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Place Team A and Place Team B each create 16 Animas whose labels start with A or B, built by the designer chosen in front of each button: random, as every neutral Anima is, a model that picks each Anima's place, items, item words, level growth and stratagem, while advantages and disadvantages stay random, or a team imported from a battle file, whose Animas wear its items and act by its stratagems. The teams hold opposite formations until Start Battle!, then fight each other and any neutral Animas placed on the floor; Stop returns them to their formations. Every Anima's colour comes from its advantages and disadvantages. Place WorldSphere adds a large textured sphere that Animas can pick up and throw for 1000 damage during the fight, dropping and later recovering their offhand item. The 3D scene is hidden in high contrast and print.
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Place Team A and Place Team B each queue 16 Animas, built by the designer chosen in the select in front of each button when it is pressed. Random gives every Anima its rolled equipment and random growth. A model's designer reads 16 random births at the chosen level and orbs per item and decides where each stands, every item it holds and wears within the grade and quality the orbs buy, its prefixes and suffixes, how its level's stat points grow and its stratagem; advantages and disadvantages stay random, and its team carries the model's heraldry. Each Anima's colour comes from its advantages and disadvantages; a team member's label starts with A on black or B on white. Each team forms a formation 4 to a row on its own side, facing the other team. Import team, beside each select, reads a battle file saved on the battle page and adds each of its teams to both selects, choosing the matching one for that team; an imported team's Animas stand in the file's order, each wearing its items, materials, qualities, prefixes, suffixes and heraldry and acting by its stratagem, on random births grown to the chosen level with no orbs. 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. Place Random Anima queues one neutral Anima with random equipment and growth near the center of the mat; its label has no team and takes a dark shade of its own colour. Start Battle! begins the fight and Stop ends it; Clear also ends it. Before Start Battle! team members stand at their assigned places and neutral Animas follow their strongest member, with PWR breaking ties. Moving Animas walk outside the fight and run during it. In the fight Animas attack other teams, including neutral Animas, and each acts by its stratagem: a designed member by its designer's, every other Anima by the default. 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. Animas on the same team cannot damage or harpoon each other. Each Anima carries its generated mainhand and offhand and uses its stats, weapon weight, stamina, range, and reload. Play, Strum and Blow play songs that every teammate hears wherever it stands, each song shown as a note circling every listener's head, red for the Harp, green for the Flute and blue for the War horn, so several songs are several notes flying round it: stamina every tick, a chance to end its debuffs as the song starts, and more effect resistance, less magic damage taken or a little more attack speed while the song lasts; no song heals health. Unfurl restores the stamina of everyone inside its ring, including other teams, and raises its teammates' magic damage for a while. Flick waves damage and push opponents. The small untextured Orb stays in hand while Repulse sends a full-circle pulse that damages and pushes opponents. 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. Place WorldSphere places one luminous blue fireball at the center of the mat; placing another replaces it. During the fight, Animas drop their offhand item, pick up a WorldSphere, and throw it for 1000 damage on contact with an opponent. A WorldSphere their stratagem would grab takes priority over recovering their item. Stop 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 the fight supplies an opponent; neutral Animas rejoin their routine. Stop 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, 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. Without an active task, neutral Animas follow a square patrol near the center, during the fight or not. Shadows and labels stay on. Fights 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. Every action plays at its tempo, its handling rate times one pace shared by every action, read from the speed of its own channel (attack, cast or charge). Bows and crossbows reload sooner and their projectiles fly faster. Animas prefer ranged weapons until an opponent enters 5 world units, then prefer an equipped melee weapon. Reload and stamina still govern each attack.