Ban fine glitter noise in card prompts

This commit is contained in:
2026-06-10 22:16:21 +09:00
parent 52fd181554
commit 16b25126f6
3 changed files with 5002 additions and 5002 deletions

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@@ -29,7 +29,7 @@ The game art direction is adult-oriented multi-world pinup:
- Damage intensity should be strong and physically convincing. Avoid damage that looks like mild fashion distressing only; from `damage-2` onward, show bent plates, snapped straps, split seams, fractured bracers, damaged boots, broken fasteners, disabled weapon parts, and poses that clearly communicate forceful combat impact. `damage-4` should look like the character can no longer keep fighting, while still avoiding gore and explicit sexual framing.
- From `damage-2` onward, armor and equipment destruction must clear a hard visual minimum. `damage-2` should read as at least 50% of the protective outfit/equipment system cracked, torn away, bent, detached, disabled, or hanging loose; `damage-3` should read as at least 70% destroyed; `damage-4` should read as at least 85% comprehensively wrecked, with only battered opaque remnants and broken supports preserving non-explicit coverage.
- Use the manager-preferred clean card style established by the C0007 baseline approach: large silhouette first, crisp costume/equipment detail, clean focal areas, broad elemental or gravity shapes, and backgrounds that support the character instead of competing with her.
- Keep visual noise extremely controlled. Do not fill images with tiny sparkles, glitter dust, particle clouds, micro-shards, confetti debris, or random luminous specks. Prefer at most a few large readable elemental shapes, broken equipment pieces, or broad impact arcs, with negative space around the face, torso, weapon, and main silhouette so the card reads cleanly at game size.
- Keep visual noise extremely controlled. Do not fill images with tiny sparkles, glitter dust, particle clouds, micro-shards, confetti debris, random luminous specks, hairline glowing filigree, spiderweb crack networks, or glittering wire/vine nets. Show damage through large readable torn panels, bent armor plates, broken equipment pieces, broad impact arcs, and a few bold elemental shapes, with negative space around the face, torso, weapon, and main silhouette so the card reads cleanly at game size.
- Exposure is a core adult-game reward. From `damage-2` onward, damaged clothing/gear should visibly reveal shoulders, side torso, abdomen, hips, upper thighs, back, or mature bust silhouette; `damage-3` and `damage-4` should push to the maximum permitted non-sexual battle-damage exposure for that character's outfit and world.
- Damage should be distributed across the whole outfit and armor system. High-damage and defeated cards should show damage on headgear or hair accessories, shoulders, chest armor or bodice, back or cloak, sleeves, gloves, abdomen, waist, hips, thighs, knees, boots, and weapon accessories as appropriate. Do not leave a major region pristine while only one area is destroyed; keep opaque remnants over intimate areas so the image stays combat-damage focused.
- Do not selectively protect chest or rear-body gear. Bust armor, bodice panels, under-bust straps, side-bust armor edges, hip plates, rear waist plates, rear skirt or coat panels, and seat armor should show the same level of dents, tears, broken straps, missing trim, and deformation as the rest of the outfit. These areas should read as damaged equipment/clothing, not explicit sexual display, and opaque remnants must still cover intimate areas.

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@@ -182,7 +182,7 @@ function promptFor(character, stage) {
`Scene/backdrop: ${character.scene}; ${elementName} elemental atmosphere; no other characters.`,
`Style/medium: ${character.style}, portrait card composition.`,
"Manager-preferred clean card style: prioritize the clear, calm readability of the C0007 baseline approach--large silhouette, clean focal areas, broad elemental or gravity shapes, crisp costume/equipment detail, and a background that supports the character instead of competing with her.",
"Strict visual noise control: do not fill the image with tiny sparkles, glitter dust, particle clouds, micro-shards, confetti debris, or random luminous specks. Use at most a few large readable elemental shapes, broken equipment pieces, or broad impact arcs; leave negative space around the face, torso, weapon, and main silhouette so the card reads cleanly at game size.",
"Strict visual noise control: do not fill the image with tiny sparkles, glitter dust, particle clouds, micro-shards, confetti debris, random luminous specks, hairline glowing filigree, spiderweb crack networks, or glittering wire/vine nets. Show damage through large readable torn panels, bent armor plates, broken equipment pieces, broad impact arcs, and a few bold elemental shapes; leave negative space around the face, torso, weapon, and main silhouette so the card reads cleanly at game size.",
"Composition/framing: full body or knees-up character centered, strong silhouette, vertical card art, cinematic but readable.",
`Damage state: ${spec.visual}.`,
`Impact intensity: ${spec.impactIntensity}. Make the damage feel forceful and physically convincing, not like mild fashion distressing.`,