A match opponent is a FAMILY now, so a generated variant is one row and not dead art
--variant produces 31 frames; nothing could draw them. drawZombie hardcoded the `z_r` prefix, the preloader spelled all 31 filenames out by hand, and the sprite bench built its names from the same literal. A new zombie would have sat on disk. config.ZFAMS = ['r'] the families that exist config.famFrames(f) the 31 names derived from a key Everything that needs those names now derives them: the preloader spreads ZFAMS.flatMap(famFrames), drawZombie reads `zb.fam` (unset = 'r', so the club pro is untouched) and builds its wound lookups off it, and the bench walks families on up/down. Adding an opponent is ONE ROW — which also retires 31 hand-typed filenames from the preload list, each of which was a chance to typo one and have a body silently vanish for a frame. That is the oldest bug in render.js and it is now impossible in this corner of it. And the link that makes it worth anything: a LADDER RUNG can name a family. `fam: 'br'` on a row in LADDER_TRAITS and that rung walks on as a different body, all the way down its own wound ladder. So the whole path is now: _master.py --variant br "…" -> generate 31 frames ZFAMS += 'br' -> the game loads them fam: 'br' on a ladder row -> that opponent is in the match Verified: the bench still walks all 33 cells pulling the right derived name at every wound stage, and a real match still opens on THE GROUNDSKEEPER wearing family 'r' and drawing z_r1. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -431,6 +431,6 @@ if (location.hostname !== 'splatter-tennis.wuwi.one') {
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</div>
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</div>
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</div>
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<script type="module" src="src/main.js?v=189"></script>
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<script type="module" src="src/main.js?v=190"></script>
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</body>
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</html>
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