[
  {
    "id": "shade",
    "name": "穢れの影",
    "category": "enemy",
    "subject": "Small sorrowful rounded dark indigo ink creature, tiny soft lavender eyes, drooping rounded arms, two tapered short feet, smooth smoke collar. A stain of unspoken sadness, no skull, horns, teeth or evil symbols.",
    "power": "a violet shadow bead",
    "prompt": "Use case: illustration-story.\nAsset type: production-ready 4 columns by 2 rows animation sprite sheet for the Japanese fantasy tactical game Color Resonance. One image, exactly eight equal rectangular cells, row-major order, canvas 1536 x 1024. Entire background is genuine transparent alpha.\nSubject: one consistent small \"穢れの影\" shadow enemy: a sorrowful rounded dark indigo ink creature, two tiny soft lavender eyes, drooping rounded arms, two short tapered feet, a smooth smoke collar. No skulls, horns, weapons, teeth, gore, words or glyphs. This is a stain of unspoken sadness, not a demon. Strong clear silhouette and restrained violet highlights, readable at 64 pixels. Soft clean anime game illustration, delicate painted cel shading, modest proportions, smooth solid dark body, no pixel art.\nEight poses: 1 neutral idle; 2 a gentle inhale with slightly lifted shoulders and half closed eyes; 3 left foot forward/right arm forward walking; 4 right foot forward/left arm forward walking; 5 clear backward arm preparation for attack; 6 one forward reaching swipe, elongated arm pointing right; 7 recoiling after being hit with squinting eyes; 8 channeling a small purple shadow bead held by both hands.\nAll eight are the SAME creature with the SAME design, face, scale, 3/4-front camera, lighting, baseline and anchor. Lowest foot contact at local cell x=50%, y=88% in every pose. Head stays within the top 15% margin. Entire silhouettes and attack arms fully contained within their own cell, at least 8% blank padding on all sides. Grid dimensions must be mathematically equal. No border, grid lines, shadows of checkerboard, numbers, labels, ground, scene, interface, watermark or text. No duplicated poses. Only pose parts change, not camera or zoom.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "幅広の動作が隣のセルへ越境するため余白を修正",
        "file": "exec-a79d44d0-0010-4c68-8d7b-4d8501d93339.png"
      },
      {
        "reason": "最も広い動作・エフェクトの完全な輪郭を各セルへ収める",
        "file": "exec-3c525342-0c7b-4b5f-8030-45573591d432.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 70% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/shade.png"
  },
  {
    "id": "thorn",
    "name": "茨の影",
    "category": "enemy",
    "subject": "A compact sorrowful shadow creature formed of thick smooth dark plum vines, a small bud-like head with two lavender eyes, two curved leaf arms, paired root feet and only 4 large stylized thorns. Clearly a plant enemy, thorn silhouette readable at thumbnail size. No tiny repeated thorn or scale patterns.",
    "power": "a single curling thorn vine",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: A compact sorrowful shadow creature formed of thick smooth dark plum vines, a small bud-like head with two lavender eyes, two curved leaf arms, paired root feet and only 4 large stylized thorns. Clearly a plant enemy, thorn silhouette readable at thumbnail size. No tiny repeated thorn or scale patterns.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a single curling thorn vine\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "幅広の動作が隣のセルへ越境するため余白を修正",
        "file": "exec-fb1e0175-2e30-4ea6-86f9-56a93518aa4c.png"
      },
      {
        "reason": "最も広い動作・エフェクトの完全な輪郭を各セルへ収める",
        "file": "exec-f5dc1df9-a029-408f-8333-5fe24b4bca14.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 70% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/thorn.png"
  },
  {
    "id": "lead",
    "name": "鉛の殻",
    "category": "enemy",
    "subject": "A short heavy rounded shadow creature enclosed in 3 overlapping dull slate/pewter shell plates, stubby paired boots, small violet eyes inside a visor-like opening, broad shield-like arm. A few wide pale gold cracks show sadness underneath. Smooth opaque armor, no rivet noise or humanoid knight equipment.",
    "power": "a heavy rounded shield pulse",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: A short heavy rounded shadow creature enclosed in 3 overlapping dull slate/pewter shell plates, stubby paired boots, small violet eyes inside a visor-like opening, broad shield-like arm. A few wide pale gold cracks show sadness underneath. Smooth opaque armor, no rivet noise or humanoid knight equipment.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a heavy rounded shield pulse\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "幅広の動作が隣のセルへ越境するため余白を修正",
        "file": "exec-a54e4b0d-b92d-4ea5-a251-b25d4fbe2b19.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 70% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。"
    ],
    "tool": "built-in imagegen",
    "file": "source/lead.png"
  },
  {
    "id": "boss",
    "name": "穢れの核",
    "category": "enemy",
    "subject": "A floating sorrowful black-violet heart-shaped ink nucleus inside a broken smooth bell-shaped shell, two small smoky arms and two tapered smoky roots. A broad opening revealing a single muted lavender core. Four slow curling smoke wisps, readable sculptural silhouette. No face of a demon, skull, gore, text or busy debris.",
    "power": "a coalescing black-violet ring",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: A floating sorrowful black-violet heart-shaped ink nucleus inside a broken smooth bell-shaped shell, two small smoky arms and two tapered smoky roots. A broad opening revealing a single muted lavender core. Four slow curling smoke wisps, readable sculptural silhouette. No face of a demon, skull, gore, text or busy debris.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a coalescing black-violet ring\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "セル境界を越える動作・エフェクトの余白修正",
        "file": "exec-ed52cae9-8f8e-4eb8-92be-933c274def8a.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/boss.png"
  },
  {
    "id": "membrane",
    "name": "白い膜",
    "category": "enemy",
    "subject": "A faceless pearly white veil creature, smooth hood-like oval head, two ribbon arms and two tapered ribbon feet. One wide smooth fold per limb. Pale gray-lavender shadowing outlines its silhouette, opaque white center. No human skin, no eyes, no lace, no bandages, no fine repeated folds. It is the oppressive white membrane of the final battle.",
    "power": "a folded white ribbon loop",
    "prompt": "Use case: identity-preserve. Asset type: eight-cell 4x2 sprite sheet EDIT. Input image is the existing white membrane veil sprite sheet. Preserve EXACT sheet dimensions, 4x2 cell grid, camera, full silhouette, cloth shapes, folds, white and gray-lavender palette, all eight poses and original alpha. CHANGE ONLY: remove ALL eye-like dark markings and all facial features from EVERY hood/head. The front of each hood is unbroken opaque smooth ivory-white veil cloth with soft lighting, truly faceless. No eyes, eye slits, mouths, masks, lace or new adornments. Keep the existing body poses and hands/ribbons. No added text, scenery or background.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "rejected": [
      {
        "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: A faceless pearly white veil creature, smooth hood-like oval head, two ribbon arms and two tapered ribbon feet. One wide smooth fold per limb. Pale gray-lavender shadowing outlines its silhouette, opaque white center. No human skin, no eyes, no lace, no bandages, no fine repeated folds. It is the oppressive white membrane of the final battle.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a folded white ribbon loop\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
        "file": "exec-ab48f089-e7ff-4e15-81c1-11bccd994946.png",
        "reason": "顔のない膜に目のような印があった"
      }
    ],
    "previousAttempts": [
      {
        "reason": "背景に微量のアルファが残ったため透過を修正",
        "file": "exec-10154bf7-3a15-4864-9c19-5b8ee9d4bbf3.png"
      },
      {
        "reason": "セル境界を越える動作・エフェクトの余白修正",
        "file": "exec-51cd6f25-917d-429d-936d-d1017befcfd9.png"
      }
    ],
    "prompts": [
      "Edit the supplied sprite sheet ONLY to remove its background. Keep all eight faceless white ribbon-veil creatures, all poses, contours, colors, positions, sizes, and the exact 4 columns x 2 rows layout unchanged. Remove the entire gray gradient and cloudy backdrop around each creature and in the gutters. Background must be genuinely fully transparent with alpha zero. Do not paint black, white, gray, checkerboard, floor, shadow plate, fog, or a halo behind the sprites. Preserve the opaque white membrane bodies; do not turn the bodies translucent. Preserve smooth transparent antialiasing ONLY along the silhouette. No eyes or face features. No text or grid lines. Output the same 1536x1024 RGBA transparent sprite sheet.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/membrane.png"
  },
  {
    "id": "chrome",
    "name": "クロム",
    "category": "enemy",
    "subject": "A youthful slender gentle-faced pale man, short opaque ink-black hair, quiet gray-blue eyes, simple high-collared black long coat with deep midnight-blue lining, dark trousers and ankle boots. A soft melancholy smile, no crown or demon traits. Four-head-tall game proportions, original design, visible light face contrasting black silhouette.",
    "power": "a crescent wave of dense midnight shadow",
    "prompt": "Use case: identity-preserve. Asset type: eight-cell game animation sprite sheet EDIT. Input image is the existing 4x2 Chrome sprite sheet to correct. Keep its exact 1536x1024 canvas, grid, character identity, black hair, gentle pale face, outfit, boots, size, camera, position in every cell and existing pose timing. CHANGE ONLY: remove every sword, weapon, scabbard and weapon grip from ALL cells. Chrome never carries or uses a weapon. Cells 1-4 have relaxed bare hands; 5 draws back an open palm; 6 extends an open palm to send an UNARMED smooth dark-indigo magic wave; 7 recoils with bare hand held to chest; 8 casts the same midnight crescent using an open bare hand. Eliminate tiny ornamental embroidery on the coat, using plain black and navy smooth fabric. Preserve genuine background alpha. No text, outlines of the removed blade, labels or backdrop.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "rejected": [
      {
        "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: A youthful slender gentle-faced pale man, short opaque ink-black hair, quiet gray-blue eyes, simple high-collared black long coat with deep midnight-blue lining, dark trousers and ankle boots. A soft melancholy smile, no crown or demon traits. Four-head-tall game proportions, original design, visible light face contrasting black silhouette.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a crescent wave of dense midnight shadow\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
        "file": "exec-7bc9b0a9-62dd-4a4a-97cf-fce2470e9d79.png",
        "reason": "物語にない剣を描いていた"
      }
    ],
    "previousAttempts": [
      {
        "reason": "セル境界を越える動作・エフェクトの余白修正",
        "file": "exec-c5da1aaf-f376-4dcb-bf85-a10d73914e1a.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/chrome.png"
  },
  {
    "id": "aria",
    "name": "アリア",
    "category": "ally",
    "references": [
      "assets/img/aria.png",
      "assets/img/sword.png"
    ],
    "subject": "Image 1 is the ORIGINAL identity reference and image 2 is her crystal sword. Create a 4.5-head-tall tactical-game derivative of precisely this white-haired cat-eared girl, clear blue eyes, white and navy silver-gold-trimmed outfit, blue crystal chest jewel, blue-lined white cape, white tall boots, small halo-like silver head ornament. Keep the identifiable outfit, ear color, eye shape and opaque white hair. She wields the slender clear crystal heart sword shown in image 2. Do not redesign her identity or add new armor.",
    "power": "a clean crystal heart-sword arc",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: Image 1 is the ORIGINAL identity reference and image 2 is her crystal sword. Create a 4.5-head-tall tactical-game derivative of precisely this white-haired cat-eared girl, clear blue eyes, white and navy silver-gold-trimmed outfit, blue crystal chest jewel, blue-lined white cape, white tall boots, small halo-like silver head ornament. Keep the identifiable outfit, ear color, eye shape and opaque white hair. She wields the slender clear crystal heart sword shown in image 2. Do not redesign her identity or add new armor.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a clean crystal heart-sword arc\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "セル境界を越える動作・エフェクトの余白修正",
        "file": "exec-f2f8e24b-757c-45f9-82e4-52f55bacbe8f.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/aria.png"
  },
  {
    "id": "gran",
    "name": "グラン・オーシャン",
    "category": "ally",
    "references": [
      "assets/img/gran.png"
    ],
    "subject": "Image 1 is the ORIGINAL identity reference: the enormous blue translucent guardian whale whose back carries a coastal town. Create a simplified illustrated tactical-game version of that SAME whale, deep teal body, pale blue belly, 3 broad town silhouettes on its back, gentle eye, wide tail and two flippers. Fit the ENTIRE wide whale within each cell, consistent body length and town positions. Its bottom flipper is the fixed contact point at 88% height. Do not crop its tail. No human legs; walking poses instead alternate flipper and tail strokes in a swimming cycle. Cells 5 and 6 rear back then sweep the tail/flipper; cell 7 a subdued flipper tuck; cell 8 opens both flippers to summon a modest cyan water crest.",
    "power": "a crest of cyan tide",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: Image 1 is the ORIGINAL identity reference: the enormous blue translucent guardian whale whose back carries a coastal town. Create a simplified illustrated tactical-game version of that SAME whale, deep teal body, pale blue belly, 3 broad town silhouettes on its back, gentle eye, wide tail and two flippers. Fit the ENTIRE wide whale within each cell, consistent body length and town positions. Its bottom flipper is the fixed contact point at 88% height. Do not crop its tail. No human legs; walking poses instead alternate flipper and tail strokes in a swimming cycle. Cells 5 and 6 rear back then sweep the tail/flipper; cell 7 a subdued flipper tuck; cell 8 opens both flippers to summon a modest cyan water crest.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nSpecies-specific pose requirements in the Subject override humanoid leg instructions. Casting power: a crest of cyan tide\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "翼・尾・盾の微小なはみ出しに余白を追加",
        "file": "exec-dfe07436-9a93-43a0-beeb-a4aba51899db.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose.\nPreserve the exact creature, established markings and anatomy. The whale retains its town on its back; the golden beast retains its golden-lit LEFT chest wound; the yellow bird retains its chest emblem, feather crest and gray-gold wings with rainbow tips. All eight existing specific poses must remain, including the bird's fully open wings in cel7. No human redesign."
    ],
    "tool": "built-in imagegen",
    "file": "source/gran.png"
  },
  {
    "id": "ivy",
    "name": "アイビー",
    "category": "ally",
    "subject": "The restored forest spirit Silky Ivy is a gentle deep emerald GREEN DRAGON, not a human girl. Smooth broad emerald plates, pale mint belly, 2 leaf-shaped swept-back horns, two small leaf-shaped wings, four legs and a single curling vine tail. Warm gentle amber eyes. Small compact dragon body, graceful silhouette, only a few large plates, no intricate scales. Two forelegs clearly alternate for walk and slash, wings open only in casting. Preserve limbs and tail across cells.",
    "power": "one luminous curling green vine",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: The restored forest spirit Silky Ivy is a gentle deep emerald GREEN DRAGON, not a human girl. Smooth broad emerald plates, pale mint belly, 2 leaf-shaped swept-back horns, two small leaf-shaped wings, four legs and a single curling vine tail. Warm gentle amber eyes. Small compact dragon body, graceful silhouette, only a few large plates, no intricate scales. Two forelegs clearly alternate for walk and slash, wings open only in casting. Preserve limbs and tail across cells.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nSpecies-specific pose requirements in the Subject override humanoid leg instructions. Casting power: one luminous curling green vine\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "セル境界を越える動作・エフェクトの余白修正",
        "file": "exec-28b67647-013f-405a-a56d-36ea3331dc2e.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose."
    ],
    "tool": "built-in imagegen",
    "file": "source/ivy.png"
  },
  {
    "id": "spinel",
    "name": "スピネル",
    "category": "ally",
    "subject": "The restored golden gemstone beast Spinel: a small proud lion-like quadruped made of smooth honey-gold crystal, broad 5-lobed crystal mane, rounded strong paws, gentle amber eyes, one broad visible zigzag golden-lit crack running down the LEFT side of the chest/shoulder. His injury remains visible and is his strength. Same crack placement in every frame. A solid gemstone beast, not a floating gem or humanoid. Minimal facets, no tiny decorative shards.",
    "power": "a warm golden shield emanating from the crack",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: The restored golden gemstone beast Spinel: a small proud lion-like quadruped made of smooth honey-gold crystal, broad 5-lobed crystal mane, rounded strong paws, gentle amber eyes, one broad visible zigzag golden-lit crack running down the LEFT side of the chest/shoulder. His injury remains visible and is his strength. Same crack placement in every frame. A solid gemstone beast, not a floating gem or humanoid. Minimal facets, no tiny decorative shards.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nSpecies-specific pose requirements in the Subject override humanoid leg instructions. Casting power: a warm golden shield emanating from the crack\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "翼・尾・盾の微小なはみ出しに余白を追加",
        "file": "exec-cf990301-353e-47f2-8397-aa3491ec5e0a.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose.\nPreserve the exact creature, established markings and anatomy. The whale retains its town on its back; the golden beast retains its golden-lit LEFT chest wound; the yellow bird retains its chest emblem, feather crest and gray-gold wings with rainbow tips. All eight existing specific poses must remain, including the bird's fully open wings in cel7. No human redesign."
    ],
    "tool": "built-in imagegen",
    "file": "source/spinel.png"
  },
  {
    "id": "king",
    "name": "パレット王",
    "category": "ally",
    "subject": "The restored Palette King: dignified mature human king with short silver-white hair, neat small beard, calm face, simple gold 3-point crown with a single violet jewel, violet royal cape with ivory trim, dark purple tunic, gold belt and dark boots. Four-head-tall game proportions. One short broad prism scepter, restrained regal jewel details, no busy embroidery or excessive ornaments.",
    "power": "a small violet prism with cyan pink gold facets",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: The restored Palette King: dignified mature human king with short silver-white hair, neat small beard, calm face, simple gold 3-point crown with a single violet jewel, violet royal cape with ivory trim, dark purple tunic, gold belt and dark boots. Four-head-tall game proportions. One short broad prism scepter, restrained regal jewel details, no busy embroidery or excessive ornaments.\nEight poses: cell 1 neutral ready idle; cell 2 gentle breathing with half-closed eyes and shoulders slightly raised; cell 3 a true forward walking stride with left foot forward and right arm forward; cell 4 the alternate true walking stride with right foot forward and left arm forward; cell 5 attack anticipation with weight shifted backward and attacking limb or weapon drawn back; cell 6 clear attack follow-through toward the right, with weight forward and different limb articulation; cell 7 recoiling from damage with narrowed eyes; cell 8 using the specified magical power, with a modest localized effect and an active casting pose. Preserve feet anchor, overall size and clothing features. No duplicate cells.\nCasting power: a small violet prism with cyan pink gold facets\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "セル境界を越える動作・エフェクトの余白修正",
        "file": "exec-ba7c100a-ef9b-49bf-bb66-9ca0fe4cc80c.png"
      }
    ],
    "prompts": [
      "Edit this game sprite sheet to fix its grid spacing and clipping. The current wide gestures extend into the following cell. Reconstruct and preserve all EIGHT complete poses, one pose per cell on an exact 4 columns by 2 rows grid on the SAME 1536x1024 transparent canvas (cells384x512). Uniformly reduce all eight poses to 50% of their current scale, including their arms, weapons, hair, smoke and magic. Keep the same character design, colors and pose order. Keep a consistent subject scale and foot anchor across the poses, centered at each cell's horizontal center. Entire silhouettes and every effect must fit completely inside their OWN cell with AT LEAST 30 pixels empty transparent padding on every side. Recreate any missing tips; remove all stray fragments spilled from neighbouring poses. No part of a figure or effect may cross a cell boundary. Do not simply shrink the entire sheet; rearrange complete poses into their own unchanged384x512 cells. No new background, floor, shadow plate, text, numbering, or grid lines. Background alpha zero; body/hair opaque.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。\nLAYOUT PRIORITY: Make each entire pose visibly much smaller with abundant negative space. Maximum artwork bounds within EACH cell: width260px, height350px. Each cell's sprite anchor is at (192,390) relative to its cell. Preserve the existing idle/blink/walk/walk/windup/attack/hurt/cast pose order. No leftover crescent, limb or weapon fragments from a neighboring pose.\nThe mature palette king must have a short neatly trimmed white beard, while preserving his established face, white hair, gold violet crown and purple cape."
    ],
    "tool": "built-in imagegen",
    "file": "source/king.png"
  },
  {
    "id": "lila",
    "name": "リラ",
    "category": "npc",
    "poses": "Eight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.",
    "subject": "Aria's adoptive mother Lila: a kindly mature coastal woman with fully opaque white hair in a low bun, softly lined face, quiet gray-blue eyes, a simple cream blouse, muted blue long skirt, warm gray shawl, dark practical shoes, holding a small off-white chamomile cup. Four-head-tall game proportions. A plain long rope end with one single knot at her waist. Practical gentle design, not a young princess. Keep cup and rope in the same hand/side.",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: Aria's adoptive mother Lila: a kindly mature coastal woman with fully opaque white hair in a low bun, softly lined face, quiet gray-blue eyes, a simple cream blouse, muted blue long skirt, warm gray shawl, dark practical shoes, holding a small off-white chamomile cup. Four-head-tall game proportions. A plain long rope end with one single knot at her waist. Practical gentle design, not a young princess. Keep cup and rope in the same hand/side.\nEight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/lila.png"
  },
  {
    "id": "fisher",
    "name": "老漁師",
    "category": "npc",
    "poses": "Eight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.",
    "subject": "An elderly coastal fisherman, tanned weathered gentle face, short white beard, faded slate-blue fishing coat, beige trousers, dark rubber boots, worn muted ochre cap, holding a SIMPLE coarse fishing net with only 4 wide loops, not intricate woven texture. Slightly stooped four-head-tall silhouette, quiet supportive mood. No weapon.",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: An elderly coastal fisherman, tanned weathered gentle face, short white beard, faded slate-blue fishing coat, beige trousers, dark rubber boots, worn muted ochre cap, holding a SIMPLE coarse fishing net with only 4 wide loops, not intricate woven texture. Slightly stooped four-head-tall silhouette, quiet supportive mood. No weapon.\nEight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/fisher.png"
  },
  {
    "id": "lumina",
    "name": "ルミナ",
    "category": "npc",
    "poses": "Eight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.",
    "subject": "Lumina, the light and flower spirit and Ivy's sister: a single luminous pale cream lily blossom with a tiny serene feminine face within the flower, five broad ivory petals with restrained warm gold edges, slender sage stem, two large green leaf arms, 2 small roots as feet. A FLOWER spirit, not a human in a dress. Soft restrained warm inner light. No flower pot, cage or background.",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: Lumina, the light and flower spirit and Ivy's sister: a single luminous pale cream lily blossom with a tiny serene feminine face within the flower, five broad ivory petals with restrained warm gold edges, slender sage stem, two large green leaf arms, 2 small roots as feet. A FLOWER spirit, not a human in a dress. Soft restrained warm inner light. No flower pot, cage or background.\nEight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/lumina.png"
  },
  {
    "id": "stone_child",
    "name": "石の子",
    "category": "npc",
    "poses": "Eight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.",
    "subject": "The small stone child protected by Spinel: a rounded warm gray pebble creature with two short round feet and tiny round arms, two big gentle dark eyes and a tiny mouth, one broad honey-gold seam along the forehead. Cute friendly smooth stone, not human child or miniature golem armor. No gem jewels, no intricate rocky texture.",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: The small stone child protected by Spinel: a rounded warm gray pebble creature with two short round feet and tiny round arms, two big gentle dark eyes and a tiny mouth, one broad honey-gold seam along the forehead. Cute friendly smooth stone, not human child or miniature golem armor. No gem jewels, no intricate rocky texture.\nEight noncombat poses: 1 relaxed idle; 2 half-closed eyes and subtle breathing; 3 left foot forward walking; 4 right foot forward walking; 5 speaking with mouth slightly open and one small hand gesture; 6 speaking with closed mouth and hand lowered; 7 a friendly greeting or equivalent gesture; 8 a gentle nod with the gesture settling. Do not arm these peaceful characters or depict attacks. For the flower, walking is alternate leaf/root movement; for the stone child, walking is alternate small feet and rounded arm movement. Keep the baseline and camera stable.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/stone_child.png"
  },
  {
    "id": "renoir",
    "name": "ルノワール",
    "category": "support",
    "references": [
      "assets/generated/references/renoir.png"
    ],
    "poses": "Eight poses: 1 calm rounded blob with four jewel stars visible inside; 2 a shallow relaxed breath bulge; 3 leans/squashes gently forward to roll; 4 the next roll contact with body slightly raised, do not reverse spin; 5 preparing to absorb a tiny black mote; 6 swallowing the mote with a small soft bulge; 7 gathering the four star colors near the center; 8 opens a small indigo night-sky halo above itself. It has NO limbs, NO face, NO eyes, NO mouth markings and no hair. Every change preserves the same smooth black silhouette and internal star colors.",
    "subject": "Input reference is the EXACT existing game drawing of Renoir, the small black companion. Preserve that eyeless, faceless, limbless glossy soft black rounded pebble/blob with subtle deep violet highlight. Four small cyan green gold violet lights are INSIDE its black body. Create clean cel-illustrated counterparts of this design, not a new mascot. No smile, no ears, no eyes, no red demon features. Fixed base contact point and constant basic size, restrained jewel stars with no glitter noise.",
    "power": "a small night-sky halo",
    "prompt": "Use case: illustration-story. Asset type: production-ready animation sprite sheet for the Japanese fantasy tactical game Color Resonance.\nOutput one image, canvas 1536 x 1024, exactly 4 columns x 2 rows of equally sized cells, eight sequential poses in row-major order. Every cell and the full backdrop have genuine transparent alpha, not a colored backdrop or checkerboard.\nStyle: clean illustrated anime tactical-game art, gently painted cel shading, readable silhouettes, restrained jewel colors, modest smooth highlights. Consistent 3/4-front view, one soft upper-left light. Full subject in every cell at the SAME scale, same design, same face, SAME camera, SAME baseline, same lighting. No camera changes or zoom between cells. Pose changes must be clearly different, but preserve identity and design.\nFor each cell, place the bottom contact at x=50%, y=88%. Allow 8% clear padding all sides and keep every appendage, long hair, tail, weapon and effect wholly inside its OWN cell. Exact evenly spaced mechanical grid, no frame borders, text, labels, numbers, captions, scenery, ground plane, UI or watermark. Do not draw checkerboard.\n\nSubject: Input reference is the EXACT existing game drawing of Renoir, the small black companion. Preserve that eyeless, faceless, limbless glossy soft black rounded pebble/blob with subtle deep violet highlight. Four small cyan green gold violet lights are INSIDE its black body. Create clean cel-illustrated counterparts of this design, not a new mascot. No smile, no ears, no eyes, no red demon features. Fixed base contact point and constant basic size, restrained jewel stars with no glitter noise.\nEight poses: 1 calm rounded blob with four jewel stars visible inside; 2 a shallow relaxed breath bulge; 3 leans/squashes gently forward to roll; 4 the next roll contact with body slightly raised, do not reverse spin; 5 preparing to absorb a tiny black mote; 6 swallowing the mote with a small soft bulge; 7 gathering the four star colors near the center; 8 opens a small indigo night-sky halo above itself. It has NO limbs, NO face, NO eyes, NO mouth markings and no hair. Every change preserves the same smooth black silhouette and internal star colors.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/renoir.png"
  },
  {
    "id": "night_sky",
    "name": "小さな夜空",
    "category": "fx",
    "subject": "A small opening of deep indigo night sky, circular halo with only 7 large clean star points, a few restrained cyan green gold violet stars, no person or animal. Eight phases: tiny indigo drop, coalescing dark ring, expanding night dome, bright calm star field, large night circle with distinct stars, circle settling downward, dimming halo, one last star. No dense glitter or star noise.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A small opening of deep indigo night sky, circular halo with only 7 large clean star points, a few restrained cyan green gold violet stars, no person or animal. Eight phases: tiny indigo drop, coalescing dark ring, expanding night dome, bright calm star field, large night circle with distinct stars, circle settling downward, dimming halo, one last star. No dense glitter or star noise.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "エフェクトの越境・断片を修正",
        "file": "exec-ab40dfba-c452-42eb-a69e-e74b91426ede.png"
      }
    ],
    "prompts": [
      "Edit this eight-stage MAGIC EFFECT sprite sheet to fix clipping and neighboring-cell fragments. Keep the SAME effect, colors and all EIGHT stages in the SAME order. Exact four columns by two rows grid, same1536x1024 transparent canvas, each cell384x512. Make the complete effects much smaller: at HALF their current scale, maximum width260px and maximum height350px, each effect centered at (192,256) within its own cell. Retain growth/peak/fade differences between stages, using ONE common scale reduction across all eight. Reconstruct each entire ring, crescent or shield inside its OWN cell. Leave at least30px entirely transparent empty margin from every cell boundary. Remove ALL stray slivers belonging to neighbors. No portions may cross cell boundaries, no cut-off tips or rings. Transparent alpha-zero background, no cloudy plate or fog backdrop, text, frame lines or labels. Preserve original smooth, clean celestial magic style.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。"
    ],
    "tool": "built-in imagegen",
    "file": "source/night_sky.png"
  },
  {
    "id": "crystal_slash",
    "name": "透明の一閃・心剣",
    "category": "fx",
    "subject": "A clean curved cyan-white translucent crystal sword sweep with 3 large prismatic shard highlights and a warm pale rainbow rim, no character, blade or weapon itself. Eight phases from a tiny condensed streak, a gathering crescent, a bright narrow drawn-back crescent, a clear rightward strike crescent, a wide arc with 3 broad shards, a pale separating arc, a fading fragment, a very faint final sparkle. No star noise.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A clean curved cyan-white translucent crystal sword sweep with 3 large prismatic shard highlights and a warm pale rainbow rim, no character, blade or weapon itself. Eight phases from a tiny condensed streak, a gathering crescent, a bright narrow drawn-back crescent, a clear rightward strike crescent, a wide arc with 3 broad shards, a pale separating arc, a fading fragment, a very faint final sparkle. No star noise.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/crystal_slash.png"
  },
  {
    "id": "pray_heal",
    "name": "凪の祈り",
    "category": "fx",
    "subject": "A gentle mint green and warm cream healing effect: a few broad curved leaf-like ribbons surrounding a small clear droplet and a low soft circle. Eight phases: tiny droplet, soft low ring, gathering leaf ribbons, upward glow, a blossoming circle with 3 broad leaves, settling glow, dissipating leaf ribbons, faint droplet. No medical icons, crosses or words.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A gentle mint green and warm cream healing effect: a few broad curved leaf-like ribbons surrounding a small clear droplet and a low soft circle. Eight phases: tiny droplet, soft low ring, gathering leaf ribbons, upward glow, a blossoming circle with 3 broad leaves, settling glow, dissipating leaf ribbons, faint droplet. No medical icons, crosses or words.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/pray_heal.png"
  },
  {
    "id": "gran_tide",
    "name": "潮騒の帰還・深碧の刃",
    "category": "fx",
    "subject": "A broad cyan and teal crest of water on transparent background, 3 smooth curling waves and a few large clear droplets. Eight phases: one small droplet, gathering low ripple, rising crest, forceful rightward crest sweep, expanding broken crest, settling wash, receding low ripple, final faint droplet. No whale or town, no ocean backdrop or foam noise.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A broad cyan and teal crest of water on transparent background, 3 smooth curling waves and a few large clear droplets. Eight phases: one small droplet, gathering low ripple, rising crest, forceful rightward crest sweep, expanding broken crest, settling wash, receding low ripple, final faint droplet. No whale or town, no ocean backdrop or foam noise.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/gran_tide.png"
  },
  {
    "id": "ivy_vines",
    "name": "茨ほどき・翠蔦の刃",
    "category": "fx",
    "subject": "Three large smooth luminous emerald vines with one leaf each, curling into a restraining ring without sharp violent thorns. Eight phases: a single small leaf, coiling vine tip, rising twin vines, three curling vines spreading, a clear loop that binds a target, relaxed green ring, retracting leaves, faint last leaf. No dragon, cage, flower background or tiny leaf repeats.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: Three large smooth luminous emerald vines with one leaf each, curling into a restraining ring without sharp violent thorns. Eight phases: a single small leaf, coiling vine tip, rising twin vines, three curling vines spreading, a clear loop that binds a target, relaxed green ring, retracting leaves, faint last leaf. No dragon, cage, flower background or tiny leaf repeats.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "file": "source/ivy_vines.png"
  },
  {
    "id": "spinel_shield",
    "name": "黄金の傷の光・金継ぎの刃",
    "category": "fx",
    "subject": "A honey-gold crystal shield of light with one broad zigzag luminous crack; 5 broad gem facets and a warm circle at the base. Eight phases: a small golden seam, a glowing short crack, a forming shield outline, a strong full shield, a broad golden protective halo, soft shield settling, fading gold outline, last small seam. Preserve same crack pattern. No lion or person, no shards of broken armor.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A honey-gold crystal shield of light with one broad zigzag luminous crack; 5 broad gem facets and a warm circle at the base. Eight phases: a small golden seam, a glowing short crack, a forming shield outline, a strong full shield, a broad golden protective halo, soft shield settling, fading gold outline, last small seam. Preserve same crack pattern. No lion or person, no shards of broken armor.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "エフェクトの越境・断片を修正",
        "file": "exec-0c2e131b-1b79-4831-8a59-7c14ea9240c3.png"
      }
    ],
    "prompts": [
      "Edit this eight-stage MAGIC EFFECT sprite sheet to fix clipping and neighboring-cell fragments. Keep the SAME effect, colors and all EIGHT stages in the SAME order. Exact four columns by two rows grid, same1536x1024 transparent canvas, each cell384x512. Make the complete effects much smaller: at HALF their current scale, maximum width260px and maximum height350px, each effect centered at (192,256) within its own cell. Retain growth/peak/fade differences between stages, using ONE common scale reduction across all eight. Reconstruct each entire ring, crescent or shield inside its OWN cell. Leave at least30px entirely transparent empty margin from every cell boundary. Remove ALL stray slivers belonging to neighbors. No portions may cross cell boundaries, no cut-off tips or rings. Transparent alpha-zero background, no cloudy plate or fog backdrop, text, frame lines or labels. Preserve original smooth, clean celestial magic style.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。"
    ],
    "tool": "built-in imagegen",
    "file": "source/spinel_shield.png"
  },
  {
    "id": "king_prism",
    "name": "虹の尖塔・虹彩の刃",
    "category": "fx",
    "subject": "A single broad elegant violet prism spire of light edged with cyan pink and gold, 3 large satellite prisms and a restrained rainbow low ring. Eight phases: a small violet prism seed, a low prismatic ring, a rising spire, the bright full spire, a large calm radiant ring with three prisms, spire softening, diminishing prism, final violet glint. No king, castle or busy fractal patterns.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A single broad elegant violet prism spire of light edged with cyan pink and gold, 3 large satellite prisms and a restrained rainbow low ring. Eight phases: a small violet prism seed, a low prismatic ring, a rising spire, the bright full spire, a large calm radiant ring with three prisms, spire softening, diminishing prism, final violet glint. No king, castle or busy fractal patterns.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "エフェクトの越境・断片を修正",
        "file": "exec-d96d2236-0810-4a7f-b42a-0f6321059608.png"
      }
    ],
    "prompts": [
      "Edit this eight-stage MAGIC EFFECT sprite sheet to fix clipping and neighboring-cell fragments. Keep the SAME effect, colors and all EIGHT stages in the SAME order. Exact four columns by two rows grid, same1536x1024 transparent canvas, each cell384x512. Make the complete effects much smaller: at HALF their current scale, maximum width260px and maximum height350px, each effect centered at (192,256) within its own cell. Retain growth/peak/fade differences between stages, using ONE common scale reduction across all eight. Reconstruct each entire ring, crescent or shield inside its OWN cell. Leave at least30px entirely transparent empty margin from every cell boundary. Remove ALL stray slivers belonging to neighbors. No portions may cross cell boundaries, no cut-off tips or rings. Transparent alpha-zero background, no cloudy plate or fog backdrop, text, frame lines or labels. Preserve original smooth, clean celestial magic style.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。"
    ],
    "tool": "built-in imagegen",
    "file": "source/king_prism.png"
  },
  {
    "id": "chrome_wave",
    "name": "漆黒の波",
    "category": "fx",
    "subject": "A smooth dense midnight-indigo crescent wave edged in muted violet, 3 broad flowing dark ribbons. It absorbs light rather than red fire or demonic magic. Eight phases: a small dark bead, a compressed curved ripple, rising black crescent, a forceful rightward black wave, a wide rolling crest, settling shadow arc, dissipating broad ribbons, small fading dark bead. No man, sword, horns, runes or letters.",
    "prompt": "Use case: illustration-story. Asset type: transparent game VFX animation sprite sheet.\nOne canvas 1536 x 1024 with EXACTLY 4 columns x 2 rows, eight equal cells, left to right then top to bottom. One effect shown through eight successive stages, not eight unrelated designs. Background and all padding must be genuinely transparent alpha. Fixed camera and effect center at local cell x=50%, y=55%. Keep at least 10% clear padding on all cell borders. All ribbons, glows and shards are isolated within their own cell and must not overlap neighboring cells. Smooth clean cel-painted magical effect with broad shapes readable at 64 pixels. Restrained luminous edges, stable jewel palette, no overly fine sparks or textured particles. No characters, creatures, weapons, words, labels, numbering, grid lines, checkerboard, scenery, ground, full-frame haze, decorative border, UI or watermark. The peak fills at most 75% of cell height and width; the last stage visibly dissipates toward the original center.\n\nEffect sequence: A smooth dense midnight-indigo crescent wave edged in muted violet, 3 broad flowing dark ribbons. It absorbs light rather than red fire or demonic magic. Eight phases: a small dark bead, a compressed curved ripple, rising black crescent, a forceful rightward black wave, a wide rolling crest, settling shadow arc, dissipating broad ribbons, small fading dark bead. No man, sword, horns, runes or letters.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "previousAttempts": [
      {
        "reason": "最も広い動作・エフェクトの完全な輪郭を各セルへ収める",
        "file": "exec-12b6936c-ae63-4907-a05a-b996a5f63efe.png"
      }
    ],
    "prompts": [
      "Edit this eight-stage MAGIC EFFECT sprite sheet to fix clipping and neighboring-cell fragments. Keep the SAME effect, colors and all EIGHT stages in the SAME order. Exact four columns by two rows grid, same1536x1024 transparent canvas, each cell384x512. Make the complete effects much smaller: at HALF their current scale, maximum width260px and maximum height350px, each effect centered at (192,256) within its own cell. Retain growth/peak/fade differences between stages, using ONE common scale reduction across all eight. Reconstruct each entire ring, crescent or shield inside its OWN cell. Leave at least30px entirely transparent empty margin from every cell boundary. Remove ALL stray slivers belonging to neighbors. No portions may cross cell boundaries, no cut-off tips or rings. Transparent alpha-zero background, no cloudy plate or fog backdrop, text, frame lines or labels. Preserve original smooth, clean celestial magic style.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。"
    ],
    "tool": "built-in imagegen",
    "file": "source/chrome_wave.png"
  },
  {
    "id": "water_arrow",
    "name": "水鏡の矢",
    "category": "fx",
    "file": "source/water_arrow.png",
    "tool": "built-in imagegen",
    "reference": "source/gran_tide.png",
    "prompt": "Use case: stylized-concept. Asset type: Color Resonance 2D battle skill effect sheet. Input image 1 is an existing game's water effect style/palette reference only. Create an ORIGINAL matching effect for the actual learned skill 水鏡の矢 / water-mirror arrow: a smooth cyan water arrow thrusts toward the RIGHT and dissipates on impact. Output exactly a 4 columns x 2 rows regular equal-cell sprite sheet, 1536x1024 total, each cell 384x512, row-major eight consecutive animation key poses. Transparent background. In every cell leave at least 36px EMPTY transparent gutter on all four sides; absolutely no image ink, glow, or adjacent-cell crossing in gutters. The effect's stable reference center is x192,y256 within each cell. Keep same perspective and same smooth cel-rendered style as the reference, clean cyan/blue-white highlights, broad simple ribbons of water, no realistic surface texture, no luminous fog background. Cells: 0 small cyan droplet seed near center-left; 1 compact horizontal streak begins to form; 2 a pointed water arrow with two broad trailing water ribbons, aimed right; 3 same arrow fully condensed with longer broad stream, moving slightly right, within margin; 4 same arrow strikes, clean 3-lobed splash at its pointed right tip, no opponent or object; 5 a smaller splash resolving into two large droplets; 6 two smaller fading droplets; 7 one very small soft pale cyan droplet fading at center. All stages belong to ONE coherent effect, all within fixed equal cells. The largest arrow is under 300px wide and under 190px tall, neither clipped nor tilted. No weapon handle, bow, character, scenery, ground shadow, text, numbers, borders, checkerboard, watermark, or black rectangle. Glow only as a thin contained rim around painted water; preserve genuine alpha. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          0,
          0
        ],
        [
          0,
          0
        ],
        [
          0,
          0
        ],
        [
          0,
          0
        ],
        [
          32,
          60
        ],
        [
          0,
          65
        ],
        [
          0,
          60
        ],
        [
          0,
          60
        ]
      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        151,
        215
      ],
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
    }
  },
  {
    "id": "flower_guard",
    "name": "花守り",
    "category": "fx",
    "file": "source/flower_guard.png",
    "tool": "built-in imagegen",
    "reference": "source/ivy_vines.png",
    "prompt": "Use case: stylized-concept. Asset type: Color Resonance learned skill 花守り (ivy_bloom), original 2D battle HEALING/GUARD effect, separate from characters. Image1 is ONLY the existing ivy effect's smooth leaf style and green palette reference. Create a NEW matching flower protection effect: THREE broad green leaves weave into an open oval protective wreath, with ONE five-petal white flower at the top and two smaller five-petal ivory blossoms at the sides. No thorn spikes. Soft fresh green and cream, smooth broad painted shapes and simple cel shading. Output exactly eight key poses in a 4 columns x 2 rows regular equal-cell transparent sprite sheet, 1536x1024; each cell384x512. Frame order row-major. Keep wreath same camera, center x192/y266 and maximum width240/height270 within each cell; minimum50px perfectly clear transparent gutters. Each cell completely isolated; absolutely no translucent fog or background halo. Only narrow highlights attached directly to leaves/petals may glow. Phases:0 tiny closed flower bud above a short curling leaf;1 two leaves extend upward into a half-oval, bud still closed;2 leaves gently complete open oval protective ring and bud opens halfway;3 same ring, top five-petal flower fully opens, two small side blossoms emerge;4 same complete wreath held with a single clean thin green arc on the inner edge, brightest healing moment;5 flowers settle and wreath gently opens at the bottom as protection subsides;6 two small leaf tips with fading ivory petals;7 just one tiny fading leaf and petal. Center and viewpoint fixed. Preserve ONE coherent wreath design through all frames; no multiplying flowers, no particle glitter, no microscopic veins. No text, labels, numbers, frames, watermark, floor, scenery, character, black/white matte or baked checkerboard. Real transparent alpha around exact smooth painted silhouettes. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.7,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          0,
          0
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          0,
          0
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          0,
          0
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          0,
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          0,
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          0,
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          0,
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      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
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      "decayAnchorPx": [
        142,
        225
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      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
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  },
  {
    "id": "golden_thrust",
    "name": "金継ぎの突き",
    "category": "fx",
    "file": "source/golden_thrust.png",
    "tool": "built-in imagegen",
    "reference": "source/spinel_shield.png",
    "prompt": "Use case: stylized-concept. Asset type: Color Resonance 2D battle learned skill 金継ぎの突き (spinel_break), independent original attack effect. Reference1 supplies existing game's clean broad golden crystal color and cel illustration style ONLY; do NOT create another shield. Create a RIGHT-facing narrow golden light thrust with an asymmetric pointed crystalline spearhead and one elegant long KINTSUGI repair seam through it. No weapon handle or physical sword, just a magical thrust. Eight successive key stages in a precisely regular4x2 sprite sheet,1536x1024 total,each384x512 transparent cell,row-major. Activation center fixed x192,y256; motion travels right with same horizontal axis, same clean geometric spear silhouette across frames, minimum45px genuinely empty gutters around EVERY cell. Largest effect under290px wide and150px tall; reserve generous empty space. No aura fog, no dust cloud, no translucent yellow rectangles, no lighting behind the effect. Only thin tight attached edge highlights. 0 short hairline horizontal golden repair seam at center-left;1 seam lengthens and one small diamond tip appears pointing right;2 seam condenses into a smooth sharp golden crystalline thrust, compact;3 SAME thrust at maximum reach toward right, small bright edge at point;4 impact with a simple clean three-prong golden flare AT SAME POINT and two large flat gray armor fragments pushed to the right, not bloody;5 the two gray fragments separate while light withdraws;6 one small fading golden shard, no armor left;7 tiny short faint gold seam almost extinguished. Preserve viewpoint, axis, scale logic and progression. Soft amber,cream-gold,bright ivory highlights and muted flat charcoal fragments. Smooth broad facets only, no microscopic cracks, no glitter, no scales,no repetitive intricate texture. No victim, character, ground, shadow, text, labels, frames,numbers,checkerboard,watermark,white/black backdrop. True transparent alpha. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "repairPrompt": "Use case: precise-object-edit. Input is the edit target, a 1536x1024 eight-cel golden-thrust effect sheet, four columns x two rows. Remove only stray fragments crossing cell boundaries. In bottom row SECOND cell (canvas x384..767,y512..1023), erase the TWO tiny black vertical slivers right against its LEFT edge near canvas x384,y655 and x384,y798. They are fragments leaked from the adjacent gray armor and are NOT part of that cel. Also remove isolated gold/black slivers within the outermost 8 pixels of any cell if they are disconnected from the intended effect. Do not remove the two large gray armor fragments inside bottom row FIRST cell. Keep ALL eight intended complete golden thrust shapes, positions, face-free designs, palette, scale, lighting and grid exactly unchanged. Preserve genuine transparent alpha background. Don't invent new artwork. Don't enlarge anything. Don't add marks, particles, black matte, fog, white background or text. The two unwanted left-edge black slivers must be absent. Same 1536x1024 transparent sheet. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "sourceEdit": {
      "base": "source/golden_thrust-base.png",
      "generatedEdit": "source/golden_thrust-impact-edit.png",
      "region": [
        0,
        512,
        384,
        1024
      ]
    },
    "impactRepairPrompt": "Use case: precise-object-edit. This transparent 1536x1024 4-column 2-row sheet is the exact edit target. Repair ONLY the impact cel in bottom row FIRST cell (canvas x0..383,y512..1023). The TWO gray broken-armor rocks at the right are cut by the cell's right edge and leak into the next cell. REPLACE BOTH ROCKS with new fully drawn complete charcoal faceted rock shards. In this one cell, top rock must fit inside local x270..355,y145..225 and bottom rock inside local x270..355,y242..325. Both rocks need natural COMPLETE closed outer silhouettes, fully rounded angular polygon contours at their right sides, and at least 28px of genuine clear transparent space to the cell's right edge. They must NOT touch x383, NOT be cropped, NOT cross into the neighboring cell. Erase the tiny isolated far-right gold fleck near local x376,y240 rather than clipping it. Keep the gold thrust tip in this cel at local x265,y240, showing impact between the two rocks. Leave ALL seven other cels' intended gold effects unchanged, and keep the exact 1536x1024 grid, palette, broad smooth cel shading and transparent alpha. In bottom row SECOND cell, no black vertical rock slivers on its left edge; remove those fully. No text/borders/numbers/shadow/background/dust/glitter. Do not enlarge the rocks; make their complete shapes SMALLER so they fit. Preserve all actual art outside this tiny gray-rock repair. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.58,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          0,
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          0,
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          80,
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          0,
          60
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          58,
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      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
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      "decayAnchorPx": [
        153,
        206
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      "extractionGuardPx": 8,
      "cellClipSourcePx": {
        "1": [
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    }
  },
  {
    "id": "young_leaf_bind",
    "name": "若葉の縛り",
    "category": "fx",
    "file": "source/young_leaf_bind.png",
    "tool": "built-in imagegen",
    "reference": "frames/ivy_vines/003.png",
    "prompt": "Use case: stylized-concept. Asset type: original Color Resonance learned skill 若葉の縛り (ivy_bind), separate 2D magical binding effect. Input1 is ONLY the existing game's ivy leaf style and green color reference, not a layout reference. Generate an original eight-pose 4-column by 2-row equal-cell sprite sheet,1536x1024 transparent PNG; each cell384x512,row-major. Each cell is separate and every shape is fully contained, with minimum48px EMPTY transparent gutters on all sides. Use TWO smooth broad green vines with only THREE large young leaves total, forming a vertical open oval around an EMPTY space where an enemy can later be composited. No character, flower, weapons, scenery or floor. All eight phases keep the same camera and bottom anchor at local x192,y430, including both rows; the largest bound oval is max230px wide and300px tall. One coherent design, no vine multiplying or microscopic veins. Phases:0 a short tiny curved green shoot near bottom anchor;1 two vines rise symmetrically to half height;2 both curve inward to form two-thirds of an oval;3 the complete open oval closes with a soft crossing at its TOP and three broad leaves pointing inward, anchored to exactly same bottom point;4 SAME oval holds, tightened slightly inward, one clean pale-green highlight along each vine, same bottom anchor;5 it gently unlocks at the TOP, vines lower but keep bottom anchor;6 only two short leaves remain at bottom anchor;7 one small simple green leaf remains near bottom anchor, under45px tall. No diffuse fog/aura/background glow, just thin attached rim highlights. Use smooth clean painted cel shapes, restrained bright green/lime palette from the reference. Equal fixed grid. No text,numbers,borders,checkerboard,black matte,watermark,particle glitter. All effects fully contained inside their own cells; true alpha background. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          0,
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          0,
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          0,
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          0,
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      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
      ],
      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
    }
  },
  {
    "id": "prism_bolt",
    "name": "虹彩の光弾",
    "category": "fx",
    "file": "source/prism_bolt.png",
    "tool": "built-in imagegen",
    "reference": "frames/king_prism/004.png",
    "prompt": "Use case: stylized-concept. Asset type: original Color Resonance learned skill 虹彩の光弾 (king_prism), independent magical projectile effect. Input1 supplies ONLY the existing game's broad crystal facets, purple-cyan-gold palette and clean cel illumination, not its tower design. Make a NEW single right-facing prism-light projectile: ONE smooth elongated jewel orb with SEVEN broad simple color bands (red,orange,yellow,green,cyan,blue,violet), an ivory core highlight, and only TWO wide trailing ribbons. No surrounding satellite gems or dust. Eight sequential key poses in an exactly regular 4x2 equal-cell transparent sprite sheet1536x1024; each cell384x512,row-major. Every cel has minimum48px absolutely empty transparent gutters; all shapes fully contained. Stable horizontal axis local y285 in BOTH rows. Activation point starts at x140 and advances to impact x290; no jumping upward in second row. Largest effect280px wide/180px tall; retain safe margins. Phases:0 tiny violet seed gem at(140,285);1 same seed grows into a small seven-color jewel orb;2 orb points to right with two short broad rainbow ribbons behind;3 same orb thrusts right with two extended smooth ribbons, tip at x290,y285;4 impact AT EXACT same x290,y285 into one clean compact fan of three broad rainbow petals, no victim or fragments crossing border;5 fan retracts to a smaller three-petal glow at same impact location;6 one small seven-color diamond remains at(290,285);7 SAME tiny diamond at(290,285), under30px tall, fading. Crystal magic stays one coherent design. Smooth painted broad facets and restrained rim highlights attached to shape, no diffuse fog/aura/background halo, no microscopic cracks, no glitter or grain/noise on outlines. Genuine transparent alpha, no text,number,grid,border,watermark,scenery,character,ground shadow,white/black matte,checkerboard. Source ref's spirit identity/colors preserved, different learned ability readable as a light bolt. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "repairPrompt": "Use case: precise-object-edit. Edit target is this transparent 1536x1024 4x2 rainbow projectile sprite sheet. The top-row THIRD and FOURTH cels have huge trailing ribbons crossing into neighboring cells. REPLACE those two entire long-streak illustrations with NEW COMPACT jewel light bolts: one simple seven-color jewel, at most180px wide and140px tall, horizontal/pointed right, no trailing ribbons at all. Do not just clip or mask the existing long ribbons. Center both new jewels inside their OWN equal384x512 cells at local(192,285), leaving at least70px clear transparent space left and right. Cel2 modest compact point, cel3 brighter compact point. Also REPLACE bottom-row FIRST cel's wide fan with a NEW SMALL complete three-petal rainbow impact flare max170px wide/160px tall, centered at local(192,285), entire silhouette completed with clear60px gutters, no cropping against right edge. Keep cels0 and1 as small growing crystal seeds, keep cel5 as the small withdraw flare but center at same(192,285), and cels6/7 as one small/tiny final rainbow crystal centered(192,285). Match original jewel's red-to-violet seven broad smooth crystal facets and ivory highlight. Exactly8 separate complete compact shapes in exact4x2 grid; each cell independent, no overlap, no satellite gems. REMOVE the thin horizontal separator line at canvas y512. No fog background, no glitter, no borders/numbers/text/watermark/checkerboard/black matte. True transparent alpha. All eight artwork centers use same local y285 in both rows. The technical priority is complete compact silhouettes with ample EMPTY transparent cell gutters. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBase": "source/prism_bolt-base.png",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.6,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          12,
          0
        ],
        [
          -8,
          1
        ],
        [
          2,
          1
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          -8,
          1
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          62,
          26
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        [
          42,
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          1,
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          2,
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      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
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      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
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      "decayAnchorPx": [
        144,
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      "phaseTransforms": {},
      "extractionGuardPx": 0,
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  },
  {
    "id": "tide_mend",
    "name": "潮の癒し",
    "category": "fx",
    "file": "source/tide_mend.png",
    "tool": "built-in imagegen",
    "reference": "frames/gran_tide/003.png",
    "prompt": "Use case: stylized-concept. Create the original Color Resonance learned skill 潮の癒し (gran_mend), a separate 2D front-facing magical healing tide effect for an ALLY. The reference is ONLY the existing game's glossy broad cyan/blue/ivory water shapes and colors; make a gentle healing motif rather than an attacking wave. Generate a true-transparent 1536x1024 PNG, EXACT regular 4-column by 2-row equal-cell sprite sheet; each cell384x512,row-major, no overlap. Design: ONE shallow smooth U-shaped bowl/sweep of cyan water below an EMPTY vertical space where a character can later be placed, with THREE broad simple teardrops rising above the bowl. Only three teardrops, no extra beads, no glitter, no tiny ripples, no medical symbols/text. Water features ONE broad ivory highlight on each main form, blue lower shadow. Same front camera and bottom support at local(192,430) in ALL EIGHT cells, including bottom row. Clear at least60px transparent on left/right,50px top/bottom. Biggest entire design max240px wide290px tall. Source poses:0 tiny shallow cyan crescent at bottom support;1 crescent widens with three small droplets just above it;2 coherent water bowl and three droplets grow together to half height;3 water bowl and the SAME three large droplets reach full healing height around the empty center;4 SAME full design gently holds, 3 broad drops at fixed positions;5 same three-drop design begins shrinking into the bottom support at80% size;6 SAME WHOLE design with all three droplets and bowl at60% size, bottom support unchanged;7 SAME WHOLE three-drop design at40% size, still all three drops, bottom support unchanged. Keep all constituents visible during contraction, do not replace with unrelated single droplets. Every whole shape stays completed inside its own cell, nothing crosses cell borders. Transparency directly outside clean crisp painted silhouettes; no fog, glow cloud or background aura, just attached thin highlights. No wave curl, spray, spiral/rings, floor shadow, character, weapon, frame, number, text, watermark, checkerboard, black/white matte. Smooth clean cel game effect, restrained shiny rounded water, no grain. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          -8,
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          -2,
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          0,
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        [
          -14,
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          -14,
          60
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          -16,
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          -14,
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      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
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      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
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      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
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          "scale": 0.82,
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        },
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          "sourceCel": 4,
          "anchorPx": [
            144,
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          "scale": 0.64,
          "opacity": 0.88
        },
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          "sourceCel": 4,
          "anchorPx": [
            144,
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          "opacity": 0.82
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      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
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  },
  {
    "id": "golden_aegis",
    "name": "黄金の庇護",
    "category": "fx",
    "file": "source/golden_aegis.png",
    "tool": "built-in imagegen",
    "reference": "frames/spinel_shield/003.png",
    "prompt": "Use case: stylized-concept. Create the original Color Resonance learned skill 黄金の庇護 (spinel_guard), a separate front-facing 2D magical aegis to place BEHIND an ally. Reference1 supplies ONLY the existing game's warm gold/ivory shield facets and ONE simple golden mended-scar motif. Create ONE complete broad golden shield, no satellites, floating gems, ring or scattered rays. Its silhouette has a softly pointed top, two broad shoulders, and rounded lower point; inner face only FOUR broad simple golden facets and ONE broad ivory zigzag seam, matching the reference's repaired golden wound. No dense texture or microcracks. True-transparent PNG1536x1024, EXACT4 columns x2 rows of equal384x512 cells, row-major. Every cel isolated with at least60px empty transparent side gutters and50px top/bottom gutters. Same front camera, bottom shield point at local(192,430) in all eight cels. Largest entire shield max230px wide290px tall. Eight phases:0 a tiny COMPLETE shield at the bottom point, not a floating seed;1 SAME shield grows to25% size;2 SAME shield grows to55%;3 SAME shield grows to90%;4 SAME shield full-size holds, stable bottom point, broad seam brightens;5 SAME WHOLE shield contracts to80%;6 SAME WHOLE shield contracts to60%;7 SAME WHOLE shield contracts to40%, fixed bottom point throughout. No shield pieces vanish or break apart; all facets stay one connected closed silhouette. Transparent directly outside shield contour with only a thin attached ivory rim line. NO fog, colored haze, cast shadow, background aura, halo/cloud, particles, tiny sparkles/grain, scenery, character, weapon, floor, lettering, symbols, text, numbers, grids, borders, watermark, checkerboard, white/black matte. Emphasize smooth clean game cel illustration with large readable forms and warm gold identity. Every shape complete and fully inside its own equal cell, no overlap. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          -1,
          20
        ],
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          1,
          28
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          4,
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          2,
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          0,
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      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
      ],
      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
    }
  },
  {
    "id": "azure_tide_strike",
    "name": "蒼海の一太刀",
    "category": "fx",
    "file": "source/azure_tide_strike.png",
    "tool": "built-in imagegen",
    "reference": "frames/gran_tide/003.png",
    "prompt": "Use case: stylized-concept. Create Color Resonance's original learned AREA attack 蒼海の一太刀 (gran_tide), an independent right-facing 2D magical great-wave slash. Reference supplies only the game's broad cyan/blue/ivory water shapes. Make ONE complete curled blue wave with ONE broad IVORY cutting edge following its upper crest, like a water blade sweeping toward the right. It is one connected solid silhouette: no detached droplets, spray, bubbles, foam beads, rings, microscopic repeated waves or extra curls. Only two broad blue shaded areas, clean attached highlight. Exact4x2 equal-cell transparent sprite sheet1536x1024,each cell384x512,row-major. Every effect whole inside its own cel, at least60px transparent side gutters,50px top/bottom. Same right-facing camera and bottom-center support local(192,430) in all8 cells. Biggest entire wave max240px wide290px high. Phases:0 tiny short curved water blade at bottom support;1 SAME blade grows into a low wave;2 SAME connected wave curls upward to half height;3 SAME full wave reaches a complete upper crest slashing RIGHT with a broad ivory edge;4 SAME wave holds at its strongest, same bottom support, no detached impact debris;5 WHOLE same wave retreats to80% size;6 WHOLE same wave to60%;7 WHOLE same wave to40%, bottom support fixed. All constituent parts remain connected through retreat, no jump to a puddle or isolated droplet. Transparent immediately outside silhouette, no fog/aura/glow cloud, no ground shadow. No character,enemy,weapon,landscape,sky,water surface/floor,text,numbers,cell lines,watermark,checkerboard,black/white matte. Smooth clean painted cel game effect, broad readable shapes with a forceful single cutting crest. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "repairPrompt": "Use case: precise-object-edit. The edit target is this 1536x1024 transparent4x2 wave sprite sheet. Some huge waves cross the384px cell boundary, especially bottom-row FIRST cel. REAUTHOR the wave designs as COMPACT fully complete curls, do not crop or mask the huge waves. All eight are isolated objects centered in their own exact384x512 cells. Each wave must have a SHORT compact rounded base, absolutely NO long pointed horizontal trailing foot. Maximum width220px and maximum height260px in each cell, at least80px clear transparent left/right gutters. Wave curls/ivory cutting crest point right. Same bottom-center point local(192,430), both rows. Preserve smooth cyan/blue/ivory single-wave style, one connected silhouette, no detached droplets. Eight poses:0 small short curved blade at fixed bottom center, max100px wide;1 low compact rising curl max140px wide;2 middle-height curl max180px wide;3 full COMPACT curl max220px wide and260px tall, contained;4 same complete compact curl holds without moving or widening;5 whole curl80% size from fixed bottom;6 whole curl60%;7 whole curl40%. Bottom row should never overlap adjacent cells. True-transparent directly around complete wave contour, no aura/fog/halo/background glow, no ground shadow. Do not add text, borders, grid lines, particles, spray, bubbles, foam beads, glitter or micro-detail. The top-row FOURTH and bottom-row FIRST cel must have equal full curl dimensions and equal local bottom support. Technical priority: ample empty cell gutters and every water tip visibly finishes INSIDE its cell. Keep one broad ivory cutting crest and two broad smooth blue tones. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBase": "source/azure_tide_strike-base.png",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          -7,
          38
        ],
        [
          20,
          38
        ],
        [
          2,
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        ],
        [
          2,
          38
        ],
        [
          1,
          102
        ],
        [
          -31,
          105
        ],
        [
          -27,
          106
        ],
        [
          -20,
          105
        ]
      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
      ],
      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
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  },
  {
    "id": "dawn_shatter",
    "name": "暁の砕光",
    "category": "fx",
    "file": "source/dawn_shatter.png",
    "tool": "built-in imagegen",
    "reference": "frames/spinel_shield/003.png",
    "prompt": "Use case: stylized-concept. Create Color Resonance's original learned AREA attack 暁の砕光 (spinel_sun), an independent front-facing 2D piercing golden sunlight burst. Reference supplies only existing gold/amber/ivory broad crystal facets, no shield motif. Design ONE CONNECTED vertical lance of golden light: a broad tapered ivory shaft with a downward lower spear point, and exactly TWO short broad triangular side rays joined at its shoulders. Only three connected major forms. The effect is a compact 4-point sunlight spear with very long top and bottom points and short horizontal points, NOT a weapon held by a person, NOT a shield, no separate satellite shards/rays. One ivory core, broad golden facets, amber outer edge. True-transparent1536x1024 PNG in EXACT4x2 equal384x512 cells,row-major, at least60px clear side gutters and50px top/bottom. Same front camera and lowest lower-point support local(192,430) in all8 cells, including row2. Largest whole burst max220px wide290px high. Phases:0 tiny WHOLE four-point sunlight lance at bottom support;1 SAME silhouette grows to25%;2 SAME silhouette55%;3 SAME silhouette90%;4 SAME full lance holds with brighter ivory core, stable support;5 SAME WHOLE lance contracts80%;6 SAME60%;7 SAME40%, support never moves. Keep the two side rays connected in every cel; no popping parts, no crack debris, no victim. Clear alpha immediately outside closed clean silhouette. No fog/halo/glow cloud, ground shadow,dust,grain,sparkles,tiny repeated lines,scenery,floor,sun disk,text,numbers,frames,borders,watermark,checkerboard,black/white matte. Smooth clean broad cel illumination, warm gold identity, readable piercing dawn magic. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          0,
          16
        ],
        [
          0,
          14
        ],
        [
          0,
          15
        ],
        [
          0,
          14
        ],
        [
          1,
          29
        ],
        [
          0,
          48
        ],
        [
          1,
          49
        ],
        [
          0,
          73
        ]
      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
      ],
      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
    }
  },
  {
    "id": "vine_round_dance",
    "name": "翠蔦の輪舞",
    "category": "fx",
    "file": "source/vine_round_dance.png",
    "tool": "built-in imagegen",
    "reference": "frames/ivy_vines/003.png",
    "prompt": "Use case: stylized-concept. Create Color Resonance's learned AREA slash-and-binding skill 翠蔦の輪舞 (ivy_dance), a separate front-facing 2D green leaf dance ring. Reference supplies only the existing game's broad smooth green leaves/vines and lime highlights, no character. ONE closed slender green circular vine ring around an EMPTY circular center, with exactly THREE broad smooth crescent LEAF BLADES attached at120-degree intervals to its perimeter. Every blade is joined to the ring, no detached particles or extra leaves. All three blade tips curve clockwise, giving an obvious rotating cutting dance. No roots/floor/shoots. Generate1536x1024 true-transparent PNG, exact regular4 columns x2 rows equal384x512 cells,row-major. Every full object within its own cell with at least60px transparent gutters. Largest whole ring with blades max250px wide250px high. Fixed ring center local(192,285) in ALL8 cels, same front camera, circle not tilted or perspective changed. Phases:0 tiny complete ring with all3 blades at center,25% size;1 same3-blade ring40% size, orientation0deg;2 same60% size rotated30deg clockwise;3 same90% size rotated60deg;4 samefull ring rotated90deg, broad pale lime cutting rims, center unchanged;5 same whole full design80% size at90deg;6 same60%;7 same40%, center never moves. Keep all three leaves throughout, never replace by separate sprouts. One coherent green design with clean broad leaf shadows, one simple vein per leaf at most, no serration/texture or scales. Clear alpha directly outside whole closed silhouette, no glow/fog cloud/halo/background haze/ground shadow, no flowers,characters,weapon,scene,particles,glitter,micro-grain,text,numbers,borders,cell dividers,watermark,checkerboard,white/black matte. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "repairPrompt": "Use case: precise-object-edit. Edit target is this1536x1024 transparent4x2 green three-leaf ring sprite sheet. Bottom-row FIRST cel is TOO WIDE and a leaf tip crosses into the next cell. REAUTHOR all8 ring illustrations as SMALLER complete objects, do NOT crop/mask the large leaves. EXACT384x512 equal cells,row-major. Largest WHOLE ring and all3 attached crescent leaves must be at most220x220px, centered at local(192,285), leaving at least80px empty side gutters. All ring tips fully complete inside own cell. Same closed green vine ring with EMPTY interior, exactly THREE smooth crescent leaf blades attached around circumference, no extra leaves. Phases small25%,40%,60%,90%,100%,80%,60%,40%; all center(192,285) in BOTH rows. Same orientation in all8, we will rotate the final cels in animation composition. Keep the original's broad smooth green/lime leaf colors and one simple vein, no serrations or micrograin. REMOVE any leaf bleeding at x384,768,1152; each cel independent. Source cel4 whole maximum220x220px, not a370px object. Source cel5 should NOT contain a stray neighboring leaf. True transparent around clean finished silhouettes and fully transparent interior, no glow/haze/background aura, shadows, text,numbers,frames,gridlines,watermark,checkerboard,black/white matte. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBase": "source/vine_round_dance-base.png",
    "adoptedSourceCells": [
      0,
      1,
      2,
      3
    ],
    "unusedSourceCells": [
      4,
      5,
      6,
      7
    ],
    "sourceSelectionReason": "The complete source cel3 is used for peak/decay; raw larger cels4–5 crossing grid boundaries are not adopted. Original and edit retained.",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.55,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          0,
          -5
        ],
        [
          2,
          -3
        ],
        [
          4,
          -10
        ],
        [
          6,
          -8
        ],
        [
          0,
          40
        ],
        [
          -9,
          50
        ],
        [
          -13,
          44
        ],
        [
          -15,
          23
        ]
      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        205
      ],
      "phaseTransforms": {
        "0": {
          "sourceCel": 0,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 0,
          "scale": 1,
          "opacity": 1
        },
        "1": {
          "sourceCel": 1,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 0,
          "scale": 1,
          "opacity": 1
        },
        "2": {
          "sourceCel": 2,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 30,
          "scale": 1,
          "opacity": 1
        },
        "3": {
          "sourceCel": 3,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 60,
          "scale": 1,
          "opacity": 1
        },
        "4": {
          "sourceCel": 3,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 90,
          "scale": 1,
          "opacity": 1
        },
        "5": {
          "sourceCel": 3,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 90,
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 3,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 90,
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 3,
          "anchorPx": [
            144,
            205
          ],
          "rotationDeg": 90,
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
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  },
  {
    "id": "seven_color_barrier",
    "name": "七色の結界",
    "category": "fx",
    "file": "source/seven_color_barrier.png",
    "tool": "built-in imagegen",
    "reference": "frames/king_prism/004.png",
    "prompt": "Use case: stylized-concept. Create Color Resonance's learned ally-area healing/protective skill 七色の結界 (king_canvas), a separate front-facing 2D HOLLOW seven-color crystal barrier. Reference supplies only the original game's broad clean prism facets, ivory edge highlights, warm left/cool right color identity. Make ONE closed hollow upright PRISM FRAME: an elegant gem-shaped oval/dome with one top point, broad shoulders, gently pointed bottom, and a LARGE EMPTY transparent interior for an ally. The thick rim is exactly SEVEN broad connected colored facets:red,orange,yellow on the LEFT, green at TOP, cyan,blue,violet on the RIGHT; warm-left/cool-right, same order all phases. One attached ivory INNER BEVEL line, no floating satellite gems, pedestal, ring, sun, or particles. Center fully transparent, NOT a filled shield or translucent colored glass. True-transparent1536x1024 PNG with exact4x2 equal384x512 sprite cells,row-major, at least60px empty side gutters and50px top/bottom. Largest complete frame max230px wide290px tall. Same front camera and lowest bottom point local(192,430) in all8 cels. Phases:0 tiny COMPLETE seven-facet hollow frame at bottom support25%size;1 SAME40%;2 SAME60%;3 SAME90%;4 SAME100% full frame holds, rim's ivory line brightens, empty interior;5 WHOLE frame80%;6 WHOLE60%;7 WHOLE40%, bottom point fixed. Keep all7 colors as connected facets in every cel, no color bands popping away. No haze,aura,background cloud,ground shadow,glitter,grain,microcracks,text,symbols,numbers,borders,grid,watermark,checkerboard,character,weapon,scenery,black/white matte. Smooth clean geometric cel magic, facets broad and readable. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "repairPrompt": "Use case: precise-object-edit. This1536x1024 transparent4x2 seven-color hollow frame sheet has a CLIPPED GREEN TOP POINT in bottom-row FIRST cel: the peak sits on y512 boundary. REAUTHOR the frame illustrations as SMALLER complete jewel rings, do NOT just mask/crop the point. Exact4x2 equal384x512 cells,row-major. Largest full outer frame MAX180px wide and250px high, all colored tips complete, local bottom point(192,430), so top point is safely below localy180. Every cel at least80px empty on all sides except bottom where70px. Use same seven connected broad crystal color facets, red/orange/yellow left, green top, cyan/blue/violet right, ivory inner bevel. ONE closed gem-shaped oval frame with LARGE CLEAR TRANSPARENT interior, not glass. Phases25%,40%,60%,90%,100%,80%,60%,40% scaling from FIXED BOTTOM POINT(192,430) in ALL cells and BOTH rows. Top-row FOURTH and bottom-row FIRST must have almost same full shape, ALL TOP/BOTTOM/LEFT/RIGHT points visible, no source-point touches a cell border. No extra satellite jewels/dust, no halo/aura/fog, no shadows,text,numbers,frame/gridlines,watermark,checkerboard,white/black matte. Real clear alpha everywhere outside the rim and across its EMPTY interior. Technical priority: full green top point and violet bottom point preserved with generous transparent gutters, every one of the8 source cels fully complete. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBase": "source/seven_color_barrier-base.png",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          -5,
          30
        ],
        [
          23,
          30
        ],
        [
          31,
          25
        ],
        [
          22,
          22
        ],
        [
          -6,
          46
        ],
        [
          -11,
          55
        ],
        [
          -9,
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        ],
        [
          7,
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        ]
      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
      ],
      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
    }
  },
  {
    "id": "palette_resonance",
    "name": "パレット・レゾナンス",
    "category": "fx",
    "file": "source/palette_resonance.png",
    "tool": "built-in imagegen",
    "reference": "frames/king_prism/004.png",
    "prompt": "Use case: stylized-concept. Create Color Resonance's ultimate learned AREA slash skill パレット・レゾナンス (king_resonance), an independent right-facing 2D SEVEN-COLOR crescent slash. Reference supplies the original game's broad prism facets/ivory highlights and warm-left/cool-right royal magic. ONE connected curved crescent cutting stroke, its broad face divided into exactly SEVEN broad adjoining colored segments (red,orange,yellow,green,cyan,blue,violet), with ONE ivory cutting-edge rim. It is one whole unified seven-color slash, no detached satellite blades, dust, crystals, dots, tiny repeated ribs or streaks. Warm reds/oranges toward LEFT/rear, cool cyan/blue/violet toward RIGHT cutting tip, color order consistent across8 poses. The crescent curls up and forward to RIGHT, short COMPLETE rounded lower support, no long trailing ribbon crossing cell boundary. Exact regular4x2 transparent sprite sheet1536x1024, equal384x512 cells,row-major. Maxwidth230px/maxheight290px for largest whole stroke, at least70px transparent side gutters and50px top/bottom. Same front-right view and bottom-center support local(192,430) in all8 cells, no row2 jump. Phases:0 tiny complete seven-color curved stroke at bottom support25%;1 SAME40%;2 SAME60%;3 SAME90%;4 SAME100% brightest connected crescent slash, stable support;5 WHOLE same stroke80%;6 WHOLE60%;7 WHOLE40%, every color retained while contracting. Clean broad painted crystal facets with one smooth ivory edge, no dense texture. Genuine alpha right outside silhouette, no aura/fog cloud/background halo,ground shadow,scene,characters,weapons,text,numbers,borders,cell lines,watermark,checkerboard,black/white matte. Every curved tip visibly finishes INSIDE its own cell, no overlap. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "gifSource": "source/palette_resonance-gif-contour.png",
    "gifSourceEdit": {
      "base": "source/palette_resonance.png",
      "generatedEdit": "source/palette_resonance-gif-edge-donor.png",
      "mask": "source/palette_resonance-gif-edge-mask.png",
      "radiusPx": 8,
      "scope": "Generated color adoption only within an8px band around the original contour; original alpha and all pixels outside band preserved. PNG source/cels unchanged."
    },
    "gifEdgePrompt": "Use case: precise-object-edit. This is the exact Color Resonance seven-color crescent slash sprite sheet. Prepare a GIF-only clean-edge version. Preserve the exact8 crescent poses, all seven broad rainbow color facets, overall silhouettes, cell positions, sizes, direction and bottom landmarks. Do not redesign the slash or add anything. The bright WHITE OUTER RIM is causing a jagged white fringe when converted to1-bit transparency. REPLACE that outer white glowing rim with a THIN SOLID COLORED outline, matching the adjacent blue/violet edge at upper/right tip and adjacent red/yellow at lower/left. Keep a restrained PALE IVORY highlight just INSIDE the fully opaque colored silhouette. Remove all soft glowing pixels OUTSIDE the contour: no halo, haze, blurred white feathering, fog or partially transparent light outside the stroke. Only2px smooth attached colored outline at source resolution, with ordinary antialias right against fully clear alpha. Preserve original white inner facet highlights, just fix the outer fringe. Exact1536x1024 regular4x2 grid with eight separate384x512 cells, row-major, existing shapes remain complete in own cells. All color bands stay connected as one crescent; warm left/cool right, no particles. Technical purpose is an edge suitable for GIF255-color/1bit transparency without white jagged glow. PNG alpha background genuine, zero-alpha outside. No text,numbers,cell borders,watermark,checkerboard,black/white matte. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」 「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "export": {
      "cellSize": [
        288,
        384
      ],
      "uniformInsetScale": 0.65,
      "fixedGrid": true,
      "frameOffsetsSourcePx": [
        [
          23,
          32
        ],
        [
          41,
          40
        ],
        [
          47,
          40
        ],
        [
          46,
          40
        ],
        [
          35,
          56
        ],
        [
          39,
          58
        ],
        [
          37,
          58
        ],
        [
          25,
          55
        ]
      ],
      "fadeOpacities": [
        0.9,
        0.75,
        0.6,
        0.45
      ],
      "decayScales": [
        0.7,
        0.42,
        0.18,
        0.06
      ],
      "decayAnchorPx": [
        144,
        307
      ],
      "phaseTransforms": {
        "5": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.82,
          "opacity": 0.94
        },
        "6": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.64,
          "opacity": 0.88
        },
        "7": {
          "sourceCel": 4,
          "anchorPx": [
            144,
            307
          ],
          "scale": 0.46,
          "opacity": 0.82
        }
      },
      "extractionGuardPx": 0,
      "cellClipSourcePx": {}
    }
  },
  {
    "id": "root_hold",
    "name": "蔦の束縛・足元環",
    "source": "source/root_hold.png",
    "sourcePivotPx": [
      898.299,
      452.222
    ],
    "cropBoxPx": [
      439,
      305,
      1360,
      678
    ],
    "uniformScale": 0.22099447513812154,
    "pivotPx": [
      128,
      96
    ],
    "brightnessFactors": [
      0.9,
      0.92,
      0.94,
      0.96,
      0.98,
      1
    ],
    "statusCondition": "unit.root > 0",
    "placement": "unitXY foot center; before actor; recommended footprint width 0.65*tw",
    "reference": "frames/vine_round_dance/003.png",
    "imageGenPrompt": "Create ONE original transparent game status overlay for the existing Japanese ColorResonance game, matching the smooth cel-painted saturated green leaf material in the reference. No sprite grid and no text. This is a small persistent ROOTED status marker underneath a character's feet on an isometric tactical board. Show one low horizontal ellipse of a supple green vine, width exactly twice its projected height, as viewed from elevated isometric camera. THREE small distinct broad leaves attached to the vine at upper-left, upper-right, and lower-middle; single clean curled vine segment joining them. Open transparent hole through the center, leaves point outward and never invade the empty center. No plant pot, no soil, no character, no grass, no floating particles, no bright white perimeter. Entire silhouette occupies only central 65% of the canvas width, with generous transparent clearance on all sides. The far arc is darker teal green, near arc fresh emerald lime; crisp clean readable shapes at 64px wide, smoothly shaded broad surfaces, no tiny veins, no fine spikes. Thin emerald outline naturally integrated in leaf colors. This is one complete static editing master; animation later will be a restrained color pulse without geometric deformation. The reference is color/style guidance only; change its upright circle into this low 2:1 ellipse.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "generatedImage": "exec-36649c82-f6f2-4035-b9c8-90dc0f12b7cd.png",
    "sourceSha256": "7eb64109e8c2dfc17db5c98b4dcae33dd642496fcb34b74d0595dca1efe6bdee",
    "animationMethod": "single GPT Image master; fixed alpha/geometry; RGB brightness pulse only"
  },
  {
    "id": "guard_hold",
    "name": "黄金の守り・足元環",
    "source": "source/guard_hold.png",
    "sourcePivotPx": [
      769.437,
      487.143
    ],
    "cropBoxPx": [
      161,
      133,
      1376,
      849
    ],
    "uniformScale": 0.16,
    "pivotPx": [
      128,
      96
    ],
    "brightnessFactors": [
      0.9,
      0.92,
      0.94,
      0.96,
      0.98,
      1
    ],
    "statusCondition": "unit.guard > 0",
    "placement": "unitXY foot center; before actor; recommended footprint width 0.65*tw",
    "reference": "frames/golden_aegis/004.png",
    "imageGenPrompt": "Create ONE original transparent game status overlay for the existing Japanese ColorResonance game, matching the clean broad golden facets in the shield reference. No sprite grid and no text. This is a small persistent GUARDED status marker underneath a character's feet on an isometric tactical board. Show ONE low horizontal closed gold ring, width exactly twice its projected height, as viewed from elevated isometric camera, with four small clean kite-shaped facets attached at left, top, right, bottom. A large empty fully transparent interior leaves the feet clearly visible. Simple coherent continuous amber-gold rim with broad light yellow facets; far arc muted amber, near arc warm honey gold. No full shield, no vertical halo, no character, no terrain, no lightning, no particles, no white outer glow. Entire silhouette occupies only central 65% of canvas width, generous transparent clearance all around. Readable at 64px wide, simple elegant bevel facets with smooth clean surfaces and no microtexture. This is one complete static editing master; animation later will be a restrained color pulse without geometric deformation. The reference is color/material guidance only; use the horizontal ring geometry described.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "generatedImage": "exec-28c63828-5f6d-4ab1-bf38-7bf71f41a8d9.png",
    "editBase": "source/guard_hold-base.png",
    "editPrompt": "Edit only the supplied golden status ring image. Keep the existing four kite facets and continuous ellipse geometry and gold material. Remove ALL diffuse glow everywhere. Remove ALL pixels across the entire central hollow so that the hole is perfectly fully transparent alpha=0, with no amber wash, no dark wash, no cast shadow. The outer background must also be alpha=0 outside the crisp ring silhouette, except subpixel antialiasing at the rim only. Solid clean amber-gold edges, no white outer rim. No fog and no luminous aura. Retain one complete ring and exactly four diamond facets. Do not add anything. Keep the fixed layout and leave generous transparent outer margins. This is an underfoot status marker, its center MUST remain empty so feet can be seen through it.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBaseGeneratedImage": "exec-2795143f-415d-480d-99ea-576bbedd3e4e.png",
    "sourceSha256": "fb69ca8b8d94dcd70653dc73537270d4d2cd13867c64bff51d4425d251b95b1b",
    "animationMethod": "single GPT Image master; fixed alpha/geometry; RGB brightness pulse only"
  },
  {
    "id": "sea_surface_prism",
    "name": "虹の静水面",
    "source": "source/sea_surface_prism-r3-master.png",
    "reflectionAddRgb": [
      8,
      8,
      5
    ],
    "floorCondition": "!cfg.inverted && tile type sea_calm/sea_flat/sea_shallow && cell.floor === 'rainbow'",
    "reference": "source/sea_surface_prism.png",
    "imageGenPrompt": "Generate one NEW original full-frame opaque SQUARE UV material texture for the Japanese ColorResonance game. Do not draw a tile shape: the entire canvas is the water material, no transparent margins, no objects, no horizon, no text. Reference supplies COLORS ONLY; ignore all its caustic shapes and pattern geometry. Quiet luminous cyan water, very gentle broad pale mint and lavender variation, only a trace of warm peach at low contrast. A calm liquid surface with extremely wide, shallow, smoothly blended reflection tones. NO caustic network, NO outlined cells, NO ovals, NO rings, NO scales, NO fine waves, NO periodic bands, NO decorative repeating motifs, NO bright white lines, NO glitter or grains. Shade differences should be modest: broad color areas have comparable brightness; no bright spots with a surrounding dark ring. The field should look calm and clean across a 4x4 tile repetition at 64px per tile, with no identifiable small object that repeats. Use smooth cel-painted material shading, sharp high-quality color data, no blur/fog filter. This is an editable UV color master to be projected and periodicized later; animation will add only one very gentle moving broad reflection. Fill the whole square with opaque color.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBase": "source/sea_surface_prism-base.png",
    "generatedImage": "exec-94623049-b60e-4bf8-b592-a72e88ee3792.png",
    "periodicUv": "source/sea_surface_prism-periodic-uv.png",
    "unperiodizedUv": "source/sea_surface_prism-uv-before-periodic.png",
    "sourceHistory": [
      {
        "source": "source/sea_surface_prism.png",
        "imageGenPrompt": "Create ONE original transparent top-surface tile overlay for the existing Japanese ColorResonance isometric game, guided by the luminous water material in the reference. A single perfectly flat rhombus diamond with four exact vertices at top center, right center, bottom center, left center. Projected width exactly TWO TIMES height. ONLY the top plane, NO thickness, NO visible side faces, NO bevel extrusion, NO border decoration, NO shadow, NO glow outside the plane. Diamond occupies central 65% canvas width, centered with generous transparent margins. Every pixel inside the diamond is opaque, glass/water appearance achieved through colors only, not alpha transparency. Smooth pale cyan water, broad softly blended lavender, mint, and warm peach reflections across the SAME flat plane. One or two large quiet undulating value patches, no cracks, no mosaic cells, no scales, no repeated small waves, no sparkles, no stars, no tiny highlights, no white gritty perimeter. A clean calm luminous surface readable at 64px. The empty exterior must be alpha0. This is a static editing master for subsequent derived lighting movement. Match the reference color/material but remove its slab thickness and micro patterns.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
        "editBase": "source/sea_surface_prism-base.png",
        "editPrompt": "Edit the supplied flat luminous water diamond. Preserve the smooth pastel cyan/mint/lavender/peach water interior and the four geometric corners at top, right, bottom, left. Repair ONLY the OUTER CONTOUR. The four sides must each be perfectly straight and clean with a thin natural cyan edge matching the adjacent water interior. Remove every stray white speck, white frill, white protrusion, pixel jag, fuzzy white halo and particle along and outside all four sides. No white perimeter line at all. Exterior is fully transparent alpha0. No detached pixels outside the perfect rhombus. Keep width:height of the diamond exactly2:1, retain a perfectly flat single opaque surface, no bevel or side faces. This will be a 64px tactical floor tile; the clean four-sided silhouette is more important than fine caustics. Do not add waves, marks, outline textures, sparkles or any ornaments.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
        "generatedImage": "exec-d2eac7fe-f64a-4011-909f-2bbc7c6ec3c8.png",
        "editBaseGeneratedImage": "exec-b45cb50d-b400-4353-a6ef-6119c1c729bf.png",
        "reference": "references/crys_sea_calm.png"
      }
    ],
    "originalTileReference": "references/crys_sea_calm.png",
    "sourceLayout": "square-uv",
    "sourceUvCropPx": [
      25,
      25,
      1229,
      1229
    ],
    "sourceSha256": "ee119d6fe7ece91c120ee3d120914985e3f2014c6469694abbe3f2187b8a891b",
    "animationMethod": "sin-squared overlap-add of half-period shifted/reflected UV patches; periodic bilinear sampling; cos(2*pi*(u-phase)) lighting; 200x108 logical plane",
    "planeCoverageAlpha": "fixed geometric mask with 2% coverage apron; not the original source alpha",
    "luminanceNormalization": {
      "sourceUvMean": 214.1674664173568,
      "beforeNormalization": 213.26422142028807,
      "uniformRgbGain": 1.004235333011104,
      "afterNormalization": 214.2627291717529
    },
    "reflectionPhases": [
      0.0,
      0.08333333333333333,
      0.16666666666666666,
      0.25,
      0.3333333333333333,
      0.4166666666666667,
      0.5,
      0.5833333333333334,
      0.6666666666666666,
      0.75,
      0.8333333333333334,
      0.9166666666666666
    ],
    "durationsMs": [
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200
    ]
  },
  {
    "id": "sea_surface_dull",
    "name": "くすんだ静水面",
    "source": "source/sea_surface_dull-r3-master.png",
    "reflectionAddRgb": [
      3,
      4,
      5
    ],
    "floorCondition": "!cfg.inverted && tile type sea_calm/sea_flat/sea_shallow && cell.floor === 'dull'",
    "reference": "source/sea_surface_dull.png",
    "imageGenPrompt": "Generate one NEW original full-frame opaque SQUARE UV material texture for the Japanese ColorResonance game. Do not draw a tile shape: fill the whole canvas with water material, no transparent margins, no objects, no horizon, no text. Reference supplies COLORS ONLY, not wave or shape geometry. Extremely calm, dark subdued slate blue-charcoal water. Wide gentle nearly even surfaces, only a slight smooth blue-gray value drift spanning the entire canvas. Keep luminance low and contrast small: about dark blue RGB(35,49,63) to slightly lighter slate RGB(43,57,71), NOT bright white-gray ridges. NO visible wave outlines, NO dark ovals, NO white rings, NO bright ridges, NO scales, NO repeated little waves, NO foam, NO caustic cells, NO periodic stripes or diamond grid, NO grain. There must not be any recognizable high contrast motif that repeats when this material is tiled4x4 at64px. Preserve a natural liquid impression through one very wide barely perceptible reflectance drift, with no distinct enclosed patch and no closed contour. Smooth clean cel-painted color shading with sharp color data, not a blur or fog effect. Animation will add a subdued broad reflection later. Full square opaque texture master.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editBase": "source/sea_surface_dull-base.png",
    "generatedImage": "exec-6d65a7fe-19e6-4427-96df-a196715eacbf.png",
    "periodicUv": "source/sea_surface_dull-periodic-uv.png",
    "unperiodizedUv": "source/sea_surface_dull-uv-before-periodic.png",
    "sourceHistory": [
      {
        "source": "source/sea_surface_dull.png",
        "imageGenPrompt": "Create ONE original transparent top-surface tile overlay for the existing Japanese ColorResonance isometric game, guided by the dark water colors in the reference. A single perfectly flat rhombus diamond with four exact vertices at top center, right center, bottom center, left center. Projected width exactly TWO TIMES height. ONLY the top plane, NO thickness, NO visible side faces, NO bevel extrusion, NO border decoration, NO shadow, NO exterior glow. Diamond occupies central 65% canvas width, centered with generous transparent margins. Every pixel inside the diamond is fully opaque. A smooth subdued slate blue charcoal water surface with a muted blue-gray broad highlight and one large quiet undulating value patch. No cracks, no faceted mosaic, no scales, no ridges, no repeated small waves, no foam, no sparkles, no tiny highlights, no white perimeter. Very clean broad tonal shading readable at 64px. Keep it clearly darker and grayer than the luminous allied rainbow surface; this represents enemy DULL territory. Exterior alpha0. This is a static editing master for later derived lighting movement. Match reference colors only and remove the entire slab thickness and scale pattern.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
        "editBase": "source/sea_surface_dull-base.png",
        "editPrompt": "Edit image1 (the dark slate water plane). Preserve its subdued blue-charcoal smooth broad water shading. Use ONLY the RHOMBUS GEOMETRY of image2, not its colors: top vertex at50% canvas width and10% canvas height; left at10%width50%height; right90%width50%height; bottom50%width90%height. The landscape canvas width is twice its height, so this projected flat diamond is exactly2:1. Four perfectly straight clean sides, only the flat top plane, no thickness. Fill the new projected top plane completely with the existing dark smooth blue-gray water material, every interior pixel opaque. Do not copy the pale pastel colors, no particles, no white edges, no repeated scales or small waves. Exterior fully transparent alpha0. This is a matching isometric floor overlay, large simple surface readable at64px.「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
        "generatedImage": "exec-86b0cf84-9e45-4dec-8246-8c62563db600.png",
        "editBaseGeneratedImage": "exec-8b43c574-4275-40ed-911b-bdc69dc60c53.png",
        "reference": "references/dark_sea_calm.png",
        "geometryReference": "source/sea_surface_prism-base.png"
      }
    ],
    "originalTileReference": "references/dark_sea_calm.png",
    "sourceLayout": "square-uv",
    "sourceUvCropPx": [
      25,
      25,
      1229,
      1229
    ],
    "sourceSha256": "963e7af6b6a0d414fb8e45bfe7a46f7d7a7ade0e1e698c91798887d4b710cfbf",
    "animationMethod": "sin-squared overlap-add of half-period shifted/reflected UV patches; periodic bilinear sampling; cos(2*pi*(u-phase)) lighting; 200x108 logical plane",
    "planeCoverageAlpha": "fixed geometric mask with 2% coverage apron; not the original source alpha",
    "luminanceNormalization": {
      "sourceUvMean": 51.393120316734546,
      "beforeNormalization": 53.17003310852051,
      "uniformRgbGain": 0.9665805588618073,
      "afterNormalization": 51.386927749633784
    },
    "reflectionPhases": [
      0.0,
      0.08333333333333333,
      0.16666666666666666,
      0.25,
      0.3333333333333333,
      0.4166666666666667,
      0.5,
      0.5833333333333334,
      0.6666666666666666,
      0.75,
      0.8333333333333334,
      0.9166666666666666
    ],
    "durationsMs": [
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200,
      200
    ]
  },
  {
    "id": "lead_layer_peel",
    "name": "鉛の一層剥離",
    "source": "source/lead_layer_peel.png",
    "reference": "references/lead-armor-cel.png",
    "generatedImage": "exec-b3cb68a3-b0e8-484a-9e62-2981450abbf6.png",
    "prompt": "Create one original standalone game effect editing master on a fully transparent background. Reference is the actual ColorResonance enemy; use ONLY the style and colors of its broad curved slate-gray outer armor plates, not the creature body. Draw ONE single large detached curved outer armor panel, clean convex outer arc and shallow concave inner edge, like a thick crescent-shaped shell plate seen from a slight front/isometric angle. Smooth dark slate-gray outer surface, one broad soft lighter gray highlight, dark simple bevel around the edge, just a tiny restrained muted golden seam near one endpoint. Keep the silhouette simple and solid, no long blade-like points, no cracks branching across it, no fine textures, no tiny debris, no particles, no glowing mist. The detached panel is whole and has intact thickness: it will be translated/rotated for a controlled peeling-off and falling motion. Single object centered with generous completely transparent margins, covers about 45% canvas width and 45%height. Crisp clean anime game shading matching the reference metal. No body, no head, no face, no eyes, no feet, no character, no extra objects, no labels, no tile, no shadow beneath it. Three big color zones at most; clean opaque armor panel with anti-aliased edge. This is about removing an exterior shell, never injuring a person. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "trigger": "oldArmor > 0 && newArmor > 0 && oldArmor > newArmor",
    "pieces": [
      {
        "name": "outer plate",
        "cropBoxPx": [
          236,
          354,
          1072,
          887
        ],
        "targetWidthPx": 54,
        "startCenterPx": [
          103,
          86
        ],
        "velocityPxPerSec": [
          -55,
          -22
        ],
        "rotationDeg": -5,
        "angularVelocityDegPerSec": -65
      }
    ],
    "cellSize": [
      256,
      192
    ],
    "pivotPx": [
      128,
      128
    ],
    "groundY": 128,
    "scaleReferenceTileWidthPx": 80,
    "gravityPxPerSec2": 420,
    "frameStartsRelativeMs": [
      0,
      80,
      160,
      240,
      320,
      400,
      480,
      560,
      640,
      720,
      840,
      960
    ],
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      120,
      120,
      120
    ],
    "celOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
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      0.65,
      0.45
    ],
    "preRollMs": 80,
    "transparentTailMs": 640,
    "celDissipationScales": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
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    ],
    "sourceSha256": "1efbc7ec72612a0e5f09a99a49d031e1c2ef0495c2ed8bee249090d8107135ab",
    "animationMethod": "isolated GPT Image plates; fixed scale during outward velocity/gravity; rigid rotation; first-contact ground clamp; stop; shrink only after landing toward fixed contact point, with PNG alpha fade and GIF RGB decay",
    "contactMeasurements": [
      {
        "name": "outer plate",
        "uniformScale": 0.06585365853658537,
        "contactTimeMs": 360,
        "contactCenterX": 83.2,
        "contactPointX": 98.0,
        "contactRotationDeg": -28.4
      }
    ],
    "celPositions": [
      {
        "cel": 0,
        "relativeTimeMs": 0,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 74,
            "y": 66,
            "opaqueBbox": [
              76,
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              101
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 1,
        "relativeTimeMs": 80,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 69,
            "y": 64,
            "opaqueBbox": [
              72,
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            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 2,
        "relativeTimeMs": 160,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 63,
            "y": 64,
            "opaqueBbox": [
              67,
              70,
              119,
              107
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 3,
        "relativeTimeMs": 240,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 58,
            "y": 67,
            "opaqueBbox": [
              64,
              75,
              114,
              113
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 4,
        "relativeTimeMs": 320,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 53,
            "y": 72,
            "opaqueBbox": [
              59,
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              108,
              122
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 5,
        "relativeTimeMs": 400,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 51,
            "y": 77,
            "opaqueBbox": [
              57,
              86,
              105,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 98.0
          }
        ]
      },
      {
        "cel": 6,
        "relativeTimeMs": 480,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 51,
            "y": 77,
            "opaqueBbox": [
              57,
              86,
              105,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 98.0
          }
        ]
      },
      {
        "cel": 7,
        "relativeTimeMs": 560,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 51,
            "y": 77,
            "opaqueBbox": [
              57,
              86,
              105,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 98.0
          }
        ]
      },
      {
        "cel": 8,
        "relativeTimeMs": 640,
        "opacity": 1,
        "pieces": [
          {
            "name": "outer plate",
            "x": 51,
            "y": 77,
            "opaqueBbox": [
              57,
              86,
              105,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 98.0
          }
        ]
      },
      {
        "cel": 9,
        "relativeTimeMs": 720,
        "opacity": 0.85,
        "pieces": [
          {
            "name": "outer plate",
            "x": 67,
            "y": 96,
            "opaqueBbox": [
              71,
              102,
              103,
              128
            ],
            "landed": true,
            "dissipationScale": 0.65,
            "contactPointX": 98.0
          }
        ]
      },
      {
        "cel": 10,
        "relativeTimeMs": 840,
        "opacity": 0.65,
        "pieces": [
          {
            "name": "outer plate",
            "x": 82,
            "y": 110,
            "opaqueBbox": [
              84,
              113,
              101,
              128
            ],
            "landed": true,
            "dissipationScale": 0.35,
            "contactPointX": 98.0
          }
        ]
      },
      {
        "cel": 11,
        "relativeTimeMs": 960,
        "opacity": 0.45,
        "pieces": [
          {
            "name": "outer plate",
            "x": 92,
            "y": 122,
            "opaqueBbox": [
              93,
              123,
              99,
              128
            ],
            "landed": true,
            "dissipationScale": 0.12,
            "contactPointX": 97.5
          }
        ]
      }
    ]
  },
  {
    "id": "lead_shell_break",
    "name": "鉛の最終殻割れ",
    "source": "source/lead_shell_break.png",
    "reference": "references/lead-armor-cel.png",
    "generatedImage": "exec-db934626-ca28-40b8-949b-9ba77c0cadbc.png",
    "prompt": "Create an original transparent game effect editing master containing EXACTLY THREE isolated large shell armor fragments in a simple 2x2 arrangement: TOP LEFT = broad left curved shield/crescent panel; TOP RIGHT = broad right curved shield/crescent panel; BOTTOM LEFT = small thick blunt curved cap panel; BOTTOM RIGHT completely empty transparent. Each fragment entirely within its own quadrant, with very generous transparent gutters, not touching edges or other fragments. Use the reference ColorResonance enemy ONLY for its gray outer shell material/style. All three belong to the same thick smooth slate-gray shell: dark charcoal backs, broad soft gray highlights, short restrained muted golden seam at a few endpoints, clean simple bevels. No pointed shards, no long sharp swords, no branching crack network. Each is an intact large blunt armor plate, solid opaque surface. No creature, no body, no face, no eyes, no feet, no blood, no environment, no floor, no cast shadows, no particles, no fine rubble, no grit, no sparkles, no labels or grid lines. Smooth clean anime tactical-game finish, only a few broad color regions per plate. These three objects will be separately animated peeling away and dropping from an invisible target, preserving its body. Transparent exterior alpha0. Keep shapes readable at 64px. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "trigger": "oldArmor > 0 && newArmor === 0",
    "pieces": [
      {
        "name": "left plate",
        "cropBoxPx": [
          40,
          40,
          635,
          705
        ],
        "targetWidthPx": 38,
        "startCenterPx": [
          103,
          88
        ],
        "velocityPxPerSec": [
          -55,
          -22
        ],
        "rotationDeg": -5,
        "angularVelocityDegPerSec": -70
      },
      {
        "name": "right plate",
        "cropBoxPx": [
          780,
          65,
          1240,
          725
        ],
        "targetWidthPx": 38,
        "startCenterPx": [
          153,
          88
        ],
        "velocityPxPerSec": [
          55,
          -22
        ],
        "rotationDeg": 5,
        "angularVelocityDegPerSec": 70
      },
      {
        "name": "cap",
        "cropBoxPx": [
          135,
          750,
          565,
          1175
        ],
        "targetWidthPx": 24,
        "startCenterPx": [
          128,
          64
        ],
        "velocityPxPerSec": [
          20,
          -22
        ],
        "rotationDeg": 0,
        "angularVelocityDegPerSec": 30
      }
    ],
    "cellSize": [
      256,
      192
    ],
    "pivotPx": [
      128,
      128
    ],
    "groundY": 128,
    "scaleReferenceTileWidthPx": 80,
    "gravityPxPerSec2": 420,
    "frameStartsRelativeMs": [
      0,
      80,
      160,
      240,
      320,
      400,
      480,
      560,
      640,
      720,
      840,
      960
    ],
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      120,
      120,
      120
    ],
    "celOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.85,
      0.65,
      0.45
    ],
    "preRollMs": 80,
    "transparentTailMs": 640,
    "celDissipationScales": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.65,
      0.35,
      0.12
    ],
    "sourceSha256": "fbcaca48933394f7092e8a4c35e0a5083f38fd1ecf57c877537dea6943226274",
    "animationMethod": "isolated GPT Image plates; fixed scale during outward velocity/gravity; rigid rotation; first-contact ground clamp; stop; shrink only after landing toward fixed contact point, with PNG alpha fade and GIF RGB decay",
    "contactMeasurements": [
      {
        "name": "left plate",
        "uniformScale": 0.07102803738317758,
        "contactTimeMs": 434,
        "contactCenterX": 79.13,
        "contactPointX": 87.0,
        "contactRotationDeg": -35.379999999999995
      },
      {
        "name": "right plate",
        "uniformScale": 0.09429280397022333,
        "contactTimeMs": 405,
        "contactCenterX": 175.275,
        "contactPointX": 202.5,
        "contactRotationDeg": 33.35
      },
      {
        "name": "cap",
        "uniformScale": 0.06382978723404255,
        "contactTimeMs": 548,
        "contactCenterX": 138.96,
        "contactPointX": 136.0,
        "contactRotationDeg": 16.44
      }
    ],
    "celPositions": [
      {
        "cel": 0,
        "relativeTimeMs": 0,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 82,
            "y": 66,
            "opaqueBbox": [
              82,
              69,
              123,
              106
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "right plate",
            "x": 131,
            "y": 58,
            "opaqueBbox": [
              133,
              61,
              174,
              114
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "cap",
            "x": 116,
            "y": 52,
            "opaqueBbox": [
              116,
              52,
              140,
              76
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 1,
        "relativeTimeMs": 80,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 76,
            "y": 64,
            "opaqueBbox": [
              77,
              70,
              120,
              105
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "right plate",
            "x": 133,
            "y": 56,
            "opaqueBbox": [
              136,
              62,
              180,
              112
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "cap",
            "x": 117,
            "y": 51,
            "opaqueBbox": [
              118,
              52,
              142,
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            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 2,
        "relativeTimeMs": 160,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 70,
            "y": 65,
            "opaqueBbox": [
              71,
              74,
              115,
              104
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "right plate",
            "x": 136,
            "y": 57,
            "opaqueBbox": [
              140,
              66,
              186,
              112
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "cap",
            "x": 118,
            "y": 53,
            "opaqueBbox": [
              119,
              54,
              143,
              78
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 3,
        "relativeTimeMs": 240,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 64,
            "y": 69,
            "opaqueBbox": [
              65,
              80,
              112,
              107
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "right plate",
            "x": 138,
            "y": 61,
            "opaqueBbox": [
              142,
              73,
              192,
              114
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "cap",
            "x": 119,
            "y": 57,
            "opaqueBbox": [
              121,
              59,
              145,
              84
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 4,
        "relativeTimeMs": 320,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 58,
            "y": 75,
            "opaqueBbox": [
              60,
              88,
              107,
              112
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "right plate",
            "x": 141,
            "y": 69,
            "opaqueBbox": [
              146,
              83,
              198,
              120
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "cap",
            "x": 120,
            "y": 64,
            "opaqueBbox": [
              123,
              66,
              146,
              91
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 5,
        "relativeTimeMs": 400,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 54,
            "y": 85,
            "opaqueBbox": [
              55,
              100,
              103,
              122
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "right plate",
            "x": 144,
            "y": 79,
            "opaqueBbox": [
              148,
              95,
              204,
              127
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          },
          {
            "name": "cap",
            "x": 121,
            "y": 74,
            "opaqueBbox": [
              125,
              77,
              148,
              102
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 6,
        "relativeTimeMs": 480,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 51,
            "y": 90,
            "opaqueBbox": [
              53,
              105,
              102,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 87.0
          },
          {
            "name": "right plate",
            "x": 144,
            "y": 80,
            "opaqueBbox": [
              148,
              96,
              204,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 202.5
          },
          {
            "name": "cap",
            "x": 123,
            "y": 87,
            "opaqueBbox": [
              127,
              90,
              150,
              115
            ],
            "landed": false,
            "dissipationScale": 1,
            "contactPointX": null
          }
        ]
      },
      {
        "cel": 7,
        "relativeTimeMs": 560,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 51,
            "y": 90,
            "opaqueBbox": [
              53,
              105,
              102,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 87.0
          },
          {
            "name": "right plate",
            "x": 144,
            "y": 80,
            "opaqueBbox": [
              148,
              96,
              204,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 202.5
          },
          {
            "name": "cap",
            "x": 124,
            "y": 100,
            "opaqueBbox": [
              128,
              103,
              150,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 136.0
          }
        ]
      },
      {
        "cel": 8,
        "relativeTimeMs": 640,
        "opacity": 1,
        "pieces": [
          {
            "name": "left plate",
            "x": 51,
            "y": 90,
            "opaqueBbox": [
              53,
              105,
              102,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 87.0
          },
          {
            "name": "right plate",
            "x": 144,
            "y": 80,
            "opaqueBbox": [
              148,
              96,
              204,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 202.5
          },
          {
            "name": "cap",
            "x": 124,
            "y": 100,
            "opaqueBbox": [
              128,
              103,
              150,
              128
            ],
            "landed": true,
            "dissipationScale": 1,
            "contactPointX": 136.0
          }
        ]
      },
      {
        "cel": 9,
        "relativeTimeMs": 720,
        "opacity": 0.85,
        "pieces": [
          {
            "name": "left plate",
            "x": 62,
            "y": 104,
            "opaqueBbox": [
              63,
              114,
              95,
              128
            ],
            "landed": true,
            "dissipationScale": 0.65,
            "contactPointX": 87.0
          },
          {
            "name": "right plate",
            "x": 166,
            "y": 97,
            "opaqueBbox": [
              169,
              108,
              205,
              128
            ],
            "landed": true,
            "dissipationScale": 0.65,
            "contactPointX": 202.5
          },
          {
            "name": "cap",
            "x": 128,
            "y": 109,
            "opaqueBbox": [
              131,
              111,
              146,
              128
            ],
            "landed": true,
            "dissipationScale": 0.65,
            "contactPointX": 136.5
          }
        ]
      },
      {
        "cel": 10,
        "relativeTimeMs": 840,
        "opacity": 0.65,
        "pieces": [
          {
            "name": "left plate",
            "x": 78,
            "y": 115,
            "opaqueBbox": [
              79,
              120,
              96,
              128
            ],
            "landed": true,
            "dissipationScale": 0.35,
            "contactPointX": 87.25
          },
          {
            "name": "right plate",
            "x": 186,
            "y": 112,
            "opaqueBbox": [
              188,
              117,
              207,
              128
            ],
            "landed": true,
            "dissipationScale": 0.35,
            "contactPointX": 203.0
          },
          {
            "name": "cap",
            "x": 132,
            "y": 119,
            "opaqueBbox": [
              133,
              120,
              141,
              128
            ],
            "landed": true,
            "dissipationScale": 0.35,
            "contactPointX": 135.5
          }
        ]
      },
      {
        "cel": 11,
        "relativeTimeMs": 960,
        "opacity": 0.45,
        "pieces": [
          {
            "name": "left plate",
            "x": 84,
            "y": 123,
            "opaqueBbox": [
              84,
              125,
              90,
              128
            ],
            "landed": true,
            "dissipationScale": 0.12,
            "contactPointX": 87.33333333333333
          },
          {
            "name": "right plate",
            "x": 197,
            "y": 122,
            "opaqueBbox": [
              197,
              124,
              204,
              128
            ],
            "landed": true,
            "dissipationScale": 0.12,
            "contactPointX": 202.5
          },
          {
            "name": "cap",
            "x": 135,
            "y": 124,
            "opaqueBbox": [
              135,
              124,
              139,
              128
            ],
            "landed": true,
            "dissipationScale": 0.12,
            "contactPointX": 136.0
          }
        ]
      }
    ]
  },
  {
    "id": "kegare_release",
    "name": "穢れの外皮の切り離し",
    "trigger": "d.side === 'enemy' && !cfg.inverted && !d.dead",
    "reference": "references/shade-release-cel.png",
    "generatedImage": "exec-33844dab-989e-4b8d-b40d-c6daeb9249d5.png",
    "editBaseGeneratedImage": "exec-21277f1b-5547-46e9-81ba-450c866bb1dd.png",
    "targetWidthPx": 34,
    "source": "source/kegare_release.png",
    "editBase": "source/kegare_release-base.png",
    "prompt": "Create ONE original game-effect editing master, a square canvas on completely transparent background. EXACTLY TWO large isolated curved exterior wrapper strips, laid out side by side with a wide transparent gutter between them. Left strip is a broad open C shape opening to the right; right strip is a broad reverse C shape opening to the left. Blunt softly rounded endpoints, solid broad clean silhouettes. Each stays within its half of the canvas with generous clear margins, about twice as tall as wide. They are two detached OUTER COVERINGS, never a character. No head, no face, no eyes, no body, no limb, no clothing on a person, no hair, no blade, no text, no floor, no cast shadow. No small particles, no grain, no glitter, no stars, no thin threads, no scallops, no scales, no complicated repeated folds. The space between and inside the open curves must be transparent. Single smooth painted folds/shading, readable at64px, opaque material interior with clean anti-aliased edge. These same two shapes will be rigidly moved outward and gently upward, then reduced into quiet disappearance after detaching. Do not depict an explosion or harm to a body. Use the reference only for its muted slate-charcoal/lavender outer haze palette and soft anime game shading; DO NOT draw any of the creature or its eyes. Both strips are broad smooth CURLS OF DULL EXTERIOR HAZE, muted gray-violet outside and one restrained lighter slate-blue fold. Keep them dull and quiet, no bright purple flames, no hard metal bevel, no armored plate. A soft but well-defined curled exterior film made of three broad tonal zones, no wispy fuzzy fringe. This is for ordinary chapters only, where an imposed gray crust detaches; do not portray a person's true black color being erased. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editPrompt": "Edit the supplied two isolated open-C exterior haze strips. Keep both silhouettes and their open inward-facing curves, arrangement, empty central gutter, and smooth broad shading. Change ONLY the material colors and outer contour cleanliness. Desaturate the bright purple heavily into muted slate-charcoal gray with a faint violet cast: broad regions around RGB(70,66,80) to RGB(99,94,116), with only a restrained soft lavender-gray highlight. No vivid purple or fluorescent blue outline. Remove every stray colored speck, grain, glitter, jagged protrusion, fuzzy fringe and halo around both silhouettes and from all transparent space. Two smooth broad opaque forms with clean anti-aliased edges, no tiny disconnected parts. Do not add any character, eyes, face, blade, particle, border or extra strip. Fully transparent background. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "cellSize": [
      256,
      192
    ],
    "pivotPx": [
      128,
      128
    ],
    "scaleReferenceTileWidthPx": 80,
    "pieces": [
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        "name": "left wrapper",
        "cropBoxPx": [
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          0,
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        ],
        "targetWidthPx": 34,
        "startCenterPx": [
          100,
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        ],
        "velocityPxPerSec": [
          -40,
          -25
        ],
        "rotationDeg": 0,
        "angularVelocityDegPerSec": -20
      },
      {
        "name": "right wrapper",
        "cropBoxPx": [
          627,
          0,
          1254,
          1254
        ],
        "targetWidthPx": 34,
        "startCenterPx": [
          156,
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        ],
        "velocityPxPerSec": [
          40,
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        ],
        "rotationDeg": 0,
        "angularVelocityDegPerSec": 20
      }
    ],
    "frameStartsRelativeMs": [
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      160,
      240,
      320,
      400,
      480,
      560,
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    ],
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      120,
      120,
      120,
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    ],
    "celDissipationScales": [
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      1,
      1,
      1,
      1,
      1,
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    "celOpacities": [
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    "gifRgbDecayFactors": [
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    "preRollMs": 80,
    "transparentTailMs": 640,
    "centralClearWindowPx": [
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    "hook": "defeat(d, killer): before d.dead = true",
    "sourceSha256": "afe3f1a17dfb38582930d39db75721330ef7ec99c069990e1dee17fbc3cf1084",
    "animationMethod": "two GPT Image wrappers; fixed-scale detachment; later shrink about drifting centers; PNG alpha fade and gray GIF RGB dimming",
    "uniformDetachmentScales": [
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    "celPositions": [
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        "cel": 0,
        "relativeTimeMs": 0,
        "pieces": [
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            "rotationDeg": 0.0,
            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
            "centerPx": [
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            "rotationDeg": 0.0,
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        ]
      },
      {
        "cel": 1,
        "relativeTimeMs": 80,
        "pieces": [
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            "name": "left wrapper",
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          },
          {
            "name": "right wrapper",
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            "rotationDeg": 1.6,
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        ]
      },
      {
        "cel": 2,
        "relativeTimeMs": 160,
        "pieces": [
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            "name": "left wrapper",
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            "rotationDeg": -3.2,
            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
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            "rotationDeg": 3.2,
            "dissipationScale": 1
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        ]
      },
      {
        "cel": 3,
        "relativeTimeMs": 240,
        "pieces": [
          {
            "name": "left wrapper",
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            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
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            "rotationDeg": 4.8,
            "dissipationScale": 1
          }
        ]
      },
      {
        "cel": 4,
        "relativeTimeMs": 320,
        "pieces": [
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            "name": "left wrapper",
            "centerPx": [
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            "rotationDeg": -6.4,
            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
            "centerPx": [
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            "rotationDeg": 6.4,
            "dissipationScale": 1
          }
        ]
      },
      {
        "cel": 5,
        "relativeTimeMs": 400,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
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            "rotationDeg": -8.0,
            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
            "centerPx": [
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            "rotationDeg": 8.0,
            "dissipationScale": 1
          }
        ]
      },
      {
        "cel": 6,
        "relativeTimeMs": 480,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
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            "rotationDeg": -9.6,
            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
            "centerPx": [
              175.2,
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            "rotationDeg": 9.6,
            "dissipationScale": 1
          }
        ]
      },
      {
        "cel": 7,
        "relativeTimeMs": 560,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
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            "rotationDeg": -11.2,
            "dissipationScale": 1
          },
          {
            "name": "right wrapper",
            "centerPx": [
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            "rotationDeg": 11.2,
            "dissipationScale": 1
          }
        ]
      },
      {
        "cel": 8,
        "relativeTimeMs": 640,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
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            "rotationDeg": -12.8,
            "dissipationScale": 0.75
          },
          {
            "name": "right wrapper",
            "centerPx": [
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            "rotationDeg": 12.8,
            "dissipationScale": 0.75
          }
        ]
      },
      {
        "cel": 9,
        "relativeTimeMs": 760,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
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              69.0
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            "rotationDeg": -15.2,
            "dissipationScale": 0.5
          },
          {
            "name": "right wrapper",
            "centerPx": [
              186.4,
              69.0
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            "rotationDeg": 15.2,
            "dissipationScale": 0.5
          }
        ]
      },
      {
        "cel": 10,
        "relativeTimeMs": 880,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
              64.8,
              66.0
            ],
            "rotationDeg": -17.6,
            "dissipationScale": 0.28
          },
          {
            "name": "right wrapper",
            "centerPx": [
              191.2,
              66.0
            ],
            "rotationDeg": 17.6,
            "dissipationScale": 0.28
          }
        ]
      },
      {
        "cel": 11,
        "relativeTimeMs": 1000,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
              60.0,
              63.0
            ],
            "rotationDeg": -20.0,
            "dissipationScale": 0.1
          },
          {
            "name": "right wrapper",
            "centerPx": [
              196.0,
              63.0
            ],
            "rotationDeg": 20.0,
            "dissipationScale": 0.1
          }
        ]
      }
    ]
  },
  {
    "id": "white_membrane_release",
    "name": "白い膜の切り離し",
    "trigger": "d.side === 'enemy' && cfg.inverted && d.kind === 'membrane' && !d.dead",
    "reference": "references/membrane-release-cel.png",
    "generatedImage": "exec-8c43f253-66f6-4b3c-9e69-3ef833248a8b.png",
    "editBaseGeneratedImage": "exec-72758acc-2571-4e73-85f1-af01a795ecef.png",
    "targetWidthPx": 30,
    "source": "source/white_membrane_release.png",
    "editBase": "source/white_membrane_release-base.png",
    "prompt": "Create ONE original game-effect editing master, a square canvas on completely transparent background. EXACTLY TWO large isolated curved exterior wrapper strips, laid out side by side with a wide transparent gutter between them. Left strip is a broad open C shape opening to the right; right strip is a broad reverse C shape opening to the left. Blunt softly rounded endpoints, solid broad clean silhouettes. Each stays within its half of the canvas with generous clear margins, about twice as tall as wide. They are two detached OUTER COVERINGS, never a character. No head, no face, no eyes, no body, no limb, no clothing on a person, no hair, no blade, no text, no floor, no cast shadow. No small particles, no grain, no glitter, no stars, no thin threads, no scallops, no scales, no complicated repeated folds. The space between and inside the open curves must be transparent. Single smooth painted folds/shading, readable at64px, opaque material interior with clean anti-aliased edge. These same two shapes will be rigidly moved outward and gently upward, then reduced into quiet disappearance after detaching. Do not depict an explosion or harm to a body. Use the reference ONLY for its cold ivory/lavender-gray thin membrane palette, never for the creature silhouette or head. Both strips are detached cold WHITE MEMBRANE sheets, softly folded once into open C arcs. Broad ivory surface with subdued very pale lavender-blue shadow inside one fold. Thin flexible sheet, no metal thickness, no armor edge. NO radiant halo, NO holy light, NO golden glow, NO rainbow blast, NO angel, NO purifying black color. The story removes only an imposed white membrane; the person's own night-black color remains untouched and is not pictured in this master. These are two large simple sheets, no ragged tear grain or tiny scraps. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editPrompt": "Edit the supplied two detached white membrane strips. Preserve BOTH large inward-facing open C shapes, their broad ivory surfaces and single pale lavender fold, as well as their side-by-side arrangement and fully transparent central gap. Repair ONLY the outer contours and empty space: remove ALL white frill, white specks, fuzzy white fringe, tiny protrusions, blue debris, isolated grains and stray pixels around/outside the two strips. Clean continuous smooth anti-aliased contours with NO outer white outline or halo. The existing broad opaque ivory interiors remain opaque and smooth. No added lines or small folds. No body, head, face, angel, halo, stars, particles or new object. Exterior completely transparent alpha0, including the entire central space. Exactly two intact strips. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "cellSize": [
      256,
      192
    ],
    "pivotPx": [
      128,
      128
    ],
    "scaleReferenceTileWidthPx": 80,
    "pieces": [
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        "cropBoxPx": [
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        "targetWidthPx": 30,
        "startCenterPx": [
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        ],
        "velocityPxPerSec": [
          -40,
          -25
        ],
        "rotationDeg": 0,
        "angularVelocityDegPerSec": -20
      },
      {
        "name": "right wrapper",
        "cropBoxPx": [
          627,
          0,
          1254,
          1254
        ],
        "targetWidthPx": 30,
        "startCenterPx": [
          156,
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        ],
        "velocityPxPerSec": [
          40,
          -25
        ],
        "rotationDeg": 0,
        "angularVelocityDegPerSec": 20
      }
    ],
    "frameStartsRelativeMs": [
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      160,
      240,
      320,
      400,
      480,
      560,
      640,
      760,
      880,
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    ],
    "celDurationsMs": [
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      80,
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    "celDissipationScales": [
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    "celOpacities": [
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    "gifRgbDecayFactors": [
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    "preRollMs": 80,
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    "centralClearWindowPx": [
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    "hook": "defeat(d, killer): before d.dead = true",
    "gifDissipationAnchorTimeMs": 640,
    "gifDissipationScales": [
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    "gifCelOpacities": [
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    "sourceSha256": "c8d9ec0ac0244531e488dae9adfedbb0d7e9ccef7c87bce63ea44b084f7b438c",
    "animationMethod": "two GPT Image wrappers; fixed-scale detachment; PNG shrinks about drifting centers with alpha fade; white GIF holds centers/rotation from 640ms and shrinks without RGB dimming",
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      {
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      {
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      {
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      },
      {
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        "relativeTimeMs": 400,
        "pieces": [
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          {
            "name": "right wrapper",
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        ]
      },
      {
        "cel": 6,
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      },
      {
        "cel": 8,
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        "pieces": [
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            "rotationDeg": 12.8,
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        ]
      },
      {
        "cel": 9,
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        "pieces": [
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      },
      {
        "cel": 10,
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        "pieces": [
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            "rotationDeg": 17.6,
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        ]
      },
      {
        "cel": 11,
        "relativeTimeMs": 1000,
        "pieces": [
          {
            "name": "left wrapper",
            "centerPx": [
              60.0,
              63.0
            ],
            "rotationDeg": -20.0,
            "dissipationScale": 0.1
          },
          {
            "name": "right wrapper",
            "centerPx": [
              196.0,
              63.0
            ],
            "rotationDeg": 20.0,
            "dissipationScale": 0.1
          }
        ]
      }
    ]
  },
  {
    "id": "thorn_ranged_hit",
    "name": "茨の射撃着弾",
    "source": "source/thorn_ranged_hit.png",
    "reference": "references/thorn-hit-cel.png",
    "generatedImage": "exec-dad136d9-7280-416b-8162-079de158482c.png",
    "sourceCropBoxPx": [
      302,
      307,
      946,
      951
    ],
    "sourceImpactPivotPx": [
      958,
      634
    ],
    "trigger": "a.side === 'enemy' && a.kind === 'thorn' && ranged && !r.miss && !r.pass",
    "prompt": "Create ONE original transparent game IMPACT EFFECT master for the existing Japanese ColorResonance tactical game. No character is pictured. A compact group of EXACTLY THREE large, simple, broad pressure streaks/wedges, arranged as a short fan pointing to the RIGHT toward an EMPTY small impact center. Each has a blunt rounded broad base and a clean tapered tip. Keep the middle impact point clear, no solid central burst, no ring. These are abstract impact traces, NOT a weapon, projectile flight, body pieces or material debris. Very smooth clean anime game painting, two or three broad tonal regions per streak, crisp simple solid shapes with clean anti-aliased edges. Three traces only, no little shards or detached particles, no dots, no grains, no glitter, no tiny parallel hatchmarks, no intricate cracks, no lightning. Entire group centered with very generous fully transparent margins, occupies about 45%width and45%height of square canvas. Fully opaque interior, fully transparent exterior; no background, no ground shadow, no fog halo. No body, no head, no face, no eyes, no hands, no hair, no person, no monster, no text. Readable at64px; this single fixed shape will be scaled as a short impact pulse then shrunk into disappearance. Canonical incoming direction LEFT to RIGHT. Use the reference only for the actual thorn enemy's muted dark aubergine and pink-violet thorn accents with a restrained deep-green accent. The three broad marks should feel like thorn-shaped pressure traces, a little curved, no vine coil, no full plant, no friendly flower, no poison status symbol. Preserve dark plum and subdued pink-violet, no fluorescent neon or red blood appearance. No new weapon or character. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "cellSize": [
      256,
      192
    ],
    "impactPivotPx": [
      128,
      96
    ],
    "scaleReferenceTileWidthPx": 80,
    "peakWidthPx": 90,
    "direction": "right; align to attacker-to-target vector",
    "sourceMeaning": "stylized impact traces; no body/projectile flight/new damage mechanic",
    "celScaleEnvelope": [
      0.15,
      0.35,
      0.65,
      1,
      1,
      0.95,
      0.9,
      0.85,
      0.65,
      0.4,
      0.2,
      0.07
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.9,
      0.8,
      0.7,
      0.6
    ],
    "celDurationsMs": [
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      80,
      80,
      80,
      80
    ],
    "preRollMs": 60,
    "transparentTailMs": 500,
    "sourceSha256": "8d7be30f6dc735960f7b8c8b2b30e4f0be89b1aeadb949aabccc3ce0c660fdff",
    "animationMethod": "fixed source impact pivot; whole-glyph scale pulse and contraction; PNG final alpha fade; GIF preserves source colors with geometric contraction only"
  },
  {
    "id": "membrane_pressure_hit",
    "name": "膜の圧迫着弾",
    "source": "source/membrane_pressure_hit.png",
    "reference": "references/membrane-hit-cel.png",
    "generatedImage": "exec-73b25c1f-772d-43e1-bc59-6632852b4caf.png",
    "editBase": "source/membrane_pressure_hit-base.png",
    "editBaseGeneratedImage": "exec-4bf89d5f-9685-471b-9466-e010667e0bf4.png",
    "editPrompt": "Repair the supplied WHITE impact glyph editing master. Preserve the EXACT THREE large tapered ivory-white pressure streak shapes, their smooth broad lavender folds, their left-to-right direction, and their arrangement. DO NOT redraw or add any object. Remove ALL of the many tiny white particles and white crumbs from the GAPS BETWEEN THE THREE STREAKS, and from the entire transparent exterior. Erase every small speck, fuzzy fringe, white scallop, isolated pixel, dot and irregular little protrusion that is not part of one of the THREE MAIN SOLID STREAKS. Each of the three shapes must have ONE perfectly continuous smooth clean contour. There must be NOTHING at all between the three shapes: completely alpha0 empty transparent space, including next to their inner edges and near their tips. No white outer halo or extra outline. Keep the existing opaque broad smooth interiors and their large simple pale lavender shading. Exactly three smooth large shapes only, no texture or fragments. Transparent background. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "sourceCropBoxPx": [
      228,
      140,
      1071,
      1149
    ],
    "sourceImpactPivotPx": [
      1080,
      664
    ],
    "trigger": "a.side === 'enemy' && a.kind === 'membrane' && ranged && !r.miss && !r.pass",
    "prompt": "Create ONE original transparent game IMPACT EFFECT master for the existing Japanese ColorResonance tactical game. No character is pictured. A compact group of EXACTLY THREE large, simple, broad pressure streaks/wedges, arranged as a short fan pointing to the RIGHT toward an EMPTY small impact center. Each has a blunt rounded broad base and a clean tapered tip. Keep the middle impact point clear, no solid central burst, no ring. These are abstract impact traces, NOT a weapon, projectile flight, body pieces or material debris. Very smooth clean anime game painting, two or three broad tonal regions per streak, crisp simple solid shapes with clean anti-aliased edges. Three traces only, no little shards or detached particles, no dots, no grains, no glitter, no tiny parallel hatchmarks, no intricate cracks, no lightning. Entire group centered with very generous fully transparent margins, occupies about 45%width and45%height of square canvas. Fully opaque interior, fully transparent exterior; no background, no ground shadow, no fog halo. No body, no head, no face, no eyes, no hands, no hair, no person, no monster, no text. Readable at64px; this single fixed shape will be scaled as a short impact pulse then shrunk into disappearance. Canonical incoming direction LEFT to RIGHT. Use the reference ONLY for cold ivory-white and very pale lavender-gray material shading. The three broad marks are smooth cold flat WHITE pressure traces with just one simple pale lavender fold each. No holy light, no angel, no golden glow, no rainbow, no halo, no star or magical sparkle. The white is a hostile imposed membrane's impact cue; it does not represent purity or erasing somebody's night-black color. Keep the traces as large simple pale shapes with no fuzzy fringes or white frill. No new ability, no creature silhouette, no torso or face. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "cellSize": [
      256,
      192
    ],
    "impactPivotPx": [
      128,
      96
    ],
    "scaleReferenceTileWidthPx": 80,
    "peakWidthPx": 90,
    "direction": "right; align to attacker-to-target vector",
    "sourceMeaning": "stylized impact traces; no body/projectile flight/new damage mechanic",
    "celScaleEnvelope": [
      0.15,
      0.35,
      0.65,
      1,
      1,
      0.95,
      0.9,
      0.85,
      0.65,
      0.4,
      0.2,
      0.07
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.9,
      0.8,
      0.7,
      0.6
    ],
    "celDurationsMs": [
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      80,
      80,
      80,
      80
    ],
    "preRollMs": 60,
    "transparentTailMs": 500,
    "sourceSha256": "42e87db2a80e4f5f8e2273cdd939194fde80e82344ea21937cd6be0d160ce032",
    "animationMethod": "fixed source impact pivot; whole-glyph scale pulse and contraction; PNG final alpha fade; GIF preserves source colors with geometric contraction only"
  },
  {
    "id": "kegare_reinforcement",
    "name": "核の増援・側方の立ち上がり",
    "source": "source/kegare_reinforcement.png",
    "reference": "references/shade-spawn-cel.png",
    "generatedImage": "exec-26089e6e-1e6b-46f5-a6e1-6f82309ab301.png",
    "editBase": "source/kegare_reinforcement-base.png",
    "editBaseGeneratedImage": "exec-7ccd3a69-2261-4e97-8174-8154279c98a3.png",
    "prompt": "Create ONE original transparent game EFFECT MASTER for a Japanese tactical anime game, ColorResonance. Exactly TWO separated broad upright ribbon-like emergence plumes, one left and one right. Large simple smooth S-curved shapes with broad rounded curves, not tiny smoke curls. Their lower ends sit at the SAME horizontal floor level, with broad clean bases and tapered rounded upper tips. They rise at the sides of an EMPTY central body-sized corridor, so a separately drawn existing enemy can appear between them. Composition: one plume in left third, one in right third, a very wide fully transparent middle gap at least 25 percent of canvas width, bottom tips at same y, generous transparent margins above, below and sides. Two deliberately separate objects only, each ONE smooth unbroken opaque shape with just 2–3 broad clean shading regions. No halo, no mist, no tiny particles, no dots, no detached chips, no frill, no strokes or strings crossing the gap. Do not include a character, creature, body, eyes, face, head, hands, feet, weapon, text, symbols, ritual circle, ground, floor or shadow. Reference is COLOR ONLY. No character imitation or silhouette. These are abstract side emergence traces; their bodies stay fixed while the two source shapes are later scaled from their lower bases to rise over600ms and then contract at those bases. Simple clean painterly anime shading, smooth clean contours and fully opaque interior. Clearly readable at64px. Use the existing shade reference only for muted gray-purple and dark aubergine with a restrained violet rim. A pair of broad low-noise gray-plum smoke ribbons, not fiery, not neon, not a ghost head. No red or blood. Match the restrained actual enemy colors; slightly lighter gray-purple inner surface to read on dark floor. Exactly TWO big side plumes; nothing in central transparent gap. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editPrompt": "Edit the supplied two-plume emergence master. Preserve exactly TWO existing big upright S-curved ribbon shapes and their positions, height, shared floor baseline, and wide empty center corridor. Remove ENTIRE external purple glow and haze and ALL background completely: outside the TWO smooth object contours must be fully alpha0 transparent, including central gap, all edges and bottom. The two objects alone remain. NO halo, no fog, no shadow, no gradient extending outside them. Keep each interior fully opaque; reduce oversaturated bright electric purple to a muted dusty gray-lavender highlight and dark gray-aubergine interior, matching the restrained shade game reference. Keep the large smooth shading regions and simple contours. No added shapes, no tiny particles, no texture, no ears or creature faces. Ensure the lower base is a clean smooth baseline, no isolated dots. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "pieces": [
      {
        "cropBoxPx": [
          31,
          31,
          650,
          1004
        ],
        "sourceBasePx": [
          341,
          984
        ],
        "stageBasePx": [
          82,
          128
        ],
        "sourceCoreHeightPx": 938
      },
      {
        "cropBoxPx": [
          918,
          31,
          1510,
          1004
        ],
        "sourceBasePx": [
          1226.5,
          989
        ],
        "stageBasePx": [
          174,
          128
        ],
        "sourceCoreHeightPx": 942
      }
    ],
    "pivotPx": [
      128,
      128
    ],
    "cellSize": [
      256,
      192
    ],
    "centralClearWindowPx": [
      112,
      24,
      144,
      168
    ],
    "scaleReferenceTileWidthPx": 80,
    "peakCoreHeightPx": 82,
    "trigger": "!cfg.inverted && successful boss reinforcement after units.push(u)",
    "sourceMeaning": "abstract gray-plum side emergence traces from smoke at newly born enemy; no body or new spawn mechanic",
    "direction": "front-isometric; fixed foot and side bases",
    "celWidthEnvelope": [
      0.7,
      0.75,
      0.8,
      0.85,
      0.9,
      1,
      1,
      0.9,
      0.7,
      0.45,
      0.22,
      0.06
    ],
    "celHeightEnvelope": [
      0.1,
      0.25,
      0.45,
      0.65,
      0.85,
      1,
      1,
      0.9,
      0.7,
      0.45,
      0.22,
      0.06
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.9,
      0.8,
      0.7,
      0.6
    ],
    "preRollMs": 40,
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      100,
      100,
      100,
      100
    ],
    "transparentTailMs": 520,
    "sourceSha256": "d3dca495d95646630afa57d03027e04de4a76a9403c123189b3d300a28f13768",
    "animationMethod": "two generated side plumes; anisotropic rise about fixed bases then uniform contraction; PNG final partial alpha, GIF original colors retained",
    "celCoreBoxesAndBases": [
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            65,
            120,
            98,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            158,
            120,
            190,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            64,
            107,
            100,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            156,
            108,
            192,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            63,
            91,
            100,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            156,
            91,
            193,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            62,
            75,
            102,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            154,
            75,
            194,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            60,
            58,
            103,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            153,
            58,
            195,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            58,
            46,
            106,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            150,
            46,
            198,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            58,
            46,
            106,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            150,
            46,
            198,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            60,
            54,
            104,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            153,
            54,
            195,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            65,
            71,
            99,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            158,
            71,
            191,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            71,
            91,
            92,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            164,
            91,
            185,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            77,
            110,
            87,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            169,
            110,
            179,
            128
          ],
          "coreBottomPx": 128
        }
      ],
      [
        {
          "basePx": [
            82,
            128
          ],
          "coreBoxPx": [
            81,
            124,
            83,
            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
            174,
            128
          ],
          "coreBoxPx": [
            173,
            124,
            175,
            128
          ],
          "coreBottomPx": 128
        }
      ]
    ]
  },
  {
    "id": "membrane_emergence",
    "name": "白い膜・出現の立ち上がり",
    "source": "source/membrane_emergence.png",
    "reference": "references/membrane-spawn-cel.png",
    "generatedImage": "exec-01a1d22e-1bdc-451e-a799-7dd41bce445c.png",
    "editBase": "source/membrane_emergence-base.png",
    "editBaseGeneratedImage": "exec-8d7ea793-5d42-481e-a712-88e1a68d46f7.png",
    "prompt": "Create ONE original transparent game EFFECT MASTER for a Japanese tactical anime game, ColorResonance. Exactly TWO separated broad upright ribbon-like emergence plumes, one left and one right. Large simple smooth S-curved shapes with broad rounded curves, not tiny smoke curls. Their lower ends sit at the SAME horizontal floor level, with broad clean bases and tapered rounded upper tips. They rise at the sides of an EMPTY central body-sized corridor, so a separately drawn existing enemy can appear between them. Composition: one plume in left third, one in right third, a very wide fully transparent middle gap at least 25 percent of canvas width, bottom tips at same y, generous transparent margins above, below and sides. Two deliberately separate objects only, each ONE smooth unbroken opaque shape with just 2–3 broad clean shading regions. No halo, no mist, no tiny particles, no dots, no detached chips, no frill, no strokes or strings crossing the gap. Do not include a character, creature, body, eyes, face, head, hands, feet, weapon, text, symbols, ritual circle, ground, floor or shadow. Reference is COLOR ONLY. No character imitation or silhouette. These are abstract side emergence traces; their bodies stay fixed while the two source shapes are later scaled from their lower bases to rise over600ms and then contract at those bases. Simple clean painterly anime shading, smooth clean contours and fully opaque interior. Clearly readable at64px. Use the existing membrane reference only for cold ivory-white and pale lavender-gray folds. A pair of broad cold white membrane-pressure ribbons, each with one simple lavender fold. No black body or night color removed, no angel, no holy light, no gold glow, no stars, no particles. A hostile imposed white membrane, not purity. Slightly stronger pale lavender edge contrast, smooth opaque ivory interiors, not fuzzy smoke. Exactly TWO big side plumes; nothing in central transparent gap. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "editPrompt": "Edit the supplied TWO existing cold white emergence ribbon shapes. Preserve their exact large S silhouette, positions, same lower baseline, wide empty center corridor and the broad ivory/lavender shading. Remove ALL tiny detached white dots, white chips, fuzzy protrusions, speckles and fringe around every contour and in the empty transparent center and exterior. Each of the TWO shapes has ONE perfectly smooth clean continuous silhouette, fully opaque white/lavender inside, fullalpha0 outside, simple clean antialiasing only along the direct contour. Do not add or redraw any object; no glow, no frill, no isolated dots, no transparent haze. Keep white cold ivory, not gold, not gray-black. No body, no faces, no eyes, no ground. Exactly two large objects only. 「髪は全て透過せず、下位レイヤーを描写しない。髪の不透明度は100％とする」\n「intricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。」",
    "pieces": [
      {
        "cropBoxPx": [
          33,
          66,
          565,
          1063
        ],
        "sourceBasePx": [
          287.5,
          1044
        ],
        "stageBasePx": [
          82,
          128
        ],
        "sourceCoreHeightPx": 970
      },
      {
        "cropBoxPx": [
          880,
          66,
          1405,
          1063
        ],
        "sourceBasePx": [
          1185.5,
          1042
        ],
        "stageBasePx": [
          174,
          128
        ],
        "sourceCoreHeightPx": 969
      }
    ],
    "pivotPx": [
      128,
      128
    ],
    "cellSize": [
      256,
      192
    ],
    "centralClearWindowPx": [
      112,
      24,
      144,
      168
    ],
    "scaleReferenceTileWidthPx": 80,
    "peakCoreHeightPx": 82,
    "trigger": "cfg.inverted && enterPhase1 reveals hidden u.kind === 'membrane'; never Chrome",
    "sourceMeaning": "abstract ivory/lavender side emergence traces when membrane enemies become visible; never remove or recolor Chrome's black",
    "direction": "front-isometric; fixed foot and side bases",
    "celWidthEnvelope": [
      0.7,
      0.75,
      0.8,
      0.85,
      0.9,
      1,
      1,
      0.9,
      0.7,
      0.45,
      0.22,
      0.06
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    "celHeightEnvelope": [
      0.1,
      0.25,
      0.45,
      0.65,
      0.85,
      1,
      1,
      0.9,
      0.7,
      0.45,
      0.22,
      0.06
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    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.9,
      0.8,
      0.7,
      0.6
    ],
    "preRollMs": 40,
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
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    "transparentTailMs": 520,
    "sourceSha256": "385a76e955d8b43092c5a0dd093eb086ccf5ee6066b5ced313d4a5687f78c675",
    "animationMethod": "two generated side plumes; anisotropic rise about fixed bases then uniform contraction; PNG final partial alpha, GIF original colors retained",
    "celCoreBoxesAndBases": [
      [
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          "basePx": [
            82,
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          "coreBoxPx": [
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          "coreBottomPx": 128
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          "coreBoxPx": [
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          "coreBottomPx": 128
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          "coreBoxPx": [
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          "coreBottomPx": 128
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          "coreBoxPx": [
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          "coreBottomPx": 128
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          "coreBottomPx": 128
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          "coreBoxPx": [
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          "coreBottomPx": 128
        },
        {
          "basePx": [
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          "coreBoxPx": [
            162,
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          "coreBottomPx": 128
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      ],
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          "coreBoxPx": [
            74,
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          "coreBottomPx": 128
        },
        {
          "basePx": [
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          ],
          "coreBoxPx": [
            166,
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          "coreBottomPx": 128
        }
      ],
      [
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          "basePx": [
            82,
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          ],
          "coreBoxPx": [
            78,
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          "coreBottomPx": 128
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        {
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          "coreBoxPx": [
            170,
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          "coreBottomPx": 128
        }
      ],
      [
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          "basePx": [
            82,
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          ],
          "coreBoxPx": [
            81,
            124,
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            128
          ],
          "coreBottomPx": 128
        },
        {
          "basePx": [
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          ],
          "coreBoxPx": [
            173,
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            175,
            128
          ],
          "coreBottomPx": 128
        }
      ]
    ]
  },
  {
    "id": "heartblade_pass",
    "name": "心剣・黒を通り抜ける光",
    "category": "fx",
    "source": "source/heartblade_pass.png",
    "editBase": "source/heartblade_pass-base.png",
    "references": [
      "references/heartblade-weapon-reference.png",
      "references/heartblade-slash-reference.png"
    ],
    "referenceRoles": [
      "Actual heart-sword palette, not a weapon drawing",
      "Actual crystal-slash palette only, not its impact crescent"
    ],
    "prompt": "Use case: illustration-story. Asset type: one ORIGINAL transparent master for a restrained non-hit game VFX, not a sprite sheet.\nInput image 1 is the ACTUAL game's crystal heart sword: use only its pearl-white, very pale cyan and quiet opal colors. Input image 2 is the ACTUAL existing crystal-slash cel: use its clean anime illustrated palette only; do NOT copy its crescent or impact shape.\nCreate exactly ONE slender, smooth, continuous rightward passage streak. It represents a heart sword passing through a person's black color without cutting anything. The streak is a single gently rising diagonal needle/ribbon from lower-left to upper-right, about 10 degrees above horizontal, pointed at both ends, modestly thicker through the middle, no stop or concentrated flare at the midpoint. Broad smooth pearl-white opaque inner core with a very restrained pale cyan/opal rim; avoid numerous bands or facets. No dark outline. It must read clearly when later reduced to about 160 pixels long. At a 1536 x 1024 canvas, the streak is about 940 pixels long and its widest core about 65 pixels thick. Center the whole streak around (768,512) with generous genuine transparent margins. It is a single connected contour: no secondary swoosh, detached spark, dot, shard, star, spatter, dust, wave ripples or particles. No crescents, explosive rays, impact ring, wound, cut body, peeled shell, black residue or debris. No actual sword/weapon, character, face, eye, creature, target, scenery, floor, shadow, text, numbers, grid, border, watermark, white backing plate, black backdrop or painted checkerboard. True transparent alpha everywhere outside this one trace; only minimal smooth antialiasing at the outer contour, no long fuzzy glow cloud. Stable clean illustrated anime game VFX matching the references.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "editPrompt": "Edit this EXACT transparent master for the Color Resonance non-hit heart-sword passage VFX. Keep its existing pearl-white/cyan/opal palette and one connected gently rising diagonal tapered trace, but fix two defects: oversized artwork and a wide foggy bloom. Output the SAME 1536 x 1024 transparent canvas. Uniformly reduce the entire trace to 58% of its current dimensions and place its unchanged center at (768,512). The complete trace must end roughly at x320 and x1216, leaving at least 260px empty margins left and right. REMOVE ALL the surrounding soft cloudy blue glow/halo/haze. The area outside the single sharply defined trace must be truly alpha-zero, with only a minimal 1–3 pixel antialiased contour transition; no fog or separate shadow underneath. Simplify the fine longitudinal accent lines into a single broad smooth opal core with ONE quiet pale-cyan rim, no repeated micro-strands. Keep the slim pointed ends, no new curve, crescent, jagged split, flare, spark, fragment, dot, shard or impact. The trace itself should remain bright, readable and compact rather than being made globally translucent. It is passage without harm: no burst, target, weapon, body, wound, erased enemy, damage flash, scenery, floor, text, grid, labels or backing plate. No painted checkerboard. True transparent background.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "tool": "built-in imagegen",
    "baseCommit": "52d853df4820d9e206bdd9606784760c2efc1e5c",
    "trigger": "a.kind === 'aria' && d.kind === 'chrome' && stage === 0 && r.pass === true",
    "direction": "canonical screen-right; one gently rising trace translates through a fixed target point",
    "pivotPx": [
      128,
      96
    ],
    "sourceCropBoxPx": [
      288,
      368,
      1296,
      688
    ],
    "sourceAnchorPx": [
      805.0,
      535.0
    ],
    "sourceCoreBox96Px": [
      335,
      392,
      1275,
      678
    ],
    "peakCoreWidthPx": 160,
    "celCenterXPx": [
      62,
      73,
      87,
      102,
      117,
      130,
      141,
      151,
      162,
      175,
      187,
      198
    ],
    "celScaleEnvelope": [
      0.13,
      0.26,
      0.45,
      0.65,
      0.85,
      1,
      0.96,
      0.8,
      0.61,
      0.4,
      0.22,
      0.1
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.95,
      0.85,
      0.7,
      0.55
    ],
    "preRollMs": 20,
    "celDurationsMs": [
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40
    ],
    "transparentTailMs": 200,
    "generationEditReason": "First master exceeded the intended margin and had an overwide bloom. GPT Image edit reduced the artwork; actual RGBA compositing shows a compact crisp trace. Extremely weak source alpha may remain outside the registered crop.",
    "integrationCaveat": "Current attack() schedules the normal generated effect before its r.pass return. Future integration must select this dedicated non-hit VFX instead of the normal hit effect; no game code is modified in this material set.",
    "placement": "At unitXY(target).x, unitXY(target).y - tw * 0.6, fixed canvas with scale tw/80. Visual overlap with Chrome and adjacent units has not been verified.",
    "continuousVisualPlayback": "NOT VERIFIED",
    "actualGamePlacement": "NOT VERIFIED",
    "priorEditMaster": "source/heartblade_pass-edit-r1.png",
    "contourEditPrompt": "Edit this EXACT original passage streak into a simpler cel-painted GAME VFX master so it survives 1-bit GIF transparency at a small scale. Keep the SAME 1536x1024 transparent canvas, SAME overall size, SAME diagonal direction and SAME central placement. Replace its many thin parallel rim lines and hairline outer tips with ONE solid connected, smoothly filled tapered needle silhouette. The needle ends should be short rounded-tapered tips, not long hairline filaments. Its outer silhouette is ONE continuous contour with no detached fleck or multiple contour strokes. Keep a clean broad pale pearl-white center with a very restrained pale cyan outer edge; any quiet opal tint stays fully INSIDE the single silhouette. NO separate accent line outside the main filled shape, no haze, no bloom, no glints, no shards, no dots, no sparkle, no outline noise, no microtexture. Think of one crisp illustrated white/cyan brush trace with fully opaque core and minimal antialiasing, not a glowing photograph or laser with mist. It represents passing through black without harm: no impact, flare, burst, target, actual weapon, character, body, wound, black erasure, scenery, floor, text, border, grid, number or backing plate. All space outside the single trace is genuinely alpha-zero. Do not draw a checkerboard. Retain compact transparent margins and the actual reference palette. No additional objects.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "contourEditReason": "R1 GIF produced detached 1–2px thin-tip islands. GPT Image simplified the outer silhouette to one filled trace with short rounded-tapered ends.",
    "revision": "r2",
    "frameScaleAdjustmentReason": "After simplifying the generated contour, endpoint envelopes .13 and .10 avoid subpixel 1–2px raster islands at the fixed registered positions. No pixel deletion, particle masking or per-cel recentering.",
    "sourceSha256": "ce629d5ae4e7733fd762c4abc80b03bc575af1a0d4661a7e2d307120dc9e24dd",
    "animationMethod": "single registered generated trace; uniform scaling plus monotonic rightward translation; no target pixels or particle system",
    "celRegistrations": [
      {
        "cel": 0,
        "registeredCenterPx": [
          62,
          96
        ],
        "uniformScale": 0.022127659574468085,
        "pngOpacity": 1,
        "alphaBoxPx": [
          53,
          93,
          71,
          99
        ],
        "preOpacityCoreComponents96": [
          29
        ]
      },
      {
        "cel": 1,
        "registeredCenterPx": [
          73,
          96
        ],
        "uniformScale": 0.04425531914893617,
        "pngOpacity": 1,
        "alphaBoxPx": [
          53,
          90,
          93,
          102
        ],
        "preOpacityCoreComponents96": [
          116
        ]
      },
      {
        "cel": 2,
        "registeredCenterPx": [
          87,
          96
        ],
        "uniformScale": 0.07659574468085106,
        "pngOpacity": 1,
        "alphaBoxPx": [
          51,
          85,
          123,
          107
        ],
        "preOpacityCoreComponents96": [
          352
        ]
      },
      {
        "cel": 3,
        "registeredCenterPx": [
          102,
          96
        ],
        "uniformScale": 0.11063829787234043,
        "pngOpacity": 1,
        "alphaBoxPx": [
          50,
          80,
          154,
          112
        ],
        "preOpacityCoreComponents96": [
          736
        ]
      },
      {
        "cel": 4,
        "registeredCenterPx": [
          117,
          96
        ],
        "uniformScale": 0.14468085106382977,
        "pngOpacity": 1,
        "alphaBoxPx": [
          49,
          75,
          185,
          117
        ],
        "preOpacityCoreComponents96": [
          1256
        ]
      },
      {
        "cel": 5,
        "registeredCenterPx": [
          130,
          96
        ],
        "uniformScale": 0.1702127659574468,
        "pngOpacity": 1,
        "alphaBoxPx": [
          50,
          71,
          211,
          121
        ],
        "preOpacityCoreComponents96": [
          1737
        ]
      },
      {
        "cel": 6,
        "registeredCenterPx": [
          141,
          96
        ],
        "uniformScale": 0.16340425531914893,
        "pngOpacity": 1,
        "alphaBoxPx": [
          64,
          72,
          218,
          120
        ],
        "preOpacityCoreComponents96": [
          1599
        ]
      },
      {
        "cel": 7,
        "registeredCenterPx": [
          151,
          96
        ],
        "uniformScale": 0.13617021276595745,
        "pngOpacity": 1,
        "alphaBoxPx": [
          87,
          76,
          215,
          116
        ],
        "preOpacityCoreComponents96": [
          1112
        ]
      },
      {
        "cel": 8,
        "registeredCenterPx": [
          162,
          96
        ],
        "uniformScale": 0.10382978723404254,
        "pngOpacity": 0.95,
        "alphaBoxPx": [
          113,
          81,
          211,
          111
        ],
        "preOpacityCoreComponents96": [
          648
        ]
      },
      {
        "cel": 9,
        "registeredCenterPx": [
          175,
          96
        ],
        "uniformScale": 0.06808510638297872,
        "pngOpacity": 0.85,
        "alphaBoxPx": [
          143,
          86,
          207,
          106
        ],
        "preOpacityCoreComponents96": [
          280
        ]
      },
      {
        "cel": 10,
        "registeredCenterPx": [
          187,
          96
        ],
        "uniformScale": 0.0374468085106383,
        "pngOpacity": 0.7,
        "alphaBoxPx": [
          171,
          91,
          204,
          101
        ],
        "preOpacityCoreComponents96": [
          81
        ]
      },
      {
        "cel": 11,
        "registeredCenterPx": [
          198,
          96
        ],
        "uniformScale": 0.01702127659574468,
        "pngOpacity": 0.55,
        "alphaBoxPx": [
          192,
          94,
          204,
          98
        ],
        "preOpacityCoreComponents96": [
          16
        ]
      }
    ],
    "compatibilityCheckedCommit": "d724bacc4ce35ab64b58f5279fc5284dcdd36234",
    "compatibilityNote": "Current 1.3.0 strike() matches the original checked block; js/art.js, existing assets and workflow are retained. Other feature changes are separate work.",
    "independentAudit": {
      "assetRevision": "r2",
      "verdict": "conditional PASS for asset alone",
      "confirmedNg": [],
      "reviewed": [
        "all cels one trace",
        "non-hit story fit",
        "timing",
        "loop",
        "margins",
        "trajectory"
      ],
      "notVerified": [
        "actual visual playback",
        "actual game placement",
        "readability of onset/tail on bright floor at tile64"
      ],
      "pngGifTailDifferenceRetained": true,
      "crossEnvironmentRebuild": {
        "all15MediaPixelsOrGifDecodedMatch": true,
        "gifByteMatches": 2,
        "pngPixelMatches": 13,
        "pngByteMatch": false,
        "pngByteDifferenceReason": "compression/environment differences",
        "guaranteeAllEnvironmentMediaShaMatch": false
      },
      "sameMacEnvironmentRebuild": {
        "mediaByteMatches": 15
      },
      "source": "parent-coordinated independent AI audit, delegated 2026-10-05"
    }
  },
  {
    "id": "spirit_departure",
    "name": "精霊の帰還・閉じる足元の環",
    "category": "fx",
    "source": "source/spirit_departure.png",
    "references": [
      "references/spirit-departure-guard-reference.png",
      "references/heartblade-weapon-reference.png"
    ],
    "sourceGenerator": "GPT Image image_gen",
    "revision": "r1",
    "prompt": "Use case: illustration-story. Create one ORIGINAL transparent master for a calm summoned-spirit departure cue in the actual Color Resonance game. Input 1 is the game's actual guard ring cel: use only its clean illustrated game rendering and oval footprint idea, NOT its gold guard identity or diamond ornaments. Input 2 is the actual heart sword: use its quiet pearl/cyan/opal palette only, not the weapon geometry or faceted decoration.\nOutput one 1536 x 1024 canvas with exactly ONE simple HOLLOW oval ring lying in the game's ground plane, seen from a gentle 3/4 top-down angle. Its ellipse is roughly 940 pixels wide and 280 pixels high, centered near (768,620), with at least 250 pixels clear margin around it. The ring is one continuous solid smoothly filled band about 50 pixels thick, broad enough to remain connected when later resized to 150 pixels wide. Keep its entire inner oval genuinely transparent. Pearl-white broad core, soft opal warmth and a modest medium pale-blue/lavender outer edge so the outline can read on a bright floor. Only 2–3 broad smooth color areas, no fine parallel trim lines. Crisp illustrated cel shading, minimal antialiasing, no bloom cloud or soft fog outside the actual contour. This ring will close quietly as a temporary friendly spirit returns to Aria, not as an enemy dies. No impact, flare, damage, fracture, violent suction, black erasure or torn membrane. No body, character, face, hand, weapon, creature or target. No pillars, vertical plumes, beam, second concentric ring, floating diamond, star, shard, spark, particle, runic glyph, sigil, text, letters, numbers, floor painting, platform, shadow plate, gradient backdrop, grid, border, checkerboard or watermark. Background and all padding alpha-zero. Only the one hollow continuous band is visible.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "sourceSize": [
      1536,
      1024
    ],
    "sourceCropBoxPx": [
      64,
      336,
      1472,
      816
    ],
    "sourceAnchorPx": [
      768,
      576
    ],
    "sourceCoreBox96Px": [
      109,
      372,
      1427,
      780
    ],
    "peakCoreWidthPx": 148,
    "supersampleFactor": 4,
    "pivotPx": [
      128,
      128
    ],
    "celScaleEnvelope": [
      0.72,
      0.84,
      0.92,
      1,
      1,
      0.94,
      0.84,
      0.7,
      0.54,
      0.36,
      0.22,
      0.1
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.9,
      0.8,
      0.7,
      0.6
    ],
    "preRollMs": 40,
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80
    ],
    "transparentTailMs": 400,
    "direction": "ground-plane oval; fixed foot pivot; no travel",
    "trigger": "departSpirit(u) for live summoned spirit Boolean(u.until) && u.summon < 0; capture unitXY(u) foot point before u.dead=true",
    "actors": [
      "gran",
      "ivy",
      "spinel",
      "king"
    ],
    "drawLayer": "ground after floor, before unit body",
    "palette": "one shared neutral pearl/cyan/opal ring, not four color-matched variants",
    "integrationNote": "Existing departSpirit adds a generic colored beam and starts a 900ms body fade. Use this ring as the replacement departure cue; never change the fade, summon timer or body pixels. Not connected to game code.",
    "notFor": [
      "damage defeat",
      "enemy death",
      "enemy birth",
      "gran_tide arrival attack",
      "enchantment expiry",
      "persistent guard or root status"
    ],
    "compatibilityCheckedCommit": "deba7fd7bb6dac230b1ae03f4978b0f4fa593c8a",
    "continuousVisualPlayback": "NOT VERIFIED",
    "actualGamePlacement": "NOT VERIFIED",
    "sourceCropAlphaNote": {
      "sourceAlphaExtrema": [
        0,
        254
      ],
      "outsideFixedCropAlphaMax": 1,
      "outsideFixedCropNonzeroPixels": 493,
      "outsideFixedCropAlphaWeight": 493,
      "allCore96InsideFixedCrop": true,
      "note": "Generated master is retained unchanged. Fixed registration crop omits ultrafaint outlying alpha; no per-cel threshold cleanup or noise pixel deletion is applied. Final frames have fully alpha-zero 24px padding."
    },
    "onsetNote": {
      "firstVisibleAtMs": 40,
      "firstGifWidthPx": 106,
      "peakCoreWidthPx": 148,
      "initialScale": 0.72,
      "note": "The ring appears at 72% peak scale then grows and contracts. It is not a smooth emergence from zero size."
    },
    "lateRasterTopology": {
      "cel": 11,
      "intervalMs": [
        920,
        1000
      ],
      "gifBoxSizePx": [
        14,
        4
      ],
      "gifOpaquePixels": 27,
      "upperEdgeGapPx": 3,
      "shape": "tiny open U",
      "connectedComponents8Neighbor": 1,
      "closedLoop": false,
      "note": "Accepted as pre-disappearance raster contraction; do not describe every GIF cel as a closed ring."
    },
    "independentAudit": {
      "verdict": "major numerical, shape consistency, contraction and retained white color PASS; tiny tail and bright-floor visibility reserved",
      "confirmedNg": [],
      "allGifCelsClosedLoops": false,
      "gifFinalCelOpenUAccepted": true,
      "onsetFromZeroSize": false,
      "crossEnvironmentPngRebuild": {
        "pixelMatches": 12,
        "encodedByteMatch": false,
        "note": "Independent reconstruction preserved all 12 PNG cel pixels; PNG byte differences are encoding/environment dependent."
      },
      "sameMacMediaByteMatches": 15,
      "notVerified": [
        "actual continuous visual playback",
        "actual game placement",
        "readability of bright-floor tile64 tail"
      ],
      "source": "parent-coordinated independent AI audit, delegated 2026-10-05"
    },
    "compatibilityNote": "Published on game 1.4.0. departSpirit() and js/art.js are byte-identical to the audited 1.3.0 baseline. Other work adds material rewards and +3 upgrades; this material commit preserves those features and does not alter gameplay.",
    "sourceSha256": "e8213a578533ec8287ac785d83cef611ffbfc43fbc3c97499e14f740b6edc4ed",
    "animationMethod": "one registered hollow master; ring appears at 72% scale then grows and contracts at fixed foot pivot; final GIF raster becomes a tiny open U; 4x affine sampling then Lanczos reduction; no body pixels or particle system",
    "celRegistrations": [
      {
        "cel": 0,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.08084977238239757,
        "pngOpacity": 1,
        "alphaBoxPx": [
          72,
          109,
          184,
          147
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 1,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.0943247344461305,
        "pngOpacity": 1,
        "alphaBoxPx": [
          63,
          106,
          193,
          150
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 2,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.10330804248861912,
        "pngOpacity": 1,
        "alphaBoxPx": [
          57,
          104,
          199,
          152
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 3,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.11229135053110774,
        "pngOpacity": 1,
        "alphaBoxPx": [
          51,
          103,
          205,
          154
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 4,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.11229135053110774,
        "pngOpacity": 1,
        "alphaBoxPx": [
          51,
          103,
          205,
          154
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 5,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.10555386949924127,
        "pngOpacity": 1,
        "alphaBoxPx": [
          56,
          104,
          200,
          152
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 6,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.0943247344461305,
        "pngOpacity": 1,
        "alphaBoxPx": [
          63,
          106,
          193,
          150
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 7,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.07860394537177541,
        "pngOpacity": 1,
        "alphaBoxPx": [
          74,
          109,
          182,
          147
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 8,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.060637329286798186,
        "pngOpacity": 0.9,
        "alphaBoxPx": [
          85,
          113,
          171,
          143
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 9,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.040424886191198786,
        "pngOpacity": 0.8,
        "alphaBoxPx": [
          99,
          117,
          157,
          139
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 10,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.024704097116843703,
        "pngOpacity": 0.7,
        "alphaBoxPx": [
          109,
          120,
          147,
          136
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 11,
        "registeredCenterPx": [
          128,
          128
        ],
        "uniformScale": 0.011229135053110774,
        "pngOpacity": 0.6,
        "alphaBoxPx": [
          118,
          123,
          138,
          133
        ],
        "pivotAlpha": 0
      }
    ]
  },
  {
    "id": "seven_color_single_slash",
    "name": "七彩・虹彩の単体剣光",
    "category": "fx",
    "source": "source/seven_color_single_slash.png",
    "references": [
      "references/heartblade-weapon-reference.png",
      "references/single-blade-palette-reference.png",
      "references/heartblade-slash-reference.png"
    ],
    "sourceGenerator": "GPT Image image_gen",
    "revision": "r1",
    "prompt": "Use case: illustration-story. Using the three supplied actual Color Resonance visual references, reinterpret their visual language into ONE original transparent registered VFX master for the learned techniques 七彩の刃 (king_edge) and 虹彩の極剣 (king_spectrum). Reference 1 is the real heart sword: retain its pearl/opal light identity, not its physical hilt, facets or weapon drawing. Reference 2 is the existing broad rainbow area-slash crescent: retain its restrained rainbow family only, NOT its crescent silhouette, wide area shape or busy faceting. Reference 3 is the existing clean heart-sword slash: retain its illustrated luminous cel finish only, NOT its curved plume or haze.\nOutput 1536 x 1024, RGBA true transparent. Exactly ONE narrow, mostly straight, solid tapered diagonal band of sword light, running lower-left to upper-right from approximately (280,680) to (1256,344), centered near (768,512). It must read as a close sword cutting line across ONE enemy, not a flying projectile, broad crescent or area spell. Its total length roughly 1000px and its broadest thickness roughly 90px, with smooth rounded-tapered connected ends. Pearl-white central body covering most of the band, with a clean moderate lavender/blue outside contour for bright-floor contrast, and seven restrained broad color regions (red/orange/yellow/green/cyan/blue/violet) running along the band. Simple broad color shapes and smooth clean illustrated cel shading. One filled contour, no stacked parallel hairline trails, no tessellation, no crystal facets, no grain or outside bloom cloud. Make the contour robust when resized to about 150px long; no tiny detached ends or specks. At least 220px of clear transparent padding on all sides. Preserve inner band opacity apart from minimal clean edge antialiasing; no holes or translucent ghost trail. This is a shared small single-target sword cue across two techniques and their upgrades, not a new game mechanic.\nNo character, enemy, face, hands, hilt, literal sword model, body pixels, hit wound, blood, black erasure, shell fracture, ground, floor painting, area circle, halo ring, crescent, wave, plume, beam column, arrowhead, projectile orb, decorative shard, diamond, spark, particle, star, sigil, rune, text, watermark, border, checkerboard or background. Only the single slender diagonal light band is visible.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "sourceSize": [
      1536,
      1024
    ],
    "sourceCropBoxPx": [
      0,
      0,
      1536,
      1024
    ],
    "sourceAnchorPx": [
      780.5,
      545
    ],
    "sourceCoreBox96Px": [
      47,
      210,
      1514,
      880
    ],
    "peakCoreWidthPx": 160,
    "peakWidthNote": "160px is unrotated registered core width reference; actual peak GIF bbox at11deg is167px. Source diagonal band changes projected bbox width during rotation.",
    "supersampleFactor": 4,
    "pivotPx": [
      128,
      96
    ],
    "celScaleEnvelope": [
      0.18,
      0.42,
      0.7,
      0.9,
      1,
      1,
      0.88,
      0.7,
      0.5,
      0.32,
      0.18,
      0.1
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.95,
      0.85,
      0.7,
      0.55
    ],
    "celRotationDeg": [
      -18,
      -12,
      -5,
      3,
      11,
      11,
      18,
      24,
      29,
      33,
      36,
      38
    ],
    "preRollMs": 20,
    "celDurationsMs": [
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40
    ],
    "transparentTailMs": 220,
    "direction": "one diagonal band rotates clockwise -18 to38deg around fixed target pivot; source diagonal begins about -25deg",
    "techniques": [
      "king_edge",
      "king_spectrum"
    ],
    "techniqueNames": [
      "七彩の刃",
      "虹彩の極剣"
    ],
    "trigger": "spiritSkill for king_edge or king_spectrum; one enemy target; after strike result !r.pass && !r.miss && r.dmg>0. Exclude chrome stage0 pass.",
    "integrationNote": "Current spiritSkill queues king_prism before resolving strike. Future integration must select this cue only for these two techniques after confirmed normal damage, replacing their shared generated FX instead of stacking it. Other king techniques keep their existing assets. Material only; not connected.",
    "upgrades": "Shared across 1.4.0 technique upgrades0..+3; existing power/range/paint mechanics unchanged. One common material, not separate upgrade or recolored variants.",
    "drawLayer": "single target effect above floor at captured target center unitXY(target).x,y-tw*.6",
    "palette": "pearl-white central blade and restrained rainbow along one filled tapered band; no independent sparkle system",
    "notFor": [
      "king_resonance area slashes",
      "king_prism projectile spell",
      "king_canvas barrier",
      "chrome stage0 non-hit passage",
      "summoned spirit expiry",
      "enemy release or death"
    ],
    "compatibilityCheckedCommit": "d8136b8467f93aed839261c5a02ca74728383792",
    "sourceCropAlphaNote": {
      "fullMasterCanvasRetained": true,
      "noCropOfOutlyingAlpha": true,
      "sourceAlphaExtrema": [
        0,
        254
      ],
      "note": "Generated master retained unchanged; full canvas is registered once; final cells have24px alpha-zero padding."
    },
    "continuousVisualPlayback": "NOT VERIFIED",
    "actualGamePlacement": "NOT VERIFIED",
    "sourceSha256": "cf12a5af9d416891072f218a5b758104638a7c67e98257c5c907c3ffd59fa62e",
    "animationMethod": "one registered filled diagonal sword-light master; controlled angular sweep and uniform scaling at fixed target pivot; 4x affine sampling then Lanczos reduction; no body pixels or particle system",
    "celRegistrations": [
      {
        "cel": 0,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.0196319018404908,
        "rotationDeg": -18,
        "pngOpacity": 1,
        "alphaBoxPx": [
          114,
          83,
          142,
          109
        ],
        "pivotAlpha": 255
      },
      {
        "cel": 1,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.045807770961145196,
        "rotationDeg": -12,
        "pngOpacity": 1,
        "alphaBoxPx": [
          96,
          72,
          160,
          120
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 2,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.07634628493524198,
        "rotationDeg": -5,
        "pngOpacity": 1,
        "alphaBoxPx": [
          73,
          63,
          184,
          129
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 3,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.09815950920245399,
        "rotationDeg": 3,
        "pngOpacity": 1,
        "alphaBoxPx": [
          52,
          65,
          204,
          127
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 4,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.10906612133605999,
        "rotationDeg": 11,
        "pngOpacity": 1,
        "alphaBoxPx": [
          41,
          73,
          216,
          119
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 5,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.10906612133605999,
        "rotationDeg": 11,
        "pngOpacity": 1,
        "alphaBoxPx": [
          41,
          73,
          216,
          119
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 6,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.09597818677573279,
        "rotationDeg": 18,
        "pngOpacity": 1,
        "alphaBoxPx": [
          49,
          85,
          207,
          107
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 7,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.07634628493524198,
        "rotationDeg": 24,
        "pngOpacity": 1,
        "alphaBoxPx": [
          66,
          90,
          191,
          105
        ],
        "pivotAlpha": 252
      },
      {
        "cel": 8,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.054533060668029994,
        "rotationDeg": 29,
        "pngOpacity": 0.95,
        "alphaBoxPx": [
          84,
          89,
          174,
          105
        ],
        "pivotAlpha": 238
      },
      {
        "cel": 9,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.0349011588275392,
        "rotationDeg": 33,
        "pngOpacity": 0.85,
        "alphaBoxPx": [
          100,
          89,
          158,
          104
        ],
        "pivotAlpha": 213
      },
      {
        "cel": 10,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.0196319018404908,
        "rotationDeg": 36,
        "pngOpacity": 0.7,
        "alphaBoxPx": [
          110,
          90,
          146,
          102
        ],
        "pivotAlpha": 178
      },
      {
        "cel": 11,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.010906612133605999,
        "rotationDeg": 38,
        "pngOpacity": 0.55,
        "alphaBoxPx": [
          119,
          91,
          139,
          101
        ],
        "pivotAlpha": 139
      }
    ],
    "independentAudit": {
      "verdict": "static and all-cel material audit PASS with notes",
      "confirmedNg": [],
      "reviewed": [
        "all PNG and GIF cels on dark/light backgrounds at native and tile64-equivalent size",
        "no visible contour breaks",
        "no visible separate particles",
        "no white-to-black fragment change",
        "14 GIF frames,720ms,one-shot,transparent end",
        "independent source-registration reconstruction:all24 PNG cel RGBA pixels across both sets match"
      ],
      "crossEnvironmentPngCelReconstructionPixelMatch": 12,
      "universalEncodedByteMatchGuaranteed": false,
      "continuousVisualPlayback": "NOT VERIFIED",
      "actualGamePlacement": "NOT VERIFIED",
      "source": "parent-coordinated independent AI audit,delegated2026-10-05"
    },
    "pngWeakAlphaIslands": {
      "observedCel": 6,
      "detachedComponentCount": 10,
      "maxAlpha": 4,
      "alphaScale": 255,
      "scope": "PNG weak-alpha islands; not visible separate particles at original/tile64 static review",
      "strictZeroIslands": false
    },
    "compatibilityNote": "Originally produced on1.4.0; publication checked against latest copied game and origin1.5.0. All3 technique definitions and board/art code unchanged. New star-tree UI background/bloom and all other work are preserved."
  },
  {
    "id": "golden_single_cut",
    "name": "黄金の裁断・単体の剣弧",
    "category": "fx",
    "source": "source/golden_single_cut.png",
    "references": [
      "references/single-cut-thrust-reference.png",
      "references/single-cut-shatter-reference.png",
      "references/heartblade-weapon-reference.png"
    ],
    "sourceGenerator": "GPT Image image_gen",
    "revision": "r1",
    "prompt": "Use case: illustration-story. Reinterpret the supplied real Color Resonance reference assets into ONE original transparent VFX master for the learned single-enemy technique 黄金の裁断 (spinel_verdict). Reference 1 is the actual existing golden thrust: use only its warm amber/gold/pearl color identity and clean illustrated light finish, NOT its straight projectile or faceted spear shape. Reference 2 is the actual area golden spell: use only its strong simple white/gold value grouping, NOT its diamond, star or explosion shape. Reference 3 is the real heart sword: use its pearl-white light identity only; no hilt or literal weapon drawing. The new technique is a sword CUT at one enemy, not a thrust, area burst or armor-fracture scene.\nCreate one 1536 x 1024 true-transparent RGBA canvas. Exactly ONE slim upright CURVED sword-cut band, like a clean shallow parenthesis opening to the LEFT: continuous white-gold cutting arc bends toward the right around mid-height, tapering gently to rounded smooth tips at the top and bottom. Center its overall contour near (768,512), about 640px high and 320px wide, leaving at least220px fully transparent margin on each side. The band width is about65px at its broadest middle section. One filled continuous band with a pearl-white broad inner core, warm soft gold main body, and a modest medium amber outer contour so it can read on a bright floor. Only2–3 broad smoothly shaded cel-color areas; no parallel trim lines, cracked facets, tessellation, runes or noisy texture. Preserve a clear open left-side negative space; no second arc or closed circle. Robust simple contour when later resized to roughly120px tall; no isolated tips or tiny specks. Calm clean game illustration, a decisive short cutting stroke rather than violent tearing. True alpha-zero background and padding, no outside bloom cloud or fog.\nNo character, face, hand, enemy silhouette, body pixels, wound, gore, erasure, helmet, shell, fracture, shard, star, sparkle, particle, arrowhead, projectile, spear, diamond, giant sword model, halo, area ring, floor painting, ground, platform, backdrop, text, letters, numbers, symbol, border, checkerboard or watermark. Exactly the ONE simple shallow curved filled gold cutting band.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "sourceSize": [
      1536,
      1024
    ],
    "sourceCropBoxPx": [
      0,
      0,
      1536,
      1024
    ],
    "sourceAnchorPx": [
      957.5,
      513
    ],
    "sourceAnchorReason": "Measured midpoint of the core96 horizontal span881..1034 at row513; fixes the solid cutting-band center onto the target, not the empty center of its crescent bbox.",
    "sourceCoreBox96Px": [
      574,
      52,
      1036,
      975
    ],
    "peakCoreWidthPx": 60,
    "peakWidthNote": "60px is unrotated core width reference; unrotated core height is119.87px. Projected bounds change with rotation.",
    "supersampleFactor": 4,
    "pivotPx": [
      128,
      96
    ],
    "celScaleEnvelope": [
      0.18,
      0.42,
      0.7,
      0.9,
      1,
      1,
      0.88,
      0.7,
      0.5,
      0.32,
      0.18,
      0.1
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.95,
      0.85,
      0.7,
      0.55
    ],
    "celRotationDeg": [
      -16,
      -11,
      -5,
      1,
      7,
      7,
      12,
      16,
      20,
      24,
      28,
      30
    ],
    "preRollMs": 20,
    "celDurationsMs": [
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40,
      40
    ],
    "transparentTailMs": 220,
    "direction": "one upright curved gold band rotates clockwise -16 to30deg at fixed target pivot; opening on left",
    "techniques": [
      "spinel_verdict"
    ],
    "techniqueNames": [
      "黄金の裁断"
    ],
    "trigger": "spiritSkill for spinel_verdict; one enemy within range2; after strike result !r.pass && !r.miss && r.dmg>0. Exclude chrome stage0 pass.",
    "integrationNote": "Current spiritSkill queues spinel_shield before resolving strike. Future integration must select this cutting cue only for spinel_verdict after confirmed normal damage, replacing shared generated FX instead of stacking. Pierce, damage and armor handling unchanged. Material only; not connected.",
    "upgrades": "Shared across 1.4.0 technique upgrades0..+3; base power2 with pierce and sure hit; existing range/paint/cost unchanged. No fabricated upgrade animation system.",
    "drawLayer": "target effect at captured unitXY(target).x,y-tw*.6; pivot placed onto the solid middle of the cut",
    "palette": "pearl-white/gold/amber in one smooth filled curved band; no independent sparkle or armor-shard system",
    "notFor": [
      "golden_thrust spear strike",
      "dawn_shatter area spell",
      "spinel_guard protection",
      "lead armor peel or shell break",
      "chrome stage0 non-hit passage",
      "enemy release or death"
    ],
    "compatibilityCheckedCommit": "d8136b8467f93aed839261c5a02ca74728383792",
    "sourceCropAlphaNote": {
      "fullMasterCanvasRetained": true,
      "noCropOfOutlyingAlpha": true,
      "sourceAlphaExtrema": [
        0,
        254
      ],
      "note": "Generated master retained unchanged; full canvas registered once; final cells have 24px alpha-zero padding."
    },
    "continuousVisualPlayback": "NOT VERIFIED",
    "actualGamePlacement": "NOT VERIFIED",
    "sourceSha256": "ecdb290132ac5266565a1e754b9a019a1db2309e2d5413f65b605faab34e2f92",
    "animationMethod": "one registered filled curved gold sword-light master; controlled angular sweep and uniform scaling at fixed target pivot; 4x affine sampling then Lanczos reduction; no body pixels or particle system",
    "celRegistrations": [
      {
        "cel": 0,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.023376623376623374,
        "rotationDeg": -16,
        "pngOpacity": 1,
        "alphaBoxPx": [
          114,
          85,
          132,
          111
        ],
        "pivotAlpha": 255
      },
      {
        "cel": 1,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.054545454545454536,
        "rotationDeg": -11,
        "pngOpacity": 1,
        "alphaBoxPx": [
          100,
          72,
          135,
          127
        ],
        "pivotAlpha": 253
      },
      {
        "cel": 2,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.0909090909090909,
        "rotationDeg": -5,
        "pngOpacity": 1,
        "alphaBoxPx": [
          89,
          54,
          138,
          143
        ],
        "pivotAlpha": 253
      },
      {
        "cel": 3,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.11688311688311688,
        "rotationDeg": 1,
        "pngOpacity": 1,
        "alphaBoxPx": [
          80,
          39,
          140,
          152
        ],
        "pivotAlpha": 254
      },
      {
        "cel": 4,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.12987012987012986,
        "rotationDeg": 7,
        "pngOpacity": 1,
        "alphaBoxPx": [
          69,
          28,
          141,
          152
        ],
        "pivotAlpha": 254
      },
      {
        "cel": 5,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.12987012987012986,
        "rotationDeg": 7,
        "pngOpacity": 1,
        "alphaBoxPx": [
          69,
          28,
          141,
          152
        ],
        "pivotAlpha": 254
      },
      {
        "cel": 6,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.11428571428571428,
        "rotationDeg": 12,
        "pngOpacity": 1,
        "alphaBoxPx": [
          72,
          33,
          140,
          142
        ],
        "pivotAlpha": 254
      },
      {
        "cel": 7,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.0909090909090909,
        "rotationDeg": 16,
        "pngOpacity": 1,
        "alphaBoxPx": [
          82,
          44,
          138,
          130
        ],
        "pivotAlpha": 254
      },
      {
        "cel": 8,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.06493506493506493,
        "rotationDeg": 20,
        "pngOpacity": 0.95,
        "alphaBoxPx": [
          92,
          57,
          137,
          119
        ],
        "pivotAlpha": 241
      },
      {
        "cel": 9,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.04155844155844156,
        "rotationDeg": 24,
        "pngOpacity": 0.85,
        "alphaBoxPx": [
          105,
          70,
          135,
          111
        ],
        "pivotAlpha": 215
      },
      {
        "cel": 10,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.023376623376623374,
        "rotationDeg": 28,
        "pngOpacity": 0.7,
        "alphaBoxPx": [
          113,
          80,
          133,
          105
        ],
        "pivotAlpha": 178
      },
      {
        "cel": 11,
        "registeredCenterPx": [
          128,
          96
        ],
        "uniformScale": 0.012987012987012986,
        "rotationDeg": 30,
        "pngOpacity": 0.55,
        "alphaBoxPx": [
          120,
          86,
          132,
          102
        ],
        "pivotAlpha": 109
      }
    ],
    "independentAudit": {
      "verdict": "static and all-cel material audit PASS with notes",
      "confirmedNg": [],
      "reviewed": [
        "all PNG and GIF cels on dark/light backgrounds at native and tile64-equivalent size",
        "no visible contour breaks",
        "no visible separate particles",
        "no white-to-black fragment change",
        "14 GIF frames,720ms,one-shot,transparent end",
        "independent source-registration reconstruction:all24 PNG cel RGBA pixels across both sets match"
      ],
      "crossEnvironmentPngCelReconstructionPixelMatch": 12,
      "universalEncodedByteMatchGuaranteed": false,
      "continuousVisualPlayback": "NOT VERIFIED",
      "actualGamePlacement": "NOT VERIFIED",
      "source": "parent-coordinated independent AI audit,delegated2026-10-05"
    },
    "pngWeakAlphaIslands": {
      "observedCels": "some PNG cels",
      "maxAlpha": 3,
      "alphaScale": 255,
      "scope": "micro islands in weak-alpha antialias pixels",
      "strictZeroIslands": false
    },
    "compatibilityNote": "Originally produced on1.4.0; publication checked against latest copied game and origin1.5.0. All3 technique definitions and board/art code unchanged. New star-tree UI background/bloom and all other work are preserved."
  },
  {
    "id": "sea_mist_ring",
    "name": "潮霧の輪・低く広がる霧環",
    "category": "fx",
    "source": "source/sea_mist_ring.png",
    "references": [
      "references/mist-wave-reference.png",
      "references/mist-heal-reference.png",
      "references/mist-gran-reference.png"
    ],
    "sourceGenerator": "GPT Image image_gen",
    "revision": "r1",
    "prompt": "Use case: illustration-story. Create ONE original registered transparent game VFX master for Color Resonance's learned summon-route spell 潮霧の輪 (gran_spray). Use the supplied actual game references for a shared cool turquoise / sapphire / pearl-white color identity and clean illustrated cel finish. Reference 1 is the broad crashing wave: keep only its water palette, not its curling wave, splash or droplets. Reference 2 is the healing bowl: keep only its simple broad water shading, not its bowl or separate drops. Reference 3 is Gran the ocean spirit: keep only his calm clear blue identity, no whale, city or body. This spell is a quiet LOW RING OF SEA MIST that spreads around a selected tactical ground cell and affects nearby enemies; it is not a healing bowl, shield, weapon slash, flood or large wall of water.\nOutput1536 x1024 true-transparent RGBA. Exactly one connected hollow horizontal ellipse of condensed turquoise sea mist, viewed from a slightly elevated isometric angle, centered at(768,512). Overall width about1100px, total height about430px; interior ellipse is completely clear, about760px wide and220px high. The band is robust and substantial, with soft rounded cloud-volume lobes that merge smoothly into ONE continuous contour around the whole ellipse. About3 broad gently uneven cloud bulges on the back edge and3 on the front edge; no small scallops or repeating fine waves. Front band lower in the image has slightly darker moderate teal under-edge for bright-floor contrast, pale aqua body, and ONE broad pearl-white lit area. Back band is quieter sapphire/aqua. Only3–4 broad clean cel shading zones; high opaque inner body with minimal clean edge antialiasing. Keep the hollow center alpha-zero and show no ground through painted pixels. Leave at least170px fully transparent margin on every side. Readable after reduction to about184px wide. No diffuse outside fog cloud, no external bloom haze, no detached droplets/specks or hairline outlines. This is one low rounded mist annulus, not thin mathematical circle strokes, concentric rings or a vertical shield. The dark teal contour is colored water, not a black silhouette.\nNo character, hair, face, hand, enemy, whale, literal sword, wound, black erasure, cloud of punishment, city, boat, landscape, floor painting, rainbow floor, platform, ground shadow, healing symbol, cross, spark, star, particle, bubble, shard, crystal facet, scales, filigree, fine foam dots, letters, text, rune, glyph, checkerboard, border, background or watermark. Exactly the single connected low oval mist ring, with a transparent hollow center and transparent surroundings.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "sourceSize": [
      1536,
      1024
    ],
    "sourceCropBoxPx": [
      0,
      0,
      1536,
      1024
    ],
    "sourceAnchorPx": [
      768,
      512
    ],
    "sourceCoreBox96Px": [
      71,
      292,
      1477,
      802
    ],
    "peakCoreWidthPx": 176,
    "supersampleFactor": 4,
    "pivotPx": [
      128,
      104
    ],
    "celScaleEnvelope": [
      0.4,
      0.6,
      0.82,
      1,
      1,
      0.96,
      0.9,
      0.8,
      0.65,
      0.45,
      0.28,
      0.18
    ],
    "celPngOpacities": [
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      1,
      0.9,
      0.8,
      0.7,
      0.6
    ],
    "preRollMs": 40,
    "celDurationsMs": [
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      80,
      100,
      100,
      100,
      100
    ],
    "transparentTailMs": 400,
    "direction": "ground-plane oval; fixed selected-cell pivot; no travel",
    "techniques": [
      "gran_spray"
    ],
    "trigger": "Once for a valid gran_spray selected cell in spiritSkill(a,skill,cell), after the skill banner and before the target loop; this is area-cast mist, not a confirmed individual damage-hit cue.",
    "drawLayer": "ground after floor, before unit bodies; future integration",
    "palette": "quiet turquoise/sapphire/aqua/pearl; one broad mist ring",
    "integrationNote": "Replace generic gran_tide cast art only for gran_spray. Do not stack the generic wave or change cost, range, radius, sure-hit, damage, floor painting, upgrade behavior or empty-target handling. Place pivot at topOf(selectedCell). Current drawArtEffects stretches all art to tw*size by tw*size*1.2; use native 256x192 aspect and pivot-aware placement instead. This material is not connected to game code.",
    "notFor": [
      "gran_tide large wave",
      "gran_mend or gran_ocean healing",
      "gran_current self guard",
      "spirit_departure",
      "persistent status",
      "enemy birth or death",
      "individual confirmed hit or Chrome phase0 damage"
    ],
    "compatibilityCheckedCommit": "d8136b8467f93aed839261c5a02ca74728383792",
    "originCheckedCommit": "d834eee855267bf8d9a08b6d40677d35a2ebc3cf",
    "gameVersion": "1.5.0",
    "continuousVisualPlayback": "NOT VERIFIED",
    "actualGamePlacement": "NOT VERIFIED",
    "sourceCropAlphaNote": {
      "sourceAlphaExtrema": [
        0,
        254
      ],
      "fixedCropIsFullCanvas": true,
      "omittedPixels": 0,
      "leftCanvasAlphaMax": 1,
      "leftCanvasNonzeroPixels": 6,
      "note": "Keep the complete generated master unchanged, including six alpha1 pixels at the original left edge. No per-cel cleanup or noise deletion. Final cels must have alpha-zero24px padding."
    },
    "onsetNote": {
      "firstVisibleAtMs": 40,
      "initialScale": 0.4,
      "note": "The mist ring appears at40% peak scale, not continuously from zero size.",
      "firstGifWidthPx": 71,
      "peakGifWidthPx": 176
    },
    "lateRasterTopology": {
      "allVisibleGifCelsOneComponent": true,
      "allVisibleGifCelsPivotHoleEnclosed": true,
      "definition": "8-neighbor foreground components and4-neighbor flood fill of transparent(<96) background from fixed pivot; numeric raster topology, not motion playback",
      "lastCel": 11,
      "lastIntervalMs": [
        980,
        1080
      ],
      "lastGifBoxSizePx": [
        32,
        12
      ],
      "lastGifOpaquePixels": 192,
      "note": "Numeric topology confirms one connected ring with an enclosed pivot hole in all12 visible GIF cels; does not establish motion readability."
    },
    "independentAudit": {
      "verdict": "conditional material adoption PASS with notes",
      "source": "parent-coordinated independent AI audit,delegated2026-10-05",
      "confirmedNg": [],
      "confirmed": {
        "visibleGifCels": 12,
        "allGifCelsOneComponent": true,
        "allGifCelsCenterHoleRetained": true,
        "oneShot": true,
        "durationMs": 1480,
        "fullyTransparentAfterMs": 1080,
        "independentPngCelRgbaReconstructionMatches": 12,
        "independentSheetRgbaReconstructionMatches": true,
        "bothGifReconstructionByteMatches": true,
        "singleGifMatchesZipEffectGif": true
      },
      "sheetVersusIndividualPngCels": {
        "alphaMatches": true,
        "visiblePixelsMatch": true,
        "differencesRestrictedToHiddenRgbAtAlpha0": true
      },
      "notes": {
        "pngMicroIslandsMaxAlpha": 4,
        "notSeparateVisibleParticlesAtStaticDarkLightReview": true,
        "png010PivotAlpha": 1,
        "alphaScale": 255,
        "brightFloorTailReadabilityWeak": true,
        "initialScale": 0.4,
        "initialAppearanceFromZero": false,
        "visualInterpretation": "Condensed low water/mist ring with flowing broad color motifs; not diffuse atmospheric fog."
      },
      "continuousVisualPlayback": "NOT VERIFIED",
      "actualGamePlacement": "NOT VERIFIED"
    },
    "compatibilityNote": "Publication rechecked against actual copied game1.5.0 and current origin d834eee. progression.js, board.js and art.js bytes match. gran_spray remains summon-route area spell, at8,cost3,range3,radius1,power0.9,paint1,sure:true. Upgrades0..+3 share this cast cue; original mechanics and all game/UI/CG work remain untouched.",
    "renderingNote": "176px core width at tile80, about2.2tile widths. The oval is a stylized low mist cue, not an exact targeting-boundary overlay for the board th=tw*0.54. Future placement, overlap and bright-floor readability remain unverified.",
    "pngPivotAlphaNote": {
      "cel": 10,
      "preOpacityAlpha": 1,
      "alphaScale": 255,
      "scope": "Lanczos resampling weak-AA at pivot; keep without pixel deletion. All GIF pivots must be fully transparent. Do not claim all PNG pivot alpha-zero."
    },
    "pngWeakAlphaIslands": {
      "maxMinorComponentAlpha": 4,
      "alphaScale": 255,
      "cels": [
        0,
        2,
        3,
        4,
        6,
        7,
        8
      ],
      "strictZeroIslands": false,
      "note": "Weak AA islands retained; parent static dark/light audit found no separate visible particles. Do not claim strict zero islands."
    },
    "visualInterpretation": "Condensed low water/mist ring with flowing broad color motifs; not diffuse atmospheric fog.",
    "sheetVsPngTransparencyNote": {
      "alphaMatches": true,
      "visiblePixelsMatch": true,
      "differencesRestrictedToHiddenRgbAtAlpha0": true
    },
    "sourceSha256": "76a33daa27281aca9a2626c0f3fd50c96f5239a4877929b061672211561f8fc9",
    "animationMethod": "one registered hollow master; ring appears at 40% scale then grows and contracts at fixed selected-cell pivot; final GIF raster topology must be measured; 4x affine sampling then Lanczos reduction; no body pixels or particle system",
    "celRegistrations": [
      {
        "cel": 0,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.05007112375533428,
        "pngOpacity": 1,
        "alphaBoxPx": [
          91,
          90,
          166,
          121
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 1,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.07510668563300142,
        "pngOpacity": 1,
        "alphaBoxPx": [
          73,
          85,
          184,
          128
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 2,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.10264580369843526,
        "pngOpacity": 1,
        "alphaBoxPx": [
          54,
          79,
          203,
          136
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 3,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.1251778093883357,
        "pngOpacity": 1,
        "alphaBoxPx": [
          38,
          74,
          219,
          143
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 4,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.1251778093883357,
        "pngOpacity": 1,
        "alphaBoxPx": [
          38,
          74,
          219,
          143
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 5,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.12017069701280227,
        "pngOpacity": 1,
        "alphaBoxPx": [
          42,
          75,
          216,
          141
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 6,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.11266002844950213,
        "pngOpacity": 1,
        "alphaBoxPx": [
          47,
          77,
          210,
          139
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 7,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.10014224751066857,
        "pngOpacity": 1,
        "alphaBoxPx": [
          56,
          79,
          202,
          136
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 8,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.08136557610241821,
        "pngOpacity": 0.9,
        "alphaBoxPx": [
          69,
          83,
          188,
          130
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 9,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.05633001422475106,
        "pngOpacity": 0.8,
        "alphaBoxPx": [
          86,
          89,
          171,
          123
        ],
        "pivotAlpha": 0
      },
      {
        "cel": 10,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.035049786628734,
        "pngOpacity": 0.7,
        "alphaBoxPx": [
          101,
          94,
          155,
          117
        ],
        "pivotAlpha": 1
      },
      {
        "cel": 11,
        "registeredCenterPx": [
          128,
          104
        ],
        "uniformScale": 0.022532005689900426,
        "pngOpacity": 0.6,
        "alphaBoxPx": [
          110,
          96,
          147,
          113
        ],
        "pivotAlpha": 0
      }
    ]
  },
  {
    "id": "cmd_marina",
    "tool": "built-in imagegen",
    "prompt": "Edit this Marina sprite sheet into a new EXACT 3-column by3-row equal grid, square1536x1536 TRANSPARENT canvas. Same blue haired human woman, spear, silver armour, lantern, cape, ink-covered tassels, same chibi identity and soft rendering. Nine full-body poses row-major:0 idle spear upright;1 samebody blink;2 walking left foot;3 walking right foot;4 spear windup held diagonally across OWN cell;5 compact spear thrust with foreshortening pointing right-up diagonal, the ENTIRE spear and its tip MUST fit inside this cell;6 recoil wounded, no extra spear from neighboring cell;7 spear raised commanding;8 calm relieved face with restored BLUE tassel and silver armour. Each cell512x512, same scale3-head proportions, feet baseline90%cell centered50%, no overlap or clippedweapons, generousclear8%margins. No text, grid, backdrop or ground. True alpha. Never let a spear enter another cell.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cmd_sion",
    "tool": "built-in imagegen",
    "prompt": "Use case: illustration-story, game sprite animation. ONE character only. Sion, slim young adult MAN, indigo long fringe covering one eye, hooded indigo cape, silver breastplate over leather armour, tall longbow and indigo tassel. Quiet tense face.\nCute polished Japanese fantasy RPG chibi, 3 heads tall, smooth soft opaque shading and clean shapes matching supplied Aria's style, not pixel art. This guard is compelled by a false royal decree: colored cape lining and tassels smeared with black ink, armour dull silver, eyes dim violet. Keep hair identity colour. Exact equal 4-column 2-row grid on a transparent 1536x1024 canvas. Eight poses in row-major order: 0 neutral; 1 neutral blinking, same body; 2 left-foot walk; 3 right-foot walk; 4,5,6,7 respectively: draw bow; loose an arrow to the right; flinch clutching shoulder; raise bow summoning dark fog. Camera front three-quarter, same scale/baseline local y90% and feet x50% across cells. All weapons/horses inside cell. Broad padding, no overlap, text, frames, ground, background, grid or particles obscuring body. True transparent background.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cmd_ocher",
    "tool": "built-in imagegen",
    "prompt": "Use case: illustration-story, game sprite animation. ONE character only. Ocher, broad stocky middle aged MAN, sandy short hair and stubble, kind eye wrinkles, heavy silver breastplate and gauntlets, enormous rectangular shield with yellow stones, stone mason's hammer.\nCute polished Japanese fantasy RPG chibi, 3 heads tall, smooth soft opaque shading and clean shapes matching supplied Aria's style, not pixel art. This guard is compelled by a false royal decree: colored cape lining and tassels smeared with black ink, armour dull silver, eyes dim violet. Keep hair identity colour. Exact equal 4-column 2-row grid on a transparent 1536x1024 canvas. Eight poses in row-major order: 0 neutral; 1 neutral blinking, same body; 2 left-foot walk; 3 right-foot walk; 4,5,6,7 respectively: brace shield; swing hammer right; crouch behind shield taking hit; plant shield and command. Camera front three-quarter, same scale/baseline local y90% and feet x50% across cells. All weapons/horses inside cell. Broad padding, no overlap, text, frames, ground, background, grid or particles obscuring body. True transparent background.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cmd_amber",
    "tool": "built-in imagegen",
    "prompt": "Use case: illustration-story, game sprite animation. ONE character only. Amber, sturdy adult WOMAN, orange curly hair wrapped in cloth, freckles, rolled sleeves, cooking apron under silver breastplate, two handed axe with orange tassel.\nCute polished Japanese fantasy RPG chibi, 3 heads tall, smooth soft opaque shading and clean shapes matching supplied Aria's style, not pixel art. This guard is compelled by a false royal decree: colored cape lining and tassels smeared with black ink, armour dull silver, eyes dim violet. Keep hair identity colour. Exact equal 4-column 2-row grid on a transparent 1536x1024 canvas. Eight poses in row-major order: 0 neutral; 1 neutral blinking, same body; 2 left-foot walk; 3 right-foot walk; 4,5,6,7 respectively: raise axe; chop axe right; recoil holding axe; raise axe commanding. Camera front three-quarter, same scale/baseline local y90% and feet x50% across cells. All weapons/horses inside cell. Broad padding, no overlap, text, frames, ground, background, grid or particles obscuring body. True transparent background.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cmd_viola",
    "tool": "built-in imagegen",
    "prompt": "Viola, tall slender adult WOMAN commander, black hair tinted purple tied in high ponytail, narrow calm anguished eyes, ornate silver armour, long purple lined cape, slim longsword with purple tassel. ONE character, Japanese fantasy chibi matching Aria rendering, 3-head proportions, clean smooth opaque shading. Silver armour blackened by false royal decree, coloured cloth/tassels mostly smeared with ink, dim violet eyes, hair retains identity colour. Exact 4x2 equal grid on1536x1024 TRANSPARENT canvas. Row-major cells:0 idle;1 blink;2 left-step;3 right-step;4,5,6,7: draw sword back; slash to right; recoil; raise sword giving command. Consistent scale, camera, baseline90%cell, feet centered50%. All weapons and silhouettes inside cell, ample padding. No text, grid, ground or backdrop.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cmd_carmine",
    "tool": "built-in imagegen",
    "prompt": "Carmine, young adult MAN with short spiky red hair and small fang, light silver breastplate, short red-lined cape, riding a small dark HORSE with red saddle, cavalry lance red tassel. Rider AND horse visible in every cell. ONE character, Japanese fantasy chibi matching Aria rendering, 3-head proportions, clean smooth opaque shading. Silver armour blackened by false royal decree, coloured cloth/tassels mostly smeared with ink, dim violet eyes, hair retains identity colour. Exact 4x2 equal grid on1536x1024 TRANSPARENT canvas. Row-major cells:0 idle;1 blink;2 left-step;3 right-step;4,5,6,7: horse rear gently as rider pulls lance back; mounted lance charge to right; horse recoil with rider; raise lance commanding. Consistent scale, camera, baseline90%cell, feet centered50%. All weapons and silhouettes inside cell, ample padding. No text, grid, ground or backdrop.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cmd_verde",
    "tool": "built-in imagegen",
    "prompt": "Verde, petite adult WOMAN with shoulder-length green bob, gardening apron under silver breastplate, dirty gloves, pruning scissors at waist, short bow green tassel, vines around quiver. ONE character, Japanese fantasy chibi matching Aria rendering, 3-head proportions, clean smooth opaque shading. Silver armour blackened by false royal decree, coloured cloth/tassels mostly smeared with ink, dim violet eyes, hair retains identity colour. Exact 4x2 equal grid on1536x1024 TRANSPARENT canvas. Row-major cells:0 idle;1 blink;2 left-step;3 right-step;4,5,6,7: draw bow; shoot arrow right; flinch; lift bow summoning a single broad vine. Consistent scale, camera, baseline90%cell, feet centered50%. All weapons and silhouettes inside cell, ample padding. No text, grid, ground or backdrop.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "docs/rainbow-guard.md",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "s_lance",
    "tool": "built-in imagegen",
    "prompt": "Use case: polished fantasy tactics game sprite animation, ONE HUMAN character (not cat, not elf, no animal ears). Smooth clean painted anime chibi, 3-head proportions, soft shading, plain opaque colours, simple readable uniform. NO reference to any existing heroine. Anonymous royal spear infantry MAN, simple grey silver breastplate and open face helmet, dark uniform, long spear, small plain shield. No named character colours. All eight poses SAME human identity/costume, exact4-column x2-row grid on transparent1536x1024 canvas. Poses row-major0 neutral;1 blink;2 left-step;3 right-step;4,5,6,7: pull spear back; spear thrust right; hit recoil; spear raised on guard. 3/4-front camera same scale, feet localcell50%,90%. Keep compact weapon poses DIAGONAL so every object is fully inside its own cell with8%padding. Real human soldier in allcells. No scene, floor, captions, grid or text.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "js/envoy.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "s_sword",
    "tool": "built-in imagegen",
    "prompt": "Use case: polished fantasy tactics game sprite animation, ONE HUMAN character (not cat, not elf, no animal ears). Smooth clean painted anime chibi, 3-head proportions, soft shading, plain opaque colours, simple readable uniform. NO reference to any existing heroine. Anonymous royal sword infantry WOMAN, simple grey silver breastplate and open face helmet, dark uniform, short sword and round shield. All eight poses SAME human identity/costume, exact4-column x2-row grid on transparent1536x1024 canvas. Poses row-major0 neutral;1 blink;2 left-step;3 right-step;4,5,6,7: pull sword back; slash right; hit recoil; shield raised on guard. 3/4-front camera same scale, feet localcell50%,90%. Keep compact weapon poses DIAGONAL so every object is fully inside its own cell with8%padding. Real human soldier in allcells. No scene, floor, captions, grid or text.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "js/envoy.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "s_bow",
    "tool": "built-in imagegen",
    "prompt": "Use case: polished fantasy tactics game sprite animation, ONE HUMAN character (not cat, not elf, no animal ears). Smooth clean painted anime chibi, 3-head proportions, soft shading, plain opaque colours, simple readable uniform. NO reference to any existing heroine. Anonymous royal archer MAN, leather tunic and dull silver chestplate, hood and quiver, short bow, dark grey uniform. All eight poses SAME human identity/costume, exact4-column x2-row grid on transparent1536x1024 canvas. Poses row-major0 neutral;1 blink;2 left-step;3 right-step;4,5,6,7: draw bow; shoot arrow right; hit recoil; watchful bow raised. 3/4-front camera same scale, feet localcell50%,90%. Keep compact weapon poses DIAGONAL so every object is fully inside its own cell with8%padding. Real human soldier in allcells. No scene, floor, captions, grid or text.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "js/envoy.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "s_heavy",
    "tool": "built-in imagegen",
    "prompt": "ONE HUMAN royal soldier, polished fantasy tactical RPG chibi, smooth painted shapes, dark hair and human ears, simple readable uniform. Anonymous royal heavy infantry MAN, bulky enclosed silver armour and dark uniform, broad axe, square shield, visible face visor. All eight poses SAME human identity/costume, exact4-column x2-row grid on transparent1536x1024 canvas. Poses row-major0 neutral;1 blink;2 left-step;3 right-step;4,5,6,7: raise axe; axe chop right; stagger behind shield; brace shield. 3/4-front camera same scale, feet localcell50%,90%. Keep compact weapon poses DIAGONAL so every object is fully inside its own cell with8%padding. Real human soldier in allcells. No scene, floor, captions, grid or text.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "js/envoy.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "s_cavalry",
    "tool": "built-in imagegen",
    "prompt": "ONE HUMAN royal soldier, polished fantasy tactical RPG chibi, smooth painted shapes, dark hair and human ears, simple readable uniform. Anonymous royal cavalry WOMAN on small dark horse, simple silver breastplate and helmet, dark uniform, short cavalry spear, horse and rider fully contained every cell. All eight poses SAME human identity/costume, exact4-column x2-row grid on transparent1536x1024 canvas. Poses row-major0 neutral;1 blink;2 left-step;3 right-step;4,5,6,7: pull lance back; mounted lance charge right; horse and rider recoil; raise lance. 3/4-front camera same scale, feet localcell50%,90%. Keep compact weapon poses DIAGONAL so every object is fully inside its own cell with8%padding. Real human soldier in allcells. No scene, floor, captions, grid or text.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。 CRITICAL: the rider is RIDING a small dark HORSE in EVERY cell; horse body, four legs, head and saddle must be fully visible. Never depict the rider standing alone.",
    "reference": "js/envoy.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "s_captain",
    "tool": "built-in imagegen",
    "prompt": "ONE HUMAN royal soldier, polished fantasy tactical RPG chibi, smooth painted shapes, dark hair and human ears, simple readable uniform. Anonymous royal field captain MAN, silver breastplate and crested open face helmet, charcoal cloak, longsword and kite shield, no individual rainbow colour. All eight poses SAME human identity/costume, exact4-column x2-row grid on transparent1536x1024 canvas. Poses row-major0 neutral;1 blink;2 left-step;3 right-step;4,5,6,7: pull sword back; sword slash right; hit recoil; sword lifted giving command. 3/4-front camera same scale, feet localcell50%,90%. Keep compact weapon poses DIAGONAL so every object is fully inside its own cell with8%padding. Real human soldier in allcells. No scene, floor, captions, grid or text.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "js/envoy.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "kaoru",
    "tool": "built-in imagegen",
    "prompt": "Use case: identity-preserve game animation cel sheet. Image 1 is Kaoru's exact identity and costume; image 2 is the chibi game rendering style. Depict Kaoru as a 3-head tall chibi young adult MAN with messy opaque BLACK hair, GREY eyes, open dark navy hoodie, plain WHITE T-shirt, dark trousers, black low shoes. No fantasy armour, ornaments, weapons or costume changes. Gentle reserved serious face. Exact 4-column by 3-row equal-cell sprite sheet, transparent canvas 1536x1536. Twelve poses row-major: 0 relaxed standing hands by sides; 1 same pose eyes blink closed; 2 walking left leg forward; 3 walking right leg forward; 4 raise right hand, gathering a small dark grey tear of space; 5 reach right hand forward releasing one dark crescent, no weapon; 6 recoil wounded one hand on chest; 7 both hands raised conjuring dark seam above; 8 speaking mouth slightly open one hand on chest; 9 speaking mouth open palm offered; 10 gentle greeting one hand lifted; 11 exhausted but peaceful standing. All are the SAME identity and clothing, front three-quarter camera, scale and baseline local cell y=90%, feet centered x50%, full body contained, at least8% blank margins. Soft smooth chibi illustration like image2, NOT pixel art. Clearly distinct hands/face/poses. No background, shadow plate, grid, captions, symbols or text. True transparent alpha.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "art-source/cast-20261022/kaoru-reference.jpeg",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "cocoon",
    "tool": "built-in imagegen",
    "prompt": "Use case: fantasy game monster sprite animation, ONE creature eight poses. A closed dark cocoon containing an UNKNOWN bird: soft oval woven from broad ink-black feathers and smoky dark ribbons, NO human face and NO recognizable yellow bird visible, no eye. A faint warm gold crack can glimmer deep inside. Polished cute yet sorrowful Japanese RPG rendering, clean smooth shapes, minimal texture. Eight equal cells in exact4 columns x2rows transparent1536x1024 sheet. Row-major:0 intact cocoon quietly hovering;1 same cocoon slightly compressed with faint inner glow;2 cocoon tilt left;3 tilt right;4 ribbons wind up;5 two broad black feather ribbons lash to right;6 shell recoils with one bright crack;7 a few black ribbons open at top with muffled gold glow but bird still hidden. Same design/camera/scale, anchor bottom90%cell center50%, generous clear margins. No terrain, backdrop, ground, labels, frames or text. True transparent alpha. Match the soft rendering of supplied reference without copying the girl.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "js/mari-return.js",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  },
  {
    "id": "mari",
    "tool": "built-in imagegen",
    "prompt": "Use case: identity-preserve animation sprite sheet for a fantasy RPG. One character: Marii, the SAME small golden-yellow bird from reference, black beak, large dark round eyes, golden crest with smooth rainbow feather tips, rainbow wing and tail tips, tiny gold heart mark on chest, dark feet. NOT human or humanoid. Exact4-columns x3-rows12 equalcells, square1536x1536 transparent canvas. Fullbird same scale/camera/footbaseline90%cellcenter50%. Row-major0 perched neutral;1 neutral blink;2 walk leftfoot;3 walk rightfoot;4 lean forward wings back preparing strike;5 short forward wing-strike right with focused face;6 recoil hurt wings tucked head bowed eyes squeezed;7 wings spread upwards healing prayer, small smooth light;8 chirp mouth halfopen;9 chirp beak open;10 one wing raised warm greeting;11 both wings open happy. Distinct real expression/wing/head/foot cels, fixed identity, no wholeimage stretching or transformation. Clean soft painted chibi like reference, minimal texture. True transparent alpha, eachbirdentirelyinsideowncell, generousclearspace. No backdrop, scenery, text, grid or ground.\n髪は全て透過せず、下位レイヤーを描写しない\n髪の不透明度は100％とする\nintricate textures（複雑な質感）の要素は抑えめにし、過剰な微細描写、エッジノイズ、粒状のきらめき、鱗状の模様、等間隔に繰り返す細かな波打ちを避け、全体になめらかで清潔感のある質感を強調してください。",
    "reference": "art-source/cast-20261022/mari-reference.png",
    "processing": "Whole alpha-component cel extraction; common scale and fixed foot contact; no repainting, pose warping or colour-key removal."
  }
]
