The finishing shot is spent, and the wound skins come back
"one-shot is bad - way too easy - also we're losing all the nice gore animation sprites" and "I noticed the last kill of a game can carry to the spawn of a new zombie of the next round". drillOneShot is off. The second half of that note is the part worth remembering: a 1 hp body never passes through a wound stage, so every skin in ZWOUND — arm off, ribs out, still walking — is skipped and the roster's best art never renders at all. Kept as a switch, never a default. The carry-over was a real unfairness, not a curiosity. A ball keeps pace through a kill and travels UP-COURT, which is exactly where the next batch is born — so the shot that finished your round flew on into bodies that did not exist when you took it, and faulted you on a round you had not been shown yet. The shot that ends a round is spent now, and drillCaught does the same since it also refills the court up-court. Pierce within a batch is untouched: that is honest occlusion you could have read, this was not. Verified with real aimed serves through a whole round: round banks, ball goes inactive, the next batch walks on with 0 faults and a clean sequence, and the gang carries roster HP again (brute 5, ball boy 3). 33 tests, 15 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -739,11 +739,21 @@ Watch: **a roller in the middle of a sequence is seven aimed serves.** Oliver as
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robustness to be kept, so it is — but if a round ever feels like grinding rather than reading, a
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drill-only HP scale is the knob, not a change to the roster.
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**TENTH PASS — two testing switches, and neither should be left on by drift.**
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- **`TUNE.drillOneShot` (ON)**: every body on a drill court drops to 1 hp. Asked for to make testing
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quick, but be aware what it removes — **the roster's HP is what makes the called ORDER matter**. A
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roller is normally seven serves, so being told to take it third means starting on it first; at one
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hit that whole layer of planning is gone and the sequence is pure recall. Decide it on feel.
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**TENTH PASS — two switches, and the round-boundary bug.**
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- **`TUNE.drillOneShot` — tried ON for one playtest, now OFF.** *"one-shot is bad - way too easy -
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also we're losing all the nice gore animation sprites"*. The second half is the one that is easy to
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miss and worth remembering generally: **a 1 hp body never passes through a wound stage**, so every
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skin in `ZWOUND` (arm off, ribs out, still walking) is skipped and the roster's best art never
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renders at all. The HP is also what makes the called ORDER matter — a roller is seven serves, so
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being told to take it third means starting on it first. Kept as a switch, never a default.
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- **THE ROUND-BOUNDARY CARRY-OVER, and it was a real unfairness.** *"the last kill of a game can
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carry to the spawn of a new zombie of the next round"*. A ball keeps pace through a kill
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(`TUNE.zPierce`) and it travels UP-COURT — which is precisely where the next batch is born. So the
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shot that finished your round flew on into bodies that did not exist when you took it and faulted
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you on a round you had not been shown yet. **The shot that ends a round is spent** (`ball.active =
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false` in drillKill's completion branch, and in `drillCaught` for the same reason: that also
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refills the court up-court). Pierce WITHIN a batch is untouched — that is honest occlusion you
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could have read; this was not.
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- **`TUNE.drillEaterMax` 3 -> 0 (OFF)**: *"remove the fake zombies for now"*. The drill is the pure
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puzzle with no second threat at the moment. The mechanism is untouched — `spawnEater`, the wide
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entry away from the gang, the never-a-fault rule — so one number brings it back.
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