the value of a stat. These conversion coefficients are mechanics, not final DPS/HPS weights.
|
||||
|
||||
## Hybrid gameplay boundary
|
||||
|
||||
The five-class equipment path deliberately translates RoM roles into WoW combat inputs: Strength and Agility feed physical attack, Intelligence and Wisdom (as Spirit) feed spell and resource stats, defense/avoidance use armor and WoW ratings, and healing uses spell power and Mana sustain. The gear profile weights and heirloom budgets are design choices, not a claim that RoM native stats have the same numerical scale as WoW stats. The source item atlas can guide level progression and class identity without copying DEF, MDEF, MATK, Heal Point, or weapon damage into WoW fields one-for-one.
|
||||
|
||||
This reduces equipment implementation work but still requires targeted balance validation. The earlier three-seed Shadoj diagnostic with the paired cohort and active Priest defeated the boss at levels 20, 60, and 79; Mage damage remained well below Scout/Rogue, and Priest died in each level-79 run. After switching the base curves, a one-seed Shadoj screen at each of levels 20, 60, and 79 defeated the boss with zero deaths. At level 60, Mage dealt about 185 DPS versus Scout 971 and Rogue 1,026; Mage remains a large outlier. The current reports are under `artifacts/balance-lab/rom-hybrid-wowbase-l{20,60,79}-shadoj`. These are screening runs against one encounter, not balance certification. RoM remains Needs Testing; `docs/ROM_FIVE_VALIDATION.md` records the elite-skill checks and unresolved source gaps.
|
||||
|
||||
## Optional native-fidelity path
|
||||
|
||||
RoM equipment has base item properties plus additional attribute sources. [Gameforge's class guide](https://archive.runesofmagic.gameforge.com/en/classes.html) lists native class weapon/armor permissions. Its [rune guide](https://archive.runesofmagic.gameforge.com/us/runes.html) describes socketed runes and up to four rune slots; its [Arcane Transmutor guide](https://archive.runesofmagic.gameforge.com/en/arcanetransmutor.html) describes transferring attributes through Fusion and Mana Stones. These changes must be represented as item-instance bonuses rather than a WoW item-level budget. Source `RoleAttr.cpp` already distinguishes flat equipment contributions, attribute contributions, and multiplicative rates.
|
||||
|
||||
1. Use `scripts/runewaker-pipeline/export-rom-heirloom-reference.mjs` and `src/game/generated/romHeirloomReference.json` as decoded references for native slot, armor/weapon type, base effects, deterministic fixed attributes, and required level. Preserve item IDs and investigate the 727 records with unresolved attribute IDs and any special effects before importing historical source items. The `src/game/romHeirloomReference.ts` lookup is design data and is not read by combat equipment.
|
||||
2. Add a RoM item-instance bonus layer for native flat stats, transferred attributes, rune sockets, and later enhancement/tier data. Sum those bonuses into a native stat block. Keep WoW `ItemStats` and heirloom scoring unchanged for WoW characters.
|
||||
3. Extend the generated class data with race and sex arguments and the vocation conversion coefficients. Keep secondary growth tied to the primary's level, including after the level-10 secondary unlock. Convert the complete RoM stat block to combat inputs through a RoM-specific adapter, including ATK, MATK, DEF, MDEF, and separate healing inputs.
|
||||
4. If granting historical quest or item-shop packages later, resolve exact package expansion and translate their properties into the chosen WoW-stat budget or add a separate native item path. The client snapshot confirms armor-choice quest families at levels 5, 30, 50, 55, 60, and 65; see `docs/ROM_LEVELING_GEAR_PACKAGES.md`. Dungeon bosses award cards during leveling, not equipment or miscellaneous items. Do not copy native item numbers directly into WoW ratings.
|
||||
5. Derive role-specific *upgrade scores* from the marginal combat effect of each native stat at the current level and gear state. Measure Knight survival/threat, Priest effective HPS and sustain, and each DPS build's damage on the same targeted encounter set. Source coefficients seed that model; targeted combat measurements establish practical weights and catch caps or nonlinear effects.
|
||||
|
||||
## Online and validation boundary
|
||||
|
||||
`server/database.mjs` rejects a RoM/WoW source mixture when a grouped player selects a character and checks again when an activity starts. Until RoM AI companions are separately ready, online RoM groups launch players-only; the WoW-only randomized Bite-Sized Stockades activity is unavailable to them. This does not change local manual RoM party diagnostics. The five RoM profiles remain **Needs Testing** while live NPC-cast coverage, equipment compatibility, and the Mage damage outlier are investigated. The identified level-60/70 source replacement skills now execute through their parent abilities, and Priest/Knight Devotion Halo is a separate playable skill.
|
||||
|
||||
Validate the hybrid with legal slot/equip tests for all five builds, stat growth across 1–79, `npm run test:rom-five`, and targeted level/encounter diagnostics. Check Knight threat and survival, Priest effective healing and sustain, and the three DPS roles separately before promotion. If package rewards are added, compare their translated upgrades and combat outcomes. A common encounter definition can use source-specific tuning coefficients; no duplicate WoW/RoM dungeon catalogs are required by this audit.
|
||||
@@ -0,0 +1,39 @@
|
||||
# RuneWaker dungeon maps
|
||||
|
||||
The RuneWaker minimap shows a cropped dungeon map centered on the live player
|
||||
marker. Press **M** or click the minimap to open the full map. The player marker
|
||||
and heading, entrance, and numbered encounters use the same coordinate projection
|
||||
in both views. The full map closes with **M**. The existing map keybind and minimap
|
||||
rotation preference apply to RuneWaker dungeons too.
|
||||
|
||||
All 30 imported RuneWaker dungeon definitions have maps. Fifteen use calibrated
|
||||
minimap tiles from the extracted RuneWaker client. Fifteen use floorplans rendered
|
||||
from each dungeon's imported navigation mesh because matching client tiles are
|
||||
missing or cannot be aligned confidently. The floorplans still place live markers
|
||||
and encounters at their runtime coordinates. The UI labels a floorplan as such.
|
||||
|
||||
## Reimporting
|
||||
|
||||
Run `python scripts/runewaker-pipeline/import-maps.py` from the HealerMan root with
|
||||
Pillow and NumPy available. `RUNEWAKER_ROOT` can point to the extracted RuneWaker
|
||||
client; the default is `../Runewaker`. The importer reads DDS tiles under
|
||||
`Resource/texture/minimap`, the primary WDB placement in each dungeon's
|
||||
`import-metadata.json`, and the navigation GLB. It measures alignment between the
|
||||
tile artwork and navigation geometry, accepts client artwork at confidence 0.65
|
||||
or higher, and creates a navigation floorplan otherwise.
|
||||
|
||||
The generated PNGs live at `public/assets/game/dungeons/<id>/maps/runewaker-map.png`.
|
||||
The runtime projection and source checksums live in
|
||||
`src/game/generated/runewakerDungeonMaps.generated.json`. The map loader rejects
|
||||
catalog entries when the dungeon map ID, coordinate transform, or visual checksum
|
||||
no longer matches the runtime definition. Reimport after changing those inputs.
|
||||
|
||||
Run `npm run content:publish` after reimporting so downloadable dungeon packs
|
||||
contain their map PNGs, then `npm run build` to refresh the bundled app.
|
||||
|
||||
## Verification
|
||||
|
||||
Run `node node_modules/vitest/vitest.mjs run src/game/dungeonArtworkMap.test.ts src/ui/DungeonMapGraphic.test.ts src/ui/MapPanel.test.ts`.
|
||||
`node scripts/playtest-runewaker-maps.cjs` checks Forsaken Abbey in a browser,
|
||||
including its downloaded artwork, minimap, M-key full map, and marker projection.
|
||||
Screenshots are written to `artifacts/playtest/runewaker-maps/`.
|
||||
@@ -0,0 +1,110 @@
|
||||
# WoW bite-sized dungeon slice audit
|
||||
|
||||
## Scope and decision rule
|
||||
|
||||
This is a first-pass design audit of the 51 standard WoW dungeons already imported by Healer Man (Classic through Wrath of the Lich King). The map atlas and campaign catalog are the project source of truth for the layouts and encounter names. Three additional imported definitions are Healer Man / Ascension custom dungeons, so they are not part of this WoW pass.
|
||||
|
||||
A good slice should feel like a complete short outing: a clear reason to enter, one strong visual space or route, a handful of combat beats, and one satisfying final encounter. The closest existing model is **Stormwind Stockade: Cellblock Rush**: keep the original environment, retain one route, wall off the side wings, and finish on one seeded boss. Some source dungeons have a scripted event that makes an even better slice, but that event also raises implementation cost.
|
||||
|
||||
Ratings:
|
||||
|
||||
- **A — prototype first:** a distinctive, self-contained route or set piece with a natural finish.
|
||||
- **B — promising:** a useful slice exists, but topology, gates, optional routes, or event handling need more design.
|
||||
- **C — keep whole / no clean cut:** the full dungeon is already compact or event-led, or a cut would lose what makes the instance work.
|
||||
|
||||
The three first-pass candidates below are registered as derived Bite-Sized dungeons. After the first play report, the Wailing escort was replaced with Verdan’s room fight, the Deadmines entry was moved onto Mr. Smite’s source spawn, and Skadi’s hidden start interaction was replaced with a guard clear. The Skadi entrance and guards now occupy the connected source wave corridor. Companion navigation, wipes, completion, and results still need an in-game pass.
|
||||
|
||||
| Prototype | Implemented slice | Open playtest question |
|
||||
| --- | --- | --- |
|
||||
| Wailing Caverns — Verdan’s Lair | Starts inside Verdan’s chamber at a navigation-surface point. Three source cave mobs spawn in the room; defeating all three activates Verdan. Naralex and Mutanus remain only in the full dungeon. | Confirm the room population, Verdan activation, party targeting, and completion in play. |
|
||||
| The Deadmines — Take the Ship | Starts at Mr. Smite’s source floor position, clears the ship population, gates VanCleef behind Captain Greenskin, then ends in the cabin. | Confirm the new start is grounded and the ship route remains walkable. |
|
||||
| Utgarde Pinnacle — Skadi’s Gauntlet | Starts on the grounded source wave corridor. Defeating three first-wave guards along that corridor activates Skadi at its far end. The long waves and harpoons are omitted from this short run. | Confirm Skadi appears after the guard clear and the fight completes without an interaction. |
|
||||
|
||||
Each derived ID resolves to its source dungeon’s content pack and map asset directory through `dungeonContentSourceId`; the original full-length dungeon remains unchanged. The new entries are labeled Bite-Sized and beta until those playtests are recorded.
|
||||
|
||||
## Best first prototypes
|
||||
|
||||
| Rank | Dungeon slice | Why it fits | Main implementation question |
|
||||
| --- | --- | --- | --- |
|
||||
| 1 | **Wailing Caverns — Verdan’s Lair:** clear the chamber mobs, then fight Verdan the Everliving. | One navigable cave room and a clear boss reveal keep the run short. The Naralex escort remains a future, more complex candidate. | Verify the room floor, combat spacing, and boss activation in play. [Dungeon overview](https://warcraft.wiki.gg/wiki/Wailing_Caverns) |
|
||||
| 2 | **The Deadmines — Take the Ship:** enter at Mr. Smite’s deck position, clear the ship, fight Captain Greenskin, then finish Edwin VanCleef in the cabin. | One strong visual set piece, a straightforward forward route, and a natural boss finale. The optional Cookie detour can be left out. [Classic guide](https://warcraft.wiki.gg/wiki/Deadmines_%28Classic%29) |
|
||||
| 3 | **Zul’Farrak — The Staircase:** start at the pyramid event, survive Sergeant Bly’s descending waves, and finish at Chief Ukorz’s chamber. | The stair defense is already a compact wave encounter with a clear spatial progression; it could be a bite-sized run by itself or a short prelude into a boss. | Choose whether Bly and his group are protected participants or replace the event with a controlled wave sequence; the event’s outcome opens the Ukorz route. [Instance map and event guide](https://ptgmedia.pearsoncmg.com/imprint_downloads/brady/wow/zulfarrak/zulfarrak_lr.pdf) |
|
||||
| 4 | **The Blood Furnace — Broggok’s Breakout:** begin at the prison cells, release the waves, then push through the final corridor to Keli’dan. | A tight industrial route with a built-in escalation and a boss payoff. The map is compact and the three encounters already form a clean progression. [Dungeon overview](https://warcraft.wiki.gg/wiki/Blood_Furnace) |
|
||||
| 5 | **Utgarde Pinnacle — Skadi’s Gauntlet:** defeat the guards at Eagle’s Eye, then fight Skadi on the approach. | The short implementation gives the route an immediate, visible boss payoff. A full moving-wave and harpoon event remains a separate candidate. [Encounter guide](https://www.icy-veins.com/wotlk-classic/utgarde-pinnacle-dungeon-guide) |
|
||||
| 6 | **Pit of Saron — The Quarry Breakout:** free the enslaved workers, clear the ambushes and tunnel, then confront Tyrannus. | A linear outdoor quarry gives the route space to breathe, and the rescue objective gives a strong reason to advance. The original instance already frames the final boss around freeing the slaves. [Dungeon overview](https://warcraft.wiki.gg/wiki/Pit_of_Saron) |
|
||||
| 7 | **The Shattered Halls — Kargath’s Gauntlet:** start around Warbringer O’Mrogg, push through the final gauntlet, and finish in Kargath’s arena. | A direct late-dungeon route with a clear arena payoff. It works best if the final hallway pressure is the feature, not just a boss rush. |
|
||||
| 8 | **Shadow Labyrinth — The Screaming Hall:** begin around Grandmaster Vorpil’s chamber and advance along the final hall to Murmur. | The project map shows a long, distinct finale corridor, and the two-boss ending provides a natural short arc without needing to reproduce the whole labyrinth. [Dungeon overview](https://warcraft.wiki.gg/wiki/Shadow_Labyrinth) |
|
||||
| 9 | **Halls of Lightning — Ionar to Loken:** use the storm overlook and the route into Loken’s sanctum as the final ascent. | Strong visual progression from open storm space to titan interior; Ionar already guards the entrance to Loken’s sanctum. [Ionar’s encounter context](https://warcraft.wiki.gg/wiki/Ionar) |
|
||||
|
||||
**Current first batch:** Verdan’s Lair, Take the Ship, and Skadi’s Gauntlet. These now use short room and route progressions with explicit boss activation.
|
||||
|
||||
## Full 51-dungeon scan
|
||||
|
||||
| Expansion | Dungeon | Best bite-sized slice to investigate | Rating |
|
||||
| --- | --- | --- | :---: |
|
||||
| Classic | Shadowfang Keep | Fenrus through Wolf Master Nandos and up to Arugal’s tower. | B |
|
||||
| Classic | Stormwind Stockade | The existing central Cellblock Rush is already the reference design. | C |
|
||||
| Classic | The Deadmines | Mr. Smite’s ship ramp through Greenskin to VanCleef’s cabin. | A |
|
||||
| Classic | Wailing Caverns | Verdan’s chamber fight now; Naralex escort is deferred. | A |
|
||||
| Classic | Razorfen Kraul | The deeper boar warrens and Charlga’s area; the open, branching route needs a firm start boundary. | B |
|
||||
| Classic | Blackfathom Deeps | Kelris’s altar ritual and the opened route to Aku’mai. | B |
|
||||
| Classic | Uldaman | The late titan-vault approach to Archaedas. | B |
|
||||
| Classic | Gnomeregan | The Clean Zone and final approach to Thermaplugg. | B |
|
||||
| Classic | Sunken Temple | The lower sanctum / Avatar of Hakkar ritual through Shade of Eranikus. | B |
|
||||
| Classic | Razorfen Downs | The Spiral of Thorns and Amnennar’s crypt, with the optional Belnistrasz escort kept as a variant. | B |
|
||||
| Classic | Scarlet Monastery | Use the Cathedral wing as a complete bite-sized outing; it is a wing-sized instance, not a clean internal cut. | B |
|
||||
| Classic | Zul’Farrak | The staircase defense, optionally continuing to Ukorz. | A |
|
||||
| Classic | Blackrock Spire | The Upper Spire final ascent from Rend’s arena toward Drakkisath. Strong setting, but multiple floors and gates. | B |
|
||||
| Classic | Blackrock Depths | No first choice: the instance is a large connected maze of branches, keys, and optional bosses. A later pass could define one exact route. | C |
|
||||
| Classic | Scholomance | The upper-school finale from the Barov wing to Ras Frostwhisper. | B |
|
||||
| Classic | Stratholme | The undead-quarter approach and final Baron fight; keep the timed Gauntlet as the main pressure beat. | B |
|
||||
| Classic | Maraudon | The inner cavern / waterfall route to Princess Theradras. | B |
|
||||
| Classic | Ragefire Chasm | Keep the whole short instance; cutting it further would leave too little journey. | C |
|
||||
| Classic | Dire Maul | Pick one wing only—especially the West Wing route through Immol’thar to Prince Tortheldrin. The combined map has too many cross-wing choices for a casual cut. | B |
|
||||
| Burning Crusade | Hellfire Ramparts | Keep the full compact instance rather than extracting one corridor. | C |
|
||||
| Burning Crusade | The Blood Furnace | Broggok’s prison event through Keli’dan. | A |
|
||||
| Burning Crusade | The Shattered Halls | O’Mrogg through the final gauntlet into Kargath’s arena. | A |
|
||||
| Burning Crusade | The Slave Pens | The lower tunnels from Rokmar to Quagmirran; very short, so include both encounters and the water route. | B |
|
||||
| Burning Crusade | The Underbog | The late fungal/swamp route from Swamplord Musel’ek to the Black Stalker. | B |
|
||||
| Burning Crusade | The Steamvault | The lower waterworks and final route to Kalithresh. | B |
|
||||
| Burning Crusade | The Arcatraz | The last containment section and release sequence leading to Skyriss. | B |
|
||||
| Burning Crusade | The Botanica | The final greenhouse route from Laj to Warp Splinter. | B |
|
||||
| Burning Crusade | The Mechanar | The upper-platform route from Sepethrea to Pathaleon; elevators and crossing routes need to be kept legible. | B |
|
||||
| Burning Crusade | Shadow Labyrinth | Vorpil through the Screaming Hall to Murmur. | A |
|
||||
| Burning Crusade | Sethekk Halls | Keep the whole short two-boss instance. | C |
|
||||
| Burning Crusade | Mana-Tombs | Keep the full three-boss route; no internal cut improves it much. | C |
|
||||
| Burning Crusade | Auchenai Crypts | Keep the full compact two-boss run. | C |
|
||||
| Burning Crusade | Magisters’ Terrace | Vexallus through the final Kael’thas chamber; a viable one-boss finale if the full instance is too long. | B |
|
||||
| Burning Crusade | The Black Morass | Keep the full portal-defense event; splitting it would remove the core mechanic. | C |
|
||||
| Burning Crusade | The Escape from Durnholde | Keep the full escort-and-escape story; it is already a self-contained event run. | C |
|
||||
| Wrath | Utgarde Keep | Keep the full short three-boss route. | C |
|
||||
| Wrath | Utgarde Pinnacle | Eagle’s Eye guard clear and Skadi; the full wave and harpoon event is deferred. | A |
|
||||
| Wrath | The Nexus | A single mage/arcane wing could work, but the boss route crosses a hub; map a route before choosing a cut. | B |
|
||||
| Wrath | The Oculus | No first choice: drake riding and multi-level flight are the dungeon’s identity and make a small walking route misleading. | C |
|
||||
| Wrath | The Culling of Stratholme | Keep the whole compact timed story run, including its city push and final encounter. | C |
|
||||
| Wrath | Halls of Stone | The Tribunal event into Sjonnir is a good short encounter episode; use the full instance if event staging is too costly. | B |
|
||||
| Wrath | Drak’Tharon Keep | King Dred through the upper temple to Tharon’ja. | B |
|
||||
| Wrath | Azjol-Nerub | Keep the full compact three-boss descent; the instance already reads as one short journey. | C |
|
||||
| Wrath | Halls of Lightning | Ionar’s overlook into Loken’s sanctum. | A |
|
||||
| Wrath | Gundrak | The late temple route from Moorabi toward Gal’darah; the connected ramps and branches need a deliberate route boundary. | B |
|
||||
| Wrath | Violet Hold | Keep the full prison-defense event; the wave sequence is the dungeon. | C |
|
||||
| Wrath | Ahn’kahet: The Old Kingdom | The last organic/Old God passage from Jedoga toward Herald Volazj; leave the optional Amanitar branch out. | B |
|
||||
| Wrath | The Forge of Souls | Keep the full two-boss instance. | C |
|
||||
| Wrath | Trial of the Champion | Keep the full arena event; its staged opponent sequence is already bite-sized. | C |
|
||||
| Wrath | Pit of Saron | Slave rescue, quarry ambushes, tunnel, and Tyrannus. | A |
|
||||
| Wrath | Halls of Reflection | Keep the full two-boss defense and escape sequence. | C |
|
||||
|
||||
## Design takeaways
|
||||
|
||||
- Favor a starting point at a real midpoint or event trigger, then seal or ignore side routes the way the Stockades variant does.
|
||||
- One boss is enough when the route has a clear event or traversal payoff. Two bosses work when both are close together, as on the Deadmines ship.
|
||||
- The best slice is not always the last two bosses. The Zul’Farrak stairs and Skadi’s gauntlet are strong because the route itself is the memorable content.
|
||||
- Avoid slices whose identity depends on a complex escort, vehicle, multi-floor hub, or many interactable gates unless that event is the specific feature being built.
|
||||
- Use the imported maps for candidate boundaries, then confirm start position, reachable path, enemy density, and encounter state in the running game before implementation.
|
||||
|
||||
## Project references
|
||||
|
||||
- [WoW dungeon maps and import scope](WOW_DUNGEON_MAPS.md)
|
||||
- [Existing bite-sized Stockades definition](../src/game/dungeons/biteSizedStockades.ts)
|
||||
- [Current WoW dungeon functionality gate](../dungeon-pipeline/WOW_DUNGEON_FUNCTIONALITY_REPORT.md)
|
||||
- [Generated campaign catalog and encounter order](../src/game/generated/dungeonCampaignCatalog.compressed.ts)
|
||||
@@ -12,8 +12,9 @@ the selected floor are not clamped to a misleading marker at the map edge.
|
||||
|
||||
The current import includes 51 standard WoW dungeons and 107 unique map images. The
|
||||
custom Tinkertech Showdown, Frozen Reach, and Forgotten Mine have no matching map
|
||||
records in the supplied archives and retain their survey maps. RuneWaker maps are
|
||||
unchanged. Missing images also fall back to the survey projection.
|
||||
records in the supplied archives and retain their survey maps. Missing images also
|
||||
fall back to the survey projection. RuneWaker dungeons use the same map controls;
|
||||
see [RuneWaker dungeon maps](RUNEWAKER_DUNGEON_MAPS.md).
|
||||
|
||||
## Reimporting
|
||||
|
||||
|
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<radialGradient id="portrait"><stop stop-color="#435549"/><stop offset="1" stop-color="#111d1a"/></radialGradient>
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<linearGradient id="scale" x2=".8" y2="1"><stop stop-color="#aac49b"/><stop offset=".45" stop-color="#4d8067"/><stop offset="1" stop-color="#1d4b42"/></linearGradient>
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<linearGradient id="belly" x2="1" y2=".8"><stop stop-color="#eee5a5"/><stop offset="1" stop-color="#a7a474"/></linearGradient>
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<linearGradient id="guardian-fill" x2=".8" y2="1"><stop stop-color="#aad36f"/><stop offset=".48" stop-color="#568d49"/><stop offset="1" stop-color="#274f37"/></linearGradient>
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<filter id="creature-shadow"><feDropShadow dx="0" dy="5" stdDeviation="4" flood-opacity=".7"/></filter>
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<g id="serpent" filter="url(#creature-shadow)">
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<circle cx="65" cy="25" r="2.5" fill="#f8d378"/><circle cx="75" cy="25" r="2.5" fill="#f8d378"/>
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</g>
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<g id="guardian" filter="url(#creature-shadow)">
|
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<path d="M40 58 Q50 63 61 58" fill="none" stroke="#173e29" stroke-width="4"/>
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</g>
|
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<g id="mutant" filter="url(#creature-shadow)">
|
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<path d="M30 90 L20 65 L30 37 L45 29 L58 31 L73 45 L80 69 L68 91Z" fill="url(#scale)" stroke="#214b3e" stroke-width="3"/>
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<path d="M34 35 L21 19 L24 42 M62 36 L75 18 L75 46" fill="url(#scale)" stroke="#214b3e" stroke-width="3"/>
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<path d="M21 61 L5 53 L18 80 M76 58 L92 48 L84 80" fill="none" stroke="#376b56" stroke-width="12" stroke-linecap="round"/>
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<path d="M36 51 L46 54 M62 51 L55 54" stroke="#e7dc89" stroke-width="5" stroke-linecap="round"/>
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<path d="M38 66 Q49 80 62 66 L58 75 L54 69 L50 79 L46 69 L42 75Z" fill="#eadfb3"/>
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</defs>
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<rect width="1200" height="700" fill="url(#backdrop)"/>
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<path d="M0 660Q130 310 300 490T760 365T1200 470V700H0" fill="#2c5037" opacity=".24"/>
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<rect x="58" y="34" width="1084" height="632" rx="16" fill="url(#panel)" stroke="#8d7d56" stroke-width="2" filter="url(#shadow)"/>
|
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<text x="88" y="102" font-family="Georgia,serif" font-size="38" fill="#f3ead1">Wailing Caverns</text>
|
||||
<text x="88" y="132" font-family="Arial,sans-serif" font-size="14" fill="#b8b5a7">6 bosses ahead · 2 collected</text>
|
||||
<path d="M978 56V140" stroke="#88764f"/>
|
||||
<text x="1050" y="78" text-anchor="middle" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#b8b5a7">ENTERING IN</text>
|
||||
<text x="1050" y="134" text-anchor="middle" font-family="Georgia,serif" font-size="60" fill="#d5b875">05</text>
|
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<g transform="translate(88 166)">
|
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<rect width="320" height="210" rx="9" fill="#151f1b" stroke="#69b4ff" stroke-width="2"/>
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<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
||||
<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS 01</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="#69b4ff">COLLECTED</text>
|
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<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
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<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#serpent" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="20" fill="#f3ead1">Lady Anacondra</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">3 copies owned</text>
|
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<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
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<g transform="translate(12 191)"><rect width="21" height="21" rx="3" fill="#2a3a3c" stroke="#ddd8ce"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#ddd8ce">N</text></g><g transform="translate(39 191)"><rect width="21" height="21" rx="3" fill="#2a3a3c" stroke="#69b4ff"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#69b4ff">R</text></g><g transform="translate(66 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">E</text></g><g transform="translate(93 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">L</text></g>
|
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</g>
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<g transform="translate(440 166)">
|
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<rect width="320" height="210" rx="9" fill="#151f1b" stroke="#69756b" stroke-width="1"/>
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<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
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<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS 02</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="#a5a99b">UNCOLLECTED</text>
|
||||
<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
||||
<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#serpent" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="20" fill="#f3ead1">Lord Cobrahn</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">Card not collected</text>
|
||||
<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(12 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">N</text></g><g transform="translate(39 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">R</text></g><g transform="translate(66 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">E</text></g><g transform="translate(93 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(792 166)">
|
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<rect width="320" height="210" rx="9" fill="#151f1b" stroke="#69756b" stroke-width="1"/>
|
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<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
||||
<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS 03</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="#a5a99b">UNCOLLECTED</text>
|
||||
<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
||||
<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#serpent" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="20" fill="#f3ead1">Lord Pythas</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">Card not collected</text>
|
||||
<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(12 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">N</text></g><g transform="translate(39 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">R</text></g><g transform="translate(66 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">E</text></g><g transform="translate(93 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(88 392)">
|
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<rect width="320" height="210" rx="9" fill="#151f1b" stroke="#c493ff" stroke-width="2"/>
|
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<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
||||
<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS 04</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="#c493ff">COLLECTED</text>
|
||||
<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
||||
<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#guardian" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="18" fill="#f3ead1">Verdan the Everliving</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">5 copies owned</text>
|
||||
<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(12 191)"><rect width="21" height="21" rx="3" fill="#2a3a3c" stroke="#ddd8ce"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#ddd8ce">N</text></g><g transform="translate(39 191)"><rect width="21" height="21" rx="3" fill="#2a3a3c" stroke="#69b4ff"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#69b4ff">R</text></g><g transform="translate(66 191)"><rect width="21" height="21" rx="3" fill="#2a3a3c" stroke="#c493ff"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#c493ff">E</text></g><g transform="translate(93 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(440 392)">
|
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<rect width="320" height="210" rx="9" fill="#151f1b" stroke="#69756b" stroke-width="1"/>
|
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<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
||||
<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS 05</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="#a5a99b">UNCOLLECTED</text>
|
||||
<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
||||
<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#serpent" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="20" fill="#f3ead1">Lord Serpentis</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">Card not collected</text>
|
||||
<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(12 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">N</text></g><g transform="translate(39 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">R</text></g><g transform="translate(66 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">E</text></g><g transform="translate(93 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(792 392)">
|
||||
<rect width="320" height="210" rx="9" fill="#151f1b" stroke="#69756b" stroke-width="1"/>
|
||||
<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
||||
<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS 06</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="#a5a99b">UNCOLLECTED</text>
|
||||
<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
||||
<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#mutant" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="20" fill="#f3ead1">Mutanus the Devourer</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">Card not collected</text>
|
||||
<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(12 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">N</text></g><g transform="translate(39 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">R</text></g><g transform="translate(66 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">E</text></g><g transform="translate(93 191)"><rect width="21" height="21" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="10.5" y="15" text-anchor="middle" font-family="Arial,sans-serif" font-size="12" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 15 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 93 KiB |
@@ -0,0 +1,125 @@
|
||||
<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="700" viewBox="0 0 1200 700">
|
||||
<defs>
|
||||
<linearGradient id="backdrop" x2="1" y2="1"><stop stop-color="#193628"/><stop offset="1" stop-color="#06100e"/></linearGradient>
|
||||
<linearGradient id="panel" x2="1" y2="1"><stop stop-color="#27312a"/><stop offset="1" stop-color="#0c1714"/></linearGradient>
|
||||
<radialGradient id="portrait"><stop stop-color="#435549"/><stop offset="1" stop-color="#111d1a"/></radialGradient>
|
||||
<linearGradient id="scale" x2=".8" y2="1"><stop stop-color="#aac49b"/><stop offset=".45" stop-color="#4d8067"/><stop offset="1" stop-color="#1d4b42"/></linearGradient>
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||||
<linearGradient id="belly" x2="1" y2=".8"><stop stop-color="#eee5a5"/><stop offset="1" stop-color="#a7a474"/></linearGradient>
|
||||
<linearGradient id="guardian-fill" x2=".8" y2="1"><stop stop-color="#aad36f"/><stop offset=".48" stop-color="#568d49"/><stop offset="1" stop-color="#274f37"/></linearGradient>
|
||||
<filter id="shadow"><feDropShadow dx="0" dy="12" stdDeviation="17" flood-opacity=".7"/></filter>
|
||||
<filter id="creature-shadow"><feDropShadow dx="0" dy="5" stdDeviation="4" flood-opacity=".7"/></filter>
|
||||
<g id="serpent" filter="url(#creature-shadow)">
|
||||
<path d="M24 92 C8 75 30 61 53 69 C84 79 89 55 69 45 C53 37 54 23 67 18" fill="none" stroke="#193f37" stroke-width="26" stroke-linecap="round"/>
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<path d="M24 91 C12 77 36 65 55 73 C82 82 92 54 70 44 C56 36 57 23 68 18" fill="none" stroke="url(#scale)" stroke-width="19" stroke-linecap="round"/>
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<path d="M27 84 C35 76 43 75 52 78 M67 73 C75 70 79 62 78 56 M67 41 C59 32 62 22 68 18" fill="none" stroke="url(#belly)" stroke-width="6" stroke-linecap="round" opacity=".85"/>
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<path d="M62 33 Q69 43 77 33 L73 48 L69 40 L64 48Z" fill="#e2cf9c"/>
|
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<circle cx="65" cy="25" r="2.5" fill="#f8d378"/><circle cx="75" cy="25" r="2.5" fill="#f8d378"/>
|
||||
</g>
|
||||
<g id="guardian" filter="url(#creature-shadow)">
|
||||
<path d="M40 92 L22 76 L17 47 L29 28 L43 22 L63 26 L77 43 L82 75 L65 91Z" fill="url(#guardian-fill)" stroke="#214c30" stroke-width="3"/>
|
||||
<path d="M24 41 L11 20 L31 31 M72 40 L90 18 L75 50" fill="url(#guardian-fill)" stroke="#214c30" stroke-width="3"/>
|
||||
<path d="M38 30 L40 15 L50 25 L60 14 L66 33 M27 58 L10 53 L25 72 M76 59 L91 54 L80 76" fill="#427d3d" stroke="#1b472b" stroke-width="3"/>
|
||||
<path d="M40 43 Q50 51 61 43 L65 71 Q50 80 35 69Z" fill="#9cc372" opacity=".8"/>
|
||||
<path d="M35 38 L45 42 L41 46 M65 38 L55 42 L59 46" fill="#eae99e"/>
|
||||
<path d="M40 58 Q50 63 61 58" fill="none" stroke="#173e29" stroke-width="4"/>
|
||||
</g>
|
||||
<g id="mutant" filter="url(#creature-shadow)">
|
||||
<path d="M30 90 L20 65 L30 37 L45 29 L58 31 L73 45 L80 69 L68 91Z" fill="url(#scale)" stroke="#214b3e" stroke-width="3"/>
|
||||
<path d="M34 35 L21 19 L24 42 M62 36 L75 18 L75 46" fill="url(#scale)" stroke="#214b3e" stroke-width="3"/>
|
||||
<path d="M21 61 L5 53 L18 80 M76 58 L92 48 L84 80" fill="none" stroke="#376b56" stroke-width="12" stroke-linecap="round"/>
|
||||
<path d="M36 51 L46 54 M62 51 L55 54" stroke="#e7dc89" stroke-width="5" stroke-linecap="round"/>
|
||||
<path d="M38 66 Q49 80 62 66 L58 75 L54 69 L50 79 L46 69 L42 75Z" fill="#eadfb3"/>
|
||||
</g>
|
||||
</defs>
|
||||
<rect width="1200" height="700" fill="url(#backdrop)"/>
|
||||
<path d="M0 680Q130 370 320 520T700 390T1200 540V700H0" fill="#275137" opacity=".32"/>
|
||||
<rect width="1200" height="700" fill="#020705" opacity=".58"/>
|
||||
<rect x="150" y="30" width="900" height="640" rx="15" fill="url(#panel)" stroke="#8d7d56" stroke-width="2" filter="url(#shadow)"/>
|
||||
<text x="180" y="80" font-family="Arial,sans-serif" font-size="24" font-weight="bold" letter-spacing="4" fill="#f3ead1">PAUSED</text>
|
||||
<circle cx="779" cy="70" r="22" fill="#253a31" stroke="#b7b381"/>
|
||||
<text x="779" y="78" text-anchor="middle" font-family="Georgia,serif" font-size="23" fill="#d5b875">+</text>
|
||||
<text x="814" y="67" font-family="Arial,sans-serif" font-size="17" font-weight="bold" fill="#f3ead1">Aria</text>
|
||||
<text x="814" y="86" font-family="Arial,sans-serif" font-size="12" fill="#b8b5a7">Level 24 · Priest / Discipline</text>
|
||||
<path d="M178 105H1022" stroke="#8d7d56" opacity=".6"/>
|
||||
<text x="180" y="131" font-family="Arial,sans-serif" font-size="12" font-weight="bold" letter-spacing="1" fill="#d5b875">BOSS CARDS IN THIS DUNGEON</text>
|
||||
<text x="1018" y="131" text-anchor="end" font-family="Arial,sans-serif" font-size="12" fill="#b8b5a7">2 / 6 COLLECTED</text>
|
||||
<g transform="translate(180 145)">
|
||||
<rect width="155" height="171" rx="7" fill="#17231e" stroke="#69b4ff"/>
|
||||
<rect x="1" y="1" width="153" height="20" rx="6" fill="#0a1410"/>
|
||||
<text x="8" y="14" font-family="Arial,sans-serif" font-size="8" letter-spacing="1" fill="#e9e2d2">BOSS 01</text>
|
||||
<text x="147" y="14" text-anchor="end" font-family="Arial,sans-serif" font-size="8" fill="#69b4ff">OWNED</text>
|
||||
<rect x="4" y="23" width="147" height="79" fill="url(#portrait)"/>
|
||||
<ellipse cx="78" cy="100" rx="37" ry="4" fill="#030a08" opacity=".6"/>
|
||||
<use href="#serpent" transform="translate(46 22) scale(.67)"/>
|
||||
<text x="7" y="120" font-family="Georgia,serif" font-size="12" fill="#f3ead1">Lady Anacondra</text>
|
||||
<text x="7" y="136" font-family="Arial,sans-serif" font-size="9" fill="#b8b5a7">3 copies owned</text>
|
||||
<path d="M0 143H155" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(8 148)"><rect width="15" height="15" rx="3" fill="#2a3a3c" stroke="#ddd8ce"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#ddd8ce">N</text></g><g transform="translate(27 148)"><rect width="15" height="15" rx="3" fill="#2a3a3c" stroke="#69b4ff"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#69b4ff">R</text></g><g transform="translate(46 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">E</text></g><g transform="translate(65 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(349 145)">
|
||||
<rect width="155" height="171" rx="7" fill="#17231e" stroke="#6e796d"/>
|
||||
<rect x="1" y="1" width="153" height="20" rx="6" fill="#0a1410"/>
|
||||
<text x="8" y="14" font-family="Arial,sans-serif" font-size="8" letter-spacing="1" fill="#e9e2d2">BOSS 02</text>
|
||||
<text x="147" y="14" text-anchor="end" font-family="Arial,sans-serif" font-size="8" fill="#a5a99b">MISSING</text>
|
||||
<rect x="4" y="23" width="147" height="79" fill="url(#portrait)"/>
|
||||
<ellipse cx="78" cy="100" rx="37" ry="4" fill="#030a08" opacity=".6"/>
|
||||
<use href="#serpent" transform="translate(46 22) scale(.67)"/>
|
||||
<text x="7" y="120" font-family="Georgia,serif" font-size="12" fill="#f3ead1">Lord Cobrahn</text>
|
||||
<text x="7" y="136" font-family="Arial,sans-serif" font-size="9" fill="#b8b5a7">Not collected</text>
|
||||
<path d="M0 143H155" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(8 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">N</text></g><g transform="translate(27 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">R</text></g><g transform="translate(46 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">E</text></g><g transform="translate(65 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(518 145)">
|
||||
<rect width="155" height="171" rx="7" fill="#17231e" stroke="#6e796d"/>
|
||||
<rect x="1" y="1" width="153" height="20" rx="6" fill="#0a1410"/>
|
||||
<text x="8" y="14" font-family="Arial,sans-serif" font-size="8" letter-spacing="1" fill="#e9e2d2">BOSS 03</text>
|
||||
<text x="147" y="14" text-anchor="end" font-family="Arial,sans-serif" font-size="8" fill="#a5a99b">MISSING</text>
|
||||
<rect x="4" y="23" width="147" height="79" fill="url(#portrait)"/>
|
||||
<ellipse cx="78" cy="100" rx="37" ry="4" fill="#030a08" opacity=".6"/>
|
||||
<use href="#serpent" transform="translate(46 22) scale(.67)"/>
|
||||
<text x="7" y="120" font-family="Georgia,serif" font-size="12" fill="#f3ead1">Lord Pythas</text>
|
||||
<text x="7" y="136" font-family="Arial,sans-serif" font-size="9" fill="#b8b5a7">Not collected</text>
|
||||
<path d="M0 143H155" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(8 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">N</text></g><g transform="translate(27 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">R</text></g><g transform="translate(46 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">E</text></g><g transform="translate(65 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(687 145)">
|
||||
<rect width="155" height="171" rx="7" fill="#17231e" stroke="#c493ff"/>
|
||||
<rect x="1" y="1" width="153" height="20" rx="6" fill="#0a1410"/>
|
||||
<text x="8" y="14" font-family="Arial,sans-serif" font-size="8" letter-spacing="1" fill="#e9e2d2">BOSS 04</text>
|
||||
<text x="147" y="14" text-anchor="end" font-family="Arial,sans-serif" font-size="8" fill="#c493ff">OWNED</text>
|
||||
<rect x="4" y="23" width="147" height="79" fill="url(#portrait)"/>
|
||||
<ellipse cx="78" cy="100" rx="37" ry="4" fill="#030a08" opacity=".6"/>
|
||||
<use href="#guardian" transform="translate(46 22) scale(.67)"/>
|
||||
<text x="7" y="120" font-family="Georgia,serif" font-size="10" fill="#f3ead1">Verdan the Everliving</text>
|
||||
<text x="7" y="136" font-family="Arial,sans-serif" font-size="9" fill="#b8b5a7">5 copies owned</text>
|
||||
<path d="M0 143H155" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(8 148)"><rect width="15" height="15" rx="3" fill="#2a3a3c" stroke="#ddd8ce"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#ddd8ce">N</text></g><g transform="translate(27 148)"><rect width="15" height="15" rx="3" fill="#2a3a3c" stroke="#69b4ff"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#69b4ff">R</text></g><g transform="translate(46 148)"><rect width="15" height="15" rx="3" fill="#2a3a3c" stroke="#c493ff"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#c493ff">E</text></g><g transform="translate(65 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<g transform="translate(856 145)">
|
||||
<rect width="155" height="171" rx="7" fill="#17231e" stroke="#6e796d"/>
|
||||
<rect x="1" y="1" width="153" height="20" rx="6" fill="#0a1410"/>
|
||||
<text x="8" y="14" font-family="Arial,sans-serif" font-size="8" letter-spacing="1" fill="#e9e2d2">BOSS 05</text>
|
||||
<text x="147" y="14" text-anchor="end" font-family="Arial,sans-serif" font-size="8" fill="#a5a99b">MISSING</text>
|
||||
<rect x="4" y="23" width="147" height="79" fill="url(#portrait)"/>
|
||||
<ellipse cx="78" cy="100" rx="37" ry="4" fill="#030a08" opacity=".6"/>
|
||||
<use href="#serpent" transform="translate(46 22) scale(.67)"/>
|
||||
<text x="7" y="120" font-family="Georgia,serif" font-size="12" fill="#f3ead1">Lord Serpentis</text>
|
||||
<text x="7" y="136" font-family="Arial,sans-serif" font-size="9" fill="#b8b5a7">Not collected</text>
|
||||
<path d="M0 143H155" stroke="#536357" opacity=".6"/>
|
||||
<g transform="translate(8 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">N</text></g><g transform="translate(27 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">R</text></g><g transform="translate(46 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">E</text></g><g transform="translate(65 148)"><rect width="15" height="15" rx="3" fill="#252f2c" stroke="#5c6a60"/><text x="7.5" y="11" text-anchor="middle" font-family="Arial,sans-serif" font-size="9" fill="#79877d">L</text></g>
|
||||
</g>
|
||||
<text x="1018" y="335" text-anchor="end" font-family="Arial,sans-serif" font-size="11" fill="#9fa994">SCROLL →</text>
|
||||
<path d="M178 347H1022" stroke="#8d7d56" opacity=".6"/>
|
||||
<rect x="440" y="364" width="320" height="45" rx="8" fill="#587348" stroke="#9bb477"/>
|
||||
<text x="600" y="393" text-anchor="middle" font-family="Arial,sans-serif" font-size="16" font-weight="bold" fill="#fbfee9">Resume game</text>
|
||||
<g font-family="Arial,sans-serif">
|
||||
<rect x="180" y="427" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<rect x="636" y="427" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<rect x="180" y="544" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<rect x="636" y="544" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<g fill="#b8b5a7" font-size="12" font-weight="bold" letter-spacing="2"><text x="195" y="451">ADVENTURE</text><text x="651" y="451">CHARACTER</text><text x="195" y="568">SETTINGS</text><text x="651" y="568">SESSION</text></g>
|
||||
<g fill="#314136" stroke="#64795d"><rect x="195" y="466" width="169" height="43" rx="6"/><rect x="379" y="466" width="169" height="43" rx="6"/><rect x="651" y="466" width="169" height="43" rx="6"/><rect x="835" y="466" width="169" height="43" rx="6"/><rect x="195" y="583" width="169" height="43" rx="6"/><rect x="379" y="583" width="169" height="43" rx="6"/><rect x="651" y="583" width="169" height="43" rx="6"/><rect x="835" y="583" width="169" height="43" rx="6"/></g>
|
||||
<g fill="#eee9d9" font-size="12" text-anchor="middle"><text x="279" y="493">Party management</text><text x="463" y="493">Dungeon map</text><text x="735" y="493">Inventory</text><text x="919" y="493">Spellbook</text><text x="279" y="610">Options</text><text x="463" y="610">Keybinds</text><text x="735" y="610">Return to entrance</text><text x="919" y="610">Main menu</text></g>
|
||||
</g>
|
||||
</svg>
|
||||
|
After Width: | Height: | Size: 15 KiB |
@@ -0,0 +1,142 @@
|
||||
import { writeFile } from "node:fs/promises";
|
||||
import { fileURLToPath } from "node:url";
|
||||
import { dirname, join } from "node:path";
|
||||
import sharp from "sharp";
|
||||
|
||||
const outputDir = dirname(fileURLToPath(import.meta.url));
|
||||
const bosses = [
|
||||
{ name: "Lady Anacondra", copies: "3 copies owned", owned: true, accent: "#69b4ff", shape: "serpent" },
|
||||
{ name: "Lord Cobrahn", copies: "Card not collected", owned: false, accent: "#a5a99b", shape: "serpent" },
|
||||
{ name: "Lord Pythas", copies: "Card not collected", owned: false, accent: "#a5a99b", shape: "serpent" },
|
||||
{ name: "Verdan the Everliving", copies: "5 copies owned", owned: true, accent: "#c493ff", shape: "guardian" },
|
||||
{ name: "Lord Serpentis", copies: "Card not collected", owned: false, accent: "#a5a99b", shape: "serpent" },
|
||||
{ name: "Mutanus the Devourer", copies: "Card not collected", owned: false, accent: "#a5a99b", shape: "mutant" },
|
||||
];
|
||||
|
||||
const defs = `<defs>
|
||||
<linearGradient id="backdrop" x2="1" y2="1"><stop stop-color="#193628"/><stop offset="1" stop-color="#06100e"/></linearGradient>
|
||||
<linearGradient id="panel" x2="1" y2="1"><stop stop-color="#27312a"/><stop offset="1" stop-color="#0c1714"/></linearGradient>
|
||||
<radialGradient id="portrait"><stop stop-color="#435549"/><stop offset="1" stop-color="#111d1a"/></radialGradient>
|
||||
<linearGradient id="scale" x2=".8" y2="1"><stop stop-color="#aac49b"/><stop offset=".45" stop-color="#4d8067"/><stop offset="1" stop-color="#1d4b42"/></linearGradient>
|
||||
<linearGradient id="belly" x2="1" y2=".8"><stop stop-color="#eee5a5"/><stop offset="1" stop-color="#a7a474"/></linearGradient>
|
||||
<linearGradient id="guardian-fill" x2=".8" y2="1"><stop stop-color="#aad36f"/><stop offset=".48" stop-color="#568d49"/><stop offset="1" stop-color="#274f37"/></linearGradient>
|
||||
<filter id="shadow"><feDropShadow dx="0" dy="12" stdDeviation="17" flood-opacity=".7"/></filter>
|
||||
<filter id="creature-shadow"><feDropShadow dx="0" dy="5" stdDeviation="4" flood-opacity=".7"/></filter>
|
||||
<g id="serpent" filter="url(#creature-shadow)">
|
||||
<path d="M24 92 C8 75 30 61 53 69 C84 79 89 55 69 45 C53 37 54 23 67 18" fill="none" stroke="#193f37" stroke-width="26" stroke-linecap="round"/>
|
||||
<path d="M24 91 C12 77 36 65 55 73 C82 82 92 54 70 44 C56 36 57 23 68 18" fill="none" stroke="url(#scale)" stroke-width="19" stroke-linecap="round"/>
|
||||
<path d="M27 84 C35 76 43 75 52 78 M67 73 C75 70 79 62 78 56 M67 41 C59 32 62 22 68 18" fill="none" stroke="url(#belly)" stroke-width="6" stroke-linecap="round" opacity=".85"/>
|
||||
<path d="M62 25 L56 15 L64 18 L67 9 L74 17 L82 14 L79 25 Q78 35 70 36 Q61 35 62 25" fill="url(#scale)" stroke="#173d34" stroke-width="2"/>
|
||||
<path d="M62 33 Q69 43 77 33 L73 48 L69 40 L64 48Z" fill="#e2cf9c"/>
|
||||
<circle cx="65" cy="25" r="2.5" fill="#f8d378"/><circle cx="75" cy="25" r="2.5" fill="#f8d378"/>
|
||||
</g>
|
||||
<g id="guardian" filter="url(#creature-shadow)">
|
||||
<path d="M40 92 L22 76 L17 47 L29 28 L43 22 L63 26 L77 43 L82 75 L65 91Z" fill="url(#guardian-fill)" stroke="#214c30" stroke-width="3"/>
|
||||
<path d="M24 41 L11 20 L31 31 M72 40 L90 18 L75 50" fill="url(#guardian-fill)" stroke="#214c30" stroke-width="3"/>
|
||||
<path d="M38 30 L40 15 L50 25 L60 14 L66 33 M27 58 L10 53 L25 72 M76 59 L91 54 L80 76" fill="#427d3d" stroke="#1b472b" stroke-width="3"/>
|
||||
<path d="M40 43 Q50 51 61 43 L65 71 Q50 80 35 69Z" fill="#9cc372" opacity=".8"/>
|
||||
<path d="M35 38 L45 42 L41 46 M65 38 L55 42 L59 46" fill="#eae99e"/>
|
||||
<path d="M40 58 Q50 63 61 58" fill="none" stroke="#173e29" stroke-width="4"/>
|
||||
</g>
|
||||
<g id="mutant" filter="url(#creature-shadow)">
|
||||
<path d="M30 90 L20 65 L30 37 L45 29 L58 31 L73 45 L80 69 L68 91Z" fill="url(#scale)" stroke="#214b3e" stroke-width="3"/>
|
||||
<path d="M34 35 L21 19 L24 42 M62 36 L75 18 L75 46" fill="url(#scale)" stroke="#214b3e" stroke-width="3"/>
|
||||
<path d="M21 61 L5 53 L18 80 M76 58 L92 48 L84 80" fill="none" stroke="#376b56" stroke-width="12" stroke-linecap="round"/>
|
||||
<path d="M36 51 L46 54 M62 51 L55 54" stroke="#e7dc89" stroke-width="5" stroke-linecap="round"/>
|
||||
<path d="M38 66 Q49 80 62 66 L58 75 L54 69 L50 79 L46 69 L42 75Z" fill="#eadfb3"/>
|
||||
</g>
|
||||
</defs>`;
|
||||
|
||||
function rarityMarks(boss, x, y, compact = false) {
|
||||
const size = compact ? 15 : 21;
|
||||
const gap = compact ? 4 : 6;
|
||||
return ["N", "R", "E", "L"].map((label, index) => {
|
||||
const owned = boss.owned && (boss.name.startsWith("Verdan") ? index < 3 : index < 2);
|
||||
const color = ["#ddd8ce", "#69b4ff", "#c493ff", "#e5a757"][index];
|
||||
return `<g transform="translate(${x + index * (size + gap)} ${y})"><rect width="${size}" height="${size}" rx="3" fill="${owned ? "#2a3a3c" : "#252f2c"}" stroke="${owned ? color : "#5c6a60"}"/><text x="${size / 2}" y="${compact ? 11 : 15}" text-anchor="middle" font-family="Arial,sans-serif" font-size="${compact ? 9 : 12}" fill="${owned ? color : "#79877d"}">${label}</text></g>`;
|
||||
}).join("");
|
||||
}
|
||||
|
||||
function largeCard(boss, index) {
|
||||
const x = 88 + index % 3 * 352;
|
||||
const y = 166 + Math.floor(index / 3) * 226;
|
||||
const owned = boss.owned;
|
||||
return `<g transform="translate(${x} ${y})">
|
||||
<rect width="320" height="210" rx="9" fill="#151f1b" stroke="${owned ? boss.accent : "#69756b"}" stroke-width="${owned ? 2 : 1}"/>
|
||||
<rect x="1" y="1" width="318" height="28" rx="8" fill="#0a1410"/>
|
||||
<text x="12" y="19" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#efe8d7">BOSS ${String(index + 1).padStart(2, "0")}</text>
|
||||
<text x="307" y="19" text-anchor="end" font-family="Arial,sans-serif" font-size="10" fill="${boss.accent}">${owned ? "COLLECTED" : "UNCOLLECTED"}</text>
|
||||
<rect x="7" y="31" width="306" height="113" rx="3" fill="url(#portrait)"/>
|
||||
<ellipse cx="160" cy="137" rx="53" ry="5" fill="#030a08" opacity=".7"/>
|
||||
<use href="#${boss.shape}" transform="translate(105 30) scale(1.08)"/>
|
||||
<text x="13" y="164" font-family="Georgia,serif" font-size="${boss.name.length > 20 ? 18 : 20}" fill="#f3ead1">${boss.name}</text>
|
||||
<text x="13" y="181" font-family="Arial,sans-serif" font-size="11" fill="#b8b5a7">${boss.copies}</text>
|
||||
<path d="M0 187H320" stroke="#536357" opacity=".6"/>
|
||||
${rarityMarks(boss, 12, 191)}
|
||||
</g>`;
|
||||
}
|
||||
|
||||
const countdown = `<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="700" viewBox="0 0 1200 700">
|
||||
${defs}
|
||||
<rect width="1200" height="700" fill="url(#backdrop)"/>
|
||||
<path d="M0 660Q130 310 300 490T760 365T1200 470V700H0" fill="#2c5037" opacity=".24"/>
|
||||
<rect x="58" y="34" width="1084" height="632" rx="16" fill="url(#panel)" stroke="#8d7d56" stroke-width="2" filter="url(#shadow)"/>
|
||||
<text x="88" y="102" font-family="Georgia,serif" font-size="38" fill="#f3ead1">Wailing Caverns</text>
|
||||
<text x="88" y="132" font-family="Arial,sans-serif" font-size="14" fill="#b8b5a7">6 bosses ahead · 2 collected</text>
|
||||
<path d="M978 56V140" stroke="#88764f"/>
|
||||
<text x="1050" y="78" text-anchor="middle" font-family="Arial,sans-serif" font-size="11" letter-spacing="2" fill="#b8b5a7">ENTERING IN</text>
|
||||
<text x="1050" y="134" text-anchor="middle" font-family="Georgia,serif" font-size="60" fill="#d5b875">05</text>
|
||||
${bosses.map(largeCard).join("\n ")}
|
||||
</svg>\n`;
|
||||
|
||||
function compactCard(boss, index) {
|
||||
const x = 180 + index * 169;
|
||||
return `<g transform="translate(${x} 145)">
|
||||
<rect width="155" height="171" rx="7" fill="#17231e" stroke="${boss.owned ? boss.accent : "#6e796d"}"/>
|
||||
<rect x="1" y="1" width="153" height="20" rx="6" fill="#0a1410"/>
|
||||
<text x="8" y="14" font-family="Arial,sans-serif" font-size="8" letter-spacing="1" fill="#e9e2d2">BOSS ${String(index + 1).padStart(2, "0")}</text>
|
||||
<text x="147" y="14" text-anchor="end" font-family="Arial,sans-serif" font-size="8" fill="${boss.accent}">${boss.owned ? "OWNED" : "MISSING"}</text>
|
||||
<rect x="4" y="23" width="147" height="79" fill="url(#portrait)"/>
|
||||
<ellipse cx="78" cy="100" rx="37" ry="4" fill="#030a08" opacity=".6"/>
|
||||
<use href="#${boss.shape}" transform="translate(46 22) scale(.67)"/>
|
||||
<text x="7" y="120" font-family="Georgia,serif" font-size="${boss.name.length > 19 ? 10 : 12}" fill="#f3ead1">${boss.name}</text>
|
||||
<text x="7" y="136" font-family="Arial,sans-serif" font-size="9" fill="#b8b5a7">${boss.owned ? boss.copies : "Not collected"}</text>
|
||||
<path d="M0 143H155" stroke="#536357" opacity=".6"/>
|
||||
${rarityMarks(boss, 8, 148, true)}
|
||||
</g>`;
|
||||
}
|
||||
|
||||
const pause = `<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="700" viewBox="0 0 1200 700">
|
||||
${defs}
|
||||
<rect width="1200" height="700" fill="url(#backdrop)"/>
|
||||
<path d="M0 680Q130 370 320 520T700 390T1200 540V700H0" fill="#275137" opacity=".32"/>
|
||||
<rect width="1200" height="700" fill="#020705" opacity=".58"/>
|
||||
<rect x="150" y="30" width="900" height="640" rx="15" fill="url(#panel)" stroke="#8d7d56" stroke-width="2" filter="url(#shadow)"/>
|
||||
<text x="180" y="80" font-family="Arial,sans-serif" font-size="24" font-weight="bold" letter-spacing="4" fill="#f3ead1">PAUSED</text>
|
||||
<circle cx="779" cy="70" r="22" fill="#253a31" stroke="#b7b381"/>
|
||||
<text x="779" y="78" text-anchor="middle" font-family="Georgia,serif" font-size="23" fill="#d5b875">+</text>
|
||||
<text x="814" y="67" font-family="Arial,sans-serif" font-size="17" font-weight="bold" fill="#f3ead1">Aria</text>
|
||||
<text x="814" y="86" font-family="Arial,sans-serif" font-size="12" fill="#b8b5a7">Level 24 · Priest / Discipline</text>
|
||||
<path d="M178 105H1022" stroke="#8d7d56" opacity=".6"/>
|
||||
<text x="180" y="131" font-family="Arial,sans-serif" font-size="12" font-weight="bold" letter-spacing="1" fill="#d5b875">BOSS CARDS IN THIS DUNGEON</text>
|
||||
<text x="1018" y="131" text-anchor="end" font-family="Arial,sans-serif" font-size="12" fill="#b8b5a7">2 / 6 COLLECTED</text>
|
||||
${bosses.slice(0, 5).map(compactCard).join("\n ")}
|
||||
<text x="1018" y="335" text-anchor="end" font-family="Arial,sans-serif" font-size="11" fill="#9fa994">SCROLL →</text>
|
||||
<path d="M178 347H1022" stroke="#8d7d56" opacity=".6"/>
|
||||
<rect x="440" y="364" width="320" height="45" rx="8" fill="#587348" stroke="#9bb477"/>
|
||||
<text x="600" y="393" text-anchor="middle" font-family="Arial,sans-serif" font-size="16" font-weight="bold" fill="#fbfee9">Resume game</text>
|
||||
<g font-family="Arial,sans-serif">
|
||||
<rect x="180" y="427" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<rect x="636" y="427" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<rect x="180" y="544" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<rect x="636" y="544" width="384" height="101" rx="8" fill="#1a2621" stroke="#526153"/>
|
||||
<g fill="#b8b5a7" font-size="12" font-weight="bold" letter-spacing="2"><text x="195" y="451">ADVENTURE</text><text x="651" y="451">CHARACTER</text><text x="195" y="568">SETTINGS</text><text x="651" y="568">SESSION</text></g>
|
||||
<g fill="#314136" stroke="#64795d"><rect x="195" y="466" width="169" height="43" rx="6"/><rect x="379" y="466" width="169" height="43" rx="6"/><rect x="651" y="466" width="169" height="43" rx="6"/><rect x="835" y="466" width="169" height="43" rx="6"/><rect x="195" y="583" width="169" height="43" rx="6"/><rect x="379" y="583" width="169" height="43" rx="6"/><rect x="651" y="583" width="169" height="43" rx="6"/><rect x="835" y="583" width="169" height="43" rx="6"/></g>
|
||||
<g fill="#eee9d9" font-size="12" text-anchor="middle"><text x="279" y="493">Party management</text><text x="463" y="493">Dungeon map</text><text x="735" y="493">Inventory</text><text x="919" y="493">Spellbook</text><text x="279" y="610">Options</text><text x="463" y="610">Keybinds</text><text x="735" y="610">Return to entrance</text><text x="919" y="610">Main menu</text></g>
|
||||
</g>
|
||||
</svg>\n`;
|
||||
|
||||
for (const [name, svg] of [["dungeon-boss-countdown", countdown], ["pause-boss-card-strip", pause]]) {
|
||||
await writeFile(join(outputDir, `${name}.svg`), svg);
|
||||
await sharp(Buffer.from(svg)).png().toFile(join(outputDir, `${name}.png`));
|
||||
}
|
||||
Generated
+2
-2
@@ -1,12 +1,12 @@
|
||||
{
|
||||
"name": "healer-man",
|
||||
"version": "0.1.49",
|
||||
"version": "0.1.59",
|
||||
"lockfileVersion": 3,
|
||||
"requires": true,
|
||||
"packages": {
|
||||
"": {
|
||||
"name": "healer-man",
|
||||
"version": "0.1.49",
|
||||
"version": "0.1.59",
|
||||
"dependencies": {
|
||||
"@capacitor/android": "8.4.1",
|
||||
"@capacitor/core": "8.4.1",
|
||||
|
||||
+14
-1
@@ -1,7 +1,7 @@
|
||||
{
|
||||
"name": "healer-man",
|
||||
"private": true,
|
||||
"version": "0.1.49",
|
||||
"version": "0.1.59",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"dev": "vite --host 0.0.0.0",
|
||||
@@ -15,6 +15,11 @@
|
||||
"android:prepare": "node scripts/content/prepare-android-bootstrap.mjs",
|
||||
"content:test": "node --test scripts/content/*.test.mjs",
|
||||
"effects:generate": "node scripts/combat-effects/generate-manifest.mjs --package-audio && node scripts/combat-effects/package-wow-original.mjs",
|
||||
"effects:rom": "node scripts/combat-effects/generate-manifest.mjs --runewaker-only --package-audio",
|
||||
"effects:rom:particles": "node scripts/combat-effects/package-rom-particles.mjs",
|
||||
"effects:rom:audit": "node scripts/combat-effects/audit-rom-media.mjs --write",
|
||||
"effects:rom:plan": "node scripts/combat-effects/plan-rom-media.mjs --write",
|
||||
"effects:rom:batch": "npm run effects:rom && npm run effects:rom:particles && npm run effects:rom && npm run effects:rom:audit && npm run effects:rom:plan",
|
||||
"effects:audit": "node scripts/combat-effects/package-wow-original.mjs --audit",
|
||||
"effects:wow": "node scripts/combat-effects/package-wow-original.mjs",
|
||||
"effects:priest": "npm run effects:wow",
|
||||
@@ -25,6 +30,7 @@
|
||||
"coa:icons": "node scripts/export-spell-icons.mjs",
|
||||
"ascension:talents": "node scripts/generate-wow335-talents.mjs ../wow335a/Interface/AddOns/PlayerBotManager/PBM/PBM_TalentData.lua ../LadiksMPQEditor/client-current/area-52/patch-D/DBFilesClient/Spell.dbc src/game/wow335Talents.generated.ts ../LadiksMPQEditor/client-current/area-52/patch-D/DBFilesClient/Talent.dbc",
|
||||
"catalogs:shard": "vite-node scripts/generate-catalog-shards.ts",
|
||||
"talents:generate": "vite-node scripts/generate-party-runtime-talents.ts",
|
||||
"ascension:sync": "npm run coa:sync && npm run wow335:abilities && npm run ascension:talents && npm run coa:icons && npm run catalogs:shard",
|
||||
"manastorm:import": "node scripts/manastorm-import/cli.mjs",
|
||||
"manastorm:forensics": "node scripts/manastorm-import/forensics-cli.mjs",
|
||||
@@ -117,7 +123,14 @@
|
||||
"assets:performance:audit": "node scripts/asset-pipeline/audit-environment-performance.mjs",
|
||||
"balance:benchmark": "vite-node scripts/combat-benchmark/run.ts",
|
||||
"balance:lab": "python scripts/balance_lab.py",
|
||||
"balance:lab:brackets": "python scripts/balance_lab_brackets.py --ready-only",
|
||||
"balance:lab:npc-audit": "python scripts/balance_lab_brackets.py --ready-only --seat-sweep",
|
||||
"balance:gui": "vite --mode balance-lab-gui --host 127.0.0.1 --open",
|
||||
"balance:lab:regression": "python scripts/balance_lab_brackets.py --ready-only --check",
|
||||
"balance:lab:playtest": "node scripts/playtest-balance-lab.cjs",
|
||||
"readiness:playtest": "node scripts/playtest-companion-readiness.cjs",
|
||||
"test:ready-five": "vitest run src/game/companionSpecReadiness.test.ts src/game/readyFiveCertification.test.ts && python -m unittest scripts.test_balance_lab scripts.test_balance_lab_brackets",
|
||||
"test:rom-five": "vitest run src/game/romFiveValidation.test.ts src/game/romPriestKnightPairValidation.test.ts src/game/romScoutRoguePairValidation.test.ts src/game/romMageWarlockPairValidation.test.ts src/game/romCombatRuntime.test.ts src/game/romCombatMechanics.test.ts src/game/romAbilityCatalogSemantics.test.ts src/game/romPlayerCatalog.test.ts src/game/specializationCatalog.test.ts src/game/romHeirloomReference.test.ts src/game/romCreatureFamilies.test.ts",
|
||||
"balance:smoke": "vite-node scripts/combat-benchmark/run.ts --class mage --role damage --scenario damage-single-burst --seeds 1 --duration-scale 0.2",
|
||||
"prebuild": "npm run loot:generate && npm run web:prepare && npm run assets:ktx2:audit && npm run assets:performance:audit",
|
||||
"build": "node --max-old-space-size=8192 node_modules/typescript/bin/tsc -b && node --max-old-space-size=8192 node_modules/vite/bin/vite.js build",
|
||||
|
||||
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Reference in new issue
Block a user