Tighten clean card visual noise rules
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@@ -28,7 +28,8 @@ The game art direction is adult-oriented multi-world pinup:
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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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- 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.
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- 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.
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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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- 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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