Preparing the floor
One pair of Animas for each status effect, in a grid on the floor: a black Anima strikes a white one once, walks back to its place and strikes again once both stand ready. In the first cells every strike causes that cell’s effect for real, with an item that can cause it, and the white Anima reacts to it; every other effect is not built yet, and its name shows in light grey on each hit. Start begins the practice, Stop ends it, Reset places every pair again, and Hide Incomplete shows only the built effects. The 3D scene is hidden in high contrast and print.
FPS
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The floor holds one pair of Animas for each status effect in a grid of cells read left to right: first the outcomes the scenes already play (Guard, Miss, Block, Parry, Riposte, Glanced, Critical, Precise, Pierce, Crush, Disarm, Break and Stick) and the status effects they play (Burned, Poisoned, Bleeding, Blighted, Decaying, Withering, Frozen, Petrified, Sleeping, Seduced, Silenced, Afraid, Hysteria, Taunted, Provoked, Scared, Exposed, Hidden, Stalking, Phased, Resist, Hasted, Slowed, Shielded and Regen), then every effect the effects table names that has no rule yet. In each cell a black Anima, labelled with its effect and showing its health and stamina, faces a white practice Anima that wears the chosen worn items and never starts a fight; in the Guard cell it guards, and in the Stalking cell it stands with its back to the black Anima. A black Anima holds and wears everything chosen in the sidebars, and fights barehanded when no mainhand is chosen, except where its cell needs a certain item: Precise needs a sword, Pierce a thrusting sword, spear or harpoon, Crush a heavy blunt weapon, Disarm a hooked short blade, Break a breaking tool, Stick a sticking pole or club with a melee weapon that does not stick in the offhand, and Parry and Riposte a melee weapon. There it holds only those items, the chosen one in each hand when it fits and otherwise a default item of that kind. The white Anima holds a shield in the Block cell, a parrying tool in the Parry and Riposte cells and an offhand item in the Disarm, Sleeping and Hysteria cells, the chosen one when it fits, in the Break cell it wears only a mythril breast plate, and in the Resist cell a full set of mythril plate. Neither Anima loses health, except in the Petrified cell. Start begins the practice in rounds: every black Anima walks to its own white Anima, and only its own, strikes once with its weapon’s real action, keeps fighting while that strike still holds the white Anima, walks all the way back to its place, and strikes again only when both stand at their places, facing each other, the white one recovered. A practice strike is never dodged, glanced, blocked or parried unless its cell forces that. In the first cells every strike causes that cell’s outcome, and the white Anima reacts as it would in a fight: a Crush knocks it to the floor and it gets up, a Disarm drops its offhand and it goes to pick it up, a Break knocks off its breast plate, which is repaired with REPAIR! when the next round begins, a Parry or Riposte turns into its riposte, a quick strike that steps in and lands on the black Anima as the swing connects, a Stick holds it on the leash until the black Anima’s offhand strike breaks the hold, a Precise turns the sword back for another Precise without end, flinching the white Anima without pushing it away, and every status effect takes hold with any weapon and shows on the white Anima: Burned sets it on fire, Poisoned billows purple gas with skulls and Bleeding pops big pink drops of blood that pool on the floor, each taking a fixed amount of health every tick; Blighted billows toxic gas with biohazard symbols and lowers its maximum stamina, and Decaying draws flies and lowers its maximum health; Withering wraps it in a violet aura and slows its attacks and steps; Frozen locks its legs in an ice cube that melts into a puddle, sooner if it burns; Petrified hardens it into a thick shell of stone that takes no damage, and the next round's strike lands for more than its maximum health and shatters it into pieces that crumble to dust, after which a whole white Anima fades in at its place; Sleeping drops it to the floor beside its offhand until a hit or the end of the effect wakes it, and it gets up and picks the offhand up again; Seduced takes it over to the black Anima’s side until anyone hits it; Silenced puts a red cross in front of its face; Afraid makes it tremble inside shiver lines and sends it running from the black Anima; Hysteria sends purple question marks flying round its head and makes it drop its offhand, run away, attack, run in a circle or cower with its hands on its head, and the black Anima strikes it again wherever it runs, so it never stops being hysterical; Taunted shows a red exclamation mark above it and sends it to attack the black Anima; Provoked shows an anger mark above its head, and Provoked and Exposed make it take more damage; Scared makes it back away from anyone who comes close and strike back only at the black Anima; and in the Hidden cell the white Anima starts hidden, a flickering ghost the black Anima cannot target, so no strike comes. Seven cells give a buff from the start instead, again whenever it ends: in the Stalking cell the black Anima stalks inside a cloud of grey smoke, and every strike on the white Anima's back shows SURPRISE! beside its larger damage; in the Phased cell the white Anima splits into two translucent aqua mirror images that slide out to either side and merge back while its body flickers, and strikes may pass through it, showing PHASED!; in the Resist cell the white Anima wears a translucent rainbow skin over its body and armor, and every hit tries to poison it, which it always resists in this cell, showing RESIST! in rainbow letters; in the Hasted cell the black Anima walks and strikes faster, crackling with golden lightning bolts; and in the Slowed cell it walks and strikes slower, wound in ethereal grey chains glowing red; in the Shielded cell the white Anima wears a light-blue aura that takes the damage of each blow until it breaks, and then raises a new one; and in the Regen cell it wears a light-green aura and shows its healing on every tick. Every other effect is not built yet: each hit that lands shows its name in light grey and changes nothing. Changing the outfit places every pair again. Hide Incomplete takes away every cell whose effect is not built yet and places the built ones again, closer together; Show Incomplete brings every cell back. Stop ends the practice and the black Animas walk back to their places; Start resumes. Reset places every pair again. Drag the floor to orbit, scroll to zoom, press an Anima to pick it up, and with the floor focused Space pauses and Home restores the camera.