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# 远程对话式生图提示词单(Remote Gen Prompts)v1.0
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> **性质**:远程对话式渠道专用 prompt 单——用户经 ChatGPT(调 GPT Image)/ Gemini(调 Nano Banana)出图,**一段一贴、无正/负向分栏**。每段=ComfyUI 提示词卡 [comfyui-prompts.md](comfyui-prompts.md) v2.9 对应卡的正向全文逐字保留 + 负向整体改写为尾部 do-not-add 禁则句并入,语义与原卡等价;规格冲突时以原卡与 [character-design.md](character-design.md)/[art-bible](art-bible.md) 为准。
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> **范围**:当前采购波=主角受击态 + 八敌种(§1–§2);地形纹理四卡在原卡 §4bis **本来就是对话式单段**,直接去那边复制,本单不复制(防双源漂移)。待机/攻击两态已交付入库,按需再衍生。
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> **同步纪律**:本单是 v2.9 的单向衍生品——上游卡修订(形象锚/甲档/配色改判)后,本单须重新衍生,禁只改一边。
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## 0. 对话式渠道使用纪律(四条)
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1. **同一角色的 2–3 版候选各开新对话**——同对话续写=对上一张图的编辑模式,"same as X but..." 会被当成修图,出不了独立候选。
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2. **同角色换姿势/换状态走同一对话续写**——编辑模式免费保持同形象(以后补待机/攻击态就这么做)。
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3. **要贴现役角色形象时,先把已交付的角色图贴进对话当基准**,再发提示词要新姿势(受击态必须这么做——游戏里已有同形象小人)。
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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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```
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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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5. **首怪定稿后的双参考档**(2026-09-26 补)——首个敌种候选经你裁决认可后,后续敌种对话改贴**两张参考图**:①主角现役图(风格锚,同第 4 条);②已认可的怪物图(同族锚——它示范了主角画风如何落到怪物身上)。各敌种提示词段**零修改**,段尾锚定句换成双参考版:
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```
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Style references: the first attached image is the game's hero sprite, the second is an already-approved monster sprite. Match only their shared pixel-art rendering style — same pixel density, flat shading, thin bright cream outline and warm limited palette. Both are style references only: do not copy clothing, gear or props from either image, and do not mix the two references' features — this monster's own appearance comes only from the description above — and do not use the hero's blue color for the monster's body.
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```
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三个注意:①仍每个敌种开新对话(同对话续写=编辑上一张,§0 第 1 条不变);②参考怪挑**体量档最近**的(普通怪对普通怪/Boss 对 Boss;首批只有一只就先用它);③只贴 1 只参考怪,**不要**把所有已定稿怪都贴上——参考越多模型越互相平均、串种风险越高;若出图开始向参考怪的形象漂(如画蜘蛛却长出地精耳朵),退回第 4 条单参考档(只贴主角图)。
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6. 出图分辨率开大档(1024×1024 或更大,真像素网格靠后处理降采样落定);候选入库 `design/art/candidates/<资产名>/`,命名 `v1/v2/v3.png`,裁决后走脚本管线去底+降采样+色板量化(流程同原卡 §0 五步)。
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改写保真对照(备查):普通/精英敌种各段保留紫赤禁令(no purple or magenta anywhere);两 Boss 卡不设禁令、禁则句内反注 magenta 仅此 Boss 可用;主角卡红衣禁令带背旗豁免括注+金甲禁令;各敌种体形/腿形负向转写为 must stay/never 句。
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---
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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.
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```
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---
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## 2. 八敌种(每段一贴,每敌种 2–3 版各开新对话;每对话先贴主角图当风格锚+段尾接 §0 第 4 条锚定句;首怪定稿后按 §0 第 5 条换双参考)
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### 2.1 地精 goblin(普通怪 · 轻甲)
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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, chubby little goblin, squat round body wider than tall, big round head with large round ears, olive-green skin, big cute eyes, wide toothy grin, ragged loincloth, bare simple outfit with no armor plates, tiny wooden club raised in one hand, 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, 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. The goblin must stay chubby and squat, never tall, skinny or muscular, with no sharp angles.
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```
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### 2.2 熊地精 bugbear(普通/精英两版都出 · 轻甲)
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版本 A(普通档):
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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, stocky burly bugbear, round heavy body wider than tall, long shaggy arms, brown-yellow fur, heavy underbite with two small tusks, small beady eyes, crude leather straps and loincloth, bare shaggy fur with no armor plates, wooden spiked club resting on shoulder, 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, 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. The bugbear must stay stocky and round, never tall or skinny, with no sharp angles.
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```
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版本 B(精英档)= 版本 A 全文不动,在 `round heavy body wider than tall` 之后插入 `small fur crest ridge along the head, exactly one vertical crest,`,其余一字不动,尾部禁则句不变。显示名:熊地精。
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L2 变体(第二关三行,显示名熊地精系):不单独出图——熊地精终稿裁决后走脚本管线换色板(换色不换形)。若倾向直出:用版本 A 整段,把 `brown-yellow fur` 换成 `ash grey fur with dark umber tribe war paint`,其余一字不动(含尾部禁则句);验收=与熊地精终稿剪影逐像素一致、只许颜色不同。
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### 2.3 食人魔酋长 ogre_chief(精英 · 轻甲 · 第一关关底)
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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, huge fat ogre chieftain, massive round belly, squat heavy body wider than tall, small head with heavy underbite tusks, single bone and feather crown on head, exactly one vertical crest, thick leather straps and bone ornaments, bare thick warm skin with no armor plates, huge wooden club, stern old face, 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, 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. The ogre must stay huge and heavy, never small or skinny, with no sharp angles.
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```
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### 2.4 巨蜘蛛 giant_spider(普通怪 · 轻甲 · 群行)
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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 plump spider monster, round fuzzy body, eight short stubby legs, four big round cute eyes, tiny fangs, charcoal-brown fur with warm honey belly marking, natural fuzz only with no armor plates, 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, 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. The spider must stay small and plump with short stubby legs, never long thin legs, never a realistic spider, never giant.
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```
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### 2.5 蛛化卓尔精灵 drider(Boss · 魔法护甲 · 第二关;本卡不设紫赤禁令)
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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, drider boss monster, upper body of a dark elf assassin fused with a giant spider lower body, six sharp blade-like legs, jagged chitin armor plates, faint glowing warm-white arcane rune band across the dark elf torso, asymmetric menacing silhouette, pale violet-grey skin, deep magenta-purple chitin accents, glowing magenta eyes, short white hair, colossal and threatening, 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, 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. The drider must stay menacing, jagged and asymmetric, never cute, chubby, round or friendly; its deep magenta-purple chitin accents and glowing magenta eyes are required, magenta is allowed on this boss only.
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```
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### 2.6 灰矮人 duergar(精英 · 重甲 · 第三关主力量产型)
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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, stocky grey dwarf duergar warrior, squat round armored body wider than tall, broad shoulders, heavy cold-grey metal plate armor on shoulders and chest, tall ridged helm crest, exactly one vertical crest, long braided grey beard, stern squinting face, huge iron war hammer resting on the ground, 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, 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. The duergar must stay stocky and broad, never tall or skinny, never small, with no sharp angles.
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```
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### 2.7 钩爪恐魔 hook_horror(普通怪 · 轻甲 · 群行)
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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, chubby hook horror monster, squat round body wider than tall, bird-like beaked head, two big curved hook claws curled forward, rounded hook tips with no sharp angles, pale bone-grey chitin skin with warm tan underbelly, bare natural chitin with no armor plates, small hunched stance, 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, 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. The hook horror must keep its rounded hook claws, never sharp blades, never long thin legs, never tall or skinny, never a realistic insect.
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```
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### 2.8 灰矮人石君王 duergar_king(Boss · 重甲 · 第三关;本卡不设紫赤禁令)
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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, duergar king boss monster, massive squat dwarf king, jagged asymmetric obsidian crown, heavy stone slab armor with glowing magenta-purple rune veins, one arm fused with a colossal rough stone hammer, asymmetric menacing silhouette, grey skin with deep magenta-purple accents on cape and armor edges, colossal and threatening, 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, 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. The duergar king must stay colossal, menacing and asymmetric, never cute, friendly, small or skinny; its magenta-purple rune veins and accents are required, magenta is allowed on this boss only.
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```
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---
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## 3. 地形填充纹理
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不重录——[comfyui-prompts.md](comfyui-prompts.md) §4bis 四卡(墙顶基面/裂纹/碎石斑/地面)本来就是对话式单段,直接复制使用;其中"同对话续写=编辑模式"等控制纪律同本单 §0。
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