# Original WoW spell visuals The runtime packages every WoW 3.3.5 visual model referenced by the current ability manifest, across all ten WoW classes. There is no class filter in `package-wow-original.mjs`. Ascension and RuneWaker entries retain their existing source mappings and sound behavior. Current coverage: 483 packaged models; 5,066 of 5,066 source phase assets; 311 mesh models, 1,711 particle emitters, 249 ribbon emitters, and 479 unique source textures. The generated manifest includes per-class coverage. A spell rank without a source visual phase (for example, a passive or totem-management action) is not counted as a missing model. This does not invent original visuals for spells with no source mapping; the runtime still supplies its generated school fallback. ## Generate and verify ```sh npm run effects:wow npm run effects:audit npm run effects:test ``` `effects:generate` rebuilds the DBC/audio mappings before packaging all WoW visuals. `effects:priest` remains a compatibility alias for `effects:wow` so it cannot accidentally revert the main manifest to Priest-only coverage. The old Priest decoder and fixtures remain for compatibility tests. The manifest collector also reads effectful boss spell IDs from `dungeonCampaignCatalog.json`. Regenerate the dungeon catalog first whenever boss spell semantics change. Missing or undecodable source audio falls back to the runtime's short spatial school cue; enabled combat audio is never silently dropped merely because a source file is absent. Source assets resolve from the extracted sibling `LadiksMPQEditor` base-client directories, with the sibling `wow335a/Data` archive stack recovering missing files. Locale archives supply shared interface textures used by spell models. Recovered files go into `.tools/wow-effects-source`; source installations are read-only. BLPConverter8 converts the original BLPs to PNG. Model and texture paths are checked before resolution. An incomplete run reports failures and does not replace the active manifest. Graph filenames hash the complete runtime payload, including source model, skin, textures and nested model dependencies. Changes therefore get new URLs instead of reusing an incompatible cached graph. The normal content publisher assigns the entire `assets/game/combat-effects` tree to `core:combat-media`. Publishing a new app/content release remains the normal deployment step. Development gameplay uses Vite's local source media directly; release builds retain the verified media-pack download requirement. ## RuneWaker spell media mapping `npm run effects:rom` refreshes only RuneWaker manifest entries and packages their sound cues without rebuilding WoW effects. It reads spell-to-image links from `romPlayerCatalog.generated.json` and `magiccollectobject.db`, effect model paths from `imageobject.db`, and exact same-name cues under the client's parallel `sound/fx` tree. Verified ROS audio events supply cues when their embedded path differs from the mirrored model path. Each cue is tagged with its source cast phase so a target impact does not replay a caster sound. `npm run effects:rom:particles` packages a decoded ROS particle archive for the five primary classes and their accepted elite pairs. Build the native exporter with `scripts/runewaker-pipeline/native/build-exporter.ps1` first. The exporter reads ACT motion controllers, where the texture names and particle keys live; the static entity tree alone contains default values. Set `RUNEWAKER_RESOURCE_ROOT`, `RUNEWAKER_EXPORTER`, or `TEXCONV_BIN` to override the default source and tool locations. The archive index at `public/assets/game/combat-effects/original/runewaker/manifest.json` records decoded and unsupported controller families per model. Its graphs contain the source shader identity, blend mode, billboard settings, particle tracks, and PNG versions of referenced DDS textures. The archive also extracts the SMUNI vertex and pixel HLSL from the Rune engine source with a source hash. Texture tile sizes are pixels, not atlas row and column counts. `npm run effects:rom:audit` writes the first-five class and accepted-pair map to `docs/ROM_SPELL_MEDIA_MAPPING.md`. It distinguishes source ROS references, packaged audio, and browser-playable original visual graphs. The WebGL sprite renderer plays Priest Urgent Heal, Heal, and Group Heal casts; Urgent Heal's target impact; Rising Tide cast, release, and impact; Knight Charge cast and Whirlwind Shield impact; and Mage Electric Bolt projectile. The exact spell, phase, and model allowlist lives in `rom-particle-readiness.mjs`. Other ROS phases remain in the archive until their controller families and motion sequence are checked in the browser. Open `scripts/combat-effects/rom-preview.html` with the Vite dev server to inspect the decoded sprite models. The emitter integrates source rate keys over each rendered frame so short bursts survive slower frames. Whirlwind Shield uses a 2.5 presentation scale after live dungeon review. The Priest's holy `act_casting_c_hand.ros` has three renderable sprite layers and one `CRuController_EventTrigger` in its `appear` motion. The RuneWaker source identifies event 43 as looping direct 3D audio for `sound/fx/skill/holy/act_casting_c_hand.wav`, not another visual layer. The packager marks this exact model renderer-ready after validating that event's parameters. Its packaged WAV loops only during the matching Priest cast and stops on release or cancellation. Other unsupported event triggers still block a graph from the ready allowlist. Urgent Heal's target effect is linked through MagicCollect spell `491147` to MagicObject component `501543`, whose ImageObject `573048` supplies `ExtendACT=model/fx/skill/holy/act_benedictory_heal_t_down.ros` at `p_down`. The client creates the component's `ExtendACT` on the target after the heal resolves. Its `explode` motion contains two original sprite layers (holy line and gold stars), a nested `rune_cylinder.ros` particle entity with source rune texture, a `kan_rune_circle.dds` ground decal, and a one-shot direct 3D audio event for `sound/fx/skill/holy/act_benedictory_heal_t_down.mp3`. The browser plays the two sprite layers and source rune mesh emission, and animates the decal radius, rotation, color, and alpha. The decal lies on a level plane; the RuneWaker client projects it onto collision triangles. The graph remains `partial-original` for that terrain projection difference while replacing the generated target filler. Rising Tide spell `490256` uses ImageObject `572061` for `act_icecone01_c_hand.ros` at cast start and `act_icecone01_f.ros` on release. MagicObject component `620408` links ImageObject `572062`, whose target `ExtendACT` is `act_riptide_t_freeze_hit.ros` at `freeze_hit`. The source audio events name the projectile cue `sound/fx/skill/ice/icenew/act_icecone01_f.ros.mp3` and target cue `sound/fx/skill/ice/act_riptide_t_freeze_hit.mp3`; the cast hand has its mirrored WAV. The verified models are attached to their respective combat presentation phases after their controller support and source motion checks. ## Rendering The `wow-m2-model` format composes source particles, animated/skinned geometry, material alpha and colors, UV transforms, and bone-driven ribbon trails. The renderer resolves full and upright billboards, texture layers, source-space pivots, global animation sequences, and Stand/Hold/Decay timelines. Original geometry particles use instance pools; secondary particle emitters are bounded to prevent recursive effects multiplying the scene budget. The live combat path uses the same cast, projectile, impact and aura events as before. In original mode, an instant release also renders any source-side `cast-start` layers without publishing another gameplay or audio event. Instant terminal events prefer their exact phase, then use the source `impact` or `aura-start` counterpart when that is the only mapping. The source phase stays on the render event so attachment and aura lifetime rules remain correct. This covers all 1,106 castable instant rank records that have a packaged source visual, including all 287 latest-rank instant abilities with source visuals. The source catalog also contains three passive instant records with visuals; passives do not publish combat events. Abilities without a source mapping, or with no usable asset load, retain generated fallback. Particle budgets, placement anchors, and travel timing remain the game's presentation rules; this is not a claim of pixel-identical client simulation or exhaustive spell-by-spell gameplay QA. Decoder reference for compressed bone quaternions, float UV quaternions, and source record layouts: [wowlib M2 records](https://skarndev.github.io/wowlib/python/m2/records/). ## Local visual inspection Run `npm run dev` and open `/scripts/combat-effects/preview.html`. The development-only preview lists every directly referenced model and uses the same mesh, ribbon and particle renderer as live combat. Drag to orbit, scroll to zoom, replay an effect, or freeze its opening frame. The preview is not included in the production app entry point. Runtime tests parse all shipped graphs, sample bone transforms, and verify geometry bounds, dependency textures and billboard behavior. Browser evidence and observed limitations are recorded in `PLAYTEST_NOTES.md`.