iter16ui T4a:N4a裸色全量收ui_kit(T0普查实数25处/10文件原值搬运——任务书N4a记5处系漏记)+N4c类型色五族TG_*立项(四族实机值+第五族TG_AOE #E25676 demo补族)+tg_band()同源分族判定(Q4甲三选一/货架同判;aoe/blast归AOE=reward.tres现成spark_aoe/clear_blast消费面;max_hp归回复族)+商店货架固定默认带改分族;探针白名单清零=呈现层裸Color8=0;轻闸冒烟782/0+三探针绿
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@@ -44,6 +44,44 @@ const HERO_BLUE_DEEP := Color8(30, 90, 150) # 小人蓝同族深档(意图
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const BOSS_PURPLE := Color8(143, 47, 106) # 紫赤(Boss 专属)
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const DEBUFF_PURPLE := Color8(122, 66, 148) # 妨害紫(意图 ☠)
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# ── 类型色五族(UI 设计对齐批 N4c 2026-10-06——值 = demo --tg-* 冻结抄录〔任务书 §2.2 抄录表〕;
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# 前四族 = 实机现值搬运、第五族群伤 demo 值补族——实机原完全缺位,消费面 = tg_band() 同源判定)──
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const TG_BUFF := Color8(194, 178, 100) # 通用增益/默认带
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const TG_HEAL := Color8(102, 164, 87) # 回复
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const TG_MAGIC := Color8(138, 114, 196) # 魔法
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const TG_PIERCE := Color8(87, 160, 160) # 穿甲
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const TG_AOE := Color8(226, 86, 118) # 群伤/AOE #E25676(demo --tg-aoe)
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# 类型色带分族判定(N4c/Q4 甲——三选一与商店货架同源同判:id/kind 小写子串匹配,默认=通用增益带;
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# blast=爆裂群伤归 TG_AOE(reward.tres 现成 clear_blast/spark_aoe 消费面);max_hp 含 hp 归回复族)
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static func tg_band(id_lower: String) -> Color:
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if id_lower.contains("heal") or id_lower.contains("hp"):
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return TG_HEAL
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if id_lower.contains("aoe") or id_lower.contains("blast"):
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return TG_AOE
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if id_lower.contains("magic"):
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return TG_MAGIC
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if id_lower.contains("pierce"):
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return TG_PIERCE
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return TG_BUFF
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# ── 呈现散件裸色搬运(UI 设计对齐批 N4a 2026-10-06——原值搬运零观感;本节立后 ui_kit 之外
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# 呈现层裸 Color8 = 0,守卫 = ui_contrast_probe 静态段)──
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const INK_HINT := Color8(110, 69, 52) # 提示/警示暖棕墨(设置警示文/地图底栏组标)
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const INK_ON_DEEP := Color8(246, 238, 218) # 深底标题亮墨(主菜单标题/营地柜台等级章字)
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const TITLE_PEDESTAL := Color8(90, 74, 56) # 标题屏底座石台面(椭圆 17 底座;描边=BG_ROOT)
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const MAP_BAR_PLATE := Color8(240, 228, 200) # 关卡地图底栏亮板
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const MAP_VDIV := Color8(201, 184, 142) # 关卡地图底栏竖分隔线(1px)
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const HINT_STRIP_EDGE := Color8(74, 62, 48) # 棋盘底提示条描边(半透明罩层板边)
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const RAP_DOT_CORE_WARM := Color8(248, 226, 168) # AP 点阵亮心(烛光黄族)
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const RAP_DOT_LIT_BLUE := Color8(105, 161, 232) # RAP 点阵亮面(小人蓝族)
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const RAP_DOT_CORE_BLUE := Color8(156, 194, 240) # RAP 点阵亮心(小人蓝族)
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const E_FACADE_FOOT_COL := Color8(52, 42, 32) # 墙脚阴线(方向稿同色——原 board_cell_unit 局部)
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const FOG_MEMORY_PLATE := Color8(58, 58, 58) # 记忆板 #3A3A3A(§6.5——原 board_cell_unit 局部)
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const FOG_MEMORY_INK := Color8(196, 196, 196) # 记忆墨 #C4C4C4(对记忆板 ≈6.3:1——原局部)
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const FOG_OUTLINE := Color8(30, 24, 18) # 雾面轮廓墨(原 board_cell_unit _draw 局部 oc)
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const ICON_TINT_ON_GOLD := Color(24.0 / 240.0, 20.0 / 226.0, 16.0 / 200.0) # 当前金底图标墨 = WARM 分量乘法调制(双色墨制——原 level_map_screen 局部)
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const DUSK := Color8(90, 108, 140) # 暮蓝(全作唯一暮蓝档——失败终局)
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const WARM := Color8(240, 226, 200) # 暖白(暗底正文)
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