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生图提示词卡(角色级资产)v2.15

性质:美术清单生图通道(✦ 用户自跑,现走线上 API)的执行侧文件——每资产一段自包含完整提示词:正向 = 通用底座+主体+动作已拼妥、负向 = 通用底座+增补已并妥,整段复制直接贴进工作流即可,不需要读其他文件、不需要拼装。人物规格转写自 character-design.md(人物设计 v1.0,圣经 §5 为存根),风格/色彩条款转写自 art-bible(§4.1 主色板 / §4.2 语义色规则);冲突时人物规格以 character-design 为准、色彩以 art-bible 为准。 边界:本文件只管角色级资产的生图通道。图标/格面/样张走脚本管线(⚙ 代理出),规格在 art-bible §4.6 与 art-assets-checklist,不需要提示词。场景级资产(营地场景图的背景层与八个物件层)另立 camp-scene-prompts;战斗舞台背景层与连续地面层另立 battle-stage-prompts,本文件不覆盖;两卡的角色/场景分工以「谁的资产谁出卡」为界,同一段提示词不两处维护。战斗舞台的小石台件与护甲类型图标三枚的出图工单登记在本文件 §5;§5 只把各权威节的定值收进逐件工单,不立新值。意图动画三档是动画资产,等一屏样张锁方案后另立规格卡,本文件不覆盖。 状态:提示词卡成文,出图未开始(正序:B 路线);继承 seed 纪律 / 色相禁入带 / #F2F2F2 生成底色;沿革见 git 提交史。


0. 使用流程(五步)

  1. 出图:按下面卡片把正向/负向提示词粘进生图渠道的提示词栏(渠道 = 远程对话式生图为主,本地 ComfyUI 为备选;对话操作纪律见 remote-gen-prompts),每个资产出 2–3 版候选(建议固定 3 个 seed 连拍,便于横评)。
  2. 入库:候选原图(带底)放 artwork/candidates/<资产名>/,文件名 v1.png / v2.png / v3.png。这个目录只存候选,不进引擎。
  3. 裁决:你按 §4 验收速查预筛,挑出每一资产的入围候选拍板。
  4. 后处理:喊我一声,脚本管线代跑——去底转透明、最近邻降采样到目标尺寸、色板量化、四联底测试条(掩尘底/裸土底/暗底/灰度)。后处理工具清单与用法见 art-pipeline-tools。
  5. 转正:终稿从 artwork/candidates/ 转入切片资产目录,随表现层升级批接线;清单状态列改「已交付」。

出图通道:线上 API,用户自跑——本地 ComfyUI 生图路线已经用户拍板彻底关闭(母版工作流/像素 LoRA/Z-Image 模型已清退,不留复活预案,本卡不依赖任何本地管线)。

模型适配注:提示词按标签风格写,通用文生图模型都能吃。走自然语言类模型(如 Flux/nano-banana 系)时,把「正向提示词」整串改写成两句自然语言,语义不变——像素约束段改写为 "a true pixel-art sprite drawn on a tiny grid of chunky square pixels, hard edges, no anti-aliasing, no gradients, flat colors from a limited palette, like artwork made in Aseprite"。出图分辨率建议 1024×1024(平台可选小档则选小,像素块更粗),真像素网格靠后处理降采样落定(§0 五步第 4 步)。触发词 Pixel art style. 已拍板加入——所有正向提示词一律以触发词开头,已写入下面各卡(线上无像素 LoRA,它作风格提示词用);各卡负向已并入平滑系禁词,API 无负向栏时可整段省略。

1. 通用规格(所有卡片共用)

项 规格 依据
画布(1x 工作假设) 主角 32×48 · 普通怪 44×36(宽≥高)· 精英 44×44 · Boss 64×72 站姿样张先例 + art-bible §5.1 体量档;分辨率档位已定案(1280×800 + 1920×1080),格边长按档位算,此列像素是工作假设,一屏样张批冻结
头身比 2–3 头身(chibi) art-bible §5.2
轮廓通道 亮色暖白描边 + 落影底盘(禁黑描边)——识别不依赖背景 art-bible §5.1 硬规则
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、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)

形象锚 = 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红矩形旗、腰挂提灯(不点亮;规格见 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;旗面旗朱红 #C63D22(人设旗脱钩——人设背包旗与棋盘封印色脱钩,封印黑仅棋盘格封印旗;旗面红仅旗非服饰,由正向十六进制锁色承载)。

2.1 待机态

  • 正向提示词(整段可贴):
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 rectangular flag in bright warm red (hex color #C63D22), a simple flat solid rectangle with no patterns, 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
  • 负向提示词(整段可贴):
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
  • 规格:剪影窄、直立、对称、轮廓凹凸 ≤2(§5.1 小人原型;背负封印印记为唯一破例件,记账 +1,印记面恒定画右);主角是全作唯一蓝色角色。

2.2 攻击态

  • 正向提示词(整段可贴):
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 rectangular flag in bright warm red (hex color #C63D22), a simple flat solid rectangle with no patterns, 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
  • 负向提示词(整段可贴):
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
  • 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)。

2.3 受击态

  • 正向提示词(整段可贴):
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 rectangular flag in bright warm red (hex color #C63D22), a simple flat solid rectangle with no patterns, 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
  • 负向提示词(整段可贴):
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
  • 规格:无血红、无伤害数字(伤害数字归 HUD 层,不进精灵图)。

3. 八敌种形象(P1)

通用负向增补(除两 Boss 外每卡都已在负向里并入):purple, magenta。轻甲敌种的「无甲板」、重甲敌种的「冷灰金属甲板」、魔法护甲敌种的「暖白符纹」均已写进各自正向,出图不需要再补甲档短语。

3.1 地精 goblin(普通怪 · 轻甲)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, tall skinny body, sharp angles, muscular, purple, magenta
  • 规格:宽≥高、零锐角、近圆墩形;Peglin 式胖体量——先读轮廓后读颜色;轻甲 = 裸装无甲板(§5.3)。

3.2 熊地精 bugbear(普通/精英两版都出 · 轻甲)

  • 版本 A(普通档)正向提示词(整段可贴):
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
  • 版本 B(精英档)正向提示词(整段可贴):版本 A 全文不动,把 stocky burly bugbear, round heavy body wider than tall 之后插入一句,完整串如下:
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, small fur crest ridge along the head, exactly one vertical crest, 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
  • 两版共用负向提示词(整段可贴):
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, tall skinny body, sharp angles, purple, magenta
  • 规格:精英档 = 普通怪形 + 恰一处垂直延伸(冠),底盘不变;轻甲 = 粗陋皮条、裸蓬毛、无甲板无符纹(§5.3);两版候选出齐供拍板档位。同 seed 出 A/B,只差冠棘一句。
  • 显示名:熊地精(沿用既有译名)。

3.3 食人魔酋长 ogre_chief(精英 · 轻甲 · 第一关关底)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, small body, skinny, sharp angles, purple, magenta
  • 规格:精英档——唯一垂直元素是头顶冠(形状仍守精英档,不升 Boss 形);轻甲 = 裸身皮条/骨饰、无甲板(§5.3——数据实态 light,旧重甲金属甲板描述退役);体量一眼大于地精/熊地精(「大个子多半有重击」体量通道)。

3.4 巨蜘蛛 giant_spider(普通怪 · 轻甲 · 群行)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, long thin legs, realistic spider, giant size, purple, magenta
  • 规格:群行敌种(同屏最多 3 只)——剪影必须小体量仍可辨;多足是轮廓凹凸计数大户,腿收短收粗,不做写实细腿;天然绒毛不计甲档(§5.3)。

3.5 蛛化卓尔精灵 drider(Boss · 魔法护甲 · 第二关)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, cute, chubby, round, friendly
  • 规格:全场唯二允许锐角与不对称的角色之一;体量最大档(约 1.8–2 格高,工作假设);紫赤 #8F2F6A(色相 323°)为 Boss 独占——「形状独占 + 色相独占」双通道;魔法甲 = 卓尔上体暖白符纹饰带(§5.3),蛛腹几丁质属天然甲壳不计甲档。
  • 注意:这是全项目仅有的两张负向里不加 purple, magenta、正向里主动要紫赤的卡之一。出完记得吸色检查:色相 300°–345° 全项目只许两 Boss 出现。
  • 显示名:蛛化卓尔精灵。

3.6 灰矮人 duergar(精英 · 重甲 · 第三关主力量产型)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, tall skinny body, small body, sharp angles, purple, magenta
  • 规格:精英档——唯一垂直元素是高盔冠;重甲 = 冷灰金属甲板(§5.3);体量介于普通怪与 Boss 之间(重甲中坚)。

3.7 钩爪恐魔 hook_horror(普通怪 · 轻甲 · 群行)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, long thin legs, sharp blades, tall skinny body, realistic insect, purple, magenta
  • 规格:群行捕食者——小体量可辨;钩爪走圆钩不走锐角(守 §5.1 普通怪零锐角);天然几丁质不计甲档(§5.3)。

3.8 灰矮人石君王 duergar_king(Boss · 重甲 · 第三关)

  • 正向提示词(整段可贴):
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
  • 负向提示词(整段可贴):
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, cute, friendly, small, skinny
  • 规格:全场唯二允许锐角与不对称的角色之一;体量最大档;紫赤独占双通道同 drider;大地/岩石主题(石君王)。
  • 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 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):
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, ash grey fur with dark umber tribe war paint, 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
  • 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。
  • 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)。

4. 验收速查(每张候选过六关)

  1. 剪影:转灰度仍认得出是什么、是哪一档(普通/精英/Boss)——敌种间剪影可辨是硬需求。
  2. 轮廓通道:亮描边 + 落影底盘在位;深浅两种格底上各摆一眼都可辨(四联测试条就是干这个的)。
  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: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、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(材质归模型、结构归程序)

范围注:本节为地形类资产首张卡(库原定位=角色级,地形类同库登记)。分工纪律=art-bible §8.5「生产分工」:模型只出无缝填充纹理,结构件(缘件/轮廓/立面/角件)全部程序化——autotile 拼接约束超出 2D 生图能力,勿让模型画瓦片结构(实证:5×5 瓦片表每枚必带边框亮框)。

对话式生图控制纪律(实证):

  1. 同对话续写=对上一张图的编辑模式——变体必须各开新对话;同一对话里"same as X but ..."会被当成对最近一张的增量编辑。
  2. 英文 prompt 服从度明显高于中文(Gemini/Nano Banana 语料结构使然),提示词一律英文。
  3. 地形瓦片出图制式 = 拼表制主选(操作单见 remote-gen-prompts §3)——一张整图容纳全部瓦片变体,后处理裁切取用:风格统一、一张管住全族。画框风险的缓解 = ①出图贴程序占位样图作参考(模型有具体锚定就不乱画框)②裁切时每格内缩 2–3% 切掉边框③统一降采样(结构归程序)。分张(一张一跑)降为回退路径:仅当拼表连续画框失败时改用。〔实证教训保留:裸拼表(无参考图)必诱画框——教训归因于缺参考锚定,非拼表制本身〕
  4. 差异特征写第一句并给否定约束(如碎石斑变体须写明 no cracks, no dark lines);尺寸不写死(模型自定,原图越大裁切余量越足,后处理统一降采样)。

①墙顶基面(无缝岩石):

Seamless tileable pixel art texture of warm tan rock surface, top-down, for a dungeon board game. Flat 2D texture only — not an object, no perspective. Pattern fills the entire square evenly and wraps perfectly at all four edges. Absolutely no border, no frame, no bevel, no edge highlight, no vignette, no cast shadow. Uniform directionless lighting. Subtle darker seams between stone patches and small lighter facets, warm tan-brown palette around #C9AF83. Clean retro pixel art look, limited palette, no gradients, no text, square image.

②墙顶纹理变体 A(裂纹):

Same as the rock surface texture but with a few thin darker crack lines scattered across it. Seamless tileable pixel art texture of warm tan rock, top-down, flat 2D texture only, wraps perfectly at all four edges, no border, no frame, no bevel, no edge highlight, no vignette, uniform directionless lighting, warm tan-brown palette around #C9AF83, clean retro pixel art, limited palette, no gradients, no text, square image.

③墙顶纹理变体 B(碎石斑):

Same as the rock surface texture but with a few tiny lighter stone speckles sparsely scattered. Seamless tileable pixel art texture of warm tan rock, top-down, flat 2D texture only, wraps perfectly at all four edges, no border, no frame, no bevel, no edge highlight, no vignette, uniform directionless lighting, warm tan-brown palette around #C9AF83, clean retro pixel art, limited palette, no gradients, no text, square image.

④地面(无缝泥土,必须明显暗于墙顶):

Seamless tileable pixel art texture of dry dirt ground, top-down, for a dungeon board game. Flat 2D texture only — not an object, no perspective. Pattern fills the entire square evenly and wraps perfectly at all four edges. No border, no frame, no edge highlight, no vignette, no cast shadow, uniform directionless lighting. Dark warm brown palette around #B39A78 — clearly darker than tan rock. A few thin cracks and tiny pebble speckles, sparse. Clean retro pixel art look, limited palette, no gradients, no text, square image.

后处理(程序侧,生成器脚本归档 zip 内〔archive 备选案-terrain-walls〕):周期对齐无缝裁剪→BOX 降采样 32×32→环绕混合→量化(12 色)→结构件合成;②③亦可由①程序加纹理级裂纹/浅斑替代(实证更稳)。

5. 资产出图工单(四组九件)

范围注:本文件原定位角色级(见文件头边界句),§4bis 已有「地形类同库登记」的先例,本节循同一先例补登记战斗屏的小石台件(②)与护甲类型图标三枚(③),两组在营地卡与清单里都无处落工单;战斗舞台背景层(①)与连续地面层的元素/提示词已另立 battle-stage-prompts,§5.1 只留指路;角色级立绘重产(④)是本文件的本职。四组的规格定值清单 §4 已有登记,本节补的是「逐件照着就能出件」那一层。 定值纪律(§8 头注 定值单点纪律):本节指路不立值——色值 = 圣经 §4.1(含场景环境子板)、尺寸与缩放 = §8.2、明度带 = §2、甲档 = character-design §5.3、命名 = §8.3 + asset-path-map。本节新增零定值;凡圣经未定的值,一律进本节 §5.5 缺口,不在本节填空。 验收标注纪律:逐条按三档标 ←机检: <断言> / ←目检: <判据> / ←方向性,照圣经头注(用户拍板)的写法。 流程:出图前后一律走 §0 五步;出图登记义务照 remote-gen-prompts 头注轻量口径(用途+生成时间必注,其余参数有则记),随候选图存 artwork/candidates/<资产名>/;登记不作正稿遴选前置。 产出状态:组二地台件与组三护甲三枚已按各节 ⑤「程序化产出即终稿」产出入包(scene_stage_plaza.png 48×12、ui_armor_light/ward/heavy.png 24×24,路径见各组 ① 字段);组一背景插画见 battle-stage-prompts(三张背景+共用地面已入包并已实装消费——按关选图+连续地面层落码,四柱光柱层与平色底已退役),组四改按档派生(不重画)已落位:九件按原稿分辨率入包、显示按三档绝对高缩放(定值单点=art-bible §8.2,派生管线见 §5.4 工单)。

5.1 组一 · B 区舞台背景插画(1 件)

本件已迁出本文件:逐条要素、分层提示词、否定后缀与验收 = battle-stage-prompts(背景层 §2.1/§4);场景构成与图层归属 = art-bible §6.1;尺寸读 game/data/tables/battle_layout.tres。本文件不再复写本件提示词,避免两处维护。

5.2 组二 · 近景地台件(1 件)

字段 值
① 路径与命名 game/assets/art/scene/scene_stage_plaza.png——域键 scene(asset-path-map §3),命名照 §8.3。跨三关恒定,文件名不带 board_type 后缀
② 尺寸档与像素网格 源 48×12;九宫格横向拉伸,顶缘受光线 2px 不随拉伸变形(§8.2 / §6.1 定值);高度维持源档 12px、横向拉至站桩宽。九宫格件不在甲/乙两分类内(§8.2 甲类 = 文本与语义件、乙类 = 角色与单位精灵),本件高度恒为整数像素、横向拉伸区只取纯色
③ 色板约束 进战斗屏场景环境子板(§4.1 分层②,不占 48 额度,余量 0 不动)。零新增——板身 #968264(STAND_STONE,§4.1 已转正进本子板)/ 顶缘受光线 #C9AF83(掩尘;地台顶缘受光线并入此值,与 §8.2 高墙口沿高光 Color8(196,172,132) 为同一枚)/ 描边 #4C4038(地台描边并入此值)。单张像素域色数 ≤32。第二道门同本节 5.1
④ 明度带归属 世界中层 L 0.22–0.45(§2)——判定对象 = 板身 #968264(实测 L≈0.234)与顶缘受光线 #C9AF83(实测 L≈0.449,材质受光属 §2 形体塑造允许域)。§6.1 把地台定死为世界中层承载面,就是本件的立法理由。描边 #4C4038 是结构墨线(§3.2 高墙墨线同族,职责 = 分隔),不按明度带判定
⑤ 是否程序化件 是 → 程序化直出即终稿,不须出图。本件只有三块纯色 + 一条 2px 缘线,无材质纹理需求,按 §8.5「材质归模型、结构归程序」落脚本绘制即成立;它不属 §7.1 占位态
⑥ 验收判据 见下方逐条判据
⑦ 出图操作要点 见下方工艺要点(手绘/程序化,无须 AI 生图)

独立成件的两条理由(§6.1「近景地面与地台走独立件」条,写进工单备查):① 背景层按关卡出三张变体,地台若画进任一张就得三张各画一遍、且三关站位面会漂移;② 结算期明细带整条压住 B 区底带(带高 = log_band_h_settle,读布局表),地台在独立层才能跨关恒定并保持 §6.1 定死的世界中层承载面不变。

逐条判据

  • ←机检: 九宫格横向拉伸后顶缘受光线宽度恒为 2px(§6.1 / §8.2 既有定值断言,本节不另立值)
  • ←机检: 单张像素域色数 ≤32,且三个色值逐位等于 #968264 / #C9AF83 / #4C4038
  • ←机检: 地台绘制点取常量、不进 §4.3 wall_ambient tint 槽(跨三关恒定)
  • ←机检: 板身色相对亮度 L 落 [0.22, 0.45]
  • ←目检: 横向拉到站桩全宽后端头与板身无纹理接缝、无错位;横向拉伸区零纹理
  • ←方向性: 落影接地感成立(立绘双脚落石台上缘,§8.2 站桩排版条)

工艺要点(⚙ 脚本绘制)

  1. 源 48×12 的十二行 = 1px 上描边 #4C4038 + 2px 顶缘受光线 #C9AF83 + 8px 板身 #968264 + 1px 下描边 #4C4038;左右各 1px 描边,全周闭合。
  2. 九宫格切片:顶缘 2px 受光线整行落进上切片(九宫格的上下边只横向缩放、纵向不缩放),左右切片取端头纯板身段——端头与板身同为纯色,切片取值无视觉后果,取多少都行;顶缘线绝不能落进可纵向缩放的中间段,否则拉伸后厚度会变。
  3. 本件不参与 §6.1 的三关 tint:入包后绘制点直取 ③ 的三色常量。

5.3 组三 · 护甲类型图标三枚(3 件)

三件共用字段

字段 值
① 路径与命名 game/assets/ui/icons/ui_armor_light.png / ui_armor_ward.png / ui_armor_heavy.png——域键 ui,落 game/assets/ui/icons/(与现役九枚状态图标同目录,asset-path-map §1);命名照 §8.3,对象键 = armor、变体 = 甲档键,与清单 §3.7 逐字一致
② 尺寸档与像素网格 源 24×24,显示 24px = 1×;九宫格 = 否;甲类(§8.2 甲类 = 文本与语义件,图标在列)→ 维持严格整数倍缩放硬规则,禁非整数缩放
③ 色板约束 进语义/UI token 板(§4.1 分层①),占 48 额度——余量 0(本组新增重甲冷灰 1 枚 + 5.4 组四新增卓尔浅紫灰皮 1 枚,额度已用尽)。逐件取在册色(素底明暗档已裁深档 #282220,见 §5.5 缺口 2 已裁条):轻甲 = WARM_FAINT #CDB88C(深档下 8.08:1;原木色 #8A5A34 深档仅 2.72:1 不过门,按合并裁定改值、零额度)/ 魔法护甲 = 暖白 #F0E2C8(12.26:1,深档下本值不动)/ 重甲 = #868C9A(新入板,占 1 枚额度,深档下 4.65:1)。单张像素域色数 ≤32。第二道门同本节 5.1
④ 明度带归属 信息面层(§2:信息面层 = 数字 / UI 数据 / 预告 / 语义标识)——图标是语义标识,与站桩名字行同排挂载。信息面层 L 区间维持定性、不新增区间(§5.5 缺口 3 核实结论:执法已被 §7.2 文字 ≥4.5:1 与 §4.1 图形 ≥3:1 两条相对判据覆盖,层间序关系由 §1.4 整屏②项断言,不需要绝对区间),本节落地判据走 §4.1 图形对比 ≥3:1
⑤ 是否程序化件 是 → 程序化产出即终稿。来源照清单 §3.7:♻ 素材站通用护甲/符纹图标改色优先、⚙ 兜底程序化;♻ 件须过清单 §0 复用闸四道才入包
⑥ 验收判据 见下方共用验收 + 逐件验收
⑦ 出图操作要点 见逐件的来源与工艺要点

共用验收(三件都要过)

  • ←机检: 源 24×24、显示 1× 整数倍(§8.2 显示档登记例外条:素材一字节禁改)
  • ←机检: 文件名逐位等于 ui_armor_light / ui_armor_ward / ui_armor_heavy
  • ←机检: 单张像素域色数 ≤32
  • ←机检: 三枚对其实际挂载底色的图形对比 ≥3:1(§4.1 图标槽柔和档条的图形参考线硬约束)。挂载底色 = 站桩名字行的素底,不是舞台底也不是地台面——站桩名字行是文字,§7.2「一切文字(含菜单/说明/tooltip/按钮/底栏,无区域例外)」+「文字禁直接压纹理底——垫容器或罩层」两条覆盖它;§6.1 舞台正面目标条已就站桩文字位显式落法:「站桩文字位改垫素底或落进结算明细带」,并明写「非新条款」,§7.2 亦有「站桩石板地台面同理」句、两处机检断言同文。舞台背景插画(scene_stage_bg_<board_type> 三关变体;battle-stage-prompts §2.1)属纹理底,落法门触发。故「站桩名字行落法 = 垫素底」是既有条款的落法,本节不立新条款(§5 头注定值纪律:本节指路不立值)。素底明暗档 已裁 = 深档 #282220(§7.4 血数垫牌 HP_BAR_BACK 在册同款,零新增;浅档 #F5EAD3 落选,两档对照与理据见 §5.5 缺口 2 已裁条)
  • ←机检: B 区站桩名字行与护甲图标正下方像素非地台板身色 #968264(§6.1 / §7.2 同文断言)
  • ←目检: 灰度下按甲面覆盖率三档可辨——无甲板 → 符纹带 → 大面积甲板(character-design §5.3 灰度通道条)
  • ←目检: 三枚互辨,身份只靠形状不靠色相(§4.5 ⑨ 图标键族:色相不承载身份)
  • ←方向性: 甲档不触 §5.1 剪影 archetype——不加肩甲外扩之类的轮廓改动,体量与凹凸计数仍由 archetype 独占承载

5.3.1 轻甲 ui_armor_light(轻甲档)

  • 形状:甲面覆盖率 ≈ 0——一枚皮条 / 布带记号(斜跨的皮带扣或系带),主体留空,零甲板(character-design §5.3)
  • 色:WARM_FAINT #CDB88C(素底取深档后原皮革木色 #8A5A34〔§7.2 木色〕仅 2.72:1 不过门,按 §4.1「不过门即换色合并、禁加色绕行」并入本值——零额度;代价 = 暖白族非木色族,已随裁定接受)
  • 对比判据(挂载底色 = 站桩名字行素底,裁深档 #282220):8.08:1 ✓(≥3:1 图形门槛);对舞台底 #3E362C 6.12:1。木色族路线(新增木色亮档 #C49A5E 6.07:1)未取——须 +1 额度而余量已为 0
  • ←机检: 本枚对其实际挂载深素底 ≥3:1(实测 8.08:1);入板后全板色对中三通道差全部 <8/255 的对数 = 0
  • ←目检: 换色后本枚仍读作皮革/皮条,不与 5.3.2 符纹带、5.3.3 甲板在灰度下混读(character-design §5.3 灰度通道:三档按甲面覆盖率可辨)
  • 来源与工艺:♻ 素材站 belt / strap 类图标改色,过清单 §0 复用闸四道(色板量化 / 禁入带吸色 / 灰度可辨 / 授权干净);⚙ 兜底按 24×24 网格手修——3px 带宽、1px 深墨描边,不画甲板

5.3.2 魔法护甲 ui_armor_ward(魔法护甲档)

  • 形状:符纹饰带——一条走轮廓的发光符纹带,覆盖率居中,零金属甲板(character-design §5.3)
  • 色:暖白 #F0E2C8(与轮廓描边同族,不占任何语义色,§5.3)
  • 来源与工艺:♻ 素材站 rune / glyph band 类图标改色 → 闸四道;⚙ 兜底 24×24 内一条横向符纹带 + 两枚符点,符点不超 3×3

5.3.3 重甲 ui_armor_heavy(重甲档)

  • 形状:金属甲板覆盖肩与胸,覆盖率三档中最大(character-design §5.3)
  • 色:冷灰金属材质色 = #868C9A(已转定稿,见 §5.5 缺口 1 已裁条;新入 §4.1 分层①,占 1 枚额度)。与 5.4.4 石君王岩石板甲是同一枚——character-design §5.3 通道 = 甲面覆盖率 × 甲材质色,甲材质色按甲档统一,故石君王工单直接引本枚 #868C9A、不另计额度
  • 对比判据(挂载底色 = 站桩名字行素底,裁深档 #282220):须同时满足 §5.4 ④ 立绘体块主色带 L 0.22–0.45 与本节 ≥3:1 —— 深档窗 = [0.220, 0.450];本值 L≈0.261 落窗,对深素底 4.65:1 ✓、对舞台底 3.52:1 ✓
  • ←机检: 本枚对其实际挂载深素底 ≥3:1(实测 4.65:1)且相对亮度 L 落 [0.220, 0.450](实测 0.261);入板后全板色对中三通道差全部 <8/255 的对数 = 0
  • ←目检: 灰度下本枚甲板覆盖率三档最大,与 5.3.1 无甲板、5.3.2 符纹带可辨(character-design §5.3 灰度通道)
  • ←方向性: 冷灰与全作暖底成材质对比(§5.3),不靠明度差与地台 #968264(L≈0.234)抢读——立绘与地台的可辨归 §5.1 轮廓通道
  • 来源与工艺:♻ 素材站 plate armor 肩甲/胸甲类图标改色 → 闸四道;⚙ 兜底 24×24 内肩 + 胸两块甲板,与全作暖底成材质对比(§5.3 冷灰金属与暖底对比)

5.4 组四 · 站桩立绘按档派生(9 件,不重画)

本节是站桩立绘的按档派生工单:现有形象即终稿、禁改形象;清晰度靠保留原稿分辨率+显示按三档绝对高缩放解决,不重画、不生成。

九件共用字段

字段 值
① 路径与命名 game/assets/art/character/character_hero_portrait.png + game/assets/art/character/character_enemy_<enemy_id>.png(域键 character,对象键 = hero / enemy_id,命名照 §8.3 与 asset-path-map §3 现役写法)
② 尺寸档与像素网格 源 = 原稿像素网格(八敌 pixel-1、主角手修 2× 三态稿),紧裁后原样入包,禁再降采样;显示档 = 三档绝对高——小 96(地精/巨蜘蛛/灰矮人)、中 144(主角/钩爪恐魔/熊地精)、大 188(食人魔酋长/蛛化卓尔/灰矮人石君王),定值单点 = art-bible §8.2;显示倍率 = 档高 ÷ 源高,NEAREST,宽随源图比例(高定宽随、纵横倍率恒等,禁方框强拉);九宫格 = 否
③ 色板约束 色值以现役稿为准,零新增色、零换色;单张像素域色数 ≤32(pixel-1 与手修 2× 稿实测均 ≤32)。#A79CB8 保留在板、不消费,色板额度议题另议
④ 明度带归属 世界中层 L 0.22–0.45(§2 世界中层 = 格底顶面 / 角色 / 物件)——判定对象 = 角色体块主色。描边与落影底盘属轮廓通道(character-design §5.1)、紫赤点缀属 §4.2 色相独占的语义色,两者都不按明度带判定
⑤ 是否程序化件 否 → 零绘制:源 = 现有原稿,不生成、不重画(现有形象即终稿)。§7.1 占位完成条款对本组不适用——现役稿即终稿
⑥ 验收判据 见下方共用验收
⑦ 操作要点 见下方派生要点(零绘制,不产生图提示词)

共用验收(四件都要过)

  • ←机检: 逐件显示档高与归档一致(小 96 / 中 144 / 大 188),过滤 = NEAREST,纵横倍率恒等;源高低于档高者按已接受放大项登记(主角 92 / 钩爪 94 / 熊地精 123 / 地精 90 / 巨蜘蛛 81)
  • ←机检: 单张像素域色数 ≤32
  • ←机检: 脚底基线对齐(紧裁 + 底中锚;命名合规、像素域色数 ≤32 同旧)
  • ←机检: 主角描边 = (40,19,13);敌方描边取暖白族(非黑、非深褐)—— character-design §5.1 主角描边例外条
  • ←机检: Alpha 直出——不透明区外缘 1px 环内无生成底残留(无 R/G/B 三通道均 ≥230 且 alpha > 0 的像素),防抠图白边
  • ←机检: 零 HSV 300°–345° 像素(drider / duergar_king 两 Boss 除外,§4.2 独占)
  • ←机检: 落影底盘在位(character-design §5.1 轮廓通道)
  • ←目检: 放大 4 倍,轮廓与衣服是成组的像素,不是降采样噪点(三判据①)
  • ←目检: 显示 96–188px 下脸、铲、旗、物种能认出来,不必先读名字(三判据②)
  • ←目检: 显示仍用邻近采样,不出现插画那种平滑渐变(三判据③)
  • ←方向性: 现有形象即终稿,禁改形象

三判据出处 = reports/美术审计-cursor会话存档-2026-10-14.md §2.2。

派生要点(零绘制)

  1. 出件顺序 = 先主角三态,再三 Boss,再其余四敌(同管线,无绘制差异)。
  2. 每件 = pixel-1/手修 2× 稿紧裁(去透明边、底中锚)→ 原样落 game/assets/art/character/character_*;不做 dom_block_resize。
  3. 入包前过 §8.3 色板检查器与 standee_asset_check(按 §8.2 显示档校验逐件档高与纵横倍率)。
  4. 桩盒宽 150 与 >150 溢出档的实装口径归代码批(art-bible §8.2 排版条);食人魔超宽 8px 为已接受项。

5.4.1 主角(中档 144)

  • 形象 = 现役稿即终稿,character-design §5.4 形象锚已兑现于现役素材;朝向沿用现役,不重新裁定
  • 色 = 以现役稿为准(§5.5 缺口 4 的额度账随色板议题另议)
  • 源 = hero-ref/edit/normal_2x.png(内容 88×92);attack/hit 用 attack_2x.png/hit_2x.png

5.4.2 食人魔酋长 ogre_chief(大档 188)

  • 档位 = 大型(三场 Boss 战全归大型);形状仍守精英档剪影——普通怪形 + 恰一处垂直延伸(头顶骨与羽冠),底盘不变
  • 甲档 = 轻甲(皮条/骨饰点缀、裸身为主,零甲板零符纹)——现役稿已如此
  • 源 = ogre_chief/pixel-1.png(158×189);显示宽 157 超桩盒 150 为已接受项

5.4.3 蛛化卓尔精灵 drider(大档 188)

  • 档位 = 大型;紫赤 #8F2F6A 色相独占 + 形状独占双通道维持现役稿
  • 甲档 = 魔法护甲(符纹饰带)——现役稿已如此
  • 源 = drider/pixel-1.png(140×189);皮色 #A79CB8 保留在板、不消费

5.4.4 灰矮人石君王 duergar_king(大档 188)

  • 档位 = 大型(锐角与不对称);紫赤独占 + 岩石板甲维持现役稿色
  • 源 = duergar_king/pixel-1.png(133×189)

5.5 缺口(四条 · 缺口 1/2/4 已裁转指路,缺口 3 结论已立)

核销口径(依 art-bible 现行条款):四条逐条先过「§4.1 在册既有色能否换色合并」——不过门即换色合并、禁加色绕行(§4.1 色板增量纪律)。48 色余量 0(额度已用尽);本节给的是「哪几枚必须新增 / 哪几枚可合并 / 合并后余量 / 全新增要压缩哪几枚」的账,不替作者拍板(§4.1:额度不足时呈报作者,由作者决定压缩或合并既有色)。本节所举候选色值,缺口 1 / 2 / 4 已落定(见各条「已裁」注,本节只留裁定依据并指路 §5.3 / §5.4);其余仍为候选,落定须过 §4.1 两道门(①§4.2 语义检查;②与既有任一色 RGB 三通道差不得全部 <8/255——宽松口径)。

  1. 重甲冷灰金属材质色——已裁 = #868C9A,本节转指路(出形与上色均不再阻塞;与 5.4.4 石君王岩石板甲同一枚——character-design §5.3 通道 = 甲面覆盖率 × 甲材质色,甲材质色按甲档统一,两处只占一枚额度)。character-design §5.3 只写「冷灰金属材质色」;落法见 §5.3.3(本组载值)与 §5.4.4(直接引 §5.3.3 同一枚、不另计额度),色值账见 art-bible §4.1 本枚条目。

    • 换色合并逐枚核查——在册冷/中性灰全部不合格,无复用者:#3E4048 L≈0.052 / #3F4147 L≈0.053(两者正在 §4.1 六对欠账清单内,清偿后只留一枚)/ #3A3A3A L≈0.042——三枚均越世界中层下沿 0.22;#C4C4C4 L≈0.552 越上沿 0.45,且语义岗 = 迷雾记忆墨(§6.5);#8A9AB0 L≈0.317 本落在带内,但色相 ≈215° 属蓝族,§5.4 语义约束 + §5.5「蓝族禁入敌方主色」拦;#5A6C8C 暮蓝为失败独占(§4.2);#808080 L≈0.216 越下沿 0.004,且是引擎默认灰(§7.6 点名须接管,不宜作角色材质色)。
    • 归属板:进 §4.1 分层① 语义/UI token 板,占 48 额度。理由:甲材质色 = 材质色、跨屏恒定,不属分层② 环境色(环境色随场景走);5.3 与 5.4 两组工单第 ③ 字段均已登记为分层①。
    • 裁定值:#868C9A(L≈0.261 / H≈222° / S≈0.13)。第二道门按宽松口径与在册色逐一比对,无三通道全 <8 的对 → 过门;§4.2 语义检查过门(不占红/金/蓝/紫赤/绿语义段,222° 不在 300°–345° 禁入带)。对比实测:对深素底 #282220 4.65:1、对舞台底 #3E362C 3.52:1、对浅素底 #F5EAD3 2.82:1(浅档已落选,不受该读数的门限约束)。
    • 风险(已随裁定接受):本值与地台板身 #968264(L≈0.234)灰度差仅 0.028、对比 1.10:1。立绘与地台的可辨归 §5.1 轮廓通道(亮描边 + 落影)与冷/暖材质对比承载,不靠明度差——§5.3 明写「冷灰与全作暖底成材质对比」;§2 只在世界底层内部立了「同层内两底难辨」的子带纪律(该条立法理由明写为解决底层内部问题),世界中层无同款要求。
    • ←机检: 本值入板后全板色对中三通道差全部 <8/255 的对数 = 0
  2. 站桩名字行的落法 + 素底明暗档——已裁 = 垫素底、素底取深档 #282220,本节转指路。

    • 推导核实 = 成立,且是既有条款的落法、非新条款:站桩名字行是文字,§7.2「一切文字(含菜单/说明/tooltip/按钮/底栏,无区域例外)」+「文字禁直接压纹理底——垫容器或罩层」两条覆盖它;§6.1 舞台正面目标条已就站桩文字位显式落法——「站桩文字位改垫素底或落进结算明细带」并明写「非新条款」,§7.2 亦有「站桩石板地台面同理」句,两处机检断言同文。舞台背景插画(scene_stage_bg_<board_type> 三关变体;battle-stage-prompts §2.1)属纹理底 → 落法门触发。站桩名字行落法 = 垫素底(§5.3 共用验收条 + 5.3.1 / 5.3.3 对比判据)。

    • 素底明暗档两档对照:§4.1 只在册浅档 #F5EAD3(数字色牌,圣经唯一素色牌值),§7.4 血数垫牌在用的深档 HP_BAR_BACK #282220 亦在册。两档后果相反(下表留作裁定依据账):

      受影响的位 浅档 #F5EAD3 深档 #282220
      站桩名字行墨(现役暖白 #F0E2C8) 1.08:1 ✗ → 按 §7.2 双色墨制「亮底转深墨」改主墨 #33261B(12.3:1) 12.26:1 ✓ 不动
      5.3.2 魔法甲暖白 #F0E2C8 1.08:1 ✗ → 同须换深墨 12.26:1 ✓ 不动
      5.3.1 轻甲木色 #8A5A34 4.87:1 ✓ 不动 2.72:1 ✗ → 须换色合并(WARM_FAINT #CDB88C 8.08:1,零额度)或新增木色亮档(#C49A5E 6.07:1,占 1 枚)
      5.3.3 重甲冷灰 须 L ≤0.245,与 5.4 立绘体块主色带求交 → 窗 [0.220, 0.245](候选 #7E8492 L≈0.230,3.14:1) 须 L ≥0.151 → 窗 [0.220, 0.450](候选 #868C9A L≈0.261,4.65:1)
    • 裁定结论(取深档一列):① 站桩名字行墨(暖白 #F0E2C8)不动(12.26:1);② 5.3.2 魔法护甲暖白 #F0E2C8 不动(12.26:1);③ 5.3.1 轻甲木色 → 接受换色合并 WARM_FAINT #CDB88C(8.08:1,零额度),不取新增木色亮档 #C49A5E 路线(须 +1 额度而余量为 0);④ 5.3.3 重甲冷灰 → 按深档窗 [0.220, 0.450] 落 #868C9A(4.65:1)。素底值恒定 = HP_BAR_BACK #282220(§7.4 血数垫牌同款,零新增)

    • 推荐 = 深档 #282220(四条理据)——裁定落深档:① 与 §7.4 血数垫牌同款、既有素底,零新增;② 与 §4.1 在役亮档 token 同向——顺位徽标 GOLD_BRIGHT 对舞台底 6.47:1、魔法护甲徽标 HERO_BLUE_BRIGHT 5.88:1,现行徽标体系整体按暗底设计;③ 与 §7.4 实测记录「暖白对舞台底 9.49:1 达标」不冲突,深档更暗则暖白更稳;④ 只动 5.3.1 一枚,名字行墨与 5.3.2 全部不动。代价:5.3.1 须换色(换色合并不需要额度,新增木色亮档要 1 枚)。浅档的代价:名字行墨与 5.3.2 两处换墨(零额度),但 5.3.3 被挤进 0.025 宽的窄窗,且与石君王灰皮(若亦须落 0.22–0.45)撞窗。

    • ←机检: B 区站桩名字行与护甲图标正下方像素非地台板身色 #968264(§6.1 / §7.2 同文断言)

    • ←目检: 名字行与三枚甲档图标同排挂载后,素底边缘与舞台底、地台轮廓不打架,不构成第二焦点(§3.4)

  3. 信息面层 L 区间未定值(5.3 明度带字段无区间可填):结论 = 维持定性,不新增区间——不为了与世界底层两子带对称而硬定一个区间。

    • 理由一:执法已被三处既有数值判据全覆盖——文字 ≥4.5:1(§7.2)、图形 ≥3:1(§4.1 图标槽柔和档条)、数字墨/色牌的 L 界(§4.1:亮墨 L≥0.55 / 色牌 L≥0.70 / 深墨 L≤0.027)。三者都是「对其直接背景」的相对判据,信息面层成员恒压在具体底上,相对判据比绝对区间更贴执法面。
    • 理由二:§1.4 整屏样张②项验的是层间序关系(信息面层 > 世界中层 > 世界底层),是相对断言,不需要信息面层的绝对上界。
    • 理由三:世界底层拆两子带的立法理由 = 解决同层内两底(舞台底 L≈0.036 与已开格底 L≈0.10)灰度难辨(§2 该条明写),信息面层无同款实证问题(成员尺寸与位置差异大,且有墨/牌强对比),无对称立法理由。
    • 理由四:硬定上界会误伤在册高亮档——#F5EAD3 色牌 L≈0.83、纯白 L=1.0 都在信息面层内,上界定死(如 0.90)会把它们拦在层外。
    • 机检断言写得出来(证明不定值也能执法):←机检: 屏内信息面层取样点 L > 同屏世界中层取样点 L > 同屏世界底层取样点 L(§1.4②项同口径);←机检: 信息面层成员对其直接背景,文字位 ≥4.5:1、图形位 ≥3:1(§7.2 / §4.1)
  4. 五处角色部件色值——已落值(手绘口径下必须落值,现已落)。逐件取值见 §5.4.1(铲刃 / 提灯)、5.4.2(食人魔皮)、5.4.3(卓尔皮)、5.4.4(石君王灰皮);下表留作裁定依据账,色值已逐件落定(见上),不再以「待裁」表述:

    部件 §5.4 ④ 明度带归属 换色合并候选(在册,零额度)——裁定采纳 合并代价 / 淘汰理由 新增候选(未取,裁定走合并路线) 第二道门
    主角铲刃浅铁灰 手持件,不属「体块主色」判定面 FOG_MEMORY_INK #C4C4C4(L≈0.552,中性灰 S=0) 一色两岗(语义岗 = 迷雾记忆墨 §6.5,与 §4.1「常量本尊不动」先例相左);若后续纳入明度带判定则越上沿 0.45 #A8AEB8(L≈0.421 / H≈218° / S≈0.09) 过门(无三通道全 <8 的对);非语义段
    主角提灯铜色 同上 GOLD_DEEP #B07A14(L≈0.232 / H≈39°,落世界中层) 金族语义岗(§4.2 金只说收益与兑现、禁作日常强调防通胀);与皮革木色 #8A5A34(L≈0.130)明度差 0.10,可辨 #C08A3A(L≈0.297 / H≈36°) 过门
    食人魔酋长暖褐皮 体块主色 → 须落 L 0.22–0.45 暖石 #B8A582(L≈0.387 / H≈39°,在册于 theme README 溯源表) 一色两岗(该值现为滑轨槽字面量);已排除 #968264(地台承载面 §6.1)、#B39A78/#C9AF83(格底语义,§5.1 剪影禁借格底成立)、#8A5A34(L 0.130 越下沿) #B08050(L≈0.253)/ #A97C4E(L≈0.234) 过门
    卓尔精灵浅紫灰皮 体块主色 → 须落 L 0.22–0.45 无可复用:在册紫族四枚全部语义岗占用且 L <0.22——#7C3AA8 封印紫(退役)、#7A4294 妨害紫(§4.6.1 语义)、#8A72C4 / #7B5BD6 类型微光族(§4.2 分域纪律:微光色相禁迁移复用为物件/阵营/UI 语义色) — #A79CB8(L≈0.355 / H≈264° / S≈0.15;避 300°–345°,紫赤独占仍归 #8F2F6A) 过门
    石君王岩石板甲 与缺口 1 同一枚,不另计额度 见缺口 1 见缺口 1 见缺口 1 见缺口 1
    石君王灰皮 口径已裁 = 次级皮:石君王重甲覆盖率最大(§5.3),板甲视同体块主色 → 灰皮属次级皮、不受 0.22–0.45 约束 不受约束口径下可合 STONE #786E62(L≈0.160 / S≈0.18 近中性暖灰) 若按体块主色口径则 L 越下沿 0.06,不可合 #9A968C(L≈0.306)/ #949089(L≈0.281 / S≈0.07) 过门;两候选与地台 #968264 灰度差 ≥0.047

    额度账(48 余量 0,额度已用尽)

    • 必须新增 = 2 枚(已裁落定):① 重甲冷灰金属材质色(缺口 1,在册冷灰全部不合格)= #868C9A;② 卓尔浅紫灰皮(在册紫族全占岗且过暗)= #A79CB8。余量 0,额度用尽;后续新增须先压缩或合并既有色(压缩哪几枚由作者裁)。
    • 可合并 = 5 处,零额度(已裁接受):铲刃 → FOG_MEMORY_INK #C4C4C4;提灯 → GOLD_DEEP #B07A14;食人魔皮 → 暖石 #B8A582;石君王灰皮 → STONE #786E62(按次级皮口径);轻甲木色 → WARM_FAINT #CDB88C。
    • 浮动一枚 = 5.3.1 轻甲木色(已裁):深档素底下接受换色合并 WARM_FAINT #CDB88C,零额度,余量不击穿;新增木色亮档 #C49A5E 路线未取。
    • (「若作者选全部新增(7 枚)」假设,留作依据账):击穿 5 枚。压缩只能从既有色里腾——优先合「宽松口径下仍未清偿的在册近色对」,每合一对腾 1 枚。机检扫到的活值近色对(须先剔除退役值与场景环境子板成员再计数;本清单未逐枚核语义岗,合哪几对由作者裁):GOLD_BRIGHT #E0B860 ↔ GOLD_LIT #E6BE5A(差 6/6/6);WARM #F0E2C8 ↔ MAP_BAR_PLATE #F0E4C8(差 0/2/0);RAP_DOT_CORE_WARM #F8E2A8 ↔ INK_L_GOLD #F8E3A8(差 0/1/0);DIGIT_PLATE #F5EAD3 ↔ CAMP_ROW_PLATE #F0E6CE(差 5/4/5)。注:这四对均不在 §4.1 已列六对欠账清单内,属该清单未扫到的部分——按 §4.1 现有断言「全板色对中三通道差全部 <8/255 的对数 = 0」,它们同样在清偿范围内;是否一并清偿由作者裁。
    • 本节不替作者决定压缩或合并哪几枚既有色。
    • ←机检: 本节候选值落定后,全板色对中三通道差全部 <8/255 的对数 = 0,且板内色数 ≤48
    • ←目检: 五处部件色上稿后,灰度下铲 / 提灯 / 皮 / 甲互相可辨,不靠色相单独承载(§5.1 轮廓通道;§4.5 色弱清单)
    • ←方向性: 五处部件色服务于「随身件画得出来、认得出」(character-design §5.4 秘宝形象候选池条),不抢体块主色的读序

6. 明确不在本文件

  • 意图准备动画三档、战斗演出类:动画序列帧,等一屏样张锁动画方案后另立规格卡。
  • 格面徽章 19 枚 / 关卡节点图图标 / 砖面终稿 / 地形变异纹带:脚本管线,规格锚 art-bible §4.6(图标键契约)、§1.4(样张验收)与 §3.2,不需要生成提示词。
  • 音乐音效:清单已明确排除。