Require stronger armor destruction floors
This commit is contained in:
@@ -27,6 +27,7 @@ The game art direction is adult-oriented multi-world pinup:
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- 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.
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- 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.
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- 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.
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- 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.
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- Keep visual noise controlled. Avoid dense tiny sparkles, glitter, particle clutter, micro-shards, and confetti-like debris that make the card tiring to read. Prefer a few larger readable elemental effects, strong silhouettes, and clean focal areas.
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- 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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- 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.
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@@ -11,6 +11,7 @@
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"poseNote": "confident ready stance",
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"expression": "controlled confident expression, eyes focused, no distress",
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"missingArmor": "no missing armor or clothing; all equipment is intact",
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"destructionFloor": "0% armor/equipment destruction: the baseline card must be fully intact before combat",
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"damageCoverage": "all outfit and armor zones are intact and clean; no damage distribution is needed at this stage",
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"protectedZoneDamage": "no protected-zone damage yet; chest armor or bodice, hip armor, rear skirt or coat panels, and seat armor are intact before combat",
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"camera": "front or three-quarter front view for clear character identity"
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@@ -24,6 +25,7 @@
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"poseNote": "still composed but reacting to an opening exchange",
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"expression": "annoyed grimace, narrowed eyes, clenched jaw, clearly frustrated by the first hit",
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"missingArmor": "minor loss of outer accessories only: torn glove edge, loosened shoulder strap, scuffed boot armor",
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"destructionFloor": "opening-hit destruction only: keep the character mostly combat-ready, but make the first visible armor/equipment failures clear enough to establish later cumulative damage",
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"damageCoverage": "light damage should be distributed across at least three visible zones, such as a shoulder strap, sleeve or glove, waist edge, thigh guard, boot guard, visor, or small accessory, so no single isolated tear carries the whole stage",
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"protectedZoneDamage": "light damage may include small scuffs, dents, or loosened fasteners on chest armor or bodice edges, hip armor, rear skirt or coat panels, or seat armor, while preserving opaque coverage and avoiding erotic focus",
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"camera": "three-quarter front view or slight side angle, enough to show both face and first armor damage"
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@@ -37,6 +39,7 @@
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"poseNote": "strained but still fighting with focus",
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"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",
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"missingArmor": "visible loss around hands, forearms, one shoulder, boot guards, and side-abdomen armor; damage suggests repeated heavy impacts",
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"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",
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"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",
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"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",
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"camera": "side view or strong three-quarter side view, body twisted from impact so shoulder and abdomen damage are visible"
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@@ -50,6 +53,7 @@
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"poseNote": "wounded, guarded, barely keeping balance after a brutal exchange",
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"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",
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"missingArmor": "major loss around hands, feet, shoulders, abdomen, waist plates, and bracers; broken pieces scattered nearby",
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"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",
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"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",
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"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",
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"camera": "dramatic side view, rear three-quarter view, or over-the-shoulder angle while keeping face partially visible"
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@@ -63,6 +67,7 @@
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"poseNote": "battle-worn, emotionally overwhelmed, clearly defeated, no gore",
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"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",
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"missingArmor": "the most intense equipment loss: shattered shoulder plates, missing bracers and glove armor, broken boot guards, torn waist and abdomen armor, scattered fragments",
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"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",
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"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",
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"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",
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"camera": "rear three-quarter, side-back, or low side view; show back/shoulder/cloak damage while keeping enough face profile to read pain"
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File diff suppressed because one or more lines are too long
@@ -54,6 +54,8 @@ function damageSpec(stage) {
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"controlled confident expression, eyes focused, no distress",
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missingArmor:
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"no missing armor or clothing; all equipment is intact",
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destructionFloor:
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"0% armor/equipment destruction: the baseline card must be fully intact before combat",
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damageCoverage:
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"all outfit and armor zones are intact and clean; no damage distribution is needed at this stage",
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protectedZoneDamage:
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@@ -74,6 +76,8 @@ function damageSpec(stage) {
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"annoyed grimace, narrowed eyes, clenched jaw, clearly frustrated by the first hit",
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missingArmor:
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"minor loss of outer accessories only: torn glove edge, loosened shoulder strap, scuffed boot armor",
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destructionFloor:
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"opening-hit destruction only: keep the character mostly combat-ready, but make the first visible armor/equipment failures clear enough to establish later cumulative damage",
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damageCoverage:
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"light damage should be distributed across at least three visible zones, such as a shoulder strap, sleeve or glove, waist edge, thigh guard, boot guard, visor, or small accessory, so no single isolated tear carries the whole stage",
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protectedZoneDamage:
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@@ -94,6 +98,8 @@ function damageSpec(stage) {
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"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",
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missingArmor:
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"visible loss around hands, forearms, one shoulder, boot guards, and side-abdomen armor; damage suggests repeated heavy impacts",
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destructionFloor:
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"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",
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damageCoverage:
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"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",
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protectedZoneDamage:
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@@ -114,6 +120,8 @@ function damageSpec(stage) {
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"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",
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missingArmor:
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"major loss around hands, feet, shoulders, abdomen, waist plates, and bracers; broken pieces scattered nearby",
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destructionFloor:
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"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",
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damageCoverage:
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"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",
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protectedZoneDamage:
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@@ -134,6 +142,8 @@ function damageSpec(stage) {
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"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",
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missingArmor:
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"the most intense equipment loss: shattered shoulder plates, missing bracers and glove armor, broken boot guards, torn waist and abdomen armor, scattered fragments",
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destructionFloor:
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"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",
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damageCoverage:
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"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",
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protectedZoneDamage:
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@@ -175,6 +185,7 @@ function promptFor(character, stage) {
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"Composition/framing: full body or knees-up character centered, strong silhouette, vertical card art, cinematic but readable.",
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`Damage state: ${spec.visual}.`,
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`Impact intensity: ${spec.impactIntensity}. Make the damage feel forceful and physically convincing, not like mild fashion distressing.`,
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`Armor/equipment destruction floor: ${spec.destructionFloor}. Treat this as a visual minimum for the stage, while keeping the image readable and non-gore.`,
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`Damage coverage: ${spec.damageCoverage}. Damage must feel physically consistent across the whole outfit and armor system, while avoiding sexual posing or explicit intimate exposure.`,
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`Protected-zone damage balance: ${spec.protectedZoneDamage}. Damage to chest, bust armor, hips, and rear-body outfit panels should read as natural combat destruction of equipment and clothing, never as selective preservation and never as explicit sexual display.`,
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"Cumulative damage continuity: each later damage stage must preserve every visible tear, crack, missing armor plate, damaged accessory, and exposed non-intimate area established in earlier stages, then add new damage on top. Never repair, clean up, replace, or re-cover a previously damaged zone as the stage number increases.",
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