# Grafiki wersji 0.43 — proporcje i skala jak Mazurashi

Wbudowane Imagegen: edycja trzech atlasów wersji 0.42. Bohater assets/hero-idle-v38.png był wyłącznie wzorcem proporcji i stylu; jego grafiki nie zmieniono. Powiększono głowy i skrócono sylwetki wszystkich 23 strojów NPC, zachowując indywidualne ubrania oraz trzy warianty straży. Wszystkie postacie są normalizowane do wysokości 48 px, tak jak bohater. NPC mają skalę 1 także wtedy, gdy zapis definicji rodziny zawiera dawne pomniejszenie. Portrety rozmów korzystają z tych samych poprawionych grafik.

Źródłowe PNG zachowano bez zmian. Kadrowanie i skalowanie wykonuje importer gry. Kadry zawiera assets/npc-outfits-v43.json; wspólna wysokość i skala są zdefiniowane w npc-appearance.mjs. Wysokość strażnika jest mierzona od hełmu do stóp; wystająca halabarda lub pióropusz nie zmniejszają jego ciała przy normalizacji.

## npc-principals-v43.png

Zapisany plik: [assets/npc-principals-v43.png](assets/npc-principals-v43.png).

Obraz 1 — edytowany atlas: assets/npc-principals-v42.png. Obraz 2 — wzorzec proporcji: assets/hero-idle-v38.png.

Finalny prompt:

```text
Use case: style-transfer. Edit IMAGE 1 only: it is the NPC atlas to correct. IMAGE 2 is the unchanged player-character reference and must NOT be included in the output. Redraw EVERY NPC in IMAGE 1 with the SAME compact sprite proportions as the FRONT-FACING player in IMAGE 2. The user explicitly wants their heads AND their overall size to match the player. CRITICAL: large rounded hair/head or helmet silhouette, head approximately 37–40 percent of the FULL body height, roughly 2.7 heads tall from hair top to boot soles, large readable eyes like the reference, compact torso, short arms and short planted legs, no lanky figures or realistic small heads. The body height and head size must be CONSISTENT across every sprite on the atlas, so all can render to exactly 48 pixels tall like the player. Everyone stands still, both feet close together on the same baseline per row, north-up game view facing south, slight top-down view. Crisp hand-painted pixel clusters and dark outlines matching reference pixel art; not smooth high-resolution portrait painting. Preserve the NPCs' unique identities, clothing designs, colors, professions, age cues and accessories from IMAGE 1; preserve all outfit variants and exact ordering. Keep accessories close to the body so they do not determine an artificially tall or wide bounding box. Transparent alpha background, isolated full-body figures with generous clear gaps and margins, no backdrop, floor, shadow ovals, grid lines, labels or text captions. Do not add any extra character or the blue player reference to the atlas. Output EXACTLY 4 columns by 2 rows, EIGHT NPCs. Preserve row 1: silver-haired burgundy-robed mayor Aldren with gold E chain, scroll and short cane; teal-coated merchant Oren with book; bald bearded blacksmith Borin with apron and hammer; red-haired green-cloaked herbalist Mira with herb basket. Preserve row 2: ginger male innkeeper with tankard and apron; wounded olive-clad scout with bandaged arm; gray-dreadlocked blue-armored guild master Kaelen; white-haired purple-robed alchemist Darian with goggles and potion. Give all eight the same large head-to-body ratio as the reference player, including the bald man and elderly men. Beards must not make the face look tiny. Hammer and cane remain below head height.
```

## npc-residents-v43.png

Zapisany plik: [assets/npc-residents-v43.png](assets/npc-residents-v43.png).

Obraz 1 — edytowany atlas: assets/npc-residents-v42.png. Obraz 2 — wzorzec proporcji: assets/hero-idle-v38.png.

Finalny prompt:

```text
Use case: style-transfer. Edit IMAGE 1 only: it is the NPC atlas to correct. IMAGE 2 is the unchanged player-character reference and must NOT be included in the output. Redraw EVERY NPC in IMAGE 1 with the SAME compact sprite proportions as the FRONT-FACING player in IMAGE 2. The user explicitly wants their heads AND their overall size to match the player. CRITICAL: large rounded hair/head or helmet silhouette, head approximately 37–40 percent of the FULL body height, roughly 2.7 heads tall from hair top to boot soles, large readable eyes like the reference, compact torso, short arms and short planted legs, no lanky figures or realistic small heads. The body height and head size must be CONSISTENT across every sprite on the atlas, so all can render to exactly 48 pixels tall like the player. Everyone stands still, both feet close together on the same baseline per row, north-up game view facing south, slight top-down view. Crisp hand-painted pixel clusters and dark outlines matching reference pixel art; not smooth high-resolution portrait painting. Preserve the NPCs' unique identities, clothing designs, colors, professions, age cues and accessories from IMAGE 1; preserve all outfit variants and exact ordering. Keep accessories close to the body so they do not determine an artificially tall or wide bounding box. Transparent alpha background, isolated full-body figures with generous clear gaps and margins, no backdrop, floor, shadow ovals, grid lines, labels or text captions. Do not add any extra character or the blue player reference to the atlas. Output EXACTLY 4 columns by 3 rows, TWELVE NPCs. Preserve row 1: straw-hat gardener Liora, silver-bun bespectacled librarian Evelyn with books, dark-braid rust-dressed Mara with basket, indigo-robed turbaned travelling trader Tovin with pack. Row 2: chestnut-bob Lyra in green trousers with watering can, blue-capped Finn in mustard tunic, brunette Lena in dusty-blue dress and apron with linen, black-haired Elara in plum gown and cream shawl. Row 3: auburn twin-braided Fia in rose dress with doll, brown-haired Eryk in olive work shirt with rake, black-haired Lio in green tunic and tan shorts, blonde girl with blue ribbon and cornflower dress holding flowers. CRITICAL all twelve get the SAME total sprite height and SAME large head size as the player reference, including children: retain their younger faces and distinctive outfits, but do not draw them as tiny miniature sprites. Straw hat, turban, hair bun and backpack stay compact around a player-sized head; rake top ends at head height.
```

## npc-guards-v43.png

Zapisany plik: [assets/npc-guards-v43.png](assets/npc-guards-v43.png).

Obraz 1 — edytowany atlas: assets/npc-guards-v42.png. Obraz 2 — wzorzec proporcji: assets/hero-idle-v38.png.

Finalny prompt:

```text
Use case: style-transfer. Edit IMAGE 1 only: it is the NPC atlas to correct. IMAGE 2 is the unchanged player-character reference and must NOT be included in the output. Redraw EVERY NPC in IMAGE 1 with the SAME compact sprite proportions as the FRONT-FACING player in IMAGE 2. The user explicitly wants their heads AND their overall size to match the player. CRITICAL: large rounded hair/head or helmet silhouette, head approximately 37–40 percent of the FULL body height, roughly 2.7 heads tall from hair top to boot soles, large readable eyes like the reference, compact torso, short arms and short planted legs, no lanky figures or realistic small heads. The body height and head size must be CONSISTENT across every sprite on the atlas, so all can render to exactly 48 pixels tall like the player. Everyone stands still, both feet close together on the same baseline per row, north-up game view facing south, slight top-down view. Crisp hand-painted pixel clusters and dark outlines matching reference pixel art; not smooth high-resolution portrait painting. Preserve the NPCs' unique identities, clothing designs, colors, professions, age cues and accessories from IMAGE 1; preserve all outfit variants and exact ordering. Keep accessories close to the body so they do not determine an artificially tall or wide bounding box. Transparent alpha background, isolated full-body figures with generous clear gaps and margins, no backdrop, floor, shadow ovals, grid lines, labels or text captions. Do not add any extra character or the blue player reference to the atlas. Output EXACTLY 3 columns by 1 row, THREE guard variants, all the SAME total body height. Preserve left: closed-helmet heavy halberd sentry with kite shield and burgundy E tabard; center: open kettle-helmet moustached watchman with round shield; right: gray-bearded captain with burgundy cloak and short helmet plume. CRITICAL all three helmets and faces must have the same LARGE head silhouette and compact body proportions as the player's head in IMAGE 2, not tall realistic knight bodies. Shorten limbs and torso, enlarge helmets. E emblems remain clear. The halberd tip and captain's short plume end at the common head-top baseline so all three sprites have equal visible body height, boots aligned. Preserve three distinct uniform silhouettes, no extra civilians or player.
```

