feat(art): seal purple batch -- flag color C63D22 -> 7C3AA8 (hue 267, ban-band safe); code 8-way split (seal items -> purple, attack/warn reds -> danger family, boss border -> boss purple) + docs 5 files + sample script sync + ledger 185
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@@ -496,7 +496,7 @@ func _play_cross_zone_fx(row: Dictionary) -> void:
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if to_v != null:
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var crit := bool(row.get("crit", false))
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settlement_fx.play_projectile(from_v, to_v, "⚔",
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UiKit.GOLD if crit else UiKit.FLAG_RED, crit)
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UiKit.GOLD if crit else UiKit.RED_MINE, crit)
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"heal":
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if String(row.get("target", "")) != "hero" and String(row.get("target", "")) != "":
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return
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@@ -8,8 +8,8 @@ extends Control
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const COL_GOLD := UiKit.GOLD
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const COL_BOSS := UiKit.BOSS_PURPLE # 紫赤 #8F2F6A
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const COL_FLAG := UiKit.FLAG_RED # 旗朱
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const CONFETTI_COLS := [UiKit.GOLD, UiKit.FLAG_RED, UiKit.HERO_BLUE, UiKit.WARM]
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const COL_FLAG := UiKit.SEAL_PURPLE # 封印紫(旗化暴击弹道——旗朱退役 2026-09-26)
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const CONFETTI_COLS := [UiKit.GOLD, UiKit.SEAL_PURPLE, UiKit.HERO_BLUE, UiKit.WARM]
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var _banner: Label
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@@ -33,7 +33,7 @@ const COL_BRICK := UiKit.BRICK # 未开——掩尘完整地砖
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const COL_FLOOR := UiKit.FLOOR # 已开——裸土 #B39A78(碎裂裸露地面)
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const COL_DIGIT := UiKit.INK # 数字——墨族 #33261B(对格底 ≥4.5:1 硬指标)
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const COL_HERO := UiKit.HERO_BLUE # 小人边框——小人蓝 #2E6E8E
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const COL_FLAG := UiKit.FLAG_RED # 旗朱 #C63D22
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const COL_FLAG := UiKit.SEAL_PURPLE # 封印紫 #7C3AA8(旗朱退役——2026-09-26 用户拍板)
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const COL_GOLD := UiKit.GOLD # 奖励金 #F0A828
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const COL_PATH := UiKit.HERO_BLUE # 路径预览点迹——小人蓝细线
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const COL_CONTACT := UiKit.CONTACT_GLOW # 接触带微光基色(蓝族浅一档·近白蓝——§3.2 v2.8;旧绿相退役 2026-09-26)
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@@ -565,7 +565,7 @@ func _apply_hover_visuals(c: Vector2i) -> void:
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_set_cursor_shape(c, CURSOR_DIG)
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elif flag:
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u.hl_visible = true
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u.hl_color = COL_FLAG # 已承诺旗标记(旗朱;无交互可供——拔旗已退役)
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u.hl_color = COL_FLAG # 已承诺封印标记(封印紫;无交互可供——拔旗已退役)
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_set_cursor_shape(c, Input.CURSOR_FORBIDDEN)
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else:
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u.hl_visible = true
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@@ -19,7 +19,7 @@ const COL_ROOM_CURRENT := UiKit.GOLD # 当前——奖励金
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const COL_ROOM_FUTURE := UiKit.DARK_UPCOMING # 未达——暗
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const COL_PASSAGE := UiKit.STONE # 通道——石灰
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const COL_PASSAGE_LIT := UiKit.GOLD_LIT # 候选通道——亮金
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const COL_BOSS_BORDER := UiKit.FLAG_RED # Boss 边框——旗朱
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const COL_BOSS_BORDER := UiKit.BOSS_PURPLE # Boss 边框——紫赤(色相独占本色;旗朱退役 2026-09-26)
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const NODE_LABELS := {"battle": "战", "reward": "赏", "rest": "疗", "boss": "王", "shop": "商"} # 商 = GP+商店房实施批 2026-09-21
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var _runner = null
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@@ -51,7 +51,7 @@ func _init() -> void:
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_btn_box.add_theme_constant_override("separation", 6)
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box.add_child(_btn_box)
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abandon_btn = UiKit.button("🏳 放弃冒险(同失败结算——已获大奖励保留)")
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abandon_btn.add_theme_color_override("font_color", UiKit.FLAG_RED)
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abandon_btn.add_theme_color_override("font_color", UiKit.RED_MINE) # 破坏性动作红(危险红族)
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abandon_btn.pressed.connect(_emit_abandon)
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abandon_btn.visible = false
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box.add_child(abandon_btn)
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@@ -168,7 +168,7 @@ func set_pending(ptype: String, pid: String) -> void:
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queue_redraw()
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return
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var glyph := "⚔" # 攻击系(damage)
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var col: Color = UiKit.FLAG_RED
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var col: Color = UiKit.RED_MINE # 攻击预告红(危险红族——旗朱退役 2026-09-26,预告语义归封印紫独占)
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if ptype == "buff":
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glyph = "✦" # 增益系
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col = UiKit.HERO_BLUE
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@@ -9,7 +9,7 @@ extends Control
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const LIFE_SEC := 2.5
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const MAX_SLOTS := 3
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const COL_INFO := UiKit.INK
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const COL_WARN := UiKit.FLAG_RED # 旗朱族——拒绝/作废
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const COL_WARN := UiKit.RED_MINE # 危险红族——拒绝/作废(旗朱退役 2026-09-26)
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const COL_GOLD := UiKit.GOLD_DEEP # 奖励金族——提示/达成(深金档)
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var _slot_box: VBoxContainer
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@@ -23,7 +23,9 @@ const GOLD_DEEP := Color8(176, 122, 20) # 深金(金框描边/达意金
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const GOLD_LIT := Color8(230, 190, 90) # 亮金(候选高亮)
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const GOLD_DIM := Color8(140, 116, 60) # 暗金(已过节点)
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const FLAG_RED := Color8(198, 61, 34) # 旗朱
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const SEAL_PURPLE := Color8(124, 58, 168) # 封印紫 #7C3AA8——封印(插旗)宣告色,色相 ≈267°(2026-09-26
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# 用户拍板旗朱→封印紫;避开 300°-345° 禁入带,与魔法微光 256°/
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# 妨害紫 281° 各留 12-14° 间距;候选值样张批冻结;旗朱 #C63D22 退役)
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const RED_DEEP := Color8(150, 60, 48) # 深朱(敌卡框/敌像)
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const RED_MINE := Color8(150, 44, 36) # 引爆雷字朱(已开雷格"雷"字)
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const RED_FORBID := Color8(120, 60, 50) # 禁止框朱
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