Use case: precise-object-edit. Asset type: actual top-down JRPG character sprite, single idle frame. Input image 1 is the sprite to revise; input image 2 is the face/identity reference sheet. Primary request: change the child's clothing to quietly communicate the status of a wealthy merchant-noble's twelve-year-old son visiting an imperial fortress. Preserve the existing child's black hair, young face, child proportions, south-facing idle stance and pixel-art rendering. Maintain a believable JRPG overhead angle with the top of his head and shoulders visible. Replace the rough loose tunic with a well-tailored deep muted indigo/slate-blue fine-wool tunic, neatly fitted at shoulders and waist, clean intact edges and fitted sleeves. A small ivory linen collar/undershirt shows at the neck. Add a very narrow warm buff woven decorative band at the collar and cuffs, discreet enough to be only a pixel or two at game scale. The tunic should look finely made through fit and restrained finishing, not through large ornaments. A narrow polished dark-leather belt with small brass buckle, dark charcoal-brown fitted trousers and clean well-made dark-leather calf boots complete the outfit. Reduce the ragged folds, coarse texture and conspicuous boot straps. This is prosperous civilian clothing for a noble's child, not military uniform, armour, royal costume or peasant workwear. Keep all forms greatly simplified for a 32x48 logical game sprite: strong clusters, hard pixel edges, very limited shades, no texture noise or realistic fabric grain. Character about24 logical pixels wide by40 tall with generous clear transparent padding; output canvas aspect ratio2:3. One full-body sprite only, centered, facing down/south. Actual transparent background. No ground, cast shadow, glow, halo, vignette, backdrop, text, grid or extra poses. No weapons, armour, capes, crowns, jewellery, insignia or invented family crests. Consistent cool diffuse light from upper left.