Add cumulative low-noise damage guidance
This commit is contained in:
@@ -52,6 +52,8 @@ function damageSpec(stage) {
|
||||
"controlled confident expression, eyes focused, no distress",
|
||||
missingArmor:
|
||||
"no missing armor or clothing; all equipment is intact",
|
||||
damageCoverage:
|
||||
"all outfit and armor zones are intact and clean; no damage distribution is needed at this stage",
|
||||
camera:
|
||||
"front or three-quarter front view for clear character identity",
|
||||
},
|
||||
@@ -66,6 +68,8 @@ function damageSpec(stage) {
|
||||
"annoyed grimace, narrowed eyes, clenched jaw, clearly frustrated by the first hit",
|
||||
missingArmor:
|
||||
"minor loss of outer accessories only: torn glove edge, loosened shoulder strap, scuffed boot armor",
|
||||
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",
|
||||
camera:
|
||||
"three-quarter front view or slight side angle, enough to show both face and first armor damage",
|
||||
},
|
||||
@@ -80,6 +84,8 @@ function damageSpec(stage) {
|
||||
"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",
|
||||
missingArmor:
|
||||
"visible loss around hands, forearms, one shoulder, boot guards, and side-abdomen armor; damage suggests repeated heavy impacts",
|
||||
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",
|
||||
camera:
|
||||
"side view or strong three-quarter side view, body twisted from impact so shoulder and abdomen damage are visible",
|
||||
},
|
||||
@@ -94,6 +100,8 @@ function damageSpec(stage) {
|
||||
"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",
|
||||
missingArmor:
|
||||
"major loss around hands, feet, shoulders, abdomen, waist plates, and bracers; broken pieces scattered nearby",
|
||||
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",
|
||||
camera:
|
||||
"dramatic side view, rear three-quarter view, or over-the-shoulder angle while keeping face partially visible",
|
||||
},
|
||||
@@ -108,6 +116,8 @@ function damageSpec(stage) {
|
||||
"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",
|
||||
missingArmor:
|
||||
"the most intense equipment loss: shattered shoulder plates, missing bracers and glove armor, broken boot guards, torn waist and abdomen armor, scattered fragments",
|
||||
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",
|
||||
camera:
|
||||
"rear three-quarter, side-back, or low side view; show back/shoulder/cloak damage while keeping enough face profile to read pain",
|
||||
},
|
||||
@@ -141,8 +151,11 @@ function promptFor(character, stage) {
|
||||
`Adult visual appeal: ${character.appealFocus}; ${adultAppeal}.`,
|
||||
`Scene/backdrop: ${character.scene}; ${elementName} elemental atmosphere; no other characters.`,
|
||||
`Style/medium: ${character.style}, portrait card composition.`,
|
||||
"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.",
|
||||
"Composition/framing: full body or knees-up character centered, strong silhouette, vertical card art, cinematic but readable.",
|
||||
`Damage state: ${spec.visual}.`,
|
||||
`Damage coverage: ${spec.damageCoverage}. Damage must feel physically consistent across the whole outfit and armor system, while avoiding sexual posing or explicit intimate exposure.`,
|
||||
"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.",
|
||||
`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.`,
|
||||
`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.`,
|
||||
`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.`,
|
||||
|
||||
Reference in New Issue
Block a user