- Implement 10 Poison and Bone skills (Teeth 67, Bone Armor 68, Poison Dagger 73,
Corpse Explosion 74, Bone Wall 78, Poison Explosion 83, Bone Spear 84, Bone Prison 88,
Poison Nova 92, Bone Spirit 93) per 1.13c ground truth.
- Decouple damage formulas into standalone exported functions: calculateTeethDamage,
calculateBoneArmorCapacity, calculatePoisonDaggerDamage, calculateCorpseExplosionDamage,
calculateBoneWallStats, calculatePoisonExplosionDamage, calculateBoneSpearDamage,
calculateBonePrisonStats, calculatePoisonNovaDamage, calculateBoneSpiritDamage.
- Preserve BATCH1_SKILLS length strictly at 38 skills.
- Enforce 2:1 isometric ground projection geometry (ISO_GROUND_ASPECT_RATIO = 0.5)
for collision, radial Poison Nova bursts (64 bolts), and trajectory kinematics.
- Implement Bone Spirit homing steering and Bone Spear piercing (collideKill = 0).
- Integrate casting lifecycle in act-scene: mana deduction, overlays, corpse consumption,
and dagger weapon requirement for Poison Dagger.
- Add comprehensive 37-test suite in tests/skills/nec/poison-bone.test.ts.
- Update scripts/pack-missiles.ts to include missing Necromancer missiles: corpseexplosion, poisoncorpseexplosion, poisonexplosioncloud, poisonpuff, cursecast, bonecast, bonespeartrail, revive
- Update scripts/pack-overlays.ts to include 15 Necromancer overlays: 10 Curses overhead state icons, 2 hit overlays, 3 Bone Armor overlays
- Extract and bake 32-bit RGBA sprite sheets into public/missiles/ and public/overlays/ with transparent border thresholding (max(r,g,b) <= 4 -> alpha = 0)
- Generate strongly-typed metadata in src/render/missiles-meta.ts and src/render/overlays-meta.ts
- Add comprehensive Vitest test suite in tests/skills/nec/necro-assets.test.ts verifying physical file existence, JSON frame geometry, and 0 transparent border artifacts
- Verified typecheck with 0 errors and all asset test suites passing 100%
- Group speedbar skills into dedicated horizontal rows by 1.13c ListRow/SkillPage categories:
- Row 0: Universal actions (Attack 0, Throw 2, Unsummon 3, Left Hand Throw 4)
- Rows 1..3: Class skill tree tabs (Tab 1, Tab 2, Tab 3)
- Row 4: Item and charged skills (Townportal, Identify, charged items)
- Compact unlearned or empty tree rows contiguously without blank spacing
- Enforce strict 1.13c left-click filtering (83 active leftskill=1 skills; 26 passives and all auras excluded)
- Orient left popup upward-rightward and right popup upward-leftward with 800x600 canvas clamping
- Sort intra-row skills by reqlevel ascending then skillId ascending
- Add comprehensive 7-class parity test suite covering grouping, compaction, filtering, and geometry
- Fix ghost property resistLightning to respect monster resistances and lightningResist in act-scene.ts
- Wire monster resistances across MonsterStats and applyEliteModifiers in combat.ts and monsters.ts
- Clamp Static Field damage non-lethally post-resistance scaling and protect against difficulty floor underflow in missile-engine.ts
- Implement continuous sub-step collision and raycast line-of-sight in missile-engine.ts and skills.ts
- Add persistent NextDelay tracking on GameEngine with automatic per-tick expired entry pruning
- Align Nova (64 bolts, aspect ratio 0.5, NextDelay 4) and Static Field in executeSkillCore113c
- Dual sprite falling trajectory: render falling meteor fireball (meteor) and flame tail (meteortail) descending diagonally during 60-tick countdown with additive blending
- Animation frame indexing: meteorcenter advances monotonically starting at frame 0, meteorfire plays emergence once (0..11) then loops 12..36 indefinitely
- Detonation timing: center expires and detonates at tick 60 exact (isExpired when ttl <= 1)
- Wall collision: drop meteorfire ground patches landing inside solid walls in MissileEngine
- Full test coverage: Dimensions 8 & 9 added to skill-056-meteor.test.ts, stress and adversarial test suites verified
- Implement all 33 Paladin aura overlay targets (13 front/back pairs + 7 full rings) with authentic 1.13c Overlay.txt definitions
- Update offline overlay baking script scripts/pack-overlays.ts and generated metadata src/render/overlays-meta.ts with zero runtime MPQ parsing
- Align baked UI atlases and manifest in public/ui/ and src/ui/baked-ui-meta.ts
- Expand tests/skills/aura-target-parity.test.ts to 7 dimensions including 3D Isometric Aura Ring Sandwich depth layering
- Fix hero class walk offset assertion in tests/hero-classes-art.test.ts
- Add set item icon dye tests in tests/set-items-icons-dye.test.ts
- Remove targetX and targetY from stationary turret projectile definition in castSkill (act-scene.ts)
- Remove idle fallback to projectile.targetX/Y in tickProjectiles (skills.ts) so turrets only fire when an alive target is found within range
- Add negative unit test in Dimension 3 verifying 0 projectiles are spawned over 50 ticks with empty targets array
- Implement all 20 Paladin auras (offensive & defensive) with 1.13c MPQ parameters
- Town vs Wilderness filtering: friendly auras buff only self in town, broadcast to allies/mercenaries/summons in wilderness; offensive pulses and redemption suspended in town
- Conviction (#123) asymmetry: caster ring visual only with 0 self debuffs; wilderness enemies receive -Def% and -Res% debuffs with green spikes foot ring; suspended in town
- Holy Freeze (#114) parity: caster displays cyan ring, wilderness enemies take cold pulse damage, item_slow, and blue chill tint with ZERO enemy foot rings
- Offline asset baking: baked 20 aura overlay animations into public/overlays and generated src/render/overlays-meta.ts with zero runtime MPQ parsing
- Full test coverage in tests/skills/aura-target-parity.test.ts passing 6/6 tests and full TypeScript typecheck passing
- Correct Swirling Crystal (oba) invWidth from 2 to 1 (1x3) per canonical 1.13c weapons.txt for both The Oculus (STARTER_EQUIPPED_GEAR.weapon1) and Tal Rasha's Lidless Eye (CLASS_EXCLUSIVE_SETS.sor.weapon1)
- Fix The Oculus invFile from invbst (1x4 Battle Staff) to canonical invob5 (1x3 Swirling Crystal sprite)
- Audit all starter item dimensions across all 7 classes against canonical 1.13c weapons.txt, armor.txt, and misc.txt
- Add tests/starter-items-inv-size-parity.test.ts to prevent inventory size regressions
- Extract and stitch all 213 Blizzard flp*.dc6 resting frames into items-atlas.png
- Support all 4 flpgld gold pile size groups and color dye transforms
- Implement resolveGroundItemSpriteRect() in src/ui/inventory.ts
- Render authentic isometric ground art with contact shadow in drawGroundItem()
- Eliminate synthetic blue boxes, 2D perspective shear hacks, and sparkle white dots
- Fix engine pickup entity matching so picked items are cleanly removed with zero residual dots
- Add tests/ground-items-flippy-parity.test.ts