- Strung hostiles dim to the data's fx.stunAlpha and show a crackling discharge (Fx.stunArms) while the snare holds, then recover with a release beat when the stun expires or on kill/revive
- Add Fx.stunArms/killStunArms + jagBolt helpers for the per-frame discharge (jagged bolts, sparks, hull stutters) tied to the snare's clock
- Store per-craft stun color/alpha from the bola catch and drive hold/release via _stunHoldFrame/_stunRelease in CombatSystem
- Add dev/stun-shot.mjs CDP script + screenshots, extend combat tests for dim/discharge/release, bump skills-bar test timeout, reformat skills.json, refresh toxic-land video
- Define both skills in data/skills.json with energy, cooldown, ranks, seats,
and per-rank stun/decoy durations
- Implement projectile flight, target intercept, capture radius, and stun in
CombatSystem (launchBoleadoras / _stepBoleadoras / _snagBola)
- Implement Blink: spawn a decoy sprite at the old position, teleport the
hull to a random visible-screen point, and let the decoy absorb aggro and
enemy bolts until its clock expires
- Add bola orb/string visuals and snag readout in Fx.js (bolaStart/Step/Stop,
snag)
- Register new combat SFX events (bola_snag, blink) in CombatSfx.js
- Extend SkillEffects with stunMs/decoyMs helpers and boleadoras/blink handlers
- Update tests: Wraith model checks, Boleadoras/Blink combat behavior, decoy
aggro/fizzle, and SFX event roster