$ pnpm --filter @zoen/wiki exec playwright test tests/round8.spec.ts tests/inventory.spec.ts tests/windows.spec.ts --reporter=line # cwd /Users/king/Desktop/Workspace/SRO/zoen # exit 0 Running 64 tests using 1 worker [1/64] [desktop] › tests/inventory.spec.ts:37:3 › inventory window (drag & drop) › valid drop equips and swaps; invalid slot or unmet requirement turns red and is refused [2/64] [desktop] › tests/inventory.spec.ts:79:3 › inventory round 5: fitted art, quick slots, sockets › weapon art stands upright and fills its 2×3 slot; belt fills its 2×1; helmet and boots fill theirs [3/64] [desktop] › tests/inventory.spec.ts:90:3 › inventory round 5: fitted art, quick slots, sockets › quick slots 1–8 accept potions and scrolls only (drag), and swap [4/64] [desktop] › tests/inventory.spec.ts:105:3 › inventory round 5: fitted art, quick slots, sockets › sockets: hover shows them, clicking a gem picks it up and holds it (placing it in the bag takes it out; Esc keeps it in), dragging a gem in follows the group rules [5/64] [desktop] › tests/inventory.spec.ts:151:3 › inventory round 7: footer, sockets, main-gem rule › gold + Zoe containers and the character line sit under the grid; no help text; the grid is never cut [6/64] [desktop] › tests/inventory.spec.ts:167:3 › inventory round 7: footer, sockets, main-gem rule › sockets never overlap, use the circle art and do not scale on hover [7/64] [desktop] › tests/inventory.spec.ts:188:3 › inventory round 7: footer, sockets, main-gem rule › exactly one main gem per item: a second main is refused, a gem can be dragged out of a socket and back [8/64] [desktop] › tests/inventory.spec.ts:210:3 › inventory round 7: footer, sockets, main-gem rule › the drag ghost keeps the size of the equipped art [9/64] [desktop] › tests/inventory.spec.ts:223:1 › inventory window fits the page on every device [10/64] [desktop] › tests/inventory.spec.ts:230:1 › grid look: tile sprite grid, usable/unusable tiles (not rarity), cosmetics tab right + disabled, backdrop [11/64] [desktop] › tests/round8.spec.ts:14:3 › round 8: inventory window › 620 px wide, no outer padding, inner panel 12 / 8 / 8; weapons are 2×3 slots inset from the edges; tabs inset; slimmer gold + Zoe boxes [12/64] [desktop] › tests/round8.spec.ts:43:3 › round 8: inventory window › pressing an equipped item scales it down a little; equipping plays a small settle (scale-down) on the slot [13/64] [desktop] › tests/round8.spec.ts:61:1 › tab strips of the tight windows have artwork behind them; a socketed gem shows the open hand [14/64] [desktop] › tests/round8.spec.ts:71:3 › round 8: character window › 620 px wide, same padding; portrait at the top with the level medallion; no medallion on the EXP bar; framed skill bar on painted ground; framed stat body [15/64] [desktop] › tests/round8.spec.ts:106:3 › round 8: character window › crest title sits 3 px lower than before [16/64] [desktop] › tests/round8.spec.ts:117:3 › round 8: map and social › map: smaller circles; the pin tip is exactly on the centre of the current circle [17/64] [desktop] › tests/round8.spec.ts:134:3 › round 8: map and social › social: every HP bar has the same width and is framed art, not a plain box [18/64] [desktop] › tests/round8.spec.ts:147:1 › orb / gem / consumable popups use a smaller art slot; socket rings are smaller [19/64] [desktop] › tests/round8.spec.ts:155:1 › items: the equipment tab sits on a framed painted stage; a socketed gem shows the open hand [20/64] [desktop] › tests/round8.spec.ts:170:3 › round 8: kit and pages › gold button: hover lights the whole button (no glow layer painted over the art) [21/64] [desktop] › tests/round8.spec.ts:180:3 › round 8: kit and pages › plain window headers are transparent: the panel fill starts under the rail [22/64] [desktop] › tests/round8.spec.ts:190:3 › round 8: kit and pages › page headers: the header rail sits on top and the framed body starts under it (Item catalog, Online, social & events) [23/64] [desktop] › tests/round8.spec.ts:207:3 › round 8: kit and pages › economy: the rarity showcase uses the real item popup [24/64] [desktop] › tests/round8.spec.ts:223:3 › round 8: kit and pages › HUD mock is built from the delivered ART-HUD sprites, not placeholder boxes [25/64] [desktop] › tests/windows.spec.ts:10:1 › character window: crest on the inner border, close top-right, resize grip, 8 chain slots + Q–C [26/64] [desktop] › tests/windows.spec.ts:28:1 › inventory window: 11 equipment slots, 8 quick slots, 12×5 bag (shared drag-and-drop window) [27/64] [desktop] › tests/windows.spec.ts:39:1 › options window: one vertical scroll (no tabs); dropdown menus are portals and are never clipped [28/64] [desktop] › tests/windows.spec.ts:61:1 › mobile mockups and references fit without page scroll; concept queue listed without prompts [29/64] [desktop] › tests/windows.spec.ts:75:1 › loading screen mock: key art, plaque, rail progress bar that advances, tip and version [30/64] [desktop] › tests/windows.spec.ts:88:1 › round 7 windows: crest title is gold with dark text; Character has the level medallion + rail EXP bar; map has art markers, road and the player pin [31/64] [desktop] › tests/windows.spec.ts:110:1 › loading bar: the gold fill runs end to end (no gutter) between the rail ornaments [32/64] [desktop] › tests/windows.spec.ts:125:1 › options: dropdown menu opens near the bottom without being clipped (flips up) [33/64] [mobile] › tests/inventory.spec.ts:37:3 › inventory window (drag & drop) › valid drop equips and swaps; invalid slot or unmet requirement turns red and is refused [34/64] [mobile] › tests/inventory.spec.ts:79:3 › inventory round 5: fitted art, quick slots, sockets › weapon art stands upright and fills its 2×3 slot; belt fills its 2×1; helmet and boots fill theirs [35/64] [mobile] › tests/inventory.spec.ts:90:3 › inventory round 5: fitted art, quick slots, sockets › quick slots 1–8 accept potions and scrolls only (drag), and swap [36/64] [mobile] › tests/inventory.spec.ts:105:3 › inventory round 5: fitted art, quick slots, sockets › sockets: hover shows them, clicking a gem picks it up and holds it (placing it in the bag takes it out; Esc keeps it in), dragging a gem in follows the group rules [37/64] [mobile] › tests/inventory.spec.ts:151:3 › inventory round 7: footer, sockets, main-gem rule › gold + Zoe containers and the character line sit under the grid; no help text; the grid is never cut [38/64] [mobile] › tests/inventory.spec.ts:167:3 › inventory round 7: footer, sockets, main-gem rule › sockets never overlap, use the circle art and do not scale on hover [39/64] [mobile] › tests/inventory.spec.ts:188:3 › inventory round 7: footer, sockets, main-gem rule › exactly one main gem per item: a second main is refused, a gem can be dragged out of a socket and back [40/64] [mobile] › tests/inventory.spec.ts:210:3 › inventory round 7: footer, sockets, main-gem rule › the drag ghost keeps the size of the equipped art [41/64] [mobile] › tests/inventory.spec.ts:223:1 › inventory window fits the page on every device [42/64] [mobile] › tests/inventory.spec.ts:230:1 › grid look: tile sprite grid, usable/unusable tiles (not rarity), cosmetics tab right + disabled, backdrop [43/64] [mobile] › tests/round8.spec.ts:14:3 › round 8: inventory window › 620 px wide, no outer padding, inner panel 12 / 8 / 8; weapons are 2×3 slots inset from the edges; tabs inset; slimmer gold + Zoe boxes [44/64] [mobile] › tests/round8.spec.ts:43:3 › round 8: inventory window › pressing an equipped item scales it down a little; equipping plays a small settle (scale-down) on the slot [45/64] [mobile] › tests/round8.spec.ts:61:1 › tab strips of the tight windows have artwork behind them; a socketed gem shows the open hand [46/64] [mobile] › tests/round8.spec.ts:71:3 › round 8: character window › 620 px wide, same padding; portrait at the top with the level medallion; no medallion on the EXP bar; framed skill bar on painted ground; framed stat body [47/64] [mobile] › tests/round8.spec.ts:106:3 › round 8: character window › crest title sits 3 px lower than before [48/64] [mobile] › tests/round8.spec.ts:117:3 › round 8: map and social › map: smaller circles; the pin tip is exactly on the centre of the current circle [49/64] [mobile] › tests/round8.spec.ts:134:3 › round 8: map and social › social: every HP bar has the same width and is framed art, not a plain box [50/64] [mobile] › tests/round8.spec.ts:147:1 › orb / gem / consumable popups use a smaller art slot; socket rings are smaller [51/64] [mobile] › tests/round8.spec.ts:155:1 › items: the equipment tab sits on a framed painted stage; a socketed gem shows the open hand [52/64] [mobile] › tests/round8.spec.ts:170:3 › round 8: kit and pages › gold button: hover lights the whole button (no glow layer painted over the art) [53/64] [mobile] › tests/round8.spec.ts:180:3 › round 8: kit and pages › plain window headers are transparent: the panel fill starts under the rail [54/64] [mobile] › tests/round8.spec.ts:190:3 › round 8: kit and pages › page headers: the header rail sits on top and the framed body starts under it (Item catalog, Online, social & events) [55/64] [mobile] › tests/round8.spec.ts:207:3 › round 8: kit and pages › economy: the rarity showcase uses the real item popup [56/64] [mobile] › tests/round8.spec.ts:223:3 › round 8: kit and pages › HUD mock is built from the delivered ART-HUD sprites, not placeholder boxes [57/64] [mobile] › tests/windows.spec.ts:10:1 › character window: crest on the inner border, close top-right, resize grip, 8 chain slots + Q–C [58/64] [mobile] › tests/windows.spec.ts:28:1 › inventory window: 11 equipment slots, 8 quick slots, 12×5 bag (shared drag-and-drop window) [59/64] [mobile] › tests/windows.spec.ts:39:1 › options window: one vertical scroll (no tabs); dropdown menus are portals and are never clipped [60/64] [mobile] › tests/windows.spec.ts:61:1 › mobile mockups and references fit without page scroll; concept queue listed without prompts [61/64] [mobile] › tests/windows.spec.ts:75:1 › loading screen mock: key art, plaque, rail progress bar that advances, tip and version [62/64] [mobile] › tests/windows.spec.ts:88:1 › round 7 windows: crest title is gold with dark text; Character has the level medallion + rail EXP bar; map has art markers, road and the player pin [63/64] [mobile] › tests/windows.spec.ts:110:1 › loading bar: the gold fill runs end to end (no gutter) between the rail ornaments [64/64] [mobile] › tests/windows.spec.ts:125:1 › options: dropdown menu opens near the bottom without being clipped (flips up) 19 skipped 45 passed (1.4m)