Strengthen broad weapon-damage guidance

This commit is contained in:
2026-06-11 19:35:18 +09:00
parent 6d9deed9ed
commit 434d77e748
3 changed files with 5007 additions and 5003 deletions

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@@ -186,6 +186,8 @@ function promptFor(character, stage) {
"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";
const weaponImpactReadability =
"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.";
const broadDamageGate =
"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.";
return [
"Use case: stylized-concept",
"Asset type: high-resolution individual trading card illustration",
@@ -205,13 +207,14 @@ function promptFor(character, stage) {
"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, 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.",
weaponImpactReadability,
broadDamageGate,
"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.`,
`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.`,
"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.",
`Armor/equipment destruction floor: ${spec.destructionFloor}. Treat this as a visual minimum for the stage, while keeping the image readable and non-gore.`,
`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.`,
`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.`,
`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.`,
`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.`,
"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.",