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Preparing scene
Place Team A creates sixteen black Animas with white eyes. Place Team B creates sixteen white Animas with black eyes. They hold opposite formations until Combat is enabled, then fight other colors, including neutral grey Animas placed on the floor. Each carries its generated mainhand and offhand. WorldSphere adds a large textured sphere that Animas can pick up and throw for 222 damage during Combat, dropping and later recovering their offhand item. The 3D scene is hidden in high contrast and print.

Place Team A queues sixteen black Animas with white eyes. Place Team B queues sixteen white Animas with black eyes. Each team forms a four-by-four formation on its own side, facing the other team. Each button places one team; Clear allows both to be placed again. Generation progress appears above the floor, and a failed placement can be retried without losing completed members. Click or tap the floor to queue one neutral grey Anima. Combat starts off. Team members stand at their assigned places; neutral Animas follow their strongest member, with PWR breaking ties. Moving Animas run with Combat on and walk with Combat off. Combat makes Animas attack other colors, including neutral grey. Attacks can begin and continue while moving; small pushes do not restart them. Actual weapon contact still determines hits, and damaging hits retain their hurt reaction. Same-color Animas cannot damage or harpoon each other. Each Anima carries its generated mainhand and offhand and uses its stats, weapon weight, stamina, range, and reload. Present, Play, and Strum heal everyone inside their rings, including other colors. Flick waves damage and push opponents. The small untextured Orb stays in hand while Repulse sends a full-circle pulse that damages and pushes opposing colors. Bash, Shieldbash, Throw, Whirl, Fire, and Gunfire also give damaging hits a brief physical recoil. Rifle and Hand cannon use Gunfire: a straight shot resolves instantly and leaves a brief beam that fades to transparent along its length. Hand cannon has the Rifle's overall length, a broad cannon barrel, and a wider beam. Crossbows keep Fire and release travelling bolts. Aim, Fire, Gunfire, Throw, Hurl, Whirl, and Return projectiles deal 15% more damage before defenses and rounding. WorldSphere places one large textured sphere at a random clear point on the mat. During Combat, Animas drop their offhand item, pick up a WorldSphere, and throw it for 222 damage on contact with an opponent. Another free WorldSphere takes priority over recovering their item. Turning Combat off ends pursuit and lets them reclaim their equipment. Clear removes all WorldSpheres. Nobody keeps attacking a downed Anima. Red shows health and blue shows stamina. Press an Anima or body to pick it up, drag to move it, and release to drop or flick it. Awkward landings recover through a kneel. Team members return to their assigned place unless Combat supplies an opponent; neutral Animas rejoin their routine. Turning Combat off returns the teams to their formations. Drag the empty floor to orbit and use the scroll wheel to zoom. Two-finger gestures move the camera. With the scene focused, Enter adds a neutral Anima at the center of the view, Space pauses or resumes movement, and Home restores the camera. G picks up the visible Anima closest to the center; arrow keys move it, and G or Escape releases it. Deliberate pickup and landing also work while movement is paused. Combat and resource changes stay in this browser. Ranged attacks place a target reticle on the mat when preparation begins. The aim point stays fixed if the target moves away, so the attack can miss. The marker remains until the shot hits, lands, expires, or returns to its hand. A hit that interrupts preparation removes the marker; a projectile already released continues to resolve. Moving alone does not interrupt an attack. Gunfire uses the same fixed aim point and can miss if the opponent moves during preparation; its beam fades without applying more damage. Combat targets use the character's stat- and weapon-derived range. Attacks without targeting play 30% faster; full-circle aura actions and targeted attacks retain their timing.