Require baseline-relative material damage

This commit is contained in:
2026-06-11 01:01:33 +09:00
parent 1cff7ee8f2
commit 17440f7602
15 changed files with 5026 additions and 5080 deletions

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@@ -28,7 +28,9 @@ The game art direction is adult-oriented multi-world pinup:
- Every character should also have a distinct combat identity and pose language: weapon or equipment handling, stance, posture, balance, hand placement, and silhouette should vary so the 1000-character roster does not feel like one model in different costumes.
- Damage-state art should adapt to the character's world: armor destruction, torn modern clothing, damaged stage outfits, cracked sci-fi suits, broken sports gear, snapped belts, damaged bracers, dust, scorch marks, and defeated poses.
- 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.
- From `damage-2` onward, armor and equipment destruction must clear a hard visual minimum when compared directly against that character's `damage-0.png`. `damage-2` should show at least 50% of the original protective outfit, armor, straps, plates, weapons, and carried equipment no longer intact; `damage-3` should show at least 70% destroyed; `damage-4` should show at least 85% comprehensively wrecked, with only battered opaque remnants and broken supports preserving non-explicit coverage.
- Scratches, dirt, soot, thin crack lines, lighting changes, pose changes, background rubble, and floating debris do not count toward the destruction percentage unless the original worn costume, armor, or equipment itself is visibly torn away, bent, detached, disabled, missing, or hanging loose. A character whose bodysuit, boots, chest armor, hip panels, or main silhouette still look mostly intact fails from `damage-2` onward even if the image contains many loose fragments.
- Apply material-aware damage pacing. Cloth, capes, ribbons, skirts, bodysuit edges, thin leather, and straps should fail quickly through tearing, fraying, snapped seams, missing panels, and hanging remnants. Metal armor, rigid sci-fi plates, helmets, drones, weapons, and mechanical joints should resist longer, but escalating stages must show dents, warped plates, cracked joins, broken rivets, detached sections, disabled mechanisms, crushed edges, and eventually large fallen chunks. Metal should not vanish like fabric, and fabric should not remain pristine like metal.
- 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, 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.

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@@ -1,9 +1,9 @@
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@@ -214,76 +214,6 @@
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@@ -22,6 +22,7 @@
"label": "light-damage",
"visual": "light battle damage from a clear opening hit: scratched and lightly dented armor or modern gear, torn jacket or cloak edges, scuffed gloves, one shoulder strap loosened, cracked small accessory or visor edge, small visible exposure around collarbone, shoulder edge, forearm, waistline, or upper thigh",
"impactIntensity": "light damage must still look like a real strike landed: include visible scuffs, dents, loosened straps, and at least one broken small accessory, while keeping the character mostly combat-ready",
"materialPacing": "material-aware opening damage: cloth, ribbons, capes, thin bodysuit edges, and leather straps may tear or fray early; metal armor, hard sci-fi plates, helmets, and mechanical gear should mostly dent, scratch, crack at fasteners, or bend slightly instead of vanishing all at once",
"exposure": "low but noticeable battle-damage exposure: collarbone, shoulder edge, forearm, waistline, or upper thigh should be visible from damaged outer layers",
"poseNote": "still composed but reacting to an opening exchange",
"expression": "annoyed grimace, narrowed eyes, clenched jaw, clearly frustrated by the first hit",
@@ -37,11 +38,12 @@
"label": "medium-damage",
"visual": "moderate battle damage from repeated heavy hits: cracked shoulder armor or protective gear, bent plates, torn outer sleeves, loosened or snapped belts, damaged protective plates, exposed forearms, one bare shoulder, torn neckline or side seam, clearly exposed abdomen or side torso, exposed upper thigh or hip line through broken outer layers",
"impactIntensity": "medium damage must read stronger than cosmetic tearing: show bent metal, snapped straps, cracked guards, separated seams, bruising-free impact marks on gear, and a posture that clearly reacts to forceful combat impact",
"materialPacing": "material-aware medium damage: compared with the damage-0 baseline, cloth layers, capes, skirts, ribbons, straps, and soft leather should be rapidly shredded or partly missing; metal or rigid armor should survive longer but must show real failures such as bent plates, cracked joins, broken rivets, detached sections, crushed edges, and disabled mechanisms",
"exposure": "clear adult battle-damage exposure: one bare shoulder, side torso, abdomen, upper thigh, hip line, and emphasized mature bust silhouette should be obvious, not hidden by intact modest underlayers",
"poseNote": "strained but still fighting with focus",
"expression": "painful frown, wet eyes, anger and disbelief, trying not to cry while staying in the fight; if hit in the abdomen, show a gasping open mouth and strained breathing",
"missingArmor": "visible loss around hands, forearms, one shoulder, boot guards, and side-abdomen armor; damage suggests repeated heavy impacts",
"destructionFloor": "minimum 50% visible armor/equipment destruction: at least half of the outfit's protective system should read as cracked, torn away, bent, detached, disabled, or hanging loose, distributed across the whole body rather than isolated in one spot",
"destructionFloor": "minimum 50% visible armor/equipment destruction relative to damage-0: at least half of the original outfit, armor, straps, plates, weapons, and equipment must no longer look intact. Dirt, soot, scratches, thin crack lines, background debris, pose changes, and floating fragments do not count toward this 50% unless the original worn gear itself is visibly torn away, bent, detached, disabled, or hanging loose across the body",
"damageCoverage": "medium damage should visibly affect upper body, arms, abdomen or waist, hips or thighs, and at least one boot or leg guard; do not leave a major clothing or armor region looking untouched",
"protectedZoneDamage": "medium damage must not avoid the chest or rear-body gear: chest armor or bodice panels, side-bust armor edges, hip plates, rear waist plates, seat armor, back skirt panels, or coat tails should show cracks, torn seams, dents, missing outer trim, or broken straps, while opaque remnants cover intimate areas",
"baseLayerDamage": "medium damage must not leave bra-shaped support tops, base bodysuit panels, compression shorts, brief-like lower covers, or other intimate-coverage underlayers looking pristine; show scuffed fabric, torn edges, stretched seams, snapped trim, soot, dents in reinforced liners, and uneven deformation while opaque coverage remains",
@@ -52,11 +54,12 @@
"label": "heavy-damage",
"visual": "heavy battle damage after a brutal exchange: broken and warped outer armor or modern gear, shredded mantle/jacket/stage outfit, fractured bracers, missing glove armor, crushed or split waist plates, damaged boots or bare foot/ankle on one side, heavily exposed shoulders, back, abdomen/midriff, hips, upper thighs, and torn costume layers through destroyed outer armor",
"impactIntensity": "heavy damage should look severe and unmistakable: armor plates bent out of shape, straps snapped, seams split open, bracers fractured, boots damaged, weapon accessories partly broken, and the character's balance visibly failing from repeated impacts",
"materialPacing": "material-aware heavy damage: soft materials should be mostly torn open or missing by now; leather should split, curl, and lose straps; metal armor should not simply disappear but should show multiple large plates cracked, warped, unlatched, hanging by broken fasteners, or fallen as readable chunks near the character",
"exposure": "push to maximum allowed non-sexual battle-damage exposure: exposed shoulders, back, cleavage or side-bust silhouette, abdomen, hips, upper thighs, and torn outfit remnants should make the impact feel severe",
"poseNote": "wounded, guarded, barely keeping balance after a brutal exchange",
"expression": "tearful angry grimace, trembling lower lip, brows pinched, resentful eyes that show she hates losing; abdominal-hit reaction such as open mouth, gasping, hunched posture, and a small non-erotic saliva strand is allowed",
"missingArmor": "major loss around hands, feet, shoulders, abdomen, waist plates, and bracers; broken pieces scattered nearby",
"destructionFloor": "minimum 70% visible armor/equipment destruction: most protective plates, straps, harnesses, boots, gloves, weapon attachments, and outer outfit layers should look broken, missing, warped, or disabled after a fierce battle",
"destructionFloor": "minimum 70% visible armor/equipment destruction relative to damage-0: most of the original protective outfit and carried equipment must be broken, missing, warped, unlatched, disabled, or hanging loose. Large intact bodysuit areas, pristine chest/hip panels, clean boots, or mostly complete armor silhouettes fail this stage even if there are many scratches, dirt marks, or background fragments",
"damageCoverage": "heavy damage must be full-body and balanced: headgear or visor, shoulders, chest armor or bodice, back or cloak, sleeves, gloves, abdomen, waist, hips, thighs, knees, boots, and weapon accessories should all show cracks, tears, missing outer plates, scuffs, or deformation; avoid leaving any major region pristine while another region is over-destroyed",
"protectedZoneDamage": "heavy damage must visibly affect chest and rear-body equipment too: dented or split chest armor, torn bodice seams, damaged under-bust straps, cracked side-bust armor edges, broken hip plates, torn rear skirt or coat panels, crushed seat armor, and snapped rear waist fasteners should be present as combat damage, not erotic framing; never leave bust or rear/hip regions unusually pristine compared with the rest of the body",
"baseLayerDamage": "heavy damage must visibly affect support underlayers and coverage panels too: bra-shaped support pieces, bodysuit liners, compression shorts, hip wraps, brief-like lower covers, and modesty panels should be torn, scuffed, warped, soot-marked, strap-broken, or partially covered by broken armor remnants; they must not look magically protected, but must still preserve non-explicit opaque coverage",
@@ -67,11 +70,12 @@
"label": "defeated",
"visual": "defeated state after overwhelming combat: kneeling, collapsed, or sitting back after battle, armor system barely holding together, broken armor pieces around them, torn outer garment layers, missing hand and foot armor, shattered shoulder or waist plates, bare shoulders, exposed back or side-back, exposed abdomen/midriff, hips, upper thighs, and torn costume remnants through destroyed outer armor",
"impactIntensity": "defeated damage should be the strongest non-gore stage: the outfit and armor should look comprehensively wrecked by combat, with collapsed straps, broken fasteners, crushed guards, missing outer plates, disabled weapon pieces, and a posture that clearly communicates she can no longer keep fighting",
"materialPacing": "material-aware defeated damage: cloth, capes, skirts, ribbons, and soft suit layers should remain only as battered opaque remnants; leather should be split and strap-broken; metal and mechanical armor should be comprehensively ruined through crushed sections, torn hinges, missing plates, disabled joints, broken weapons, and scattered large pieces rather than cosmetic scuffs",
"exposure": "maximum permitted adult battle-damage exposure for the defeated card: broad exposed shoulder/back/side torso/abdomen/hip/thigh areas, dramatic torn costume remnants, and emphasized mature silhouette while staying framed as combat defeat rather than a sexual act",
"poseNote": "battle-worn, emotionally overwhelmed, clearly defeated, no gore",
"expression": "frustrated tears, unfair-loss expression, clenched teeth or trembling open mouth, tear tracks, angry shame rather than calm dignity; defeated abdominal-hit pain reaction with open mouth, drool/saliva at the lip, and labored breathing is allowed when framed as combat pain",
"missingArmor": "the most intense equipment loss: shattered shoulder plates, missing bracers and glove armor, broken boot guards, torn waist and abdomen armor, scattered fragments",
"destructionFloor": "minimum 85% visible armor/equipment destruction: the armor and equipment system should be comprehensively wrecked, with only battered opaque remnants and broken supports still covering intimate areas",
"destructionFloor": "minimum 85% visible armor/equipment destruction relative to damage-0: the original armor, outfit, straps, weapons, and equipment system should be comprehensively wrecked, with only battered opaque remnants and broken supports still covering intimate areas. If more than a small minority of the original suit or armor reads as clean, continuous, or functional, the defeated card fails",
"damageCoverage": "defeated damage must read across the entire outfit and armor system: damaged headgear, shoulders, chest armor or bodice, back or cloak, sleeves, gloves, abdomen, waist, hips, thighs, knees, boots, and weapon accessories; every major zone should show battle damage while opaque remnants still cover intimate areas",
"protectedZoneDamage": "defeated damage must include the same destruction level on chest and rear-body gear as everywhere else: warped chest armor or torn bodice panels, broken under-bust support straps, damaged cleavage-edge armor without explicit nudity, fractured hip plates, torn rear skirt or coat panels, crushed seat armor, and broken rear waist fasteners; these areas must not look selectively protected or repaired, while opaque remnants cover intimate areas",
"baseLayerDamage": "defeated damage must make support underlayers and intimate-coverage panels look battle-wrecked too: chest support pieces, bodysuit liners, compression shorts, hip wraps, brief-like lower covers, and modesty panels should be torn at edges, dirtied, deformed, strap-broken, soot-marked, and partly overlapped by shattered armor fragments; never leave them pristine or newly repaired, and keep opaque remnants over intimate anatomy",

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