{
  "tool": "built-in image_gen",
  "skill": "generate2dsprite",
  "prompts": {
    "jet": "Use the image just shown (the old rubber fist sheet) as the style and subject reference, but replace its tiny weak fist with a bold arcade fighting-game projectile. This is a SEPARATE Luffy rubber-fist VFX layer, no full character. Detailed crisp PIXEL ART, warm golden skin, deep ochre shadows, sharply visible curled fingers/knuckles, dark burgundy outline. A large clenched fist flying RIGHT, short thick rubber wrist trailing LEFT, wrapped in energetic cream-white and golden-orange speed ribbons with a few saturated red highlights. The actual fist must be at least half the visible effect width, readable and heavy, not swallowed by flames. Four continuous flying loop frames in EXACTLY TWO COLUMNS x TWO ROWS. Keep fist size, center and orientation consistent; animate the speed ribbons in four clearly different phases, not four identical copies. No arms detached into extra fists. One fist per cel, one asset family. Entire effect within central 70% of every equal square invisible cell, magenta margin on all sides, nothing crosses a cell edge. Flat opaque solid MAGENTA #FF00FF background, no gradient, no transparency, no shadows, no ground, no text, no guides. Avoid smooth airbrush and blur. This will be shown large in a fast top-down Luffy arena game.",
    "burst": "Create a spectacular but readable arcade punch-impact PIXEL ART sprite animation for Luffy's rubber attacks. EXACTLY EIGHT cels in FOUR COLUMNS x TWO ROWS, read row-major as ONE continuous burst. White-hot ivory contact core, thick golden yellow spikes, saturated vermilion-orange shards, dark crimson accent edges, small contrasting electric turquoise shockwave rim; crisp square pixel clusters, no blurry bloom, no smoke hiding the hit. Sequence: 1 compact bright diamond, 2 small sharp cross, 3 explosive six-point burst, 4 BIGGEST star and broken turquoise ring, 5 ring expands and star breaks into shards, 6 separate tapering shards fly outward, 7 few tiny gold/turquoise specks, 8 two final dim red embers. Same center, changing radius naturally, no duplicate phases. Central 70% safe area of each equal invisible cell, ALL shards fully contained with generous magenta margins. Solid opaque #FF00FF background everywhere else, no gradients in background, no transparency/checkerboard, no text or borders. No character, fist, weapon, ground disc. This separate VFX will be rendered 150-250px wide above a sand arena; give it rich defined edges so it reads against light sand.",
    "surge": "A pixel art Luffy high-speed Rocket surge trail as a separate animated VFX asset, without any character or body parts. EXACTLY SIX frames in THREE COLUMNS x TWO ROWS, ONE continuous burst facing RIGHT. An open-ended forward-thrust cone of sharp ivory wind ribbons, electric turquoise inner accents and gold-red leading-edge sparks; main thrust point on the right, turbulent ribbon wake extending left. Keep the right tip at the same coordinate inside each cell. Frames1 short charge curl,2 forming wind cone,3 wide powerful jet,4 longer split ribbons,5 broken ribbon wake,6 sparse disappearing streaks. Stylish colorful arcade fighting game effect with crisp square pixel clusters and clear silhouettes, no blurry glow or smooth gradients. Every complete cel fits within central70% invisible square cell width/height, margins on every side, no cropping. All background opaque solid MAGENTA #FF00FF, no checkerboard, no labels, no grid, no text, no shadow or floor. Do not create a fireball; the center is mostly open to layer behind a running character."
  }
}
