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星环圣刃:熔岩魔王决战

Star Ring Sacred Blade: Lava Demon King Showdown

Create an original dark-fantasy sci-fi cinematic battle, exactly 20 seconds, 16:9, 720p. Use the supplied reference image to lock the single hero’s appearance: an armored celestial mech with deep navy and teal plating, copper accents, a glowing magenta core gem, long curved teal blade-cape, and drif

星环圣刃:熔岩魔王决战 — AI video creation
星环圣刃:熔岩魔王决战

提示词 / Prompt

中文提示词

创作一段完全20秒、16:9、720p的原创黑暗奇幻科幻电影式战斗。使用提供的参考图锁定唯一主角外观:深海军蓝与青绿色装甲、铜色细节、发光洋红核心宝石、长而弯曲的青色刃翼披带,以及装甲下方漂浮的星空面板。保持其轮廓、装甲结构、色彩、面甲、洋红核心和天体材质身份,不得 redesign 或出现重复主角。敌人是一名由龟裂黑曜石与熔融岩浆构成、长有巨角并挥舞巨大燃烧巨剑的恶魔战争领主。场景位于风暴黑云下的破碎火山遗迹,包含发光熔岩裂缝、余烬、灰烬、残破石拱和浓重空气颗粒。动作连续不断,没有停顿或静止姿势:0-2秒,紫罗兰裂隙撕开云层,机甲拖着星尘下降,以低姿滑行落地,险险避开恶魔的劈剑。2-5秒,机甲在冲刺中拔出两把水晶匕首,接住恶魔上挑的巨剑,沿剑刃滑行,迸发火花、熔岩飞溅与冲击波,配合快速推近和镜头震动。5-8秒,恶魔连续投掷火球;机甲以侧移、低位翻滚、空中扭转和后空翻连贯闪避,并在移动中用紫白匕首反击恶魔四肢。8-11秒,恶魔挥剑横扫一周;机甲跃上燃烧剑刃,在剑上奔跑后起跳,将双匕首刺入肩甲,随即穿过烟雾翻身撤离。11-14秒,机甲持续上升,拳甲与目镜充满神圣星光;两把匕首迅速复制成三十把以上完全相同的发光刀刃,在身后形成巨大环形光环。14-18秒,机甲徒手俯冲,刀刃光环以交错螺旋连续发射,用非血腥的白紫能量冲击贯穿并钉住恶魔,熔岩火星四散。18-20秒,机甲一拳击中恶魔胸口核心,最后刀刃同时汇聚;巨大的神圣白紫爆炸将冲击波与黑曜石碎片推向镜头,以非血腥能量解体击败恶魔,画面充满耀斑后硬切黑屏。采用动态近距离跟拍、上升环绕、始终清晰回到主角的甩镜,仅在碰撞时快速推近,加入运动模糊、变形宽银幕光晕、物理划痕金属、光线追踪反射、体积光,以及青绿、洋红、圣白和橙色火焰的高对比色彩。保持原创电影设计,不得引用现有系列。若生成音效,仅使用电影式效果:裂隙雷鸣、刀刃嗡鸣、金属碰撞、火球、碎屑、升空、能量蓄力、刀刃齐射、爆炸,随后黑屏静默。负面要求:文字、水印、界面、静止镜头、停顿、定格、拖沓空白、模糊、低细节、肢体变形、主角设计改变、重复主角、血腥。

English prompt

Create an original dark-fantasy sci-fi cinematic battle, exactly 20 seconds, 16:9, 720p. Use the supplied reference image to lock the single hero’s appearance: an armored celestial mech with deep navy and teal plating, copper accents, a glowing magenta core gem, long curved teal blade-cape, and drifting starfield panels beneath the armor. Preserve its silhouette, armor arrangement, colors, faceplate, magenta core, and celestial material identity; no redesigns or duplicate heroes. The enemy is a colossal horned demon warlord made of cracked obsidian and molten magma, wielding an enormous burning greatsword. Set the fight in shattered volcanic ruins beneath storm-black clouds, with lava cracks, embers, ash, broken arches, and dense atmospheric particles. Continuous action with no pauses or static poses: 0-2s, a violet rift tears open the clouds as the mech descends trailing stardust, lands in a low slide, and narrowly avoids the demon’s sword strike. 2-5s, the mech draws twin crystalline daggers while sprinting, catches an upward sword swing, and slides along the blade through sparks, molten spray, shockwaves, crash zoom, and camera shake. 5-8s, the demon launches fireballs; the mech chains sidesteps, a low roll, aerial twist, and backflip directly into violet-white dagger counters against the demon’s limbs. 8-11s, the demon makes a circular sword sweep; the mech vaults onto the burning blade, runs along it, leaps, stabs both daggers into the shoulder armor, then flips away through smoke. 11-14s, the mech rockets upward as its gauntlets and visor fill with holy starlight; the two daggers multiply into more than thirty identical glowing blades forming a huge radiant circular halo behind it. 14-18s, the mech dives bare-fisted while the halo fires continuously in staggered spirals, pinning the demon with non-graphic white-violet energy impacts as molten sparks scatter. 18-20s, the mech punches the demon’s chest core while the final blades converge; a massive sacred white-violet detonation sends shockwaves and obsidian fragments toward camera, disintegrating the demon non-graphically, ending in a full-screen flare and hard cut to black. Dynamic close tracking, rising orbit, whip pans that resolve clearly, fast crash zooms only on impacts, motion blur, anamorphic flares, physically based scratched metal, ray-traced reflections, volumetric light, and high-contrast teal, magenta, holy white, and orange fire. Original cinematic design, no existing franchise references. Audio, if generated: cinematic effects only—rift thunder, blade hums, clashes, fireballs, debris, ascent, energy charge, blade barrage, explosion, then silence. Negative: text, watermark, UI, static camera, pauses, frozen poses, slow dead time, blurry output, low detail, deformed limbs, changing hero design, duplicate heroes, gore.

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