feat(art): seal purple alignment batch -- prompt cards (hero positive purple flag + negatives purple-word removed + monster style-ref exclusions) + registry/HUD-framework/interaction-patterns/migration-plan/checklist leftovers aligned; 06 acceptance entry reformatted to list; ledger 186
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@@ -31,7 +31,7 @@
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| 原则三「一砖一世界」 | 变体优先换色板不加新资产;危险状态必须**形状+颜色双通道**(色弱灰度可辨) |
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| 类型预读双通道(§4.6.3) | 未开格 = 角嵌纹样(墨族单色,形状主通道)+ **类型常显微光**(五组色带 §4.2:芥末黄/黄绿/青/紫罗兰/绯红,均候选值,避 300°–345° 禁入带,样张批冻结);不呈现极性、不泄雷安 |
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| 剪影哲学(§5.1) | **所有角色自带轮廓通道:亮色描边+落影底盘**,识别不依赖背景;四类原型见各条目 |
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| 语义色规则(§4.2) | 红只说危险(旗朱 `#C63D22` / 危险红 `#A8321F`)、金只说收益(`#F0A828`)、蓝只说己方(`#2E86DE`)、**紫赤 `#8F2F6A` 为 Boss 独占,HSV 色相 300°–345° 全场禁入带**(微光群伤组绯红为类型先验色带域,例外见 §4.2) |
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| 语义色规则(§4.2) | 红只说危险(危险红 `#A8321F` 单档——旗朱已退役归封印紫 `#7C3AA8`,2026-09-26 封印紫批)、金只说收益(`#F0A828`)、蓝只说己方(`#2E86DE`)、**紫赤 `#8F2F6A` 为 Boss 独占,HSV 色相 300°–345° 全场禁入带**(微光群伤组绯红为类型先验色带域,例外见 §4.2) |
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| UI 形状语法(§7.1,§3.3 存方向指导) | 半拟物:面板=石板圆角矩形(与地砖同圆角率),按钮=可按的砖,仪式确认=圆形蜡封;数据区直角细线无纹理 |
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**参考图**:`design/art/references/` 三款×2 张(Into the Breach / Moonlighter / Peglin,与圣经点名池一一对应;gungeon 已退场〔2026-09-22 裁决〕;正面取/弃与反面条款已成文 art-bible §9,反面图证待素材生成后另批增补)。
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@@ -43,7 +43,7 @@
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### 1.1 格子样张(砖面形态定稿闸)⚙
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- **要什么**:一张按 art-bible §1.4 参数画成的格子风格试验图。**内容清单与验收四项以 art-bible §1.4 为唯一定义处**(含类型微光呈现组),本条只登记生产视角差异:图类型色板变体组至少两套、样张含至少一处砖缘/岛缘厚度与一格装饰立牌示例(§3.2 呈现基准)。
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- **风格/规格**:色板 token 直接取 §4.1(掩尘 `#C9AF83`、裸土 `#B39A78`、数字墨三档、旗朱、危险红、奖励金、小人蓝、数字色牌)。
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- **风格/规格**:色板 token 直接取 §4.1(掩尘 `#C9AF83`、裸土 `#B39A78`、数字墨三档、封印紫、危险红、奖励金、小人蓝、数字色牌)。
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- **验收**:art-bible §1.4 四项按序判定(数字可读性 WCAG ≥4.5:1 硬指标 → 格态三形与微光互辨灰度可辨 → 焦点预算 → 图类型换皮抽测)。**通过 = 砖面形态与色板冻结**。
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- **来源**:⚙ 脚本管线自产——样张是验收闸本身,必须按圣经参数画,无复用意义。
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- **现状**:验收标准已成文,**测试未跑**。
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@@ -149,7 +149,7 @@
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| 受击反馈 / 死亡表现 / 顺位标记 | 敌人系统登记的资产需求**下限三类** | 死亡=血条归零后**灰化+碎裂退场,禁止瞬间消失**;顺位标记需在敌多时可读 | ⚙/✦ 挂自产精灵——死亡灰化碎裂是语义硬规则,不可整包复用;烟尘碎屑粒子可 ♻ 改色 |
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| 特殊技动画终稿 | 并入 §2.3 三档意图动画,不另起体系 | 攻/防两型旧口径由三档替代 | ✦/⚙ 自产(同 §2.3) |
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| 连锁坍塌显形演出 | 连锁展开触发时的连锁演出 | 与音频方向同批配对登记;「坍塌显形」=连锁展开的玩家可见名 | ♻ 粒子/碎块改色 + ⚙ 坍塌结构自产 |
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| 封印特效(插旗动作) | 插旗的呈现名 = **封印**(2026-09-25 术语批,art-bible §3.2):**施印瞬间特效 + 印记常显形态**两件 | 印记旗面走封印紫 `#7C3AA8`(旗朱退役 2026-09-26 封印紫批);特效走运动+色相、明度恒定(§2);现行占位 = 旗朱「旗」字形;印记常显形态可与 §3.3 旗面像素化合并出 | ✦/⚙ 自产(精灵+粒子,烟尘光点可 ♻ 改色) |
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| 封印特效(插旗动作) | 插旗的呈现名 = **封印**(2026-09-25 术语批,art-bible §3.2):**施印瞬间特效 + 印记常显形态**两件 | 印记旗面走封印紫 `#7C3AA8`(旗朱退役 2026-09-26 封印紫批);特效走运动+色相、明度恒定(§2);现行占位 = 封印紫「旗」字形;印记常显形态可与 §3.3 旗面像素化合并出 | ✦/⚙ 自产(精灵+粒子,烟尘光点可 ♻ 改色) |
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| 弹道/退场等动画密度 | 战斗表现输入清单,方案未定 | 样张锁动画方案后启动 | ♻ 通用弹道/光点/消散粒子改色为主 |
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---
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@@ -32,20 +32,20 @@
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## 2. 主角战斗小人(三态,P1)
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形象锚 = 站姿样张先例经 2026-09-23 特征批+配装修订改定:**蓝兜帽(取下披肩,露棕色短发)、暖米白上衣+深棕工装裤(弃全蓝)、额前护目镜、半指手套+卷裤脚皮护膝、圆头挖掘铲(待机插地扶柄)、结构式冒险背包(1.5× 体宽)一侧插大于头的旗朱旗、腰挂提灯**(不点亮;规格见 [character-design.md](character-design.md) §5.4)。三态必须延续同一形象——**同一 seed 起步,只换动作短语(其余元素三态恒在)**。兜帽小人蓝 `#2E86DE`;上衣暖米白 `#EFE3C8`;长裤深棕 `#6B4A2E`(均候选,样张批冻结);眼用数字墨 `#33261B`;肤色白皙;皮革木色族 `#8A5A34`;背包帆布暖卡其+皮革翻盖扣带;提灯小号铜色;旗面旗朱 `#C63D22`(语义件非服饰红,负向 `red clothes` 不拦截正向 `red flag`)。
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形象锚 = 站姿样张先例经 2026-09-23 特征批+配装修订改定:**蓝兜帽(取下披肩,露棕色短发)、暖米白上衣+深棕工装裤(弃全蓝)、额前护目镜、半指手套+卷裤脚皮护膝、圆头挖掘铲(待机插地扶柄)、结构式冒险背包(1.5× 体宽)一侧插大于头的封印紫旗、腰挂提灯**(不点亮;规格见 [character-design.md](character-design.md) §5.4)。三态必须延续同一形象——**同一 seed 起步,只换动作短语(其余元素三态恒在)**。兜帽小人蓝 `#2E86DE`;上衣暖米白 `#EFE3C8`;长裤深棕 `#6B4A2E`(均候选,样张批冻结);眼用数字墨 `#33261B`;肤色白皙;皮革木色族 `#8A5A34`;背包帆布暖卡其+皮革翻盖扣带;提灯小号铜色;旗面封印紫 `#7C3AA8`(语义件非服饰色——旗朱退役 2026-09-26 封印紫批;主角负向已去 purple/magenta 词,旗面由正向承载)。
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### 2.1 待机态
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- **正向提示词(整段可贴)**:
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```
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, round-bladed digging shovel planted upright in the ground beside him, one hand resting on the top of the shovel handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, calm confident standing pose, symmetrical narrow upright silhouette, plain flat light grey background
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, round-bladed digging shovel planted upright in the ground beside him, one hand resting on the top of the shovel handle, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright purple pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, calm confident standing pose, symmetrical narrow upright silhouette, plain flat light grey background
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```
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- **负向提示词(整段可贴)**:
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```
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realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, purple, magenta
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realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor
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```
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- **规格**:剪影窄、直立、对称、轮廓凹凸 ≤2(§5.1 小人原型;背旗为唯一破例件,记账 +1,旗面恒定画右);主角是全作唯一蓝色角色。
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@@ -55,13 +55,13 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
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- **正向提示词(整段可贴)**:
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```
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel gripped in both hands, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, dynamic shovel swing, lunging forward, shovel swung diagonally, hood fabric flapping, determined expression, plain flat light grey background
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel gripped in both hands, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright purple pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, dynamic shovel swing, lunging forward, shovel swung diagonally, hood fabric flapping, determined expression, plain flat light grey background
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```
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- **负向提示词(整段可贴)**:
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```
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realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, purple, magenta, slash effect, energy trail, projectile
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realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, slash effect, energy trail, projectile
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```
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- **规格**:允许破对称,但整体仍窄、不超格宽;**铲击光效/弹道不进精灵图**(归战斗演出批另立资产,已入负向)。
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@@ -71,13 +71,13 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
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- **正向提示词(整段可贴)**:
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```
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright purple pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background
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```
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- **负向提示词(整段可贴)**:
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```
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realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, purple, magenta, red flash, damage numbers
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realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood, scary, creepy, text, letters, numbers, watermark, signature, logo, frame, border, ui, gradient background, scenery, dungeon background, multiple characters, crowd, black outline, heavy dark outline, back view, side view, isometric, blurry, jpeg artifacts, smooth lines, anti-aliasing, gradient shading, painterly, glossy, high detail, vector illustration, red clothes, gold armor, red flash, damage numbers
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```
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- **规格**:无血红、无伤害数字(伤害数字归 HUD 层,不进精灵图)。
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@@ -12,7 +12,7 @@
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4. **生成敌种时也贴主角图当风格锚**(跨角色风格一致的主要手段,2026-09-26 补)——每个敌种对话都:①贴主角现役图(游戏内素材,如 `game/assets/art/character/character_hero_portrait.png` 或棋盘小人帧,挑最大最干净的;只有小图先 NEAREST 放大 4× 再贴,防平台把小图当低质图脑补平滑细节);②贴对应敌种段;③**段尾必须再接下面这句风格锚定句**(不贴图时省略):
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```
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Style reference: the attached image is the game's hero sprite. Match only its pixel-art rendering style — same pixel density, flat shading, thin bright cream outline and warm limited palette. It is a style reference only: do not copy its clothing, gear or props (hood, backpack, red flag, shovel, lantern, goggles) onto this monster, and do not use its blue color for the monster's body.
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Style reference: the attached image is the game's hero sprite. Match only its pixel-art rendering style — same pixel density, flat shading, thin bright cream outline and warm limited palette. It is a style reference only: do not copy its clothing, gear or props (hood, backpack, purple flag, shovel, lantern, goggles) onto this monster, and do not use its blue color for the monster's body.
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```
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锚定句两个禁抄面都有依据:装备/姿势不抄(模型对贴图默认"编辑/续画"倾向,不写禁抄句常把背包旗铲搬给怪物);主角蓝不入敌身(art-bible §4.2/§5.4 蓝族禁入敌方主色——风格学轮廓与上色手法,不学用色)。
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@@ -32,7 +32,7 @@
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## 1. 主角受击态(先贴现役小人图当基准,再发本段)
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```
|
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Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright red pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, damage numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, side view or isometric angle; no purple or magenta anywhere; no red clothing (the bright red pennant flag is allowed) and no gold armor; no red flash effect.
|
||||
Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas, chunky square pixels clearly visible, strict pixel grid alignment, hard edges, no anti-aliasing, no gradients, flat colors only, limited 16-color palette, retro 16-bit handheld game sprite, aseprite style, full body, front view, centered, single character, bright cheerful fantasy, all ages, warm colors, chibi 2.5-heads-tall proportion, thin bright cream body outline, soft oval drop shadow under feet, flat shading, clean readable silhouette, small hooded adventurer, vivid azure blue hooded tunic and pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, small adventurer with azure blue hood taken off and draped over his shoulders, short brown hair, goggles resting on his forehead, warm cream tunic, dark brown work pants, brown leather belt, straps and boots, brown fingerless gloves, leather knee pads with trouser legs rolled up above them, fair skin, simple round-bladed digging shovel lowered in one hand, structured tan canvas adventurer backpack with leather flap and buckle straps, slightly wider than his body and sticking out a little on both sides, large bright purple pennant flag bigger than his head on a short wooden pole planted at one side of the backpack, partially hidden behind his head, small unlit copper lantern hanging from his belt, recoiling backward, arms raised guarding face, eyes squeezed shut, wincing, clothes flared by impact, plain flat light grey background. Keep it strictly flat retro pixel art and do not add any of the following: realistic, photorealistic or 3D rendering; dark, grim or horror mood, gore or blood; painterly brushwork, smooth anti-aliased lines, gradient shading, glossy or heavily detailed rendering; black or heavy dark outlines; blur or jpeg artifacts; any text, letters, numbers, damage numbers, watermark, signature or logo; any frame, border or UI elements; any scenery or dungeon background (plain flat light grey background only); multiple characters or crowds; back view, side view or isometric angle; no purple or magenta anywhere except the bright purple pennant flag; no red clothing and no gold armor; no red flash effect.
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
+10
-2
@@ -403,11 +403,19 @@
|
||||
|
||||
#### 战斗画面表现收口(循环 2 输入清单,2026-09-26 登记)
|
||||
|
||||
**现状**:2026-09-26 用户令「需要做的都记录进待办」后盘点登记(能修的已修完:数字色牌/墙轮廓/血量数字/小人脚浮/字形错位/入场演出均已落籍,台账 176-181)。剩余待办七项——①**界面环境与框材组 8 件**(规格与渠道已登记 [art-assets-checklist §4.1](../art/art-assets-checklist.md):B 区背景横幅 640×126@2×/D 区台座/C 区面板框/按钮三态组/血条框/底座/AP 点/九宫格底;♻ 件待用户审阅 ui-reuse 候选包挑批后接线,✦ 背景横幅待样张 v2 冻结视觉语言后生图);②**战斗一屏样张 v2 重出**(v1 已否,不及格原因待用户提供;重 roll 预算剩 2 轮;过=v2 冻结为换皮输入);③**高墙感挑档落码**(研究件 `production/mockups/高墙感研究-2026-09-26.png` 四变体,推荐 D 投影档,待用户挑档后改常量实装);④**CJK 字体随包**(候选 Fusion Pixel OFL/Kenney Fonts CC0 待用户挑定,ADR-0003 硬性前置——现靠系统字体回退,换机风险);⑤**演出密度**(死亡碎裂序列帧/胜利碎砖纹章/失败坐砖掸灰/意图与结算动画终稿——需样张 v2 冻结动画方案);⑥**本关强化列表数据接线**(本清单既有 C 区预留区条目承载,不重登);⑦**draw calls 270→<200**(归 Alpha 验收批,真机测量后优化)。敌人立绘素材=用户外部生成中(八敌种槽位已接线,素材入库即自动显示),不入本条。
|
||||
**现状**:2026-09-26 用户令「需要做的都记录进待办」后盘点登记;能修的已修完(数字色牌/墙轮廓/血量数字/小人脚浮/字形错位/入场演出,台账 176-181),剩余七项——
|
||||
|
||||
**归属**:①②③⑤=循环 2 计划书(样张 v2 冻结后另立);④=表现批(可先行);⑦=Alpha 验收批
|
||||
- **界面环境与框材组 8 件**:规格与渠道已登记 art-assets-checklist §4.1;♻ 件待用户审阅 ui-reuse 候选包挑批后接线,✦ 背景横幅待样张 v2 冻结后生图
|
||||
- **战斗一屏样张 v2 重出**:v1 已否,不及格原因待用户提供;重 roll 预算剩 2 轮;过=v2 冻结为换皮输入
|
||||
- **高墙感挑档落码**:研究件 production/mockups/高墙感研究-2026-09-26.png 四变体,推荐 D 投影档,待挑档后改常量实装
|
||||
- **CJK 字体随包**:候选 Fusion Pixel OFL / Kenney Fonts CC0 待挑定(ADR-0003 硬性前置,现靠系统回退)
|
||||
- **演出密度**:死亡碎裂序列帧/胜利碎砖纹章/失败坐砖掸灰/意图与结算动画终稿——需样张 v2 冻结动画方案
|
||||
- **本关强化列表数据接线**:本清单既有 C 区预留区条目承载,不重登
|
||||
- **draw calls 270→<200**:归 Alpha 验收批,真机测量后优化
|
||||
|
||||
敌人立绘素材=用户外部生成中(八敌种槽位已接线,素材入库即自动显示),不入本条。棋盘数字呈现优化(色牌临时档)另见本清单同日条目。
|
||||
|
||||
**归属**:循环 2 计划书(样张 v2 冻结后另立)
|
||||
#### 棋盘数字呈现优化(色牌=临时档,2026-09-26 登记)
|
||||
|
||||
**现状**:2026-09-26 用户实机反馈——现行数字呈现(米白色牌+墨字,呈现修复批落码)**太丑,只作临时档**,「现在够用」;终稿数字呈现方案待设计(候选方向:色牌形制/字号字体/去牌化直写+描边/与瓦片一体的雕刻数字等),归样张 v2 冻结视觉语言后的表现批一并定。**备忘性质**:防止临时档被当成终稿遗忘。
|
||||
|
||||
@@ -169,7 +169,7 @@ HUD框架站在玩家与全部玩法系统之间:挖掘期它是输入的翻
|
||||
| [排雷玩法](../排雷循环/排雷玩法.md) | 已开 / 未开格态一眼可辨;悬停预承诺与可挖域常驻指示;移动路径预览即合法性指示;每次拒绝可感知且棋盘面细因可区分;停手被改判可感知 |
|
||||
| [行动经济](../排雷循环/行动经济.md) | 行动点与储备常显;储备清零反馈;棋盘面与资源面拒绝可区分;刷新入口与代价可读 |
|
||||
| [战斗结算](../战斗循环/战斗结算.md) | 未生效类明细行(奖励未生效)的呈现;高光行强调 |
|
||||
| [关卡节点地图](../冒险循环/关卡节点地图.md) | 节点链进度呈现(关卡画面选路覆盖层节点态承载:暗金已过、金当前、候选下一跳通道亮金、Boss 旗朱描边);选路覆盖层只读呈现(零自动推进停点语义) |
|
||||
| [关卡节点地图](../冒险循环/关卡节点地图.md) | 节点链进度呈现(关卡画面选路覆盖层节点态承载:暗金已过、金当前、候选下一跳通道亮金、Boss 紫赤描边(旗朱→紫赤 2026-09-26 封印紫批));选路覆盖层只读呈现(零自动推进停点语义) |
|
||||
| [敌人系统](../战斗循环/敌人系统.md) | 意图线索映射成文且全局恒定;单位顺位与血条可读;敌方共享层数各卡同值 |
|
||||
| [增益状态](../战斗循环/增益状态.md) | 状态栏常显;无状态时整排槽隐藏;有利 / 有害极性呈现不看数值符号 |
|
||||
| [地图战斗资源](../战斗循环/地图战斗资源.md) | 已开格的奖励身份常读 |
|
||||
|
||||
@@ -255,7 +255,7 @@ entities:
|
||||
真视窄域护栏: 替代推理的道具效果(雷位真视)目标域 ≤3×3、全图级仅限恢复推理原料类(显影/预读)——信息层级护栏,防"扫雷退化为路径优化"(魔法道具 Core Rule 3 首次定义,schema 校验强制)
|
||||
渗透率: aux 道具期望件数占奖励池的份额——E[N_aux/板] = |U|×Σw_aux/W_total(魔法道具 F1 首次定义;供给面天然限流,P1 护栏的量化形态)
|
||||
行动: 轮次内挖掘期的原子决策单位——同一事件的三个视角:玩家决策层叫行动、进 排雷玩法 的数据形态叫意图(单意图帧整批提交)、行动经济 计价类别叫动作(action_kind 统一价目);有价行动(挖/插旗;拔旗随插旗不可逆批 2026-09-19 退役)1 AP/次、受每轮 AP 预算约束(现行表值 8),移动/停手免费不计 AP(game-concept 术语层级 2026-09-14 收录)
|
||||
封印: 插旗动作的玩家可见呈现名(2026-09-25 用户拍板)——玩家对未开格插旗,即对该格(巢穴)实施「封印」,旗 = 封印印记;机制键与规则(flag_place/flag_rules/标中旗三向效果)全不变,纯呈现层命名;封印特效(施印瞬间 + 印记常显形态)待表现批,现行程序化占位 = 旗朱「旗」字形(art-bible §3.2 封印条首次定义)
|
||||
封印: 插旗动作的玩家可见呈现名(2026-09-25 用户拍板)——玩家对未开格插旗,即对该格(巢穴)实施「封印」,旗 = 封印印记;机制键与规则(flag_place/flag_rules/标中旗三向效果)全不变,纯呈现层命名;封印特效(施印瞬间 + 印记常显形态)待表现批,现行程序化占位 = 封印紫「旗」字形(旗朱 #C63D22 → 封印紫 #7C3AA8,2026-09-26 用户拍板;art-bible §3.2 封印条首次定义)
|
||||
节点: 关卡节点地图上的一个格——关卡内移动的步进单位;层名定稿(2026-09-14 用户裁决:节点 胜 遭遇——成员中立 + 关卡节点地图 注册名/切片 node_* 接口零改动 + 遭遇既有语义 = 战斗不挪用);类型分类学与图形态已展开定稿(2026-09-17 关卡节点地图 v1.0:四类封闭枚举 {battle, reward, rest, boss} + 分支节点图〔连线只朝前进方向、唯一入口、Boss 恒唯一终点、无回头路〕;节点编号 = 关卡内唯一定位地址,数据键 node_depth 沿用;2026-09-20 GP+商店房批扩五类 +shop 商店房——每关恰 1、Boss 前一位必经位,兑付 = 商店覆盖层开闭,见商店房词条)
|
||||
商店房: 关卡节点图第五类节点——每关恰 1、关底 Boss 前一位必经位(哈迪斯式"决战前最后一个补给点",必经位由冒烟断言承载、图合法性六检零新增);兑付 = 打开商店覆盖层,用金币(GP)购买三属性 flat 档商品(无刷新无三选一、全陈列),购买即时生效、离开后确认回选路,不携带战斗行(关卡节点地图 首次定义,2026-09-20 GP+商店房批)
|
||||
金币(GP): 冒险内一次性的属性提升货币——战斗掉落(掷定 + 关级加值 + 战斗内缓冲,完成一次战斗后统一到账)与格面金币袋(低概率惊喜获取)进钱包、商店房消费、冒险结束清零;不入存档、不入冒险摘要;玩家侧显示名「金币」,与跨局持久的钥石记账完全分离、永不互兑(冒险结构 首次定义,2026-09-20 GP+商店房批)
|
||||
|
||||
@@ -57,10 +57,10 @@ MVP 未使用标准控件(不入库):toggle / dropdown / input field / tab
|
||||
|
||||
**Specification**:
|
||||
- 触发:`ActionOutcome{accepted=false, reject_reason, sub_reason}` **返回值驱动**(拒绝无事件外发——排雷玩法发射面封闭,实现层不得等待拒绝信号)
|
||||
- 反馈映射:board_face → 目标格旗朱 `#C63D22` 边框闪 + toast 具体原因(sub_reason→文案映射表:not_adjacent/target_revealed/target_concealed/flag_present/flag_absent/no_path/out_of_catalog);resource_face → 对应资源数字脉冲(AP/RAP)+「AP 不足 · 剩 0 点」式文案;phase → toast(结算中/非挖掘期)
|
||||
- 反馈映射:board_face → 目标格危险红 `#A8321F` 边框闪(拒绝语义红族——旗朱退役 2026-09-26 封印紫批) + toast 具体原因(sub_reason→文案映射表:not_adjacent/target_revealed/target_concealed/flag_present/flag_absent/no_path/out_of_catalog);resource_face → 对应资源数字脉冲(AP/RAP)+「AP 不足 · 剩 0 点」式文案;phase → toast(结算中/非挖掘期)
|
||||
- 即时性:拒绝当帧呈现;toast 自动消退 2.5s
|
||||
- **voided 区分**:作废 ≠ 拒绝(零效果零扣费零事件)——须独立文案如「本轮已清图,停手未执行 · 剩余 AP 已作废」,至少 stop 作废可感知
|
||||
- Accessibility:旗朱边框闪为形状+运动通道;文案常驻
|
||||
- Accessibility:危险红边框闪为形状+运动通道;文案常驻
|
||||
|
||||
**When to Use**: 任何意图提交被拒绝时(唯一拒绝呈现通道)
|
||||
**When NOT to Use**: 成功反馈(走动作本身的直接视觉反馈通道);voided 语义场景(作废文案独立)
|
||||
|
||||
@@ -31,7 +31,7 @@ BattleScreen(Control 栅格;目标形态 = B/C/D 三区——进度条退场
|
||||
|
||||
**A 区代码命运(2026-09-23 追问裁定):退役,不迁移。关卡画面不重新实现。**
|
||||
|
||||
- **关卡画面 = RouteOverlay 升级**:现役选路覆盖层已是整幅节点图 + 全套节点态语义(暗金已过/金当前/暗未达/亮金候选通道/旗朱 Boss 边,与压缩条同一组 UiKit token)+ 候选按钮 + 放弃入口。停点前移批只改开合时机(关卡开始即开、战后返回即开)与流程接线(选路确认不再经兑付停点绕行),渲染本体零重写。
|
||||
- **关卡画面 = RouteOverlay 升级**:现役选路覆盖层已是整幅节点图 + 全套节点态语义(暗金已过/金当前/暗未达/亮金候选通道/紫赤 Boss 边(旗朱→紫赤 2026-09-26 封印紫批),与压缩条同一组 UiKit token)+ 候选按钮 + 放弃入口。停点前移批只改开合时机(关卡开始即开、战后返回即开)与流程接线(选路确认不再经兑付停点绕行),渲染本体零重写。
|
||||
- **LevelStripView 不迁移的理由**:它唯一的存在理由 = 战斗屏上看不到整图时的 28px 压缩常显替代面。地图页上压缩条冗余(整图即进度),战斗屏又已裁定零进度显示——迁过去没有消费者。其语义无独有资产(色板/节点态与 RouteOverlay 同族),单链退化渲染(全链横条)被整图布局天然取代。
|
||||
- **唯一继承面 = 逻辑层数据面**:runner 只读出口(`nodes()` / `visited_ids()` / 节点编号空间 / `next_candidates()`)零改动——压缩条与整图本来就消费同一份数据,这正是"退役不迁移"成立的根据。
|
||||
|
||||
|
||||
@@ -483,4 +483,5 @@
|
||||
|
||||
181. **错位修复+入场演出批(2026-09-26,本会话——用户令「能修的直接修」;worktree entrance-fix-20260926)**:①**B 区字形双重偏移 bug 修复**(T3 引入的实机缺陷——截图取证敌人立绘区空白真因:draw_set_transform 原点已置 center,draw_string 又传 center 相对量=双重偏移画到盒外;探针只查属性不查像素故十一断言全绿仍漏)——字形/意图徽标两处改传变换后局部坐标,**截图复验**:▂占位字形与 ⚔ 意图徽标落回立绘盒正确位置。②**入场演出补实装**(battle.md Transitions 规约有代码无的欠账)——install 淡入 200ms 全板 modulate+R0 格按离板心距离逐格延迟显形涟漪;减动效减半;弃图换图重入先杀旧 tween;纯视觉 alpha 零输入影响。**验证**——editor --quit 0 error+冒烟 557/0+四探针绿+MC 12 局 sha256=de8225b3 逐位一致+static_scan exit0+截图复验两处。
|
||||
182. **界面微调批(2026-09-26,本会话——用户实机五反馈之③④⑤落码+②登记+①答疑;worktree ui-tweak-20260926)**:①**状态图标槽底不透明**(反馈④「icon 不清晰」)——compact 槽底半透明 0.18 黑叠米色面板吃掉白图标对比→SLOT_BACKDROP 深墨棕 #342C24 实底(ui_kit 新常量)。②**悬停金框减淡**(反馈⑤「黄色微光框太明显」)——CellUnit 绘制时 alpha 0.55(hl_color 属性与探针断言面不动)。③**C 区布局充实**(反馈③「底部空太多」)——区段间距 6→14/数据行 14→16px 装直角细线数据框(battle.md C 区行规格落形)/道具槽 40→48px/标题字级放大。④**数字呈现优化登记 06**(反馈②「太丑只能临时」)——色牌=临时档备忘,终稿方案归样张 v2 后表现批,可读性硬指标不放松。⑤**危险红答疑**(反馈①)——旗朱 #C63D22=预告档(插旗宣告),危险红 #A8321F=兑现档(挖开是雷的巢穴呈现),游戏内雷字用 RED_MINE #963C30 同族——§4.1/§4.2 双红体系既有设计非新色。**验证**——editor --quit 0 error+冒烟 557/0+探针(见下)+MC 逐位一致。
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185. **封印紫批(2026-09-26,本会话——用户拍板「插旗朱→封印紫」;worktree seal-purple-20260926)**:①**色值**=SEAL_PURPLE `#7C3AA8`(色相 ≈267°:避开 300°-345° 禁入带、与魔法微光 256°/妨害紫 281° 各留 12-14° 间距——样张批互辨抽测追认;候选值,旗朱 #C63D22 退役)。②**代码八处分流**——ui_kit FLAG_RED 常量退役换 SEAL_PURPLE;board_view COL_FLAG(旗字形+已承诺封印框);board_fx 标中旗弹道+彩纸;**非封印红分流危险红族 RED_MINE**:standee ⚔ 攻击预告/main 伤害弹道/toast 拒绝警告/route 放弃按钮;route Boss 边框=BOSS_PURPLE 紫赤本色(语义更贴)。③**文档五份**——art-bible v2.10(§4.1 封印紫条/§4.2 红单档/§3.2 旗条/§1.4/§4.3 不变槽/变异互辨/§5.4 速览+版本行)、battle.md 四处+修订行、关卡节点地图 Boss 描边(v1.2 历史行留痕)、character-design §5.4 背旗三处(含负向词 red flag→purple flag)、checklist 封印特效行;**comfyui-prompts 生图卡颜色词不在本批**——随样张 v2 重生成(分栏冻结纪律)。④样张脚本 FLAG_RED→SEAL_PURPLE 同步(v2 重制前工具一致)。**验证**——editor --quit 0 error+冒烟 557/0(FLAG_RED 全仓零残留)+探针+MC 逐位一致(见下)。
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185. **封印紫批(2026-09-26,本会话——用户拍板「插旗朱→封印紫」;worktree seal-purple-20260926)**:①**色值**=SEAL_PURPLE `#7C3AA8`(色相 ≈267°:避开 300°-345° 禁入带、与魔法微光 256°/妨害紫 281° 各留 12-14° 间距——样张批互辨抽测追认;候选值,旗朱 #C63D22 退役)。②**代码八处分流**——ui_kit FLAG_RED 常量退役换 SEAL_PURPLE;board_view COL_FLAG(旗字形+已承诺封印框);board_fx 标中旗弹道+彩纸;**非封印红分流危险红族 RED_MINE**:standee ⚔ 攻击预告/main 伤害弹道/toast 拒绝警告/route 放弃按钮;route Boss 边框=BOSS_PURPLE 紫赤本色(语义更贴)。③**文档五份**——art-bible v2.10(§4.1 封印紫条/§4.2 红单档/§3.2 旗条/§1.4/§4.3 不变槽/变异互辨/§5.4 速览+版本行)、battle.md 四处+修订行、关卡节点地图 Boss 描边(v1.2 历史行留痕)、character-design §5.4 背旗三处(含负向词 red flag→purple flag)、checklist 封印特效行;**comfyui-prompts 生图卡颜色词不在本批**——随样张 v2 重生成(分栏冻结纪律)。④样张脚本 FLAG_RED→SEAL_PURPLE 同步(v2 重制前工具一致)。**验证**——editor --quit 0 error+冒烟 557/0(FLAG_RED 全仓零残留)+探针+MC 逐位一致(见下)。
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186. **封印紫对齐批(2026-09-26,本会话——用户令「生图卡改+art-bible 相关全找全改,对齐最新方案」;worktree seal-align-20260926)**:①**生图卡两份连坐修复**——comfyui-prompts:中文锚 旗朱旗→封印紫旗+旗面色值/负向说明改 purple flag;三张主角卡正向 `bright red pennant flag`→`purple pennant flag`;**主角负向去 `purple, magenta` 词**(旗朱时代的 blanket 紫禁词与正向紫旗互斥——负向会把紫旗抹掉,改由正向承载旗面紫、怪物卡负向紫禁词保留不变);八怪物卡 style-ref 道具排除 `red flag`→`purple flag`。remote-gen-prompts:受击态合并卡正向旗色+负向紫词加旗面豁免(`no purple or magenta anywhere except the bright purple pennant flag`)+九处 style-ref 道具排除同步(并行在飞文件,与用户生图会话共用——改后该会话新拷贝的卡即带紫旗)。②**文档五份残端对齐**——registry 封印词条占位措辞/HUD框架 节点态行 Boss 描边/interaction-patterns 拒绝边框闪两处(旗朱 #C63D22→危险红 #A8321F,与 battle.md 拒绝语义一致)/migration-plan 关卡画面行/art-assets-checklist 语义色规则行+样张 token 行+封印占位残端。**历史行留痕纪律**——版本历史/修订记录内旗朱字样不改(v2.1/v1.2/v0.8 等系当时口径)。③**改后状态**——全仓 `旗朱` 仅存于:退役注记(封印紫条/character-design 拍板注记)、版本历史留痕、台账——零现行语义引用。**验证**——editor --quit 0 error+冒烟 557/0+探针+MC 逐位一致+文档三闸(见下)。
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Reference in new issue
Block a user