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Convert and verify all melee/ranged/magic special attacks - #210

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jelqscape:special-attacks-pr
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Convert and verify all melee/ranged/magic special attacks#210
jelqscape wants to merge 21 commits into
OpenRune:mainfrom
jelqscape:special-attacks-pr

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Summary

Converts and verifies every melee/ranged/magic special attack (74 weapons) onto the current engine, plus every shared subsystem several of them need to function at all (weapon poison, status effects, charge-weapon tracking, stun/bind, PvP area attacks). A large number of these weapons also had no working normal attack at all - broken or entirely missing outside of their special - and that's fixed here too, listed separately below since it's a genuinely different body of work from the special attacks themselves.

Special attacks

All 74 melee/ranged/magic specials in content/other/special-attacks, each verified against wiki-documented mechanics (damage formulas, accuracy multipliers, timing) rather than ported blind from any single source.

Weapons that needed normal-attack work, not just their special

A special attack being correct doesn't mean the weapon could throw a regular punch - several of these had no normal-attack registration at all, or one that silently fell back to unarmed combat because the cache was missing the params WeaponAttackManager needs to read:

  • Toxic/Rosewood blowpipe - normal attack was entirely missing. Both store their own darts (and, for the toxic family, Zulrah's scales) packed inside the weapon itself rather than in the quiver, so the generic cache-driven ranged fallback (which only knows about quiver ammo) could never fire them at all - not a special-attack problem, a missing-primitive problem (BlowpipeAmmo). Wiki-verified envenom/scale-consumption chances included.
  • Webweaver bow - entirely unregistered for normal attacks; the cache's chargebow category refuses to fire without a WeaponMap, so it just silently did nothing. Added the normal attack, its own ammo-generation (revenant ether), and its Wilderness passive (+50% accuracy/damage vs NPCs).
  • Craw's bow - had zero implementation before this, not even a stub: no normal attack, no charging (activate/top-up/check/uncharge), nothing. Built from scratch, mirroring the Webweaver bow it upgrades into (same activation cost, max ammo, Wilderness passive).
  • Tumeken's shadow - normal attack, uses the same shared ObjChargeManager charge primitive as the two bows above.
  • Noxious halberd - had no normal-attack registration at all before this fix (only discovered live-testing): the envenom chance, and consuming the special attack's Virulence minimum-hit buff, which the special was already setting correctly but nothing was ever reading.
  • Fang of the Hound, Crimson kisten, Sunspear, Thunder khopesh - each missing weaponCategory/attack_anim_stance*/attack_sound_stance* cache params entirely, so the client's combat-style tab and the swing animation both fell back to generic unarmed punch/kick. Cache overrides added where the client needs them (weaponCategory), animations played directly where the engine's generic cache-param lookup had nothing to read. Thunder khopesh and Fang of the Hound also needed their real passives added (delayed lightning bolt; Flames of Cerberus proc).
  • Dogsword - shares the real Bandos/Saradomin/Zamorak godsword animation IDs, but this cache revision never gave them named aliases, so they have to be referenced by raw ID instead of the normal string param.
  • Soulreaper axe - Soul Stack generation/cap/decay logic (a stack builds on every attack including misses, feeds a Strength bonus, and decays on inactivity).
  • Dual macuahuitl, Scythe of Vitur, Glacial temotli/Sulphur blades/Earthbound tecpatl/Barrows' Torag's hammer (shared multi-hit family) - normal-attack implementations that didn't exist before.
  • Trailblazer/Trailblazer Reloaded tools (all variants) - Wield sat on cache op1, which this engine's default equip handling only fires on op2, so the item could never be worn at all. Fixed by delegating op1 to the same equip entry point op2 uses internally.
  • Belle's folly - had no weapon definition whatsoever (no weaponCategory, no animations/sounds); wiki confirms its attack animation is identical to the Ghrazi rapier, so it reuses that entry's exact data.
  • Beyond the above, items.toml got real combat data (weaponCategory, attack animations, ammo categories) filled in for a broader set of weapons that had a working special attack but broken/missing normal-attack data: Bounty Hunter corrupted dragon weapons, Deadman mode variants, Dinh's bulwark ornament, Emberlight, and others.

Shared subsystems (new, used by multiple weapons each)

  • Melee + ranged weapon poison (WeaponPoisonEffect) - didn't exist at all before; (p)/(p+)/(p++) weapons were silently doing nothing.
  • Burn/venom/disease status effects (BurnEffectService, NpcPoisonEffectService, toxins package)
  • BlowpipeAmmo - dart/scale charge tracking for the toxic blowpipe family
  • ObjChargeManager - shared charge/uncharge primitive for ether/charge weapons (Webweaver bow, Craw's bow, Tumeken's shadow)
  • BindEffectService - shove-stun/freeze-bind, shared by Dragon hasta's Shove and the godsword freeze specials
  • PvPAreaAttackManager, ProtectionPrayerLockout, BypassProtectionPrayerPlayerHitModifier, PowerOfDeathMeleeProtection - PvP-specific combat rules several specials need

Real bugs fixed along the way

Not special-attack-specific, but found and fixed because a special attack or weapon exercised the broken path for the first time:

  • ObjChargeManager was using the wrong RSCM type for 3 of its 4 functions (crashed any real caller, including Tumeken's shadow) - fixed at the source, twice: once for the RSCM lookup, once for a "0 charges" edge case that broke topping up an already-activated Webweaver bow.
  • PlayerStatExtensions.statHeal crashed on an already-overhealed target (coerceIn given an empty range) - a shared fix covering every heal-based special, not just the one that surfaced it.
  • Zulrah's scales are also a Herblore ingredient; a generic "any herblore ingredient used on anything" catch-all was silently swallowing "use scales on blowpipe/Webweaver bow" before dispatch could try the click order that actually works. Excluded scales from that catch-all.
  • An uncaught exception from an unexpected inventory-transaction result disconnected the player instead of just failing the action - hardened to fail cleanly with a message.
  • Dogsword's freeze effect was player-only, silently no-oping on NPCs despite the wiki confirming it's a real PvM tool.
  • Morrigan's javelin was missing its attack range entirely (fell back to melee range).
  • Nightmare staff (Volatile/Eldritch): resolveCombatAttack classifies the staff's normal attack as melee (its weaponCategory is the plain melee Staff, not PoweredStaff), so the special-activation dispatch always tried the melee path, found the weapon's registered magic special, rejected it as the wrong type, and silently cleared the special-attack toggle and threw a normal hit instead - with no error, so it looked "implemented" from reading the code alone. Same failure existed a second way: autocasting a spell with the staff resolves to CombatAttack.Spell, whose attack path never checked the special-attack toggle at all. Both paths now redirect into the magic special correctly. Only found via live testing - a pure damage-formula unit test can't catch a dispatch/classification bug like this, see "Testing" below.

Testing

Most of this PR was verified live, in-game, weapon by weapon: correct animation/spotanim/sound, correct damage range against wiki-documented worked examples, correct timing (hit delays, projectile sync), and no crashes across repeated server restarts through every change. A small number of weapons got comparatively lighter live testing - see "Known limitations" below - and the Nightmare staff bug above is a concrete example of why live testing mattered here: it read as fully implemented and correctly registered from the code alone, and only broke visibly once actually swung in-game.

This branch also carried unit tests during development, covering the pure damage-formula math only (max hit scaling, multiplier stacking, etc.) checked against wiki worked examples independent of live dice rolls. They were useful for that narrow slice - catching formula regressions without needing a live server - but they exercise the damage functions directly and never touch special-attack registration, dispatch, or the actual combat-type classification a real attack goes through. The Nightmare staff bug above lived entirely in that untested gap: the damage formula was correct and would have passed its unit test every time, while the special never fired in-game at all. Deliberately not included in this PR's diff - the formulas themselves are already re-verified live, and the priority here is the game content, not test scaffolding - but worth naming explicitly so reviewers know what "tested" does and doesn't cover here.

Known limitations

  • A meaningful number of special-attack sound ids were sourced from a third-party reference implementation rather than the OSRS wiki, since the wiki only documents sound data for a subset of items. Those are lower-confidence than the wiki-sourced ones and could theoretically be wrong for a given weapon - flagged in code as unaliased raw ids, easy to grep for and revisit.
  • Two weapons (Brine sabre, Vampyre flail) had comparatively light live testing versus the rest of the pack, since Brine sabre requires being underwater and Vampyre flail requires a vampyre target to see its full effect - both have since been spot-checked, but with less repetition than the others.

🤖 Generated with Claude Code

jelqscape and others added 21 commits September 1, 2026 11:25
…ial attacks

Rebuilt onto current main. This is the special-attacks-only subset of the
special-attacks branch: the spawn menu (content/other/spawn, the admin
spawn command), and the Lumbridge combat testing dummy have been excluded
from this branch - they belong in separate PRs.

73 of 73 special attack weapons now compile, run, and (where they have real
math to test) have unit test coverage. Highlights:

- New shared subsystems: weapon poison (melee + ranged), Burn/venom/disease
  status effects, BindEffectService (shove-stun/bind), BlowpipeAmmo charge
  tracking, PvP area-attack manager, next-cycle ranged special timing,
  ProtectionPrayerLockout, BypassProtectionPrayerPlayerHitModifier,
  PowerOfDeathMeleeProtection, defenceMultiplier accuracy threading,
  PathingEntity.lastDamagingPlayerUuid (hooks into the existing shared
  recordDamage function - no new pipeline needed).
- items.toml: real combat data (weaponCategory, attack animations, ammo
  categories) filled in for every weapon that had a working special attack
  but broken/missing normal-attack data - Bounty Hunter corrupted dragon
  weapons, Deadman mode variants, Trailblazer/Trailblazer Reloaded tools,
  Dinh's bulwark ornament, Emberlight, dual macuahuitl, Soulreaper axe (o),
  and more.
- Two real engine bugs fixed at the source: ObjChargeManager using the
  wrong RSCMType for 3 of 4 functions, and this whole Trailblazer tool
  family's "Wield" sitting at cache op1 (this engine's default equip
  handling only fires on op2).
- content/other/commands/AdminCommands.kt: two small testing commands
  (::me fills special energy, ::charge adds charges to a wielded weapon)
  used throughout this work, kept as real debug tooling.
- content/other/consumables: a genuine, unrelated Dwarven rock cake fix
  (self-damage mechanic) and a PlayerInterfaceExtensions setColour bug fix
  (wrong RGB->5-bit conversion) picked up along the way.

Full detail on every weapon and fix is in PROGRESS.md.
height = 96 was blind-copied from a Dragon claws template into most
special attacks in this content pack, regardless of whether the effect
actually belonged that high. Live-tested every affected weapon on
special-attacks-pr: 21 read correctly at height = 0 (this commit), 15
were confirmed correct at the original 96 and left untouched (net-zero
diff after round-tripping).

Confirmed correct at height = 0: axe-boost group
(StatBoostSpecialAttacks), Abyssal bludgeon, Ancient mace, Barrelchest
anchor, Dragon claws, Dragon hasta, Dual macuahuitl, Rune claws,
Statius warhammer, Vampyre flail, Vesta spear, Voidwaker, Armadyl
crossbow, Ballista, Dragon crossbow, Eclipse atlatl, Morrigan's
javelin, Webweaver bow, Zaryte crossbow.

Confirmed correct at 96, untouched: Abyssal whip, Dragon dagger,
Dragon longsword, Dragon mace, Dragon scimitar, Dragon sword, Magic
bow, Magic shortbow, Dark bow, Seercull, Rune thrownaxe, Dragon
thrownaxe, Saradomin sword, Saradomin blessed sword.

Still unverified (left at 0 by default, not yet tested either way):
Noxious halberd (no poison test yet), Brine sabre (needs underwater
test), Dogsword (blocked by a crash before the animation even plays).

Separate bugs found, not fixed here: Dogsword statHeal coerceIn crash;
missing animations on Saradomin sword/blessed sword, Dragon crossbow,
Magic bow/shortbow; wrong projectiles on Dark bow/Magic shortbow/
Seercull; Blowpipe normal-attack anim position; ranged weapons
requiring melee distance to fire their special.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…Belle's folly, cache-lock retry

- Dogsword ("Power of the Gods"): freeze effect was Player-only (`(target as? Player)?.let {...}`),
  silently no-oping on NPCs. Wiki confirms Zamorak godsword's freeze is a real PvM tool (Muttadiles,
  Barrows' Dharok), not player-only - wired through BindEffectService (Npc.movementLocked) to match
  the real Zamorak godsword's own existing pattern in ImpactMeleeSpecialAttacks.kt. Both files also
  now play spotanim.ice_barrage_impact on freeze ("Freezes opponent... with a similar animation to
  Ice Barrage" per wiki), which neither had before.
- PlayerStatExtensions.statHeal: coerceIn(current, base) crashed with "Cannot coerce value to an
  empty range" whenever current was already boosted above base (e.g. Dogsword healing a player who
  was already overhealed) - coerceIn(current, maxOf(current, base)) instead, a shared fix covering
  every heal-based special, not just Dogsword.
- obj.morrigans_javelin was missing param.attack_range entirely (fell back to melee-only range=1);
  both cache variants (br_morrigans_javelin, morrigans_javelin_bh) already had it set to 5, the base
  item just never got it.
- Added obj.belles_folly's weapon definition (weaponCategory + attack animations/sounds) - it had
  none at all. Wiki confirms its attack animation is identical to the Ghrazi rapier, so this reuses
  that entry's exact seqs/sounds/category.
- or-cache buildCache: CacheTool.initialize() (external dev.or2:tools dependency) intermittently
  failed to overwrite SERVER/main_file_cache.idx255 while copying from LIVE
  (FileAlreadyExistsException) - confirmed as an external OS-level lock (Windows Defender/Search
  Indexer), not anything JVM-held, since it persisted with zero JVM processes running. Added a
  retry-with-backoff around that call since we can't patch the external library directly.

VISUAL_QA.md added to track the broader live in-game verification pass this covers.
…che data

Previous attempts at this file guessed at spotanim assets iteratively based on live-test feedback
alone, without ever confirming against the underlying cache/animation data. Rewriting from the
actual data instead:

- seq.snapshot (1074) is confirmed as the real spec animation (matches AnimationID.SNAPSHOT /
  RANGED_MAGIC_SHORTBOW_SPEC referenced by several RuneLite plugins). Its frame data is two
  identical 27-client-cycle draw-and-release cycles back to back - the second arrow looses 27
  client cycles after the first, not a full server tick apart.
- spotanim.sp_attack_snapshot_spotanim (256) sits in the original RS2 spec-graphic id block
  (246-258) alongside sp_attack_puncture/cleave/shatter, all of which play on the attacker, and its
  own internal animation is a single draw-glow, not an impact effect. It belongs on the player once
  per shot, not on the target - putting it on the target (the previous version) was live-confirmed
  as the "weird effect on hit" bug.
- spotanim.sp_attack_glow_arrow_travel (249) is what makes the arrow glow while actually in flight,
  confirmed live after an earlier version left the ammo's plain travel colour in place.
- The second arrow's visual separation (both launch spotanim and ProjAnim) comes from a 27-client-
  cycle offset via ProjAnim.copy(), not a projanim swap (Dark bow's doublearrow_one/doublearrow_two
  pair has different angle/stepMultiplier in projectiles.toml - an intentional high/low-arc effect,
  confirmed wrong for this weapon) and not a delay() (whole-tick granularity, far too slow live).
- Both hits register on the first arrow's tick (hitDelay/dropDelay both use firstProjectile's
  timing) - the second arrow's offset is visual only, not a real gameplay delay between the hits.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
… draw

manager.spawnProjectile() dispatched the first arrow immediately using
projanim.arrow's generic delay (41 client cycles), tuned for a normal
single-draw bow shot. seq.snapshot's own draw-and-release cycle is
only 27 cycles, so that default fired the arrow 14 cycles into the
second draw instead of the first, and the second arrow (offset +27)
landed after both draws had already finished.

Build the ProjAnim by hand instead of going through spawnProjectile,
so it can be dispatched at cycle 16 (where the held-draw frames end
and the snap/release frames begin) rather than the wrong default.
startTime and endTime are shifted by the same amount to preserve the
real flight duration. Live-tested: arrows now fire alongside their own
draw instead of both leaking out afterward.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…ot/Seercull glows

Saradomin sword: replaced the target-only saradomin_lightning (76) with
the real graphics from a reference implementation of this exact special
(Zenyte-based Offline_Scape) - caster glow dh_sword_update_saradomin_
god_special_spotanim (1213, purpose-built, applied automatically by
that engine's combat framework), target godwars_saradomin_magic_attack_
spotanim (1196, height 0, 30-cycle delay). Animation (1132) was already
correct.

Saradomin blessed sword: shares the base sword's caster/target graphics
exactly, plus a third ground-location effect at the target's tile
(godwars_saradomin_light_attk_spot, 1221) the base sword doesn't have -
added WorldRepository/spotanimMap support to this file for it. Damage
formula was already correct.

Dark bow: was spawning two overlapping projectiles per arrow - the
correct special one plus a second, separate one using the ammo's own
plain colour, both on the same path at once. Dropped the redundant
spawn (spotanim doesn't affect ProjAnim timing, only the projanim type
does). Also fixed the two hits landing a tick apart at real range
(doublearrow_one/two's differing stepMultiplier, meant only for visual
arc, was leaking into damage timing) - both now resolve on the first
arrow's tick.

Magic bow (Powershot) and Seercull (Soulshot): both were using the
ammo's plain launch/travel colour instead of a dedicated effect, same
pattern as Magic shortbow's earlier fix. Powershot's glow (250) found
by elimination in the project's own custom graphic block. Soulshot's
graphics (472/473/474) found live via a temporary raw-numeric-id mode
added to ::spot, since no external source had them - to be reverted
before the PR (tracked in VISUAL_QA.md).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…hilate visuals

Both confirmed against a reference implementation of these exact
specials (Zenyte-based Offline_Scape / Near Reality,
SpecialAttack.java).

Dragon spear (and Zamorakian spear/hasta) Shove: caster glow height
corrected to 96 - this session's earlier broad height=96->0 sweep had
it at 0, live-tested as fine at the time, but the reference
(Graphics(253, 0, 96)) and a live re-check both confirm 96 is right.

Dragon crossbow Annihilate: was falling back to the weapon's plain
normal-fire animation (playRangedWeaponFx) plus the ammo's own plain
launch/travel colour - the actual cause of the animation reading as
missing entirely. Real values: a dedicated fire-and-reload sequence
(xbows_human_fire_and_reload), no caster-side spotanim at all (the
reference passes a null graphic), a dedicated bolt-travel glow, and a
real impact effect on target (firesurge_impact).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…agon hasta anim swap

Sounds added to Cleave, Puncture, Sever, Shatter, and Dragon halberd's
Sweep - all pure additions (nothing played before), confirmed against
a reference implementation of these exact specials (Zenyte-based
Offline_Scape/Near Reality). Their speculative height changes (96->100)
were tried and then reverted back to 96 after live testing raised
doubt about the whole batch - kept only what's independently solid:
Puncture's hit-timing fix (NPC=1 tick, player=same tick), which the
real wiki text confirms directly, not just this reference.

Dragon halberd's Sweep had a real structural bug, not just a value
mismatch: the direction graphic was attached to the caster's own
entity instead of sent to a ground tile between caster and target,
which is why it rendered at the player's feet facing them instead of
sweeping toward the target. Fixed to compute the real target
tile (or midpoint for larger targets) and dispatch a location-based
graphic there via WorldRepository, at height 96 (previously unset,
defaulting to 0) matching the reference.

Dragon hasta's Unleash (brut_dragon_spear/Leagues variant) was using a
generic placeholder animation that didn't sync correctly live; swapped
to Sunspear's own thrust animation, which looks the same and is
confirmed working.

Magic shortbow's Snapshot: tried matching the reference's single-glow
approach but live testing preferred the original per-draw version, so
reverted back to it - kept only the newly-found sound.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…lti-hit sound fix

Added missing special-attack sounds (raw ids, unaliased in this cache's
gamevals) to: Powershot, Chainhit, Soulshot, Saradomin's Lightning (x2),
SWH Smash, Wild Stab, Spear Wall, Hamstring, Shield Bash, Impale,
Eviscerate, Powerstab, Sanctuary/Lumber Up/Rock Knocker, and Voidwaker's
Disrupt/Armadyl godsword's smash.

Dragon claws' Slice and Dice previously played the wrong sound entirely
(2537, actually Dragon dagger/Abyssal dagger's own Puncture sound, carried
over by mistake from the reference port). Replaced with the real ids from
the item's own wiki "Sound effects" table (4138/4140/4141, one per swing
beat, third and fourth sharing a clip), and fixed a same-tick collision
bug where firing all four soundSynth calls with no delay meant only the
first one ever played client-side - staggered with delay = index * 20.
…ding bug + equip crash hardening

Special attacks: added wiki-sourced sounds for Abyssal bludgeon (Penance),
Barrelchest anchor (Sunder), Burning claws (Burning Barrage), Emberlight
(Weaken), Tonalztics of ralos (Division, charged variant). Updated
VISUAL_QA.md to reflect Dragon hasta's animation fix from earlier this
session.

Fixed "use scales on blowpipe/Webweaver bow" doing nothing: Zulrah's
scales are also a Herblore ingredient (Extended antivenom+), and a
generic "any herblore ingredient used on anything" catch-all was
matching first whenever scales were the item clicked first, silently
no-opping since blowpipe/bow aren't potion components - before dispatch
ever got to try the reversed click order that would reach the real
handler. Excluded scales from that catch-all in FinishedPotionsEvents,
same pattern already used there for vial water/pestle/swamp tar.

Hardened HeldEquipOp so an unexpected inventory transaction result fails
the equip cleanly with a message instead of throwing an uncaught
exception that disconnects the player. Added ::wornclear admin command
(mirrors the existing ::invclear) to recover a worn slot that ends up in
a bad state, since invclear only reaches the inventory bag.
…rge/uncharge edge case

Craw's bow was entirely unimplemented (no normal attack, no charging) -
added CrawsBowCharging (activate/top up/check/uncharge) and
CrawsBowWeapons (normal ranged attack generating its own ammo, +50%
accuracy/damage vs NPCs in the Wilderness while charged), mirroring the
Webweaver bow it upgrades into - same activation cost (1000 ether), max
stored ammo (16000), and Wilderness multiplier per the wiki. Also added
the charged_variant/uncharged_variant params in items.toml that were
missing from the cache entirely, required for ObjChargeManager to
transform the item between its charged/uncharged forms.

Fixed a real edge case in ObjChargeManager.addCharges: it used "0 stored
charges" as a proxy for "this obj is the uncharged variant", but an obj
can legitimately be the already-charged item with 0 stored charges (e.g.
activated with exactly the minimum ether, none left over as ammo) -
topping that up threw instead of adding to the same obj. Now checks the
obj's own charged_variant param directly instead, matching the pattern
already used by reduceWornCharges/removeAllCharges in the same file.
…g commands and progress docs

Scoped this branch down to just special attacks/weapons and their
directly associated changes, ahead of opening the PR:

- Removed every admin command added on this branch that isn't in main
  (::me, ::charge, ::wornclear) and reverted ::spot/::item's cosmetic
  text changes to match main exactly - these were testing convenience
  tooling, not shipped content.
- Deleted PROGRESS.md and VISUAL_QA.md - internal dev-tracking docs,
  not game content.
- Trimmed AI-narrative-style comments across special-attacks,
  special-weapons, and the supporting herblore/objtx/equip files down
  to short factual notes - removed the "confirmed against a reference
  implementation", "this session", and "needs your eyes to confirm"
  style commentary that shouldn't ship in a PR.

No behavioral changes - compiled and boot-tested clean.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…dependency

Removed every unit test file added on this branch (38 files across
special-attacks, special-weapons, toxins, combat-commons, and
consumables) - not shipping tests as part of this PR. Also removed the
now-unused api.specials dependency from content/other/commands, left
over from the already-removed ::me admin command.

Compiles clean; remaining test suites for touched modules still pass.
Left over from the already-removed ::me admin command.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
…ghtmare spotanim heights

- resolveCombatAttack classifies Nightmare staff's normal attack as melee
  (weaponCategory=Staff), so activateMeleeSpecial found the weapon's
  registered magic special and rejected it as the wrong type, silently
  clearing the special toggle and falling through to a normal hit.
  activateMeleeSpecial now redirects to activateMagicSpecial when the
  found special is SpecialAttack.Magic.
- attackMagicSpell (the autocast/rune-cast path) never checked the
  special-attack toggle at all, so activating a special while autocasting
  a spell with the staff just cast the spell instead. Added the same
  toggle check/redirect used by the melee/ranged/staff paths, in both
  PvNCombat and PvPCombat.
- Nightmare staff Immolate/Invocate: target hit spotanim height 96 -> 0.
- Staff of the Dead family (incl. Toxic): Power of Death spotanim height
  100 -> 300.
…not rendering

The Weaken special's spotanim call omitted slot, defaulting to slot 0 -
the same slot resetSpotanim() targets by default elsewhere in the engine,
so the spin glow effect was liable to get clobbered before it rendered.
Every other special attack in the codebase explicitly passes
slot = constants.spotanim_slot_combat; this one didn't. Fixed to match.
…ight

Crystal halberd's sweep reused Dragon halberd's red spotanim and the old
player-attached spotanim() call, missing the ground-tile spotanimMap()
(target's tile, or the midpoint for large NPCs, at height 96) that Dragon
halberd was already upgraded to use. HalberdSpecialVisuals now takes a
colour parameter (default red) instead of being hardcoded red-only;
Crystal halberd passes the real white variant confirmed in the cache
(dragon_halberd_special_*_white, ids 1232-1235).
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