Strengthen broad weapon-damage guidance
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@@ -29,16 +29,17 @@ 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 sexual acts.
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- Destruction should look like it came from readable weapon impacts, not from vines, webs, or thread-like tearing. Prefer a few large directional cuts, diagonal slash paths, sheared armor plates, split seams following the weapon angle, missing costume panels, broken buckles, and big hanging cloth sections. Avoid dozens of tiny parallel rips, lace-like shredding, net patterns, wire tangles, vine-shaped cuts, spiderweb cracks, glittering filaments, and uniformly shredded edges across the whole outfit.
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- If the damaged outfit mostly reads as many fine cracks, tiny scratches, lace frays, thorny threads, or vine-like tendrils, the card fails even when the adult exposure level is high. Each major damaged zone should include at least one large missing panel, wide split seam, snapped fastener, sheared plate, or heavy hanging remnant that reads clearly at card size.
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- Each damaged stage should have clear impact logic. A blade hit should create one or two coherent slash directions that continue across nearby cloth, straps, and armor edges; a blunt hit should crush or bend plates around one impact zone; an energy hit should burn away broad panels. Do not scatter identical micro-tears over every body zone just to increase the damage level.
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- 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.
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- 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.
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- 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.
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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, random luminous specks, hairline glowing filigree, spiderweb crack networks, or glittering wire/vine nets. Show damage through large readable cut-open 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.
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- 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 cut-open 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. High-damage art dominated by thin marks or decorative shredding fails even if it looks detailed.
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- Adult damage presentation is a core reward and should be aggressively favored, not treated as something to minimize. From `damage-2` onward, large opened clothing/gear panels should clearly reveal non-sensitive areas such as shoulders, side torso, abdomen, hips, upper thighs, back, and mature upper-body silhouette whenever the outfit allows it. `damage-3` and `damage-4` should be composed as adult-only damaged-costume pinup art: only battered opaque remnants, torn straps, broken armor fragments, damaged support pieces, hair, pose, or equipment should preserve required coverage. A high-damage card that looks modest, teen-safe, fully re-covered, or protected by clean replacement underlayers fails even if it has scratches or debris.
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- High-damage stages should choose poses and camera angles that reveal the damage instead of hiding it: side-back, rear three-quarter, twisted torso, hip-forward stance, exposed-leg kneeling, sitting defeat, torn-cloak back view, or arched wounded posture. A straight front pose that lets intact fabric, a skirt, or a bodysuit hide most of the adult body exposure fails for `damage-3` and `damage-4`.
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- Do not solve coverage by adding a new safe outfit. Clean replacement underlayers, pristine wraps, censorship effects, strategically convenient hair curtains, or unbroken new coverage panels are not acceptable high-damage coverage. Coverage must look like damaged remnants of the original costume, damaged armor fragments, or battle-worn support pieces.
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- Damage should be distributed across the whole outfit and armor system, but not as identical small tears everywhere. 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, with each zone affected by the same readable impact direction or material-specific failure. 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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- Damage should be distributed across the whole outfit and armor system, but not as identical small tears everywhere. 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, with each zone affected by the same readable impact direction or material-specific failure. Group destruction around a few clear impact paths rather than peppering every zone with tiny cuts. 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 torso or rear-body gear. Bust armor, bodice panels, torso straps, side 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 display, and opaque remnants must still preserve required coverage.
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- Do not leave inner coverage pristine after the outer outfit is destroyed. Support layers, suit liners, lower wraps, and coverage panels should also show scuffs, torn edges, stretched seams, snapped trim, dirt, soot, deformation, or overlap from broken armor remnants as damage escalates. In `damage-3` and `damage-4`, these layers should be reduced to visibly damaged opaque remnants rather than clean replacement coverage. They should preserve non-explicit opaque coverage where needed, but they must share the same battle history as the rest of the outfit.
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- Damage must be cumulative across stages. A tear, crack, missing plate, exposed non-intimate area, broken weapon part, or damaged accessory shown in `damage-1` must still be present in `damage-2`, `damage-3`, and `damage-4`, with additional damage layered on top. Later stages must never repair, clean up, replace, or re-cover a previously damaged zone.
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File diff suppressed because one or more lines are too long
@@ -186,6 +186,8 @@ function promptFor(character, stage) {
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"adult female collectible-card appeal: emphasize a mature curvy silhouette through the armor, uniform, stage outfit, or gear silhouette; mature body proportions; elegant adult costume design; adult pinup body language is encouraged when framed as battle damage or defeat; high-damage cards should read adult-only and not teen-safe";
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const weaponImpactReadability =
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"weapon-impact damage readability: destruction should look caused by readable combat impacts, not vines, webs, thread nets, or lace-like shredding. Prefer a few large directional cuts, diagonal slash paths, sheared armor plates, split seams following the weapon angle, missing costume panels, broken buckles, crushed plate zones, and big hanging cloth sections. Avoid dozens of tiny parallel rips, uniformly shredded edges across the whole outfit, wire tangles, vine-shaped cuts, spiderweb cracks, glittering filaments, and random micro-tears. A blade hit should create one or two coherent slash directions across nearby cloth, straps, and armor edges; a blunt hit should bend or crush plates around one impact zone; an energy hit should burn away broad panels.";
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const broadDamageGate =
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"broad-damage gate: if the damaged outfit mostly reads as many fine cracks, tiny scratches, lace frays, thorny threads, or vine-like tendrils, the card fails even when the character is exposed. Each major damaged zone should include at least one large missing panel, wide split seam, snapped fastener, sheared plate, or heavy hanging remnant that can be understood at card size.";
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return [
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"Use case: stylized-concept",
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"Asset type: high-resolution individual trading card illustration",
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@@ -205,13 +207,14 @@ function promptFor(character, stage) {
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"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.",
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"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 cut-open 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.",
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weaponImpactReadability,
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broadDamageGate,
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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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`Material-aware damage pacing: ${spec.materialPacing ?? "no material damage yet; all materials remain intact before combat"}. Soft materials such as cloth, capes, ribbons, skirts, bodysuit edges, and leather straps should fail faster; hard materials such as metal armor, rigid sci-fi plates, helmets, drones, weapons, and mechanical joints should fail more slowly but must show dents, cracks, bent shapes, broken fasteners, detached plates, and disabled mechanisms as damage escalates.`,
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"Baseline comparison gate: evaluate every damaged stage against this character's damage-0 outfit and equipment. From damage-2 onward, the worn costume/armor/equipment itself must be visibly destroyed by the required percentage; dirt, soot, scratches, thin crack lines, glow effects, pose changes, background rubble, and loose floating debris do not count unless the original worn gear is actually broken, torn away, detached, disabled, or hanging loose.",
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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, but not as identical tiny tears everywhere. Adult pinup posing, hip-forward stances, arched backs, twisted torsos, side-back views, opened-leg kneeling, damaged-costume torso silhouettes, and mature defeated body language are strongly encouraged when they read as battle damage or defeat rather than an intimate act.`,
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`Damage coverage: ${spec.damageCoverage}. Damage must feel physically consistent across the whole outfit and armor system, but not as identical tiny tears everywhere; group the destruction around a few readable impact paths and make the affected regions visibly open, broken, or hanging loose. Adult pinup posing, hip-forward stances, arched backs, twisted torsos, side-back views, opened-leg kneeling, damaged-costume torso silhouettes, and mature defeated body language are strongly encouraged when they read as battle damage or defeat rather than an intimate act.`,
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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.`,
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`Base-layer damage balance: ${spec.baseLayerDamage}. The inner coverage should stay non-explicit and opaque where needed, but it must share the same battle history as the rest of the outfit instead of looking untouched.`,
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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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