309 lines
15 KiB
Markdown
309 lines
15 KiB
Markdown
# 05a · 《剑与声》第一章施工稿(26 号对齐)
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> **给开发者的实现要点摘要**
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> 1. 场景图 JSON、遭遇战表、数值、存档字段、BGM/sfx 清单 **以本文为准**(与 05 号总设计冲突时,数据以本文、交互以 26 号+05 号 §0)。
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> 2. 战斗仍是定时器驱动的 10 状态机。**格挡 = 前摇窗口内再单击**(或朝来招方向滑)。禁止要求新手双击。
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> 3. 探索:左右滑切选项、单击确认、上滑状态。`doubleTapWindow: 0`。
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> 4. 第一章 8 场景、5 场明雷、商店/宝箱/支线获取不变。
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> 5. 语音仍只引用 [05-rpg-ch1-voice-ids.md](05-rpg-ch1-voice-ids.md) 表内 id;须停用「双击格挡」教学句或改录为「点一下挡住」(改词在实现时登记,本文不改 voice-ids 文件)。
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---
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## 0. 设计单(第一章范围)
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一句话、三状态、手势、矩阵、失败表、首 3 分钟、台词类别、断点复述:**见 [05-rpg.md](05-rpg.md) §0**。本章等待点补:
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| id | 场景 | 期待 | `_short` |
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|---|---|---|---|
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| `village_opt` | village | 左右/单击 | 「滑一下。」 |
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| `path_go` | path | 前进 | 「单击。」 |
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| `fork_pick` | fork | 左右选路 | 「左右滑。」 |
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| `stream_teach` | stream | 教学战四步 | 见 11 号 |
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| `gate_pick` | gate | 强攻/绕行 | 「左右滑。」 |
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Floor:探索 `YOUR_TURN`(amb 常驻可作床);战斗选指令 `YOUR_TURN`(`turn_player`);前摇 `ACTION`;演出 `BUSY`/`SPEAKING`。
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---
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## 1. 第一章场景图(数据表,直接转 JSON)
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```js
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const CH1 = {
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start: 'village',
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scenes: {
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village: { name: '雾口村', amb: 'amb_village', options: ['go_path', 'shop', 'rest', 'status'] },
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path: { name: '林间小路', amb: 'amb_path', options: ['go_fork', 'investigate', 'back'] },
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fork: { name: '岔路口', amb: 'amb_fork', options: ['go_chest', 'go_stream', 'back'] },
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chest: { name: '枯树洞', amb: 'amb_chest', options: ['open_chest', 'back'] },
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stream: { name: '溪流', amb: 'amb_stream', options: ['drink', 'go_hunter', 'back'],
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encounter: 'enc_teach_wolf' },
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hunter: { name: '猎人小屋', amb: 'amb_hunter', options: ['talk_hunter', 'go_deepwood', 'back'] },
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deepwood: { name: '密林深处', amb: 'amb_deepwood', options: ['go_gate', 'back'],
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encounter: 'enc_bandits' },
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gate: { name: '黑风寨门前', amb: 'amb_gate', options: ['assault', 'sneak', 'back'] },
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boss1: { name: '聚义厅', amb: 'amb_hall', options: [],
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encounter: 'enc_boss1' },
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},
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};
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```
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选项语义(不变):
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| 选项 id | 播报语音 | 行为 |
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|---|---|---|
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| `go_*` | `opt_go_<场景>` | 切换场景(脚步 + 新场景 desc) |
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| `back` | `opt_back` | 回上一场景 |
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| `shop` | `opt_shop` | 商店子菜单 |
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| `rest` | `opt_rest` | HP/MP 回满,`sys_rest`;仅 village |
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| `status` | `opt_status` | 与上滑相同 |
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| `investigate` | `opt_investigate` | 一次性 +15 金(`chest_path`) |
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| `go_chest` | `opt_go_chest` | 岔路左 |
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| `open_chest` | `opt_open_chest` | 金疮药×2(`chest_fork`) |
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| `drink` | `opt_drink` | HP 回满 |
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| `talk_hunter` | `opt_talk_hunter` | 药×1 + 九折 `shop_discount` |
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| `assault` | `opt_assault` | `enc_elite` → 胜后 boss1 |
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| `sneak` | `opt_sneak` | `enc_sneak` → 进 boss1 且 HP/MP 回满 |
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---
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## 2. 遭遇战表(不变)
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| 遭遇 id | 敌人 | 触发 | 特殊 |
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|---|---|---|---|
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| `enc_teach_wolf` | 教学野狼 ×1 | stream 首次 | HP 锁底 1;四步教学(格挡=窗口单击) |
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| `enc_wolf` | 野狼 ×1 | 教学后再入 50% | 可逃 |
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| `enc_bandits` | 山贼 ×2 | deepwood 首次 | 不可逃;间不回血 |
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| `enc_elite` | 寨丁头目 ×1 | assault | 不可逃 |
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| `enc_sneak` | 山贼 + 毒蛛 | sneak | 不可逃;胜后回满 |
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| `enc_boss1` | 黑风寨主 | boss1 | 不可逃;半血二阶段 |
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---
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## 3. 战斗状态机(格挡输入改写)
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状态:`B_START → (回合循环) → VICTORY | DEFEAT | FLED`
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| 状态 | 进入时副作用 | 出口转换 |
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|---|---|---|
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| `B_START` | `btl_start_<enemy>`;回合=1 | 第一章 → `PLAYER_SELECT`(蛊师类先攻除外) |
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| `PLAYER_SELECT` | `sfx/turn_player`;Floor=`YOUR_TURN`;播当前指令名;左右滑循环 攻击→技能→防御→道具;单击执行;上滑战场状态;下滑逃跑 | 单击 → `PLAYER_EXECUTE`;下滑 → `FLEE_CHECK` |
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| `PLAYER_EXECUTE` | 攻击=伤害公式;技能=atk×2 耗 mp3(不足 `btl_nomp` 留在 SELECT);防御=halfDamage;道具=金疮药 40%maxHp(无药 `btl_noitem`)。内容音 = `silent-ok` | → `CHECK_ENEMY_DEAD` |
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| `CHECK_ENEMY_DEAD` | 敌 HP≤0:`btl_enemy_die`;连战拉下一只回 `B_START`(不重置玩家) | 无下一只 → `VICTORY`;否则 `ENEMY_TELEGRAPH` |
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| `ENEMY_TELEGRAPH` | Floor=`ACTION`。有声:`tel_<enemy>` 1.0s(保护档见 11 号)。无声:`danger` earcon(系统合成,必出声)。窗口内:**单击 = 格挡**;**朝来招方向滑 = 格挡**。成功:`sfx/parry`,标记 true。反向滑 / 上滑 / 下滑:`invalid`,留在窗口。连点 400ms 内第二下 `busy` | 窗口结束或已格挡 → `ENEMY_RESOLVE` |
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| `ENEMY_RESOLVE` | `dmg×0.3` 格挡 / `×0.5` 防御 / 全值。受击 `hurt`+回执;格挡成功不播 hurt。降档才播 `st_hp_*` | HP≤0 → `DEFEAT`;否则 → `PLAYER_SELECT` |
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| `FLEE_CHECK` | 见 11 号成功率 | `FLED` 或回 SELECT;失败则 `ENEMY_TELEGRAPH`(可格挡) |
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| `VICTORY` | `btl_win` + 分档掉落 + 升级 | 探索态,写存档 |
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| `DEFEAT` | `btl_lose` + 归因 → village 重生(等级金币装备 flags 保留,本章非 Boss 遭遇重置) | village,写存档 |
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半血钩子:HP 首次 ≤50% 于结算前插播 `btl_half_<enemy>`。
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来招方向约定(滑动格挡,不单独教学):
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| 敌人 | 声像 / 约定方向 |
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|---|---|
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| 野狼、教学狼 | 中央;滑动任意左右也认,或只认单击 |
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| 山贼 / 头目 | 前摇脚步声像侧 |
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| 毒蛛 | 高频,中央;认单击 |
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| 无声 | 无方向;**只认单击**(滑=`invalid`+「点一下。」) |
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---
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## 4. 数值表(原样保留)
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### 4.1 玩家
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```
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maxHp = 20 + 8*(lv-1)
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atk = 5 + 2*(lv-1) + 武器atk
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def = 护甲def
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mp = 3 + lv
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expToNext = lv * 20
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dmg = max(1, round((atk攻 - def守) * (0.85~1.15)))
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```
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### 4.2 敌人
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| 敌人 | 章 | HP | ATK | DEF | EXP | 金币 | 前摇 sfx | 前摇特征 | 半血句 |
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|---|---|---|---|---|---|---|---|---|---|
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| 教学野狼 | 1 | 6 | 3 | 0 | 5 | 0 | `tel_wolf` | 扑击低吼 | 无 |
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| 野狼 | 1 | 10 | 4 | 0 | 8 | 5 | `tel_wolf` | 低吼 | 无 |
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| 山贼 | 1 | 16 | 6 | 1 | 12 | 12 | `tel_bandit` | 脚步+拔刀 | `btl_half_bandit` |
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| 毒蛛 | 1 | 12 | 7 | 0 | 12 | 8 | `tel_spider` | 高频肢节 | 无 |
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| 寨丁头目 | 1 | 24 | 8 | 2 | 20 | 25 | `tel_elite` | 重甲 | `btl_half_elite` |
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| **Boss 黑风寨主** | 1 | 45 | 10 | 2 | 50 | 100 | `tel_boss1` | 双刀两声 | 二阶段 ATK→12 |
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| 沼泽鳄 | 2 | 30 | 11 | 2 | 22 | 18 | `tel_croc` | 水花+低吼 | 无 |
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| 蛊师 | 2 | 22 | 12 | 1 | 26 | 30 | `tel_shaman` | 吟唱(先攻) | 有 |
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| 剑傀 | 3 | 38 | 14 | 3 | 40 | 45 | `tel_puppet` | 机括 | 无 |
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| 影卫 | 3 | 30 | 16 | 2 | 45 | 50 | 无(danger earcon) | 寂静 | 有 |
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| **Boss 腐沼祭主** | 2 | 70 | 14 | 3 | 90 | 200 | `tel_boss2` | 哼鸣 | 二阶段 2 毒蛛 |
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| **Boss 白无瞳** | 3 | 110 | 18 | 5 | 150 | 500 | 三阶段无声+earcon | 寂静 | 三次转换 |
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经验校验原文成立:打完第一章约 lv3。
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### 4.3 装备获取(不变)
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| 物品 | 效果 | 获取 |
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|---|---|---|
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| 铁剑 | atk+3 | 商店 100(九折 90) |
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| 皮甲 | def+2 | 商店 80(九折 72) |
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| 金疮药 | 40% maxHp | 30 金;宝箱×2;猎人×1;上限 5 |
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| 青钢剑 | atk+6 | 二章 300 |
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| 铁鳞甲 | def+4 | 二章 250 |
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| 听风剑 | atk+9,窗口 1.0→1.3s | 三章 600 |
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### 4.4 商店
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`shop_open` → 左右滑:铁剑/皮甲/金疮药/离开 → **单击购买**(不再双击)。钱不够 `shop_poor`;已购 `shop_owned`。成功 `sfx/coin` + 回执。写存档。
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---
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## 5. 探索态手势(施工口径)
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- 左右滑=切选项(报名)=`silent-ok` 或 `ok`
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- 单击=确认
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- 上滑= `st_lv_*` → `st_hp_*` → `st_gold_*` → `st_weapon_*` → `st_armor_*`(可打断)
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- 下滑=菜单(阶段 2):继续 / 保存回大厅 / 返回;破坏性二次确认
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- 双击新手当单击(不重听整段描述;描述可用单击跳句后的帮助短句)
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血量档:>70% / 30–70% / <30% 原句 id 保留。
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教学战逐步旁白(替旧「双击格挡」):
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| 步 | 意图 | 玩家 |
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|---|---|---|
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| T0 | 左右滑听指令名 | 滑 ≥2 |
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| T1 | 攻击单击 | 出剑一次 |
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| T2 | 前摇内**单击**格挡 | 成功或受击都通过 |
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| T3 | 选防御单击 | 演示减伤 |
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| T4 | 自由击杀 | 敌亡 |
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完整参数见 [11-rpg-battle-rebalance.md](11-rpg-battle-rebalance.md)。
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---
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## 6. 存档 JSON(精确定义,保留)
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`PUT /api/progress { game: 'rpg', data: ... }`:
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```json
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{
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"schema": 1,
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"updatedAt": "2026-08-29T12:00:00Z",
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"summary": "第一章·溪流 · Lv3 · 金币120",
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"chapter": 1,
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"scene": "stream",
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"player": {
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"lv": 3, "exp": 45,
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"hp": 28, "maxHp": 36, "mp": 6,
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"gold": 120,
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"weapon": "iron_sword",
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"armor": "leather",
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"potions": 2
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},
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"flags": {
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"tutorial_battle_done": false,
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"chest_path": false,
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"chest_fork": false,
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"hunter_quest": false,
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"shop_discount": false,
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"enc_bandits_done": false,
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"enc_elite_done": false,
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"enc_sneak_done": false,
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"boss1_done": false
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},
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"chapters": { "1": "open", "2": "locked", "3": "locked" },
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"stats": { "kills": 0, "deaths": 0, "parries": 0, "playSec": 0, "battlesWon": 0 }
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}
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```
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| 字段 | 默认 | 说明 |
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|---|---|---|
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| `schema` | 1 | 不匹配可重开,stats 保留 |
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| `summary` | `"新的旅程"` | `第X章·场景名 · LvN · 金币M` |
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| `chapter`/`scene` | 1 / `village` | 落点 |
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| `player.*` | lv1 exp0 hp20 maxHp20 mp4 gold50 weapon null armor null potions 1 | 开局 50 金 |
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| `weapon`/`armor` | null | `iron_sword`/`steel_sword`/`wind_sword`;`leather`/`iron_scale` |
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| `flags.*` | false | 一次性 |
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| `chapters` | 见上 | locked/open/cleared |
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| `stats.*` | 0 | 只增不减;`battlesWon` 供保护档 |
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保存:场景切换、战斗结算、商店、菜单保存。localStorage `soundgame.progress.rpg` 与服务器双写。有档:`sys_continue_ask` 单击继续、右滑新游戏。
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---
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## 7. 资产需求清单(保留 prompt)
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### 7.1 BGM(与 10 号对齐)
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| id | 用途 | Mureka prompt 草稿 |
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|---|---|---|
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| `bgm/explore` | 探索宏观 | Atmospheric Chinese wuxia ambient, bamboo forest mist, sparse guzheng plucks over low drone, slow tempo 60 bpm, mysterious but calm, no vocals, seamless loop |
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| `bgm/battle` | 普通战斗 | Tense wuxia battle music, driving taiko drums 100 bpm, sharp erhu stabs, urgent but not chaotic, no vocals, seamless loop |
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| `bgm/boss` | Boss | Epic dark wuxia boss theme, heavy taiko 120 bpm, dissonant strings, dramatic tension, no vocals, seamless loop |
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| `bgm/village` | 村庄 | Warm peaceful Chinese village ambiance music, soft dizi flute melody, gentle plucked strings, cozy 70 bpm, no vocals, seamless loop |
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| `bgm/ending` | 章结算 | Melancholic wuxia emotional theme, solo erhu over soft pads, bittersweet, slow, no vocals, seamless loop |
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amb_* 走 **sfx 层 loop**(addendum),`bgm=0` 时 amb 仍在。village 在 bgm=0 时用 `amb_village`。
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### 7.2 SFX(35;SA3 = Stable Audio 3,SYN = 程序合成)
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| 类别 | id | 方式 | prompt / 说明 |
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|---|---|---|---|
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| 敌方前摇 | `tel_wolf` | SA3 | wolf growl then lunge, short, dry, close mic |
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| | `tel_bandit` | SA3 | footsteps on dirt then sword unsheathing shing, 1 second |
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| | `tel_spider` | SA3 | insect legs skittering, high frequency chitin clicks, eerie, 1 second |
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| | `tel_elite` | SA3 | heavy armor plates clanking, menacing, 1 second |
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| | `tel_boss1` | SA3 | two metal blades striking each other twice, dramatic ring |
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| | `tel_croc` | SA3 | water splash with low reptile growl |
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| | `tel_shaman` | SA3 | low guttural chant humming, ritualistic, dark |
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| | `tel_puppet` | SA3 | wooden mechanism clicks and winding gears |
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| 战斗 | `atk_swing` | SA3 | sword whoosh through air, fast, clean |
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| | `atk_hit` | SA3 | sword hitting flesh, dull impact, not gory |
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| | `parry` | SA3 | metal parry clang, bright ring, short |
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| | `skill_slash` | SA3 | powerful sword slash with air rip, dramatic |
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| | `hurt` | SYN | 低频闷击(避免与 atk_hit 混淆) |
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| | `enemy_die` | SA3 | body falling to ground with weapon clatter |
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| | `potion` | SA3 | drinking liquid gulps, glass bottle |
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| | `flee` | SYN | 渐远脚步 |
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| | `turn_player` | SYN | 上行双音剑鸣,≤0.4s(11 号) |
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| | `victory` | SA3 | triumphant short brass fanfare, 3 rising notes, wuxia style, under 1.5 seconds |
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| 探索/系统 | `step` | SYN | 单步脚步 |
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| | `coin` | SYN | 硬币叮当 |
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| | `chest` | SA3 | old wooden chest creaking open |
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| | `drink_water` | SA3 | scooping and drinking stream water |
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| | `rest` | SA3 | settling down by campfire, fabric rustle |
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| | `levelup` | SYN | 上行钟声琶音 |
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| | `door_heavy` | SA3 | heavy wooden gate slowly opening, deep creak |
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| | `ui_deny` | — | **不做**(回执走引擎) |
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| 场景环境 | `amb_village` | SA3 | night village ambience, campfire crackle, distant chatter, crickets, loop |
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| | `amb_path` | SA3 | forest path ambience, wind through leaves, birds distant, loop |
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| | `amb_fork` | SA3 | forest crossroads ambience, wind split feel, crows, loop |
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| | `amb_chest` | SA3 | hollow tree hole ambience, drips, muffled wind, loop |
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| | `amb_stream` | SA3 | flowing stream over rocks, gentle water, loop |
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| | `amb_hunter` | SA3 | wood cabin ambience, firewood crackle, knife sharpening occasionally, loop |
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| | `amb_deepwood` | SA3 | deep forest ambience, insects, distant wolf howl, ominous, loop |
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| | `amb_gate` | SA3 | bandit camp outside gate ambience, torches burning, rowdy distant voices, loop |
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| | `amb_hall` | SA3 | large hall ambience, fire brazier, echoing space, tense, loop |
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无声敌人(影卫 / 白无瞳三阶段)不占 sfx:窗口用引擎 `danger` earcon + 回执。amb 走 sfx 层 loop。计数仍约 35 件内容音 + 2 个战斗状态音。
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---
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## 8. 与台词表
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开发只许引用 05-rpg-ch1-voice-ids.md。教学格挡句若仍写「双击」,运行时改播等价「点一下挡住」或停用旧 id 待重录——**不在本次改 voice-ids 文件**。
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---
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## 9. 废止(本章范围内)
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| 废止 | 改为 |
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|---|---|
|
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| `ENEMY_TELEGRAPH` 双击格挡 | 单击;同向滑可选 |
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| 探索双击重听 | 新手当单击;阶段 3 再重听当前描述 |
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| 商店双击购买 | 单击购买 |
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| 无声窗口仅震动 | danger earcon + 回执 |
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| amb 与 explore BGM 抢同一层导致互删 | BGM 宏观 + amb 走 sfx loop(addendum) |
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JSON、数值、获取节点、flags、summary 格式:**未改**。
|