Add cumulative low-noise damage guidance
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assets/cards/C0006/damage-3.png
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assets/cards/C0006/damage-3.png
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@@ -26,7 +26,10 @@ The game art direction is adult-oriented multi-world pinup:
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- Every character should have a distinct appearance DNA: face shape, eye shape, nose, lips, skin tone, hair, body proportions, bust shape, and overall presence. Avoid generating the same default pretty face and same body repeatedly.
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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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- 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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- 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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- Defeated and high-damage stages should show emotional defeat: frustrated tears, resentful grimaces, clenched teeth, wet eyes, and expressions that feel unfair or humiliating rather than calm dignity.
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- Medium through defeated stages may show clear combat-pain reactions from abdominal hits: gasping open mouth, hunched posture, labored breathing, tears, and small saliva/drool details. These must read as combat injury reactions, not sexual acts or fetish framing.
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- High-damage stages should make the combat feel intense through missing or destroyed hand, foot, shoulder, abdomen, hip, and torso armor/clothing. Adult nudity or body exposure may be used as part of the battle-damage presentation.
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@@ -1,8 +1,8 @@
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{
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"schemaVersion": 1,
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"generatedAt": "2026-06-10T08:22:09.721Z",
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"generatedAt": "2026-06-10T08:50:19.569Z",
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"expectedImageCount": 5000,
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"completedImageCount": 28,
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"completedImageCount": 29,
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"completedCharacterCount": 6,
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"assets": [
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{
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@@ -200,6 +200,13 @@
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"path": "assets/cards/C0006/damage-2.png",
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"bytes": 2968354,
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"updatedAt": "2026-06-10T08:21:07.377Z"
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},
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{
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"characterId": "C0006",
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"damageStage": 3,
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"path": "assets/cards/C0006/damage-3.png",
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"bytes": 2957248,
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"updatedAt": "2026-06-10T08:48:50.277Z"
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}
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]
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}
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16
main.js
16
main.js
@@ -113,7 +113,7 @@ const WORLD_ARCHETYPES = [
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weapon: "자성 나노드론과 손목 해킹덱",
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origin: "지하 데이터 시장 출신",
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pose: "한 손으로 홀로그램을 조작하고 다른 손으로 금속 드론을 날리는 자세",
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scene: "rainy neon alley, hologram billboards, magnetic drones, chrome sparks, metal elemental atmosphere",
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scene: "rainy neon alley, hologram billboards, magnetic drones, subtle chrome reflections, metal elemental atmosphere",
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lighting: "rainy early-evening neon with readable face light and wet reflections",
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costume: "sleek cyber jacket, reflective bodysuit panels, utility belt, visor, exposed cable ornaments",
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style: "cyberpunk TCG key art, neon reflections, chrome detail, high contrast rain lighting",
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@@ -128,7 +128,7 @@ const WORLD_ARCHETYPES = [
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weapon: "중력 앵커 부츠와 궤도 링",
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origin: "달 궤도 정비국 출신",
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pose: "무중력에서 몸을 비틀며 중력장을 접는 자세",
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scene: "space station observation deck, Earth below, floating debris, gravity lensing, earth elemental atmosphere",
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scene: "space station observation deck, Earth below, large floating debris, gravity lensing, earth elemental atmosphere",
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lighting: "brilliant orbital daylight through station glass, Earth-reflected blue-white light, crisp sci-fi visibility",
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costume: "fitted space suit with armored collar, utility harness, magnetic boots, translucent pressure cape",
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style: "space opera fantasy card art, cinematic starfield, polished sci-fi armor, orbital lighting",
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@@ -146,7 +146,7 @@ const WORLD_ARCHETYPES = [
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scene: "dusty desert highway, wrecked vehicles, orange sunset, engine flames, fire elemental atmosphere",
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lighting: "low sunset daylight with hard orange sun and dust glare",
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costume: "racing leather, armored crop jacket, reinforced boots, torn scarf, heat-resistant plates",
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style: "post-apocalyptic action card art, dust, sparks, speed lines, hard sunlight",
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style: "post-apocalyptic action card art, dust trails, speed lines, hard sunlight",
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damageProfile: "라이더 재킷, 무릎 보호대, 부츠, 목 스카프가 타고 찢어진다",
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bias: { hp: 1.02, atk: 1.12, def: 0.96 },
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},
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@@ -203,7 +203,7 @@ const WORLD_ARCHETYPES = [
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weapon: "암석 스파이크 글러브와 코트 라인 결계",
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origin: "프로 배구 이능 리그 출신",
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pose: "점프 스파이크 직전 공중에서 암석장을 만드는 자세",
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scene: "indoor sports arena, court lights, cheering screens, floating stone fragments, earth elemental atmosphere",
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scene: "indoor sports arena, court lights, cheering screens, large floating stone plates, earth elemental atmosphere",
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lighting: "bright indoor arena lighting like a televised daytime sports match",
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costume: "adult pro athlete uniform, compression gear, knee pads, team jacket, reinforced sneakers",
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style: "dynamic sports anime trading card art, arena lighting, motion blur, collectible finish",
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@@ -233,7 +233,7 @@ const WORLD_ARCHETYPES = [
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weapon: "초침 레이피어와 시간 톱니",
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origin: "멈춘 시계탑 출신",
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pose: "공중의 톱니를 밟고 초침 검을 찌르는 자세",
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scene: "fractured clock tower outside time, floating gears, frozen glass shards, metal elemental atmosphere",
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scene: "fractured clock tower outside time, floating gears, large frozen glass panels, metal elemental atmosphere",
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lighting: "surreal golden noon frozen in time, bright highlights on gears and glass",
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costume: "clockwork bodice armor, capelet, thigh boots, gear halo, ornate gloves",
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style: "chrono fantasy TCG key art, suspended motion, gold and silver gears, surreal lighting",
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@@ -266,7 +266,7 @@ const WORLD_ARCHETYPES = [
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scene: "polar research base, aurora, ice core machines, snowstorm, water elemental atmosphere",
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lighting: "cold polar morning with pale sun through snow and faint aurora color",
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costume: "thermal research suit, fur-trim hood, harness, insulated boots, cracked goggles",
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style: "arctic science fantasy card art, aurora lighting, snow particles, crisp detail",
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style: "arctic science fantasy card art, aurora lighting, soft snow haze, crisp detail",
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damageProfile: "방한복, 고글, 하네스, 부츠, 장갑이 찢어지고 얼음 조각이 박힌다",
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bias: { hp: 1.1, atk: 1, def: 1.04 },
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},
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@@ -323,10 +323,10 @@ const WORLD_ARCHETYPES = [
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weapon: "빛의 컨트롤러 블레이드와 데이터 방패",
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origin: "프로 VR 아레나 출신",
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pose: "컨트롤러 블레이드를 교차하며 관중석을 향해 도발하는 자세",
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scene: "virtual esports arena, pixel particles, giant screens, data shields, metal elemental atmosphere",
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scene: "virtual esports arena, clean data panels, giant screens, data shields, metal elemental atmosphere",
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lighting: "bright virtual arena lighting with white LED panels and colorful UI glow",
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costume: "streamer performance suit, LED jacket, headset, fingerless gloves, hologram belt",
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style: "neon esports fantasy card art, digital particles, energetic streaming-stage composition",
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style: "neon esports fantasy card art, clean digital effects, energetic streaming-stage composition",
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damageProfile: "LED 재킷, 헤드셋, 장갑, 홀로그램 벨트와 데이터 방패가 깨진다",
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bias: { hp: 0.94, atk: 1.1, def: 1 },
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},
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@@ -52,6 +52,8 @@ 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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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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camera:
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"front or three-quarter front view for clear character identity",
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},
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@@ -66,6 +68,8 @@ 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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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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camera:
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"three-quarter front view or slight side angle, enough to show both face and first armor damage",
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},
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@@ -80,6 +84,8 @@ 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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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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camera:
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"side view or strong three-quarter side view, body twisted from impact so shoulder and abdomen damage are visible",
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},
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@@ -94,6 +100,8 @@ 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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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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camera:
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"dramatic side view, rear three-quarter view, or over-the-shoulder angle while keeping face partially visible",
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},
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@@ -108,6 +116,8 @@ 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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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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camera:
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"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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},
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@@ -141,8 +151,11 @@ function promptFor(character, stage) {
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`Adult visual appeal: ${character.appealFocus}; ${adultAppeal}.`,
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`Scene/backdrop: ${character.scene}; ${elementName} elemental atmosphere; no other characters.`,
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`Style/medium: ${character.style}, portrait card composition.`,
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"Visual noise control: keep tiny sparkles, glitter, particle clutter, micro-shards, and confetti-like debris sparse; use a few large readable elemental shapes and clear silhouettes instead of dense shimmering detail that makes the card hard to look at.",
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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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`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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"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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`Battle-damage exposure direction: ${spec.exposure}. The card should not look modest or fully covered after impact; exposure is part of the adult card-game reward while remaining non-sexual combat damage.`,
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`Missing gear/clothing emphasis: ${spec.missingArmor}. Emphasize battle intensity through missing or damaged hand, foot, shoulder, abdomen, hip, and torso gear where appropriate, adapting the damage to this character's era and outfit.`,
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`Continuity: keep this character's face, body type, race, weapon/equipment, world/era, costume silhouette, color motif, and elemental identity consistent across all five damage stages.`,
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