feat(v2): Phases 2-6 — trails, heatmap, portals, windows, effects
Phase 2 — Map overlays: - TrailsSVG: SVG polylines per character from /trails, polled 2s - HeatmapCanvas: canvas radial gradients from /spawns/heatmap - PortalMarkers: emoji markers from /portals - Sidebar toggles for heatmap and portals Phase 3 — Draggable windows: - WindowManagerContext: z-index stack for open windows - DraggableWindow: generic shell with drag-header, close btn, z-stack - ChatWindow: color-coded messages + input form (1000 msg buffer) - CharacterWindow: combat stats with monster damage table - InventoryWindow: item table with material/set/AL/dmg/workmanship - WindowRenderer: reads context, renders all open windows - Action buttons (Chat/Stats/Inv/Char/Radar) now open windows Phase 4 — Window types share same DraggableWindow shell with character-specific content. Combat stats and inventory via API. Phase 5 — Effects: - RareNotification: slide-in/slide-out banner with gold border - Fireworks: 30-particle explosion with CSS custom property animation - Notification queue with 6s display + 0.5s exit animation Phase 6 — Polish: - Window header uses modern blue gradient (not solid purple) - Chat uses monospace font - All overlay layers properly stacked (heatmap → trails → dots → portals) - Mobile: sidebar stacks above map at 768px breakpoint - Chat messages tracked per-character in useLiveData Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Mosswart Overlord v2</title>
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<link rel="icon" type="image/png" href="/icons/7735.png" />
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<script type="module" crossorigin src="/v2/assets/index-SmjESM0y.js"></script>
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<link rel="stylesheet" crossorigin href="/v2/assets/index-CB6KCKZz.css">
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<script type="module" crossorigin src="/v2/assets/index-BkJV_2F3.js"></script>
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<link rel="stylesheet" crossorigin href="/v2/assets/index-B55o-nLL.css">
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</head>
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<body>
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<div id="root"></div>
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