- Apply abilityColorPrefix (ÿc4 for Unique/Boss, ÿc3 for Champion, '' for Normal/Minion) across the entire Line 1 subtext in buildMonsterHoverSubtext per D2Client.dll 0x6fb719b0 / 0x6fb71a20 so <Race> (Demon/Undead) and race-only Champions/Bosses (DescStr == 'dummy') render in their rank color instead of white (ÿc0), and single-token overflow truncation preserves the rank color.
- Support numeric MonUMod.txt Champion subtype IDs ('16', '36'..'39' from .rdata:0x6fb86d64), case-insensitive modifier keys, and target.affixes fallback in resolveMonsterTitleAndColor, and forward descStr, subType, and affixes in monsterToTargetHudInfo.
- Demote already-elite packs in rebudgetMonsterPacks before re-promoting when elite === 'all' to prevent double-multiplying HP (9x/16x) and level (+4/+6).
- Call mouseController.syncMonsterTargetHud(camX, camY) before reading getActiveTargetMonster() in onRender so moving monsters/camera have zero 1-frame lag on the [1.25, 1.25, 1.25, 1.0] sprite highlight tint.
- Add Round 2 regression tests in tests/monster-target-bar.test.ts.
TAG=agy
CONV=4761a588-f887-4d60-a654-44297372fd6a