## 2026-10-01T02:40:09Z
You are explorer_m2_3_gen3.
Your working directory is: c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3
You must read ORIGINAL_REQUEST.md at: c:\Projects\FreeExile\.agents\teamwork\ORIGINAL_REQUEST.md (under section ## 2026-10-01T00:31:10Z).

Scope & Investigation:
Milestone 2 (Character Animation & Visceral Combat Feel Engine):
Focus: Huyễn Ảnh Bộ Evasion (i-frames, dodge roll, animation cancelling) and Ghost Trail Pool (`entity_renderer.js` / `weapon_swing_renderer.js`).

Reference artifacts:
- PROJECT.md at `c:\Projects\FreeExile\PROJECT.md`
- SCOPE.md at `c:\Projects\FreeExile\.agents\teamwork\orchestrator_3\SCOPE.md`
- Existing codebase:
  * `client/webapp/js/engine/combat_skills.js`
  * `client/webapp/js/engine/entity_renderer.js`
  * `client/webapp/js/engine/weapon_swing_renderer.js`
  * `tests/e2e/test_poe2_ui_animation_vfx_e2e.py` (specifically `test_f09_dodge_iframe_state_and_timer`, `test_f09_dodge_charges_budget_baseline`, `test_cross_dodge_cancels_skill_windup`, `test_boundary_iframe_window_exact_boundaries`)

Your Investigation Tasks:
1. Examine dodge roll mechanics: 250ms i-frame window, 3-charge pool, cooldown/recovery integration.
2. Examine animation cancelling: pressing Space/Dodge during Wind-up immediately cancels the wind-up phase into Dodge.
3. Examine tinted ghost trails (afterimages): static pool of ghost trails (e.g. 32 slots), fading opacity, blue/cyan or ethereal tint.
4. Examine `weapon_swing_renderer.js` rendering of dynamic swing arcs and weapon trails.
5. Check line length caps (<= 350 soft / <= 500 hard).
6. Recommend a concrete, verified implementation strategy for the worker. DO NOT implement changes yourself (Explorer is read-only).

Write your full structured report in `c:\Projects\FreeExile\.agents\teamwork\explorer_m2_3_gen3\handoff.md` and send a message when done.
