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style-tier
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@ -66,6 +66,23 @@ shredding) or `--attach ...` (bone-parented gear, see
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`pipeline/render_geared.sh` for calibrated specs). Per-character: a fighter
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`pipeline/render_geared.sh` for calibrated specs). Per-character: a fighter
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with `["base","torn"]` simply has no gear stage.
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with `["base","torn"]` simply has no gear stage.
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### hp_bands mode — punch through the layers
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```json
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"wardrobe": { "states": ["geared", "base", "torn"], "hp_bands": true }
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```
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With `hp_bands`, the ordered states split max health into **equal hp bands**
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and the active state follows the band hp is in. Each state is a mini health
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bar: the HUD draws one colored segment per band, and emptying a segment
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breaks the fighter through into the next look (white sprite flash on the
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break). Forward-only — a passed band is never re-entered. `tears` and
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`tear_below_hp` are ignored in this mode. States don't need full variant
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coverage: missing `frames@<state>/` dirs fall back to base per-move, so a
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style tier that only covers idle/walk/hit/jab/straight/kick still reads.
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The states can be *any* ordered looks, not just wardrobe — e.g. render
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styles (`["base", "sketch", "wireframe"]`) made with the restyle pipeline.
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## moves/<move>/data.json
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## moves/<move>/data.json
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```json
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```json
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@ -11,9 +11,10 @@
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"states": [
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"states": [
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"geared",
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"geared",
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"base",
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"base",
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"torn"
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"torn",
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"xray"
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],
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],
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"tear_below_hp": 0.35
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"hp_bands": true
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},
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},
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"normals": {
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"normals": {
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"P": "jab",
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"P": "jab",
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