Improve camera and pose diversity for card prompts
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@@ -47,7 +47,7 @@ The game art direction is adult-oriented multi-world pinup:
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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. Strong adult damaged-costume presentation should be used wherever possible, and the composition should be built to show it clearly.
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- Adult pinup body language is strongly encouraged when it remains framed as battle damage, defeat, or damaged-costume card art. Use arched backs, twisted torsos, hip-forward stances, side-back views, exposed-leg kneeling, strained chest/shoulder posture, damaged-costume torso silhouettes, and defeated poses that emphasize mature curves. Do not depict intimate acts, penetration, minors, gore, or explicit closeups.
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- Do not keep every card as a frontal shot. Use camera variety across stages: side and low/high combinations for baseline, twisted side or side-back for abdomen impacts, and rear/low/high angles for heavy damage and defeated art when it helps show shoulders, back, cloak, and armor destruction. Force at least one low-angle and one high-angle view in every 5-stage damage set, and avoid two consecutive front-facing reads by default.
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- Do not keep every card as a frontal shot. Use camera variety across stages: side and low/high combinations for baseline, twisted side or side-back for abdomen impacts, and rear/low/high angles for heavy damage and defeated art when it helps show shoulders, back, cloak, and armor destruction. Front-facing composition is disallowed for generation prompts; force at least one low-angle and one high-angle view in every 5-stage damage set, and avoid two consecutive front-facing reads by default.
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- For each character, force low-angle or high-angle framing somewhere in every consecutive damage-set. Stages should not read as a mirrored front-facing sequence even when same movement language is used.
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All damage-state art must use adult characters only. Intimate acts, penetration, childlike characters, and gore are out of scope; adult-only damaged-costume presentation, adult pinup posing, mature body language, and visible non-sensitive body areas are allowed and encouraged when framed as battle damage, defeat, or damaged-costume card art. Do not make the roster feel like a teen-safe or modest game; high-damage cards should read unmistakably as adult-only card art while remaining non-explicit.
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@@ -16,7 +16,7 @@
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"protectedZoneDamage": "no protected-zone damage yet; chest armor or bodice, hip armor, rear skirt or coat panels, and seat armor are intact before combat",
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"baseLayerDamage": "no base-layer damage yet; support underlayers, bodysuit panels, and lower coverage panels are intact before combat",
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"camera": "low-angle side-front or three-quarter side-forward view for clear character identity without flat frontal dominance",
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"cameraConstraint": "camera choice should include side/rear/low/high rotations across the deck so not every card uses direct frontal framing."
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"cameraConstraint": "camera choice should include side/rear/low/high rotations across the deck; do not use direct frontal framing."
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},
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{
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"stage": 1,
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@@ -33,7 +33,7 @@
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"protectedZoneDamage": "light damage may include small scuffs, dents, or loosened fasteners on chest armor or bodice edges, hip armor, rear skirt or coat panels, or seat armor, while preserving opaque coverage and keeping the adult pinup combat context clear",
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"baseLayerDamage": "light damage may scuff or loosen visible support underlayers, bodysuit edges, or lower coverage seams, but they mostly remain intact at this stage",
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"camera": "low/high/side mixed angles, enough to show both face and first armor damage without repeated frontal read",
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"cameraConstraint": "avoid pure straight-on front framing when possible; prioritize side, rear, low-angle, or high-angle with frontal only if readability is essential."
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"cameraConstraint": "avoid pure straight-on front framing; prioritize side, rear, low-angle, or high-angle and do not use frontal composition when possible."
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},
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{
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"stage": 2,
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@@ -50,7 +50,7 @@
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"protectedZoneDamage": "medium damage must not avoid torso or rear-body gear: chest armor or bodice panels, side armor edges, hip plates, rear waist plates, seat armor, back skirt panels, or coat tails should show cracks, torn seams, dents, missing outer trim, or broken straps, while opaque remnants preserve required coverage",
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"baseLayerDamage": "medium damage must not leave support layers, suit liners, lower wraps, or other coverage underlayers looking pristine; show scuffed fabric, torn edges, stretched seams, snapped trim, soot, dents in reinforced liners, and uneven deformation while opaque coverage remains. If the image reads like clean replacement coverage or teen-safe re-covering after the outer gear breaks, it fails",
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"camera": "side view, strong three-quarter, or low-angle side frame to keep shoulder and abdomen damage visible",
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"cameraConstraint": "must not be primarily straight front. Keep side/rear/low/high angles dominant; frontal only when continuity breaks otherwise."
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"cameraConstraint": "must not be primarily straight front. Keep side/rear/low/high angles dominant; frontal composition is disallowed."
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},
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{
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"stage": 3,
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@@ -67,7 +67,7 @@
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"protectedZoneDamage": "heavy damage must visibly affect torso and rear-body equipment too: dented or split chest armor, torn bodice seams, damaged torso straps, cracked side armor edges, broken hip plates, torn rear skirt or coat panels, crushed seat armor, and snapped rear waist fasteners should be present as combat damage with adult pinup appeal; never leave torso or rear/hip regions unusually pristine compared with the rest of the body",
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"baseLayerDamage": "heavy damage must visibly affect support underlayers and coverage panels too: support pieces, suit liners, lower wraps, and coverage panels should be torn, scuffed, warped, soot-marked, strap-broken, or partially covered by broken armor remnants. In this stage they should read as battered opaque remnants, not clean replacement coverage; they must still preserve non-explicit opaque coverage",
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"camera": "dramatic low-angle side/rear combination, high-angle recoil moments, or over-the-shoulder brutality while keeping face partially visible",
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"cameraConstraint": "intentionally use low-angle or side/rear framing for brutality; limit frontal composition unless needed for continuity."
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"cameraConstraint": "intentionally use low-angle or side/rear framing for brutality; frontal composition is not acceptable."
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},
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{
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"stage": 4,
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@@ -84,7 +84,7 @@
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"protectedZoneDamage": "defeated damage must include the same destruction level on torso and rear-body gear as everywhere else: warped chest armor or torn bodice panels, broken support straps, damaged torso-edge armor without explicit closeup focus, fractured hip plates, torn rear skirt or coat panels, crushed seat armor, and broken rear waist fasteners; these areas must not look selectively protected or repaired, while opaque remnants preserve required coverage",
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"baseLayerDamage": "defeated damage must make support underlayers and coverage panels look battle-wrecked too: support pieces, suit liners, lower wraps, and coverage panels should be torn at edges, dirtied, deformed, strap-broken, soot-marked, and partly overlapped by shattered armor fragments. Keep only battered opaque remnants where coverage is required; never leave pristine replacement coverage",
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"camera": "rear three-quarter, side-back, or high/low side view; show back/shoulder/cloak damage while keeping enough face profile to read pain",
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"cameraConstraint": "avoid direct front as much as possible. Use side/rear, low, or high framing to show defeat collapse and exposed damage zones."
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"cameraConstraint": "avoid direct front. Use side/rear, low, or high framing to show defeat collapse and exposed damage zones."
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}
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],
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"expectedImageCount": 5000,
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