art: prove battle VFX language pipeline

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# Phase 6 VFX Language Proof 05
Date: 2026-08-12
Stage: `VFX_CANDIDATE_READY`
Battle authority: `../phase6_battle_scale_04/`
Semantic authority: `../../../presentation/ART_ASSET_AND_ANIMATION_CATALOG.md` section 13
## Purpose
Prove that detached battle effects can communicate cause and state without
changing actor sprites, covering faces/order markers, or becoming generic
reward-like particles.
## Source Sheet
Generate one regular `4x4` 2K sheet on pure green `#00FF00`. Each equal cell
contains one centered, isolated, hard-edged Japanese 2D game-effect shape with
generous padding and no actors, objects, text, labels, shadows or scenery.
The first paid source used magenta and produced a model-authored purple/magenta
edge around otherwise useful shapes. Two deterministic extractions are retained
under `rejected/chroma-fringe-01/` and `rejected/chroma-fringe-02/`; increasing
the key tolerance did not remove the baked outline. The correction therefore
changes the source background instead of erasing intended dark contours.
Rows and columns are fixed:
| Row | C1 | C2 | C3 | C4 |
|---|---|---|---|---|
| `THREAT` | forecast | imminent | resolve | cancel |
| `DAMAGE` | light | heavy | critical | repeated |
| `PROTECT` | gain | intercept | absorb | break |
| `TEMPEST_PHASE` | forecast | imminent | resolve | reduced final |
## Shape And Color Rules
- `THREAT`: coral saw-edge contour clocking inward; pointed endpoint, not an
exclamation mark or radial burst.
- `DAMAGE`: charcoal/coral directional ink fracture; never a circular reward
explosion.
- `PROTECT`: cyan/white closed double bracket, intercept branch, absorb plane
or visible break seam.
- `TEMPEST_PHASE`: pale-aqua/gold wind chevrons and a bounded broken ring; no
full-screen aura, loose glitter or body-shaped silhouette.
- Every semantic role has a non-color contour difference.
- Effects use premultiplied-looking clean edges after deterministic chroma
removal and remain readable at `128px` and `256px` exports.
## Processing And Acceptance
- Dry-run precedes the one paid API Mart GPT-Image-2 request.
- Preserve raw sheet, task/cost report and prompt.
- Slice the exact grid deterministically; never connected-component guess the
cell order.
- Verify 16/16 transparent exports, nonempty content, transparent corners,
no neighbor fragments and no visible chroma residue.
- Review the source sheet and all sliced cells at actual size.
- Reject the sheet if a cell crosses boundaries, contains a figure/text/UI,
confuses family semantics, depends only on hue, or retains green-key fringe.
## Task Envelope
```text
ROLE: developer (design/art-pipeline proof only)
TARGET: Aetherbound Guild, Phase 6 detached VFX language proof 05
ACTIVE AUTHORITY: this batch contract + ART_ASSET_AND_ANIMATION_CATALOG.md sections 12-14
BASELINE: 1304d52bef0b0cb0a43635590ad8c18e888ffa04 == origin/main
WORKTREE: owned untracked phase6_vfx_language_05 batch and build_asset_contact_sheet.py only
FROZEN: runtime, engine integration, final/bulk content, audio, packaging, signing and release
EVIDENCE FLOOR: source/processed only; prior purple-fringe extractions rejected
RESOURCE STATE: no owned Godot, Xcode, signing, upload or provider process
NEXT ACTION: generate and verify one green-key correction source sheet
```
These are `source`/`processed` VFX masters only. Animation timing, event
binding, interruption cleanup, reduced-flash behavior, engine integration,
human review, device and release remain open.
## Accepted Source
- Prompt: `prompts/02_vfx_semantic_grid_green.txt`
- Raw source: `outputs/02_vfx_semantic_grid_green.png`
- Provider task: `task_01KZSFNTZ9PC5NTKKC3452X578`
- Recorded cost: USD `0.014` / `0.14` credits
- Final processor: `tools/process_green_grid_assets.py`
- Exports: `16` semantic states at `128px` and `256px`, `32/32` verified
- Review surfaces: transparent contact sheet plus four isolated battle-scale
placements at `1024x576`
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# VFX Source And Processing Record
Date: 2026-08-12
Provider/model: API Mart / GPT-Image-2
Accepted task: `task_01KZSFNTZ9PC5NTKKC3452X578`
Cost: USD `0.014` / `0.14` credits
## Source History
Source 01 on magenta produced useful semantics but a baked purple outline. Two
extractions are retained as `chroma-fringe-01` and `chroma-fringe-02`; neither
is accepted. Source 02 changed only the removable background and explicitly
forbade green inside the effect vocabulary.
Source 02 passed raw-sheet review: one regular 4x4 grid, all sixteen subjects
inside their cells, no text, actor, object, UI, scenery or cross-cell content.
The four rows remain THREAT, DAMAGE, PROTECT and TEMPEST_PHASE in contract order.
## Generation
The credential wrapper passed without exposing a secret. The request ran first
as a dry-run and then once with the workspace-authorized execution flags:
```text
python3 ~/.agents/skills/image-gen/scripts/generate_image.py
--prompt-file prompts/02_vfx_semantic_grid_green.txt
--ref ../phase6_ui_direction_01/outputs/05_battle_ui_japanese_scale.png
--output outputs/02_vfx_semantic_grid_green.png
--size 1:1 --resolution 2k --report <report>
--execute --confirm-paid-generation
```
The complete safe command parameters are also preserved in the dry-run and
execution JSON reports. No credential, base64 payload or provider response URL
is stored in Git.
## Deterministic Processing
The generic scalar-tolerance processor left green edge samples. Those attempts
are retained as `green-spill-01` and `green-spill-02`. A premultiplied-alpha
processor removed keyed pixels before density resize; its first output exposed
low-alpha green resampling noise and is retained as `green-spill-03`. The final
processor adds the same explicit green-dominance removal after resize.
```text
python3 tools/process_green_grid_assets.py <source-02>
--rows 4 --cols 4 --names <contract-order names>
--output-dir <assets> --inset 0.94
python3 tools/verify_transparent_assets.py
--input-dir <assets> --output <verification.json> --expected-count 32
python3 tools/build_asset_contact_sheet.py
--input-dir <assets> --pattern '*@2x.png' --cols 4 --output <contact.png>
python3 tools/build_vfx_play_size_preview.py
--background <accepted battle opening> --assets <assets> --output <preview.png>
```
Final verification reports `32/32`: exact density dimensions, nonempty alpha,
four transparent corners and zero strongly green-dominant visible pixels.
Visual inspection remains authoritative for semantic identity, crop, crossing,
edge quality and play-size composition.
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# Phase 6 VFX Language Proof 05 Visual Review
Date: 2026-08-12
Evidence state: `source`, `processed`, `agent_visual_reviewed`
Human state: `OPEN`
## Verdict
The bounded VFX pipeline passes for these four global semantic families. The
green-key correction removes the magenta/purple outline seen in source 01, and
the accepted transparent masters retain clean charcoal/coral, cyan/white and
pale-aqua/gold edges on both light and dark checker cells.
## Semantic Read
| Family | Shape progression | Review |
|---|---|---|
| THREAT | open clocking saw -> tighter arrow -> closed resolve -> broken cancel | Distinct from damage and reward; direction reads without text. |
| DAMAGE | short wedge -> heavy split -> long critical split -> three repeated ticks | Intensity and repetition change geometry, not color alone. |
| PROTECT | closed gain -> routed intercept -> square absorb -> central break seam | The recipient/routing consequence is explicit in silhouette. |
| TEMPEST_PHASE | open two-chevron forecast -> four-chevron imminent -> closed resolve -> held asymmetric final | Same identity is retained while active density and terminal closure differ. |
The contact sheet contains no figures, objects, text, UI fragments, neighboring
cell debris, crop or visible keyed-background residue. Forecast and reduced
final remain intentionally related; their future animation manifests must keep
motion density and held-terminal timing separate so the static kinship does not
become runtime ambiguity.
## Battle-Scale Review
Four one-effect previews use the already accepted `2048x1152` crowded battle
opening and are reviewed at `1024x576` per panel. THREAT and PROTECT remain
readable as ground-contact markers, DAMAGE reads in the contested gap, and the
TEMPEST phase mark remains attached above the boss. None covers a face, order
marker, HUD value or the acting line. Each preview contains one high-salience
effect, so it does not bypass the two-per-side limit.
## Honest Limits
This proof covers `16` of the catalog's `70` global semantic state masters. It
does not prove animation timing, cause-to-event binding, interruption cleanup,
reduced-flash/motion/low-power variants, mixed-outcome density, engine import,
runtime blend modes, mobile performance, touch, audio, human comprehension,
device behavior or release readiness. Those gates remain open and bulk VFX
production remains frozen.
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Create ONE REGULAR 4x4 GRID with SIXTEEN EQUAL square cells and invisible fixed boundaries. This is a production source sheet for detached 2D battle VFX elements, not a UI icon board and not a screenshot.
Use the attached Aetherbound battle reference only for Japanese 2D thin-line/cel-paint style, semantic palette and restrained effect density. Do not copy its people, creatures, interface, symbols, scenery or text.
Use a perfectly flat pure magenta #FF00FF background across the ENTIRE canvas and every cell. Center one complete isolated effect in every cell with at least 18% empty padding. Effects MUST NOT touch or cross cell boundaries. No visible grid lines, boxes, labels, letters, numbers or pseudo-text.
ROW 1 — THREAT, danger coral plus charcoal, saw-edge time contour with pointed endpoint:
R1C1 forecast: open saw-edge bracket beginning to clock inward.
R1C2 imminent: tighter saw-edge bracket with one strong direction notch.
R1C3 resolve: contour closes at one explicit inward endpoint, not an explosion.
R1C4 cancel: saw-edge contour folds backward and breaks before the endpoint.
ROW 2 — DAMAGE, charcoal and danger coral directional ink fracture, never a radial reward burst:
R2C1 light: one short angled ink break with a small contact wedge.
R2C2 heavy: thicker directional fracture with two offset broken planes.
R2C3 critical: long decisive diagonal fracture with a sharp split endpoint, no star.
R2C4 repeated: three compact parallel contact ticks sharing one direction.
ROW 3 — PROTECT, aether cyan, paper white and restrained focus cobalt, closed geometry:
R3C1 gain: complete closed double bracket with a stable base notch.
R3C2 intercept: one incoming line branches into the closed bracket while the original endpoint remains hollow.
R3C3 absorb: square stop plane inside a double bracket with one consumed charge notch.
R3C4 break: the same closed bracket separated by one visible central seam, fragments still attached to the contour.
ROW 4 — TEMPEST PHASE, pale aqua and repair gold bounded wind geometry:
R4C1 forecast: two inward wind chevrons around an open broken ring.
R4C2 imminent: four tighter swept chevrons clocking toward the ring.
R4C3 resolve: bounded wind ring closes into one sharp swept-back phase endpoint.
R4C4 reduced final: a still asymmetric broken ring and two held chevrons, no particles.
Shared rules: crisp game-effect silhouettes, restrained cel shading, hard readable edges, no blur, glow haze, lens flare, bloom, gradients into the background, loose sparkles, dust, smoke cloud, floor shadow, cast shadow, weapon, item, person, face, hand, character, monster, environment, scenery, UI panel, badge, button, card, text, logo or watermark. Do not use magenta or magenta-adjacent pink inside an effect. Output only the 4x4 source sheet.
@@ -0,0 +1,33 @@
Create ONE REGULAR 4x4 GRID with SIXTEEN EQUAL square cells and invisible fixed boundaries. This is a production source sheet for detached 2D battle VFX elements, not a UI icon board and not a screenshot.
Use the attached Aetherbound battle reference only for Japanese 2D thin-line/cel-paint style, semantic palette, line weight and restrained effect density. Do not copy its people, creatures, interface, symbols, scenery or text.
CRITICAL EXTRACTION RULE: use a perfectly flat, uniform, single-color pure green #00FF00 background across the ENTIRE canvas and every cell, including beneath and around every effect. No green halo, rim light, outline, reflected color, gradient, shadow or texture. Do not use green, lime, chartreuse, olive, yellow-green, teal-green or #00FF00-adjacent colors anywhere inside an effect. Every effect must end in a crisp charcoal, coral, cyan, paper-white, cobalt, pale-aqua or repair-gold edge against the green background.
Center one complete isolated effect in every cell with at least 18% empty padding. Effects MUST NOT touch or cross cell boundaries. No visible grid lines, boxes, labels, letters, numbers or pseudo-text.
ROW 1 - THREAT, danger coral plus charcoal, saw-edge time contour with pointed endpoint:
R1C1 forecast: open saw-edge bracket beginning to clock inward.
R1C2 imminent: tighter saw-edge bracket with one strong direction notch.
R1C3 resolve: contour closes at one explicit inward endpoint, not an explosion.
R1C4 cancel: saw-edge contour folds backward and breaks before the endpoint.
ROW 2 - DAMAGE, charcoal and danger coral directional ink fracture, never a radial reward burst:
R2C1 light: one short angled ink break with a small contact wedge.
R2C2 heavy: thicker directional fracture with two offset broken planes.
R2C3 critical: long decisive diagonal fracture with a sharp split endpoint, no star.
R2C4 repeated: three compact parallel contact ticks sharing one direction.
ROW 3 - PROTECT, aether cyan, paper white and restrained focus cobalt, closed geometry:
R3C1 gain: complete closed double bracket with a stable base notch.
R3C2 intercept: one incoming line branches into the closed bracket while the original endpoint remains hollow.
R3C3 absorb: square stop plane inside a double bracket with one consumed charge notch.
R3C4 break: the same closed bracket separated by one visible central seam, fragments still attached to the contour.
ROW 4 - TEMPEST PHASE, pale aqua and repair gold bounded wind geometry:
R4C1 forecast: two inward wind chevrons around an open broken ring.
R4C2 imminent: four tighter swept chevrons clocking toward the ring.
R4C3 resolve: bounded wind ring closes into one sharp swept-back phase endpoint.
R4C4 reduced final: a still asymmetric broken ring and two held chevrons, no particles.
Shared rules: crisp game-effect silhouettes, restrained cel shading, hard readable edges, consistent thin charcoal outline, no purple or magenta outline, no blur, glow haze, lens flare, bloom, background-colored antialias fringe, gradients into the background, loose sparkles, dust, smoke cloud, floor shadow, cast shadow, weapon, item, person, face, hand, character, monster, environment, scenery, UI panel, badge, button, card, text, logo or watermark. Output only the 4x4 source sheet.
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# Rejected Extraction 02: Baked Chroma Fringe
The second deterministic extraction raised the magenta-key tolerance from 46
to 100. All 32 density exports passed dimensions, nonempty alpha and transparent
corner checks, but visual inspection still found a thin purple/magenta contour
around all four semantic families.
That contour is present inside the generated source treatment rather than only
in the flat background. Raising the tolerance further would erase intentional
dark line work without proving a clean edge. This extraction is append-only
rejected history and must not be used as an accepted VFX master.
Correction: regenerate the same fixed 4x4 semantics on pure green `#00FF00`,
forbid green inside every effect, then rerun deterministic slicing and play-size
inspection.
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