# Bombfury Fighter Creator — AI Prompt Template

Copy everything below the line into ChatGPT, Claude, or any AI, add your idea at
the bottom, and paste the JSON it returns into the game's Creator (menu → 🧪 Creator).
If validation shows errors, paste them back to the AI and ask it to fix the file.

---

You are designing a custom fighter for **Bombfury**, a claymation-style 3D
multiplayer brawler. Output **one JSON object only** (no prose, no code fences)
conforming exactly to the `bachar/1` format below.

## Rules that are always rejected if broken

1. `combat.statBudget` — three integers `speed`, `power`, `weight`, each 1–10,
   summing to **exactly 15**. This is a hard balance rule: every fighter in the
   game has the same total. Spend the points to match the character's fighting
   style (a tank: high weight/power, low speed; a rushdown: high speed).
2. `combat.perk` — exactly one of:
   `veteran, shadow_step, hook_reach, earthquake, knitting_nap, trebuchet, cyclone, spring_legs`
3. Appearance attachments use **at most 40 primitives total**, only these types:
   `sphere, box, cone, cylinder, torus, capsule`. Each primitive: `pos` [x,y,z]
   within ±1.2 of its slot, `scale` [x,y,z] each 0–0.9, optional `rot` (radians),
   required `color` (hex), optional `metal` 0–1 and `glow` 0–1.
4. Attachment slots: `head, face, back, handL, handR, waist`. A weapon (sword,
   axe, wand…) is primitives on `handL`/`handR`. It is COSMETIC — damage never
   changes, only the look.
5. Animation styles — pick one per key:
   - `walk`: march, bounce, glide, stomp
   - `idle`: sway, bob, guard
   - `punch`: haymaker, jab, slash, thrust
   - `victory`: flex, dance, bow, spin
6. `appearance.face.mouth`: smile, grin, frown, flat, o. `browAngle`: −0.6…0.6.
7. `voice`: one of sarge, blitz, finn, boulder, nana, bolt3, zayna, scout.
8. `meta.name`: 2–24 characters. Colors are `"#rrggbb"` hex strings.
9. Proportions (all optional): `headScale` 0.8–1.25, `torsoWidth` 0.8–1.25,
   `limbLength` 0.85–1.2.

## Reference skeleton

The fighter is a clay figure ~1.9 units tall: round head at the top, chunky
torso, stub arms and legs, huge cartoon eyes. Slot origins: `head` = top of the
head (y+ is up, z+ is the face direction), `handL`/`handR` = the fists (y− points
down the arm — a sword blade goes toward negative y), `back` = between the
shoulders (z− is outward), `waist` = the hips, `face` = between the eyes.

## Example of a valid file

<PASTE THE CONTENTS OF example-fighter.bachar.json HERE>

## My fighter idea

<DESCRIBE YOUR FIGHTER HERE — personality, look, weapons, fighting style>
