docs(art): 「兄弟精」变体名全仓清除批——22 处命中改「L2 熊地精」口径(12 文件:art-bible §4.6.4 键集行/comfyui-prompts §3.9 卡改名+候选纪律·显示名·验收速查三处/remote-gen-prompts §2.9 并回 §2.2 熊地精卡+保真对照计数措辞/art-assets·art-status 两清单/character-design 表行+注/难度曲线 L2 图版注记/entities.yaml L2 批注/enemy.tres·skills.tres 注释/smoke 标签与池断言文案/research 第三关提案)+doc_term_audit 词表新增防复发闸(继任=L2 熊地精);豁免面=台账/版本历史/看板快照历史留痕按纪律保留原文;查证依据=名字系 2026-09-17 L2 内容批 AI 自拟、用户当日裁决仅覆盖实体同一性(072dc43/台账 65);冒烟 557/0 三闸全过+doc 三闸基线一致+玩家可见文本零影响;台账 180(收编在飞纯文档面:remote-gen-prompts.md 首次入库含台账 176/178/179 批内容、art-status-checklist 看板✅行属台账 168 连带、active.md 补登 175/178远程/179 三条并行批孤儿条目)

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| 敌种(enemy_id) | 剪影原型(§5.1) | 护甲类型 | 风格要点 |
|---|---|---|---|
| 地精 goblin | 普通怪:近圆墩形,宽≥高,零锐角 | light | Peglin 式胖体量,先读轮廓后读颜色 |
| 熊地精 bugbear | 普通怪或精英档(加一处垂直延伸:角/冠/棘) | light | 第一关显示名「熊地精」;**兄弟精 = bugbear 复用显示名**(第二关部族称呼,同剪影换色板,非独立敌种键) |
| 熊地精 bugbear | 普通怪或精英档(加一处垂直延伸:角/冠/棘) | light | 第一关显示名「熊地精」;**L2 熊地精 = bugbear 复用**(第二关三行,显示名熊地精系,同剪影换色板,非独立敌种键) |
| 食人魔酋长 ogre_chief | 精英档:普通怪形+恰一处垂直延伸,底盘不变 | light | 第一关关底 Boss;轻甲裸身皮条/骨饰(2026-09-25 甲档回填) |
| 巨蜘蛛 giant_spider | 普通怪(多足轮廓注意凹凸计数控制) | light | 群行 [2,3],同屏最多 3 只,剪影需小体量可辨 |
| 蛛化卓尔精灵 drider | **Boss:敌类唯一允许锐角与不对称**,体量最大 | ward | 第二关 Boss;紫赤 `#8F2F6A` 色相独占+形状独占双通道;魔法甲符纹饰带(2026-09-25 甲档回填) |
@@ -82,8 +82,8 @@
| 灰矮人石君王 duergar_king | **Boss:锐角与不对称**,体量最大 | heavy | 第三关 Boss;紫赤色相独占+形状独占双通道 |
- **通用规格**:亮色描边+落影底盘轮廓通道硬规则;透明底 PNG;每敌种 2–3 版候选;护甲类型视觉区分方案已落 art-bible §5.3(候选方案,样张批冻结)。
- **来源**:✦ ComfyUI(prompt 卡 v2.0 §3,八敌种+兄弟精备选共 9 卡);理由同 §2.1——不复用。
- **联动**:显示名以 registry / 敌人表为准(兄弟精=熊地精复用,2026-09-17 用户拍板)。
- **来源**:✦ ComfyUI(prompt 卡 v2.0 §3,八敌种+L2 熊地精变体共 9 卡);理由同 §2.1——不复用。
- **联动**:显示名以 registry / 敌人表为准(L2 熊地精=bugbear 复用,显示名熊地精系——2026-09-17 用户拍板)。
### 2.3 意图准备动画三档(2026-09-18 用户拍板)
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| 预告时序 | 呈现"即将执行的一拍",**挖掘期全程可见**,结算不另设独立意图播片 |
| 恒定义务 | enemy_id 键映射跨 run 恒定、禁重掷;精确数值只在结算明细兑现(数字归明细,图像不报数) |
- **敌种键集 = 八敌种**(registry enemy mvp_content,2026-09-25 核):goblin 地精(light)/ bugbear 熊地精(light;**兄弟精 = bugbear 复用显示名**,L2 部族称呼,同剪影换色板,非独立键)/ ogre_chief 食人魔酋长(light,第一关关底 Boss)/ giant_spider 巨蜘蛛(light,群行 [2,3])/ drider 蛛化卓尔精灵(ward,第二关 Boss)/ duergar 灰矮人(heavy)/ hook_horror 钩爪恐魔(light,群行)/ duergar_king 灰矮人石君王(heavy,第三关 Boss)。甲档为 `enemy.tres` armor_type 数据实态(2026-09-25 回填——2026-09-18 甲重配批后 L1 全轻甲、L2 除 drider 外全轻甲、L3 duergar/duergar_king 重甲)。旧键集 {grub, ambusher} 已随 DND 更名批退役。
- **敌种键集 = 八敌种**(registry enemy mvp_content,2026-09-25 核):goblin 地精(light)/ bugbear 熊地精(light;**L2 熊地精 = bugbear 复用**,第二关三行显示名熊地精系,同剪影换色板,非独立键)/ ogre_chief 食人魔酋长(light,第一关关底 Boss)/ giant_spider 巨蜘蛛(light,群行 [2,3])/ drider 蛛化卓尔精灵(ward,第二关 Boss)/ duergar 灰矮人(heavy)/ hook_horror 钩爪恐魔(light,群行)/ duergar_king 灰矮人石君王(heavy,第三关 Boss)。甲档为 `enemy.tres` armor_type 数据实态(2026-09-25 回填——2026-09-18 甲重配批后 L1 全轻甲、L2 除 drider 外全轻甲、L3 duergar/duergar_king 重甲)。旧键集 {grub, ambusher} 已随 DND 更名批退役。
- **资产需求下限三类**(敌人系统登记,呈现归 HUD框架/战斗表现):受击反馈(可共用一组)/ 死亡表现(**灰化+碎裂退场,不得直接消失**)/ 顺位标记(敌多时可读)。
- Boss 表现约束:§2.6 紫赤色相独占 + §5.1 Boss 形状独占双通道;键集扩容随内容批入本表。
- 剪影通用性:敌不占格,剪影不得借格底色成立(§5.1)——棋盘/结算/任一战斗舞台同一套。
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| 素材 | 状态 | 需求文档 |
|---|---|---|
| 主角战斗小人(待机/攻击/受击三态) | ◐ 棋盘待机/移动两帧+B区立绘已接(2026-09-26 台账 158-162,1.5×/脚锚25%/椭圆影在役);攻击=挥铲三帧已接(归挖掘特效非战斗攻击态);受击态未出 | [character-design](character-design.md) + [comfyui-prompts](comfyui-prompts.md) §2 |
| 八敌种形象(兄弟精=熊地精复用,不单列) | ⬜ | [art-bible](art-bible.md) §5 + [comfyui-prompts](comfyui-prompts.md) §3 |
| 八敌种形象(L2 熊地精=bugbear 复用,不单列) | ⬜ | [art-bible](art-bible.md) §5 + [comfyui-prompts](comfyui-prompts.md) §3 |
| 意图准备动画三档 | ◐ | [art-bible](art-bible.md) §4.6.4 |
## P2 图标与格面(可与样张并行)
@@ -28,7 +28,7 @@
| 格面资源徽章 19 枚 | ◐ | [art-bible](art-bible.md) §4.6 |
| 关卡节点图图标组 | ◐ | [art-assets-checklist](art-assets-checklist.md) §3.2(正式 UI 设计未成文) |
| 雷/旗/数字砖面全套 | ◐ | [art-bible](art-bible.md) §1.4/§3.2(前置:格子样张) |
| 增益状态效果图标 9 枚 | ◑ | [art-bible](art-bible.md) §4.6.1(候选:`candidates/status-icons-2026-09-23/`) |
| 增益状态效果图标 9 枚 | ✅ 已接入(2026-09-24 台账 156) | [art-bible](art-bible.md) §4.6.1(候选:`candidates/status-icons-2026-09-23/`) |
| 营地与元进度件 | ◐ | [art-bible](art-bible.md) §4.4 |
| 字体(数字像素字 + 中文像素字) | ◐ | [art-bible](art-bible.md) §4.4 |
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| 键(enemy_id) | 显示名 | archetype 档 | 甲档 | 主色域与特征锚 |
|---|---|---|---|---|
| goblin | 地精 | 普通怪 | 轻甲 | 橄榄绿皮、圆耳墩形,木棒;Peglin 式胖体量,先读轮廓后读颜色 |
| bugbear | 熊地精 | 普通/精英两版候选出齐供拍板 | 轻甲 | 棕黄蓬毛、獠牙下颚;粗陋皮条无甲板无符纹(轻甲语义,§5.3);精英版 = 恰一处垂直冠棘;**兄弟精 = 本键复用显示名**(见下注) |
| bugbear | 熊地精 | 普通/精英两版候选出齐供拍板 | 轻甲 | 棕黄蓬毛、獠牙下颚;粗陋皮条无甲板无符纹(轻甲语义,§5.3);精英版 = 恰一处垂直冠棘;**L2 熊地精 = 本键复用**(见下注) |
| ogre_chief | 食人魔酋长 | 精英(第一关关底 Boss 战,形状仍守精英档) | 轻甲 | 暖褐皮、肚圆顶冠;甲面覆盖率≈0——皮条/骨饰点缀、裸身为主(轻甲语义,§5.3) |
| giant_spider | 巨蜘蛛 | 普通怪(群行 [2,3]) | 轻甲 | 炭棕毛+蜜色腹纹;腿收短收粗,小体量可辨 |
| drider | 蛛化卓尔精灵 | Boss(第二关) | 魔法护甲 | 紫赤 `#8F2F6A` 色相独占+形状独占双通道;卓尔刺客上体+蛛腹;符纹饰带(魔法甲语义,§5.3) |
@@ -63,7 +63,7 @@
| duergar_king | 灰矮人石君王 | Boss(第三关) | 重甲 | 紫赤独占+形状独占双通道;岩石板甲+不对称王冠,大地/岩石主题(承载技能语义见敌人系统) |
- **主色域 = 物种本色**,不受圣经 §4.2 语义色禁则约束(该禁则管格面与 UI 的逻辑色,角色身体主色豁免——提示词卡 2026-09-20 成例);**两例外**:禁入带 300°–345° 全角色禁入(仅 drider/duergar_king 两 Boss 独占)、蓝族禁入敌方主色(§5.4 同款)。
- **兄弟精 = bugbear 复用显示名**(第二关部族称呼,非独立键):同剪影**换色板不换形**(色板替换走脚本管线——原则三"先换色板"的角色侧应用);变体主色避小人蓝族与禁入带。
- **L2 熊地精 = bugbear 复用**(第二关三行,显示名熊地精系,非独立键):同剪影**换色板不换形**(色板替换走脚本管线——原则三"先换色板"的角色侧应用);变体主色避小人蓝族与禁入带。
- 每敌种出 2–3 版候选(清单 §2.2);受击反馈/死亡表现/顺位标记三类呈现下限见圣经 §4.6.4 资产需求行。
## 5.6 意图准备动画三档(2026-09-18 用户拍板,规格承载节)
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| 生成底色 | 均匀纯浅灰 `#F2F2F2`,不要渐变/场景背景 | 抠底干净;**不要用绿幕/品红幕**——品红落在紫赤禁入带(HSV 300°–345°),抠边会留下违规色相污染 |
| 语义色禁区 | 紫赤带 300°–345° 全场禁入(**仅蛛化卓尔精灵、灰矮人石君王两 Boss 独占**);红只说危险、金只说收益、蓝只说己方——角色身体主色不受语义禁则约束(那管的是格面与 UI),但**禁入带与蓝族对角色同样生效**(蓝族禁入敌方主色) | art-bible §4.2/§5.4/§5.5 |
| 护甲视觉 | 三档甲按 §5.3 注入各卡:轻甲 = 无甲板;魔法护甲 = 暖白符纹饰带;重甲 = 冷灰金属甲板;天然甲壳/毛皮不算甲 | art-bible §5.3 |
| 候选纪律 | 每资产 2–3 版;同一角色的多形态(主角三态、兄弟精)**必须同形象**——同 seed 起步、只改动作/配色短语 | art-bible §5.4/§5.5 |
| 候选纪律 | 每资产 2–3 版;同一角色的多形态(主角三态、L2 熊地精变体)**必须同形象**——同 seed 起步、只改动作/配色短语 | art-bible §5.4/§5.5 |
## 2. 主角战斗小人(三态,P1)
@@ -227,7 +227,7 @@ realistic, photorealistic, 3d render, photo, dark, grimdark, horror, gore, blood
- **注意**:与 drider 同款吸色检查——300°–345° 全项目只许两 Boss 出现。
- **显示名**:灰矮人石君王。
### 3.9 兄弟精(熊地精变体,不走生图直出)
### 3.9 L2 熊地精(第二关变体,不走生图直出)
- **首选做法**:**不单独出图**。等熊地精候选裁决转正后,脚本管线对终稿做色板替换(换色不换形——原则三"先换色板"的角色侧应用),天然保证剪影与熊地精完全一致。
- **备选正向提示词(若你倾向生图直出;整段可贴)**:熊地精版本 A 全文,把配色短语 `brown-yellow fur` 换成 `ash grey fur with dark umber tribe war paint`,完整串如下(**同 seed 出图**):
@@ -239,7 +239,7 @@ Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas,
- **负向**:同 3.2 版本 A。
- **验收**:与熊地精终稿剪影叠加比对,轮廓逐像素一致,只允许颜色不同。
- **v2.0 变更注**:v1.0 备选配色「冷蓝灰」弃用——蓝族禁入敌方主色(§5.4/§5.5),且与小人蓝同屏有混淆风险;改灰褐战纹。
- **显示名**:兄弟精(= 熊地精变体,首现须括注主显示名)。
- **显示名**:L2 行显示名沿用熊地精系(熊地精/熊地精猎群/熊地精重击手——enemy.tres 数据实态)。
---
@@ -250,7 +250,7 @@ Pixel art style. true pixel art game sprite drawn on a tiny 48x72 pixel canvas,
3. **色相纪律**:吸色扫一遍,无 300°–345°(两 Boss 除外);无大面积正红/亮金误用;敌方主体无蓝族。
4. **甲档**(v2.0 新增):灰度下三档甲覆盖率可辨——轻甲无甲板、魔法护甲见符纹带、重甲大面积甲板;天然甲壳/毛皮没被画成装备甲。
5. **头身**:2–3 头身之内,与站姿样张同世界观。
6. **同形象**:主角三态并排、兄弟精对熊地精、熊地精 A/B 对——兜帽/装备/剪影不串戏。
6. **同形象**:主角三态并排、L2 熊地精对熊地精、熊地精 A/B 对——兜帽/装备/剪影不串戏。
## 4bis. 地形填充纹理(2026-09-26 定稿,材质归模型、结构归程序)
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# 远程对话式生图提示词单(Remote Gen Prompts)v1.0
> **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。
> **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。
> **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。
## 0. 对话式渠道使用纪律(四条)
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。
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)。
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)。
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):
```
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.
```
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)。
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:
```
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.
```
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)。
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)。
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。
---
## 1. 主角受击态(先贴现役小人图当基准,再发本段)
```
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.
```
---
## 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)
### 2.1 地精 goblin(普通怪 · 轻甲)
```
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.
```
### 2.2 熊地精 bugbear(普通/精英两版都出 · 轻甲)
版本 A(普通档):
```
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.
```
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。
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。
### 2.3 食人魔酋长 ogre_chief(精英 · 轻甲 · 第一关关底)
```
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.
```
### 2.4 巨蜘蛛 giant_spider(普通怪 · 轻甲 · 群行)
```
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.
```
### 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)
```
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.
```
### 2.6 灰矮人 duergar(精英 · 重甲 · 第三关主力量产型)
```
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.
```
### 2.7 钩爪恐魔 hook_horror(普通怪 · 轻甲 · 群行)
```
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.
```
### 2.8 灰矮人石君王 duergar_king(Boss · 重甲 · 第三关;本卡不设紫赤禁令)
```
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.
```
---
## 3. 地形填充纹理
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。
@@ -240,7 +240,7 @@ Boss 战的棋盘用本关最大板形(板形行值读棋盘参数表),板
|---|---|---|---|---|---|---|
| 关卡序号 × 节点深度 | enemy_id + display_name | hp | atk / [atk_min, atk_max] | [unit_count, unit_count_max] | {skill_id: weight} | armor_type + armor_class |
第二关图版注记(分支节点图批):兄弟精 = bugbear 复用(幽暗地域部族设定——display_name 与第一关"熊地精"错开;池差异化改造 = 蓄力拍退役换突刺,复用共享技能行);巨蜘蛛 = 新敌种(群行倾向、首遇位固定数量不加骰——首遇教学位纪律);蛛化卓尔精灵 = Boss 专属池(独占技毒爆 + 权重轮廓,血量为 r_boss 口径 provisional 锚——定位本关最大单场消耗);护甲面:轻甲(蜘蛛)与魔法护甲(兄弟精)同关错开克制面,Boss 重甲。「兄弟精」称呼经用户 2026-09-17 确认 = 熊地精 bugbear;Boss 定名蛛化卓尔精灵(用户同日拍板)。节点编号 2 = 奖励点(直通空态)、3 = 恢复点(rest_heal_pct 行字段兑付)——不开战斗、无敌人/棋盘行。
第二关图版注记(分支节点图批):L2 熊地精三行 = bugbear 复用(幽暗地域部族设定——display_name 熊地精系与第一关"熊地精"错开;池差异化改造 = 蓄力拍退役换突刺,复用共享技能行);巨蜘蛛 = 新敌种(群行倾向、首遇位固定数量不加骰——首遇教学位纪律);蛛化卓尔精灵 = Boss 专属池(独占技毒爆 + 权重轮廓,血量为 r_boss 口径 provisional 锚——定位本关最大单场消耗);护甲面:轻甲(蜘蛛)与魔法护甲(熊地精三行)同关错开克制面,Boss 重甲。L2 三行复用 bugbear、显示名熊地精系(2026-09-17 用户拍板);Boss 定名蛛化卓尔精灵(用户同日拍板)。节点编号 2 = 奖励点(直通空态)、3 = 恢复点(rest_heal_pct 行字段兑付)——不开战斗、无敌人/棋盘行。
第三关图版注记(第三关内容批):行集 = 与第二关同模板的九节点图(六战 + Boss + 奖励 + 恢复,节点编号 2/3 同为奖励点/恢复点——不开战斗、无敌人/棋盘行)。敌种生态:灰矮人 = duergar 新敌种(单体重甲中坚——第二关单体生态位的关间台阶);钩爪恐魔 = hook_horror 新敌种(群行,复用撕咬共享技能行);灰矮人石君王 = duergar_king Boss 专属池(独占妨害技大地脉动 earth_pulse = 乏力 sapped 首发——第二妨害词汇,池载荷口径同蛛网束缚)。两敌种首遇位(节点 0 / 节点 1)固定数量不加骰——首遇教学位纪律同第二关注记。克制面重轻错开:重甲灰矮人是重甲首次登台,轻甲钩爪恐魔保穿刺/普通分量有用武之地,Boss 重甲收束"轻甲 → 魔法护甲 → 重甲"教学梯度(第三档在 L3 补完)。Boss 血量 75 = Σ普通战生命期望 91 × r_boss≈0.82(provisional 锚,域 [0.5, 1.1]——Boss 锚在案口径,逐数闭合随调参批在调参日志留档)。棋盘 13×13 / Boss 14×14、密度 0.25 维持、地形变异第三关对落石(直伤 3 点)+ 矿尘(数字遮蔽)随批铺行;armor_class 恒 0(正式投值仍归「敌方护甲等级正式行值」在案条目全表同批)。行值读 `enemy.tres` / `board_gen.tres` / `skills.tres` / `variation.tres`,全部 provisional-pending-growth(L3 口径见「期望值带」节)。
+2 -2
View File
@@ -795,8 +795,8 @@ entities:
# ② skill_table 新行两行(provisional,投值归 难度曲线与Boss v0.7):撕咬 bite(damage ×1.5 冷却 1——
# 巨蜘蛛池载体,与突刺同倍率错开冷却轴);毒爆 venom_burst(damage ×2.5 冷却 4——蛛化卓尔精灵 drider
# 专属池独占技,独占性冒烟断言)。
# ③ enemy_table L2 行集七行(provisional):熊地精系(bugbear 复用——兄弟精部族设定,池差异化
# 普攻/突刺/重击,「兄弟精」称呼经用户确认即熊地精)× 编号 0/1/5;巨蜘蛛 giant_spider(新敌种——群行 [2,3]、
# ③ enemy_table L2 行集七行(provisional):熊地精系(bugbear 复用——第二关部族设定,池差异化
# 普攻/突刺/重击,display_name 沿用熊地精系)× 编号 0/1/5;巨蜘蛛 giant_spider(新敌种——群行 [2,3]、
# 首遇位编号 4 固定 2 不加骰、轻甲)× 编号 4/6/7;蛛化卓尔精灵 drider(Boss——重甲、175=r_boss 口径
# provisional 锚、专属池 普攻 6/重击 2/毒爆 2)× 编号 8。跨表精确行校验随 ConfigDB 既有通道强制。
# ④ board_gen_table L2 七行(12×12 d0.25 t0.88——与 L1 高档同值,差异化留给调参批)。
@@ -32,7 +32,7 @@
| 敌种(候选键) | 显示名 | 定位 | 数量 | 护甲(候选) | 技能池轮廓(权重候选) |
|---|---|---|---|---|---|
| duergar | 灰矮人 | 单体重甲中坚(L2 熊地精生态位的关间台阶) | 1(小队行 [2,3]) | **heavy 重甲** | 普攻 6 / 蓄力 2 / 重击 2(复用共享技能行,零新行) |
| hook_horror | 钩爪恐魔 | 群行捕食者(沿袭巨蜘蛛的群行倾向形态) | 首遇位固定 2(教学位纪律),后续 [2,3] | **light 轻甲** | 普攻 6 / 撕咬 2 / 蓄力 1(复用 bite 共享行——lunge 已有兄弟精复用先例,合法) |
| hook_horror | 钩爪恐魔 | 群行捕食者(沿袭巨蜘蛛的群行倾向形态) | 首遇位固定 2(教学位纪律),后续 [2,3] | **light 轻甲** | 普攻 6 / 撕咬 2 / 蓄力 1(复用 bite 共享行——lunge 已有 L2 熊地精复用先例,合法) |
| duergar_king | 灰矮人石君王(候选名,待拍板) | Boss,本关最大单场消耗 | 1 | **heavy 重甲** | 普攻 6 / 重击 2 / **独占技「大地脉动」2**(新技能行,见 2.2) |
克制面交错论证(这是选灰矮人的核心理由):甲效矩阵现行值(settlement.tres)= 普通攻击克魔法甲、被重甲克(−1);魔法克重甲(+1);穿刺克魔法甲、被轻甲克。现行主角 attack_type = normal 且冒险内不可换——**若 L3 全场重甲,主角基础分量全程 −1,必成配置事故**。所以 L3 必须重轻错开:重甲灰矮人承担"重甲首次登台",轻甲钩爪恐魔保证穿刺/普通分量仍有用武之地,Boss 重甲收束教学梯度(轻甲→魔法甲→重甲,第三档在此补完)。配套联动见 §5-②。