SuperAPI AI Directory

cyber-terminal-schematic

Design & creation

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Updated 10-15 21:40

About this skill

Cyber Terminal Schematic

Compile a concept intoaprompt that can be handed directly to an image model, with the style locked to "technical schematic poster": one native terminal graphic family as the main visual, wrapped in a HUD instrument frame assembled from presets (corner data panels, legend, ruler, system status line).

Core principles:Style locked, the graphic is the content. This style is not about adding a tech filter; it is about drawing the article's logical structure itself as an instrument diagram—flows drawn as topology, rankings as bars, changes as lines, composition as stacking. The clearer the structure, the better the graphic looks.

Style is the constant, the graphic is not.What is locked is the carrier(black background, single green, monospace, glow, scanlines),what is free is what gets drawn(graphic family, HUD configuration, label language). Changing the graphic does not break the style; changing the carrier does.

Two output modes

Cover Inline
Goal Hit the eye on the first screen, clickable Explain the structure of one paragraph clearly
Aspect ratio (locked) 5:2 landscape 16:9
Main title Giant rendering into the frame Very few small labels, or none
Graphic complexity Complete main structure + named nodes/entries Single concept graphic, simpler structure
HUD Same preset within the article Same preset within the article (not downgraded for individual images)

Single register

Pure black background + single neon green phosphor + monospace type, cyber terminal / system monitoring HUD feel. The whole set has only this one color scheme, no alternatives.

The blue-background white-line engineering drawing has been split into an independent skill:engineering-blueprint-sheet. That side isprinted paper(line-weight grading, dimension annotations, title block, paper texture and creases), this side isa glowing screen(uniform-width lines, glow, scanlines). The elements of the two sides are not borrowed from each other—no creases on the terminal, no glow on the blueprint. If the user wants a blueprint, switch over there; do not adjust colors here.

Screen texture intensity

The place where this style most easily fails is producing a clean vector flowchart—clean, correct, flavorless. The texture layer is not an optional filter, it isa mandatory segment, existing independently of the content: the content is flat line art, the texture is the screen carrying it.

Three levels, choose one level at a time,unified across the whole article(the cover and all inline images must be at the same level, otherwise a side-by-side look makes it fake):

Level What it is for What is added
CRT-01 CLEAN High-information-density inline images, extra-long-title covers Horizontal scanlines + glow bloom + corner darkening
CRT-02 STANDARD (default) Cover and most illustrations Previous level + fluorescent vertical grain + screen curvature + edge defocus + glass fog + row-by-row brightness fluctuation
CRT-03 DEGRADED Only for covers/single large images; speaks of old, legacy, glitch, archive Previous level + horizontal refresh bright band + rightward smear + burn-in ghosting + snow noise + aged glass

The user did not specify CRT-02.

One iron rule:Texture sits on top of content, never eats content—scanlines press over titles and node labels, but in thumbnail state all text is still legible.

Image family (eight families, one image uses only one family)

The main visual is not only topology diagrams. This terminal screen can natively draw the following eight families, and each family violates none of the iron rules—they share the same line-art syntax (equal stroke width, thin strokes, glowing points), only the geometry differs. Complete geometry descriptions and the pitfalls of each family are in references/compile-contract.md。

Family Corresponding paragraph logic
TOPOLOGY node topology(default signature) Process, division of labor, dependency, cycle, triage
BAR RANK bar ranking Sorting, proportion, who has more or less, before-and-after comparison
TIME SERIES time-series line Trend, growth, fluctuation, inflection point
MATRIX GRID matrix grid Two-dimensional classification, coverage, density, presence or absence
STACK hierarchical stacking Upstream and downstream, abstraction layers, tech stack, composition
TIMELINE timeline Stages, milestones, evolution sequence
BIG METRIC giant metric A single number hits you in the face, paired with a small trend line
SPLIT COMPARE left-right comparison A vs B, old method vs new method, wrong vs right

Three hard rules:

  1. One image, one family, never mix families. Cramming topology + bars into the same image is guaranteed to be messy; if you need two families, produce two images.
  2. The table is a common solution, not the complete set. Structures outside the table can be invented, but they must satisfy: one main structure, geometry explainable in one sentence, and the structure not blurry in thumbnail state. If any of the three is missing, fall back to the nearest family.
  3. Families with built-in axes do not overlay edge rulers(see the HUD presets in the next section).

HUD presets (choose once at the start, lock within the piece)

HUD is not a fixed set. Choose a preset at the start,the cover and all illustrations in the same piece use the same one, and you can change freely across pieces—this way there is a series within a piece, and pieces will not all look the same across ten pieces.

Preset Elements What it is for
HUD-FULL Corner panels + legend + edge ruler + status line + corner markers Process/engineering subject matter, topology-family covers
HUD-LEAN (default) Corner panels + status line + corner markers Most situations; when information density is high or the title is very long
HUD-EDGE Corner markers only + one edge ruler Families with built-in coordinate axes, to avoid double scales

Double scales are the easiest grime to appear after expansion: BAR RANK / TIME SERIES / MATRIX GRID / TIMELINE — these four families of diagrams come with their own axes and scales; layer HUD-FULL's edge rulers on top and you get two sets of unreadable rulers around the frame. These four families default to HUD-EDGE or HUD-LEAN.

Custom combinations are also allowed, but lock the same set for the whole piece.

Label language (Chinese allowed, controlled)

Text in the diagram is split into two layers, with different rules:

  • HUD layer is all Latin: panels, legends, status lines, corner marks are all short Latin fields (PROJECT / TYPE / SYS READY / [ok]). Mixing Chinese and English in the same component looks dirty; this layer allows no exceptions.
  • Diagram layer may use Chinese: node labels, item names, axis labels, row labels may use short Chinese,2-6 characters, bold black, max 8 per diagram. More than 8 means the diagram should be split into two.

Chinese labels must be listed one by one in the TEXT section and required to render verbatim, otherwise the model will invent fake characters. Still forbidden: long Chinese sentences, Chinese paragraphs, Chinese written into HUD components.

Read

  • Compilation prompt: read references/compile-contract.md(disambiguation iron rules + locked core + eight families of diagram geometry + HUD presets + fixed skeleton + the original text of the three texture tiers). The English paragraphs for the three SCREEN TEXTURE tiers are there; copy the whole passage, do not rewrite it yourself.
  • For finished-piece reference or to batch-produce a whole piece: read references/examples.md(decided finished prompts for cover + series illustrations).

Input

Infer from user input; no form-filling required:

  1. Mode: cover (5:2) or illustration (16:9). When doing a whole piece, produce the cover first, then the illustration series.
  2. Diagram family: choose one of the eight families based on the paragraph's logic; if unsure, ask what relationship this paragraph is actually about — don't default to topology.
  3. HUD preset: HUD-FULL / HUD-LEAN (default) / HUD-EDGE. One set all the way through the whole piece.
  4. Texture intensity: CRT-01 / CRT-02 (default) / CRT-03. If the user says "older", "glitchy", "retro", go up to CRT-03; if they say "cleaner", "too dirty", drop back to CRT-01.
  5. Main title: copy the user's original text verbatim, no translation, no polishing; Chinese main titles are recommended at 2-8 characters, with at most one line of small subtitle. Only the cover renders the large title.
  6. Diagram content: translate the paragraph's logic into the concrete geometry of the chosen family (what the nodes/items/axes/layers each are), plus the Chinese labels that should appear.

Workflow

  1. Determine mode: cover locks 5:2, illustration locks 16:9. What the user wants is a diagram, not a screen; switch to engineering-blueprint-sheet。
  2. Choose diagram family: one main structure per diagram, corresponding to the paragraph's core logic. Abstract concepts must land on concrete geometry (division of labor → topology diamond; who has more or less → bar ranking; how it changed over these two years → time-series line; old method vs new method → left-right comparison). Structures outside the table are self-made according to the meta-rules.
  3. Set HUD preset + texture tier: default HUD-LEAN + CRT-02; both run as one set all the way through the whole piece. Families with their own axes fall back to HUD-EDGE.
  4. Set labels: first set the Chinese labels (≤8, 2-6 characters), then add the Latin HUD fields. Write each Chinese label into the TEXT section and require verbatim.
  5. Lock the signature device: The entire cover + all illustrations share the same HUD preset + the same texture layer. Only the central graphic and title change; the frame and texture stay identical word for word—this is the key to making the whole piece a series. When delivering the finished images, also feed in an already-produced baseline image as a reference alongside it; this is more reliable than relying on text alone. Anchor every subsequent image back to that baseline image; do not keep editing from the previous round's output.
  6. Compile the prompt: Output the finished piece according to the fixed skeleton of compile-contract.md , with no placeholders, no menus, and zero Chinese in the body text (except for the titles and labels to be rendered into the image); copy the SCREEN TEXTURE paragraph verbatim without rewriting it.
  7. Output: mode + graphic family + HUD preset + texture tier + one complete prompt + (optional) one sentence on the rationale for the choice. Omit the explanation when the user only wants the prompt.

Quality Gates

  • The graphic is the main visual; the HUD is the supporting player; do not let panels and logs steal the show from the central graphic.
  • One image has only one graphic family, no mixing families; the HUD preset and texture tier are unified across the whole piece and can be changed across pieces.
  • Families that come with their own axes (bar / time series / matrix / timeline) do not get HUD edge rulers stacked on them—two sets of scales in the same frame means a ruined image.
  • The iron rule of a single hue: only one kind of green; the appearance of a second color means drift.CRT texture is not an exception—RGB subpixel triads, chromatic aberration separation, and rainbow edges are all forbidden; the old screen here is a monochrome phosphor screen.
  • Paper elements are not allowed: creases, water stains, paper grain, pinholes, line-weight hierarchy, dimension arrows, title block tables—those belong to engineering-blueprint-sheet; their appearance means contamination. Hereschematic line artis all the same thickness; this is the grammar of the screen;this rule only governs lines, not text; titles should be bold when they should be bold, and AVOID should be written as varying stroke weights inside the linework。
  • The texture layer must be included, and must be its own separate paragraph; writing only one line about scanline in LOCKED will be ignored by the model, and the result will still be a clean vector image.
  • Texture does not eat text: in thumbnail state, the main title and all node labels are still clear. Scanlines chewing up strokes, or glow smearing the title into a blob of light, both count as ruined images.
  • The graphic relationships must be readable, and the structure must not blur in thumbnail state: topology must clearly show entry/branch/merge/exit/loopback, bars must clearly show which is longer and which is shorter, line charts must clearly show the trend direction, and stacks must clearly show the top-to-bottom order.
  • Render the main title exactly, put it in quotes and add render verbatim, no extra words or characters; for Chinese titles use the user's original text, and do not produce fake Chinese characters.
  • All Chinese text uses bold black type; do not write monospace(that does not work for Chinese)—this rule applies equally to the main title and Chinese labels.
  • Chinese labels are controlled: they appear only in the graphic layer (nodes/items/axes/rows), 2-6 characters, no more than 8 in the whole image, each listed in the TEXT section and required to be verbatim. No Chinese appears in HUD components.
  • Do not generate large blocks of text that look like real readable code; status lines and fields are short labels, not real code.Clock times are allowed([10:14:23] like HH:MM:SS; the log feel depends entirely on this),dates are not allowed(years, YYYY-MM-DD, and month names are all forbidden)—the two are not the same thing, so do not ban them together.
  • The cover is always 5:2, and illustrations are always 16:9, unless the user explicitly changes the aspect ratio. Legal resolutions: 5:2 → 2560×1024,16:9 → 2560×1440. The image contains small text, so set quality to high.
  • This skill only produces prompts and does not fabricate generated image results.