4bec0cb09cc048bf2708efcaa0ffca6ff9522a41
A variant used to stop at the healthy eleven, which is enough for a gore-mode shambler and not enough for a MATCH opponent — that mode scores you on the BODY, so an opponent with no wounded art would go from untouched to dead with nothing in between. <key>_play / _serve / _fall restyled off the master 11 frames <key>_w1 / _serve_w1 / _fall_w1 arm off, drawn from healthy 10 frames <key>_w2 / _serve_w2 / _fall_w2 headless, drawn from arm off 10 frames Each stage is a restyle of THE STAGE ABOVE IT, in that order, because that chaining is what finally made damage accumulate this morning: the missing arm rides in the picture instead of having to win an argument with it. The helper prints the batches in dependency order for exactly that reason. Every gate the racket zombie's ladder needed is declared automatically — the stride pair on both the healthy shuffle and each wound row, `changed` at 0.10 for an arm and 0.15 for a head (the generator will happily redraw the reference and skip the amputation), and the pose-tolerant kit bounds with the shorts hue kept tight, since hue is the measure that survives a pose change. The wound rows carry three frames, not four: the shuffle doubles as the stance, which is how drawZombie already reads them. And the one-armed serve is generated, not hand-waved — the missing arm IS the tossing arm, so the stump goes up and the racket hand flicks the ball off the face, the way one-armed players actually serve. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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