@oh-story/dsh 0.1.14 → 0.1.16

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (533) hide show
  1. package/README.md +12 -10
  2. package/lib/drama/manifest.json +284 -364
  3. package/lib/drama/skills/short-drama/SKILL.md +13 -14
  4. package/lib/drama/skills/short-drama/agents/openai.yaml +1 -1
  5. package/lib/drama/skills/short-drama/references/audience-reveal.md +4 -4
  6. package/lib/drama/skills/short-drama/references/contract-and-ownership.md +2 -2
  7. package/lib/drama/skills/short-drama/references/creator-documents.md +12 -10
  8. package/lib/drama/skills/short-drama/references/creator-workflow.md +6 -5
  9. package/lib/drama/skills/short-drama/references/form-cards/Q/347/211/210/350/241/250/350/276/276.md +8 -8
  10. package/lib/drama/skills/short-drama/references/form-cards//344/272/214/347/273/264/345/212/250/346/200/201/346/274/253.md +5 -5
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  15. package/lib/drama/skills/short-drama/references/knowhow-index.md +6 -7
  16. package/lib/drama/skills/short-drama/references/look-development.md +5 -7
  17. package/lib/drama/skills/short-drama/references/pickup-and-alternate.md +6 -3
  18. package/lib/drama/skills/short-drama/references/production-form-profiles.md +14 -16
  19. package/lib/drama/skills/short-drama/references/reference-roles.md +5 -3
  20. package/lib/drama/skills/short-drama/references/runtime-preflight.md +2 -1
  21. package/lib/drama/skills/short-drama-assets/SKILL.md +8 -8
  22. package/lib/drama/skills/short-drama-assets/agents/openai.yaml +1 -1
  23. package/lib/drama/skills/short-drama-assets/references/asset-review-checklist.md +26 -27
  24. package/lib/drama/skills/short-drama-assets/references/character-and-look.md +22 -22
  25. package/lib/drama/skills/short-drama-assets/references/continuity-delta.md +4 -4
  26. package/lib/drama/skills/short-drama-assets/references/continuity-lock.md +4 -4
  27. package/lib/drama/skills/short-drama-assets/references/era-anchors.md +3 -3
  28. package/lib/drama/skills/short-drama-assets/references/identity-vs-variant.md +5 -5
  29. package/lib/drama/skills/short-drama-assets/references/location-and-view.md +6 -7
  30. package/lib/drama/skills/short-drama-assets/references/occurrence-extraction.md +8 -9
  31. package/lib/drama/skills/short-drama-assets/references/prop-and-state.md +8 -11
  32. package/lib/drama/skills/short-drama-assets/references/voice-direction.md +22 -22
  33. package/lib/drama/skills/short-drama-develop/SKILL.md +6 -6
  34. package/lib/drama/skills/short-drama-develop/agents/openai.yaml +1 -1
  35. package/lib/drama/skills/short-drama-develop/assets/creative-brief.md +2 -2
  36. package/lib/drama/skills/short-drama-develop/assets/story-engine.md +2 -2
  37. package/lib/drama/skills/short-drama-develop/references/adaptation-craft.md +13 -12
  38. package/lib/drama/skills/short-drama-develop/references/creative-reference-intake.md +7 -7
  39. package/lib/drama/skills/short-drama-develop/references/director-brief-craft.md +7 -8
  40. package/lib/drama/skills/short-drama-develop/references/episode-design.md +20 -24
  41. package/lib/drama/skills/short-drama-develop/references/genre-and-hook-playbook.md +7 -7
  42. package/lib/drama/skills/short-drama-develop/references/genre-cards//344/272/262/345/255/220/351/232/220/347/247/230.md +4 -5
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  49. package/lib/drama/skills/short-drama-develop/references/genre-cards//347/224/237/346/264/273/346/265/201.md +1 -1
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  56. package/lib/drama/skills/short-drama-develop/references/mechanism-loop.md +6 -7
  57. package/lib/drama/skills/short-drama-develop/references/multi-episode-intake.md +19 -17
  58. package/lib/drama/skills/short-drama-develop/references/premise-devices.md +5 -5
  59. package/lib/drama/skills/short-drama-develop/references/reveal-reversal-payoff.md +6 -5
  60. package/lib/drama/skills/short-drama-develop/references/serial-character-and-memory.md +3 -4
  61. package/lib/drama/skills/short-drama-develop/references/stage-contract.md +7 -9
  62. package/lib/drama/skills/short-drama-develop/references/story-craft.md +8 -10
  63. package/lib/drama/skills/short-drama-edit/SKILL.md +11 -14
  64. package/lib/drama/skills/short-drama-edit/assets/remotion/README.md +12 -19
  65. package/lib/drama/skills/short-drama-edit/assets//345/211/252/350/276/221/345/215/225.md +2 -2
  66. package/lib/drama/skills/short-drama-edit/references/cut-craft.md +5 -4
  67. package/lib/drama/skills/short-drama-edit/references/generated-footage.md +1 -1
  68. package/lib/drama/skills/short-drama-edit/references/sound-and-subtitles.md +6 -4
  69. package/lib/drama/skills/short-drama-edit/references/stage-contract.md +5 -5
  70. package/lib/drama/skills/short-drama-edit/references/still-cuts.md +1 -1
  71. package/lib/drama/skills/short-drama-image-prompts/SKILL.md +7 -2
  72. package/lib/drama/skills/short-drama-image-prompts/agents/openai.yaml +1 -1
  73. package/lib/drama/skills/short-drama-image-prompts/references/character-and-look.md +4 -5
  74. package/lib/drama/skills/short-drama-image-prompts/references/common-recipe.md +17 -17
  75. package/lib/drama/skills/short-drama-image-prompts/references/edit-and-revision.md +10 -9
  76. package/lib/drama/skills/short-drama-image-prompts/references/location-plate.md +11 -12
  77. package/lib/drama/skills/short-drama-image-prompts/references/look-and-state-variant.md +6 -5
  78. package/lib/drama/skills/short-drama-image-prompts/references/lookdev-frame.md +2 -2
  79. package/lib/drama/skills/short-drama-image-prompts/references/production-sheet-recipes.md +6 -6
  80. package/lib/drama/skills/short-drama-image-prompts/references/prop-plate.md +8 -8
  81. package/lib/drama/skills/short-drama-image-prompts/references/review-and-fixtures.md +5 -4
  82. package/lib/drama/skills/short-drama-novel-analyze/SKILL.md +17 -24
  83. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-triage.md +3 -4
  84. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-value.md +5 -10
  85. package/lib/drama/skills/short-drama-novel-analyze/references/aggregation-and-entities.md +4 -6
  86. package/lib/drama/skills/short-drama-novel-analyze/references/chapter-extraction.md +9 -13
  87. package/lib/drama/skills/short-drama-novel-analyze/references/stage-contract.md +3 -7
  88. package/lib/drama/skills/short-drama-produce/SKILL.md +43 -42
  89. package/lib/drama/skills/short-drama-produce/agents/openai.yaml +1 -1
  90. package/lib/drama/skills/short-drama-produce/references/adapter-contract.md +31 -18
  91. package/lib/drama/skills/short-drama-produce/references/providers/gpt-image-2.md +1 -1
  92. package/lib/drama/skills/short-drama-produce/references/providers/minimax-h3-video.md +11 -6
  93. package/lib/drama/skills/short-drama-produce/references/providers/minimax-music.md +2 -2
  94. package/lib/drama/skills/short-drama-produce/references/providers/minimax-speech.md +7 -5
  95. package/lib/drama/skills/short-drama-produce/references/providers/seedance.md +14 -8
  96. package/lib/drama/skills/short-drama-review/SKILL.md +9 -9
  97. package/lib/drama/skills/short-drama-review/agents/openai.yaml +1 -1
  98. package/lib/drama/skills/short-drama-review/references/anti-template-repair.md +10 -11
  99. package/lib/drama/skills/short-drama-review/references/production-quality-gates.md +24 -23
  100. package/lib/drama/skills/short-drama-review/references/project-calibration.md +17 -16
  101. package/lib/drama/skills/short-drama-review/references/review-method.md +8 -6
  102. package/lib/drama/skills/short-drama-review/references/rubric-assets-prompts.md +7 -6
  103. package/lib/drama/skills/short-drama-review/references/rubric-source-analysis.md +17 -10
  104. package/lib/drama/skills/short-drama-review/references/rubric-story-script.md +29 -25
  105. package/lib/drama/skills/short-drama-review/references/rubric-visual-motion.md +11 -11
  106. package/lib/drama/skills/short-drama-review/references/stage-contract.md +3 -2
  107. package/lib/drama/skills/short-drama-storyboard/SKILL.md +8 -10
  108. package/lib/drama/skills/short-drama-storyboard/agents/openai.yaml +1 -1
  109. package/lib/drama/skills/short-drama-storyboard/references/blocking-playbooks.md +8 -11
  110. package/lib/drama/skills/short-drama-storyboard/references/comic-keyframe-lexicon.md +11 -12
  111. package/lib/drama/skills/short-drama-storyboard/references/coverage-audition.md +4 -5
  112. package/lib/drama/skills/short-drama-storyboard/references/keyframe-craft.md +19 -24
  113. package/lib/drama/skills/short-drama-storyboard/references/lighting-craft.md +1 -1
  114. package/lib/drama/skills/short-drama-storyboard/references/production-shot-grammar.md +26 -29
  115. package/lib/drama/skills/short-drama-storyboard/references/review-and-fixtures.md +6 -5
  116. package/lib/drama/skills/short-drama-storyboard/references/scene-visual-plan.md +2 -2
  117. package/lib/drama/skills/short-drama-storyboard/references/screenplay-to-keyframe-example.md +4 -4
  118. package/lib/drama/skills/short-drama-storyboard/references/shot-craft.md +8 -8
  119. package/lib/drama/skills/short-drama-storyboard/references/shot-revision-identity.md +3 -3
  120. package/lib/drama/skills/short-drama-video-prompts/SKILL.md +10 -7
  121. package/lib/drama/skills/short-drama-video-prompts/agents/openai.yaml +1 -1
  122. package/lib/drama/skills/short-drama-video-prompts/references/camera-audio-continuity.md +63 -61
  123. package/lib/drama/skills/short-drama-video-prompts/references/delivery-profile.md +20 -18
  124. package/lib/drama/skills/short-drama-video-prompts/references/generability.md +12 -12
  125. package/lib/drama/skills/short-drama-video-prompts/references/minimax-h3.md +4 -3
  126. package/lib/drama/skills/short-drama-video-prompts/references/motion-recipe.md +38 -40
  127. package/lib/drama/skills/short-drama-video-prompts/references/performance-action-timing.md +36 -36
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  130. package/lib/drama/skills/short-drama-video-prompts/references/seedance-2.0.md +1 -1
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  133. package/lib/drama/skills/short-drama-video-prompts/references/wan-3.0.md +2 -1
  134. package/lib/drama/skills/short-drama-write/SKILL.md +15 -15
  135. package/lib/drama/skills/short-drama-write/agents/openai.yaml +1 -1
  136. package/lib/drama/skills/short-drama-write/assets/screenplay.md +3 -4
  137. package/lib/drama/skills/short-drama-write/references/dialogue-craft.md +20 -22
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  145. package/lib/index.js +80 -17
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  147. package/lib/novel-to-game/README.md +8 -9
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  149. package/lib/novel-to-game/manifest.json +19 -19
  150. package/lib/novel-to-game/skills/game-art-direction/SKILL.md +2 -2
  151. package/lib/novel-to-game/skills/game-build/SKILL.md +2 -0
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  154. package/lib/novel-to-game/skills/game-world-design/SKILL.md +1 -1
  155. package/lib/novel-to-game/skills/game-world-design/agents/openai.yaml +1 -1
  156. package/lib/novel-to-game/skills/novel-to-game/references/intake-method.md +4 -4
  157. package/lib/oh-story/manifest.json +676 -676
  158. package/lib/oh-story/roles/chapter-extractor.md +10 -10
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@@ -2,17 +2,11 @@
2
2
 
3
3
  ## 用作拆文标尺时
4
4
 
5
- 本文件原本是写作侧 playbook,写法是「怎么写」。`story-short-analyze` 在拆文时把它当
6
- **对照标尺**用 —— 拆文动作是把源文与本文件描述的标准模式做对比,找出该篇用了哪一种、
7
- 做得有多到位,**不是**按本文件去写新作品。
8
-
9
- 读者视角的判断:本文件描述的是 番茄小说短篇 / 故事会 / 追妻 / 世情 / 重生 / 虐渣
10
- 等通俗短篇圈的工业标准模板,是拆文报告里「可复用结构 / 反转设计 / 题材公式」等段的
11
- 对照来源。
5
+ 按源文证据识别关系类型、独立目标与态度变化。下列感情线模型描述不同读者承诺,不按男女频标签推定每位读者的偏好,也不要求源文经历所有阶段。
12
6
 
13
7
  ## 决策路由
14
8
 
15
- | 你在设计什么 | 使用本章方法 |
9
+ | 你在分析什么 | 使用本章方法 |
16
10
  |-------------|-------------|
17
11
  | 角色间关系类型 | 人物关系类型表 |
18
12
  | 感情线核心人设 | 感情流人设核心法 |
@@ -28,7 +22,7 @@
28
22
 
29
23
  ## 人物关系类型
30
24
 
31
- 查表确定角色间的关系类型,然后按原则执行。
25
+ 按具体互动识别关系;同一人物对可以同时具有多种关系。
32
26
 
33
27
  | 关系类型 | 定义 | 功能 | 示例 |
34
28
  |---------|------|------|------|
@@ -38,35 +32,34 @@
38
32
  | 权威型 | 上下级/支配关系 | 制造压力,限制主角行动 | 师父、老板、监管者 |
39
33
 
40
34
  **执行规则**:
41
- - 每个重要关系至少安排一次考验(背叛/牺牲/误解)
42
- - 关系必须有变化弧线(敌人变盟友、盟友变对手)
43
- - 禁止所有关系都是"你好我好"的铁板一块
44
- - 关系的功能必须服务于情节,不能只为甜/虐而存在
35
+ - 定位关系受到考验或保持稳定的情节
36
+ - 关系变化须标触发事件;稳定关系也可能承担安全感或对照功能
37
+ - 比较各段关系在情节、情绪和人物理解中的作用
45
38
 
46
39
  ---
47
40
 
48
41
  ## 感情流人设核心法
49
42
 
50
- 感情流中剧情为人设服务——每次剧情都要丰满人物或推动感情发展,否则就是无效剧情。
43
+ 感情流重点观察事件如何显露人物、改变关系或检验共同选择。
51
44
 
52
45
  ### 构建步骤
53
46
 
54
- 1. **确定人设核心**:写下最初出现在脑海里的角色特征(如"想登上皇位的皇子""病弱皇子")
55
- 2. **围绕核心发散**:回答——为什么有这个核心?过去经历?环境影响?性格成因?
56
- 3. **延伸剧情线**:核心自带的剧情必须写(有目标→目标线;有伤痛→治愈线)
47
+ 1. **识别人设核心**:从行为归纳突出特征、目标或困境
48
+ 2. **回查成因**:寻找过去经历、环境与性格的已知联系
49
+ 3. **追踪作用**:目标或伤痛如何进入人物选择与关系后果
57
50
 
58
51
  ### 执行规则
59
52
 
60
53
  - 俗套剧情配上丰满人设也能脱离套路感
61
- - 两个主角都必须有闪光点和独立变化路线,不能一个人出彩另一个人黯淡
54
+ - 比较双方的吸引力、独立行动与变化,说明叙事焦点如何分配
62
55
  - 高光不等于装逼——所有让读者对角色印象深刻的时刻都是高光,包括痛彻心扉的时刻
63
- - 生命不止恋爱——角色心里希望恋爱,但生命里不能只有恋爱,只有恋爱的角色立不住、很单薄
56
+ - 检查恋爱之外的目标是否参与选择;缺少独立目标时说明其具体影响
64
57
 
65
58
  ---
66
59
 
67
60
  ## 男频与女频爱情线底层逻辑差异
68
61
 
69
- **先确定目标读者群,再选择对应逻辑。两者不可混淆,否则读者会觉得"不对味"。**
62
+ 以下区分“被认可、受羡慕”与“建立独特连接”两类承诺。两者可并存,是否适合目标读者须由文本与反馈判断。
70
63
 
71
64
  ### 男频爱情线逻辑
72
65
 
@@ -75,10 +68,10 @@
75
68
  | 核心 | "外在因素展示"——主角和对象在一起体现两人的外在因素多优秀 |
76
69
  | 三种核心逻辑 | "她要是我的该多好" → "这么优秀的人是我的了" → "这么优秀的人都喜欢我,我更优秀" |
77
70
  | 围观者想法 | "能得到这么优秀的女人,我好羡慕"(非"恋爱好甜") |
78
- | 女主 | 最好有多个女性角色喜欢主角,越多说明主角越优秀 |
79
- | 对象本质 | "奖杯"——一切动机的根本目的是胜利 |
71
+ | 女主 | 多人倾慕可能被用于强化主角受认可的体验,人数不直接证明人物优秀 |
72
+ | 对象本质 | 奖赏式爱情把伴侣当作成功标志;同时检查对方的独立目标是否被压缩 |
80
73
 
81
- 写男频感情线时,围绕"展示优秀"设计事件。
74
+ 定位伴侣条件与他人评价如何体现“展示优秀”。
82
75
 
83
76
  ### 女频爱情线逻辑
84
77
 
@@ -86,21 +79,21 @@
86
79
  |------|------|
87
80
  | 核心 | "连接"——两人之间唯一、坚不可摧、最优先的情感连接 |
88
81
  | 连接要求 | "我爱的是你这个人,外貌、财富、才华都不能替代这份连接" |
89
- | 纯洁性 | 连接形成后应逐渐舍去外在因素影响 |
90
- | 双方 | 最好初恋+双洁——保障连接的纯洁性和唯一性 |
82
+ | 纯洁性 | 观察人物如何证明连接不能被外在条件替代 |
83
+ | 双方 | 初恋、双洁是部分作品的承诺,不能据此推定感情更纯粹或更唯一 |
91
84
  | 围观者想法 | "他们的恋爱好甜,我好羡慕" |
92
85
 
93
- 写女频感情线时,围绕"深化连接"设计事件。
86
+ 定位共同经历和选择如何“深化连接”。
94
87
 
95
88
  ---
96
89
 
97
90
  ## 穿书/穿游戏角色选择法则
98
91
 
99
- ### 必须满足的条件
92
+ ### 观察条件
100
93
 
101
- - 叙事主角必须对原世界有相当熟悉度(最核心的期待感来源)
102
- - 确定穿越进熟悉的世界,一两句话交代清楚,不能超过一章还不知道身处何方
103
- - 必须选择穿越后有强戏剧性或强矛盾的角色(如穿越成恶毒女配)
94
+ - 主角对原世界知道多少,知识何处有效、何处失效?
95
+ - 文本何时交代穿越处境,延迟是否制造有效问题?
96
+ - 穿越后的身份如何改变主角的目标、风险与选择?
104
97
 
105
98
  ### 信息差设计
106
99
 
@@ -111,7 +104,7 @@
111
104
 
112
105
  ## 修罗场收场策略
113
106
 
114
- 修罗场本质是一种矛盾,控制对抗烈度,不能让爱情线对象之间出现不可调和的矛盾。
107
+ 多角关系的冲突可以被调停,也可以导向决裂。观察对抗烈度与最终关系是否相符,不能预设所有对象必须和解。
115
108
 
116
109
  | 收场方法 | 操作 |
117
110
  |---------|------|
@@ -123,18 +116,18 @@
123
116
 
124
117
  ## 傻白甜角色塑造避坑
125
118
 
126
- ### 六个必避之坑
119
+ ### 六个观察点
127
120
 
128
- 1. 女主犯错不能是故意的,不能明知不能做偏要做
129
- 2. 女主犯错不能违反道德——傻白甜最重要的是天真小孩子般的高道德感
130
- 3. 不能站在道德高地指责他人(道德婊行为),自己却做不好
131
- 4. 不能因为道德婊行为和队友发生矛盾后还让队友认错赞美她
132
- 5. 正确做法:有更高道德标准 → 所作所为符合 → 为此显得与众不同和有点傻气
133
- 6. 可以写成长线:坐到被她指责的人的位置上后,发现原来那个做法已是最好的选择
121
+ 1. 犯错来自信息不足、经验不足,还是明知后果仍坚持?
122
+ 2. 人物自称的道德标准与实际行为是否一致?
123
+ 3. 对他人与自己的要求是否一致?
124
+ 4. 冲突后谁承担代价,文本如何评价责任?
125
+ 5. 坚持更高道德标准时,人物是否亲自承担成本?
126
+ 6. 经历同类处境后,人物判断是否发生有依据的变化?
134
127
 
135
128
  ### 反向用法
136
129
 
137
- 塑造傻白甜反派时,把以上六点全加在她身上,让读者一见就厌恶。
130
+ 若相同特征被用于反派,说明文本通过哪些后果引导读者评价,不预设读者必然厌恶。
138
131
 
139
132
  ---
140
133
 
@@ -144,14 +137,14 @@
144
137
 
145
138
  ### 核心思路
146
139
 
147
- - 最好的改变是两个人都改变,且改变后恰好与之前两人之间的对应关系相反
140
+ - 比较双方是否都发生变化,以及变化是否重排原有的关系位置
148
141
  - 改变要基于原人设做局部调整,和原人设保持密切联系,避免随意改造
149
142
 
150
143
  ### 执行规则
151
144
 
152
- - 人设变化发生在爱隔山海阶段之后(尤其是面对最大阻碍之后),不要再设计新的矛盾,只要发糖
153
- - 真正的阻碍已在前面解决,此时读者最迫切的渴望是多吃糖
154
- - 发糖要用实在的CP行为和悉心照顾表达爱意,不是"我爱你"式的工业糖精
145
+ - 主要阻碍解决后,检查亲密互动如何兑现前文期待
146
+ - 若再起矛盾,说明它是否来自已有关系问题,还是无因果地延长篇幅
147
+ - 对照台词、照顾与共同选择,判断爱意表达是否有具体情境支撑
155
148
 
156
149
  ---
157
150
 
@@ -159,29 +152,26 @@
159
152
 
160
153
  ### 第一步:排除外部强推
161
154
 
162
- 检查角色行为是否只是为了让剧情往某方向发展。如果角色"恰好"做了推进剧情的事但没有自身动机,标记为"人设偏移",必须为该行为补充角色层面的合理理由。
155
+ 检查关键行为能否由角色已知信息与动机解释。只有推进剧情的结果却缺少依据时,记录为“人设偏移/动机证据不足”,不替源文补理由。
163
156
 
164
157
  ### 第二步:目标情绪确认
165
158
 
166
- 写每段前明确三个要素:
167
- 1. 本段目标情绪:这段剧情要让读者产生什么情绪?
168
- 2. 角色性格特征是否支持该情绪:角色的设定属性是否自然导向此情绪方向?
169
- 3. 角色行为是否符合使命定位:角色在本段的行为是否与其在故事中的功能定位一致?
159
+ 对照三个层面:
160
+ 1. 文本通过哪些事件与措辞传递情绪?
161
+ 2. 角色的性格、处境与反应是否相互支持?
162
+ 3. 角色行为改变了什么情节、关系或读者判断?
170
163
 
171
164
  ### 第三步:人设行为推导
172
165
 
173
- 从角色已设定属性(经历/性格/目标/当前状态)推导其在场景中的行为:
174
- - 列出该角色在此场景下的2-3种可能反应
175
- - 评估每种反应与角色已有行为模式的一致性
176
- - 选择最符合人设且最有戏剧张力的那一种
166
+ 从经历、性格、目标与当前状态回查实际行为,记录支持与冲突证据。其他可能反应只用于比较,不改写源文。
177
167
 
178
168
  ### 第四步:情绪一致性校验
179
169
 
180
- 检查角色表达的情绪核心与场景目标情绪是否一致。不一致则调整角色行为或场景目标情绪,确保输出内容在情绪维度上自洽。
170
+ 区分角色情绪、文本传递情绪与读者可能感受。三者不同可以形成反讽或信息差,不能直接判为矛盾。
181
171
 
182
172
  **两种执行路径**:
183
- - 路径A:先定目标情绪 → 按人设推导角色行为 → 校验一致性
184
- - 路径B:先按人设推导角色行为 → 反推场景目标情绪 → 校验一致性
173
+ - 路径A:从文本情绪效果回查人物行为及其依据
174
+ - 路径B:从人物实际选择分析场景产生的情绪效果
185
175
 
186
176
  ---
187
177
 
@@ -195,11 +185,10 @@
195
185
 
196
186
  ### 操作步骤
197
187
 
198
- 1. 始终保持缓冲区存在
199
- 2. 在卷纲中挑出事件拐点(5~7个)
200
- 3. 在每个拐点处标注配角状态和对主角的态度变化
201
- 4. 每次攻略到关键点位时,配角的态度变化必须写清楚
202
- 5. 态度变化本身就产生情绪波动和期待感
188
+ 1. 识别距离、信息或信任差异如何延迟态度变化
189
+ 2. 从全文已提取节点中定位关系拐点
190
+ 3. 对照拐点前后的状态、态度与触发事件
191
+ 4. 分析态度变化带来的情绪和期待,不预设拐点数量
203
192
 
204
193
  ### 执行规则
205
194
 
@@ -229,12 +218,12 @@
229
218
 
230
219
  ## 亦敌亦友关系
231
220
 
232
- 最有魅力的人物关系类型。
221
+ 适用于相互认可且利益或理念仍有冲突的关系。
233
222
 
234
223
  ### 执行规则
235
224
 
236
225
  - 前提:两个角色本身都要有魅力,否则只是强行五五开的狗皮膏药
237
- - 核心:高度认可 + 绝对冲突 → 惺惺相惜 → 缺一魅力全无
226
+ - 核心:相互认可与立场冲突并存,具体魅力来自两者如何影响选择
238
227
  - 真正的宿敌 = 双方相互认可,外人盖章不算
239
228
 
240
229
  ---
@@ -280,11 +269,11 @@
280
269
 
281
270
  路人 → 好人(扶老奶奶过马路) → 正直勇敢的好人(挺身而出) → 不错的朋友(理解原生家庭困境) → 喜欢但不知(特殊契机看到彼此不为人知的一面)
282
271
 
283
- ### 关键原则:主角不主动追求
272
+ ### 主角不主动追求的模式
284
273
 
285
- - 当前男频读者普遍反感"舔狗"人设
286
- - 推动好感靠男主自身优秀品质吸引,不是主动追求
287
- - 男主帮女主是举手之劳不经意为之 → 女主因此记住他
274
+ - 定位被倾慕如何形成主角受认可的体验
275
+ - 观察好感来自品质、共同经历、主动追求还是多种因素
276
+ - 若采用举手之劳引发好感的写法,检查后续是否有独立选择支持关系深化
288
277
 
289
278
  ### 感情升级的不对称性
290
279
 
@@ -321,17 +310,17 @@
321
310
 
322
311
  好感度(负/零/半/满) x 关系阶段(熟悉/试探/暧昧/确认)
323
312
 
324
- 阶段匹配原则:**按低的一方计算**。好感度到了但关系阶段没到 = 行为突兀。
313
+ 将好感程度与社会关系分开记录,尤其关注双方意愿不一致时,行为是否尊重已表达的边界。
325
314
 
326
315
  ### CP行为三类门槛
327
316
 
328
317
  | 行为类型 | 门槛 | 说明 |
329
318
  |---------|------|------|
330
- | 需容忍行为 | 半好感+ | 主动亲密、妥协,必须给补偿否则变舔狗 |
319
+ | 需容忍行为 | 半好感+ | 观察主动亲密或妥协的原因、回应与代价 |
331
320
  | 特殊对待行为 | 半好感+ | 主权、信赖、牺牲、特殊待遇、安抚 |
332
321
  | 关联行为 | 双方半好感+ | 默契、分享、陪伴 |
333
322
 
334
- 好感度不足时写需容忍行为 = 油腻/性骚扰感。
323
+ 关系行为的效果须结合双方反应与具体情境判断,不能由抽象好感度直接推定。
335
324
 
336
325
  ### 5套感情线结构模板
337
326
 
@@ -349,15 +338,15 @@
349
338
 
350
339
  ### 主角目标独立性原则
351
340
 
352
- - 主角的目标必须属于自己的 → 不能是"帮别人实现目标" → 否则主角变成配角/工具人
353
- - 正确做法:把别人的目标转化为主角自己的(平叛=保护自己的利益/获得认可/获取资源)
354
- - 自检方法:随机看一章 → 主角在主动追求什么 → 如果没有 → 主角沦为别人的棋子
341
+ - 帮助他人也可以是主角自主选择的目标,须检查动机与代价
342
+ - 区分主动承担、被迫服从与缺乏选择,说明其对终局的影响
343
+ - 结合全文判断行动权,不以某一节的被动处境直接判定主角失去主体性
355
344
 
356
345
  ### 感情线的层次设计
357
346
 
358
- - 感情推进不是线性的,应该有升级节点,每个节点对应一个剧情高潮
347
+ - 记录感情推进、停滞或回退与事件转折的联系
359
348
  - 社会关系线 vs 实质情感线的错位制造张力
360
- - 最佳节奏:感情先慢后快 → 前期铺垫积累好感 → 后期集中爆发 → 匹配盛大仪式
349
+ - 先慢后快、逐步深化或突然确认均可成立,须说明积累与转折证据
361
350
 
362
351
  ### 配角的功能性定位
363
352
 
@@ -380,16 +369,16 @@
380
369
 
381
370
  ## 质量检查清单
382
371
 
383
- 每次完成角色关系/感情线设计后,逐项核查:
372
+ 完成关系分析后逐项回查证据:
384
373
 
385
374
  - [ ] **关系类型明确**:每个重要关系已归类为冲突/联盟/亲密/权威之一
386
- - [ ] **关系有弧线**:每个重要关系至少经历一次考验或变化
375
+ - [ ] **关系状态清楚**:变化有触发证据,稳定关系的功能也已说明
387
376
  - [ ] **人设有核心**:主角人设有明确的核心特征和发散依据
388
- - [ ] **目标独立性**:主角的目标属于自己的,不是帮别人实现目标
389
- - [ ] **好感度匹配**:CP行为与当前好感度阶段匹配(按低的一方计算)
390
- - [ ] **读者群对味**:男频围绕"展示优秀"设计事件,女频围绕"深化连接"设计事件
377
+ - [ ] **目标独立性**:已区分自主帮助他人与被迫服从
378
+ - [ ] **好感度匹配**:关系进展、双方意愿与行为边界各有证据
379
+ - [ ] **读者承诺清楚**:认可、羡慕或独特连接的判断来自文本与反馈
391
380
  - [ ] **配角有行动**:配角不是NPC式站桩等待触发,有自己的行动和动机
392
- - [ ] **缓冲区存在**:配角攻略过程中始终保持缓冲区,拐点处标注态度变化
393
- - [ ] **修罗场可控**:多角关系中对象之间无不可调和的矛盾
394
- - [ ] **发糖时机正确**:爱隔山海之后不再设计新矛盾,只发实在的CP行为糖
395
- - [ ] **角色不止恋爱**:角色生命中有恋爱之外的内容,不是单薄的情感工具人
381
+ - [ ] **态度变化可追踪**:已定位距离、信任或信息差及其变化
382
+ - [ ] **多角关系有后果**:和解、决裂或持续冲突均有因果依据
383
+ - [ ] **亲密互动有支撑**:已说明互动如何回应前文期待
384
+ - [ ] **角色目标有依据**:恋爱之外的目标及其缺失效果已如实记录
@@ -10,13 +10,13 @@ Stage 2–3 与 Stage 4–6 两个时刻都读本文件:拆什么、按什么
10
10
  |------|------|
11
11
  | 故事核驱动 | 先找到故事的核心梗(一句话),所有分析围绕故事核展开。故事核变了,整篇的分析方向都会变 |
12
12
  | 读者视角优先 | 每一步从读者体验出发——读者看到了什么?感受到了什么?为什么在意?不猜测创作者动机,只分析文本实际制造的读者体验 |
13
- | 可复用性导向 | 每个分析点都要输出可迁移的结构、功能位或风险阈值;纯欣赏型分析不合格 |
13
+ | 可复用性导向 | 从关键分析中提炼可迁移的结构、叙事功能及适用条件 |
14
14
  | 爆点为中心 | 短篇拆文的核心问题是——什么让读者情绪爆发?什么让读者想转发?找到爆点,拆解它的铺垫和释放机制 |
15
- | 共鸣决定传播 | 一篇短篇能火,关键在引发共鸣;文笔好坏不单独决定传播。共鸣层次越多,传播性越强 |
15
+ | 共鸣与传播 | 说明哪些情节可能引发共鸣和讨论;实际传播效果须有读者反馈或市场数据支持 |
16
16
 
17
17
  ### 分析顺序(从外到内,层层递进)
18
18
 
19
- 故事核(写的是什么,锚定一切分析的起点)→ 结构(怎么布局的)→ 人物(谁在推动故事)→ 情感线(读者感受到了什么)→ 写作手法(怎么写出来的)→ 共鸣+爆点性+话题性(为什么能火)→ 综合评估(可借鉴结构)
19
+ 故事核与结构 → 情感线与爆点 → 反转与写作手法 → 人物与首尾 → 共鸣、话题性与综合评估。依次对应 Stage 2–6。
20
20
 
21
21
  ### 每个阶段的核心问题
22
22
 
@@ -29,14 +29,14 @@ Stage 2–3 与 Stage 4–6 两个时刻都读本文件:拆什么、按什么
29
29
  | 人物 | 谁是主人公?谁是主动型角色?谁是被动型角色? | 不知道谁在推故事,就不知道故事怎么动的 |
30
30
  | 情感线 | 读者的情绪是怎么被一步步拉扯的? | 这是短篇的核心价值,拆不出来等于白拆 |
31
31
  | 写作手法 | 文本用了什么手法让读者产生这种体验? | 手法必须被拆成可复用功能位,否则无法迁移 |
32
- | 共鸣+爆点 | 为什么这篇能火?触发了什么共鸣? | 不回答这个问题,拆文就变成了文学鉴赏 |
33
- | 综合评估 | 哪些结构可复用?复用条件和风险是什么? | 不能指导下一份 artifact 的拆文没有意义 |
32
+ | 共鸣+爆点 | 哪些情节可能引发共鸣或讨论? | 缺少文本作用与读者体验之间的联系 |
33
+ | 综合评估 | 哪些结构可复用?复用条件和风险是什么? | 无法供下一篇作品参考 |
34
34
 
35
35
  ### 拆解约束
36
36
 
37
- 1. **禁止主观评价** — 不评价好坏,只拆解机制。输出中不得出现"写得好/写得差"类评价
37
+ 1. **评价须有依据** — 说明机制和文本效果,避免只写“好/差”;评分要附位置与证据
38
38
  2. **从体验反推手法** — 先定位读者情绪高峰,再反推文本用什么手法制造了这个高峰
39
39
  3. **深度优先于全面** — 核心维度(故事核/爆点/共鸣)必须深入,可选维度按需
40
- 4. **可复用性导向** — 每个分析点必须输出复用条件、可迁移做法和风险边界
40
+ 4. **迁移须有条件** — 提炼可复用结构时,同时说明适用场景与失败风险
41
41
 
42
42
  ---
@@ -1,5 +1,5 @@
1
1
  # 源文段落钩子分析标尺
2
- 短篇/段落级钩子类型、组合技法、禁忌、对话情绪递增、不公平伤害、围观者层级。用于段落内微钩子设计。
2
+ 按源文识别段落钩子、冲突对白、伤害与围观反应。表内星级是旧分类的经验标记,具体力度须由读者问题、行动牵引与后续兑现说明。
3
3
 
4
4
  ---
5
5
 
@@ -20,14 +20,13 @@
20
20
  | 11 | 冷发现 | 发现异常后第一反应保持极度冷静,冷静本身制造悬念 | "钥匙扣上印着'悦安月子中心VIP'。我们明明没有孩子。我笑着点头。当天就去月子中心记下了预约单。" | ★5 |
21
21
 
22
22
  ### 使用要点
23
- - 信息差不能拖太久,超过 3000 字读者会烦
24
- - 倒计时一旦设定,必须到期兑现,不能烂尾
25
- - 反转必须有铺垫,无铺垫的反转是作弊
26
- - 暗牌不能藏太久,短篇里最多藏 30% 篇幅
27
- - 打脸要干脆利落,一句话打脸比一段话打脸爽
28
- - 代价必须真实,主角最后什么都没失去则代价钩子失效
29
- - 弱者不能只是工具人,要有自己的行动线
30
- - 灵魂视角的限制(只能看不能动)必须严格遵守
23
+ - 信息差与暗牌延迟期间,文本交付了什么新证据、选择或后果?
24
+ - 倒计时是否改变行动,期限及其后果是否得到回应?
25
+ - 反转能否回溯到已有证据,而非临时添加规则?
26
+ - 打脸的效果由筹码、预期与后果判断,不按句子长短排序
27
+ - 代价是否真实存在,避免损失是否来自人物行动?不能因最终化解就判为假代价
28
+ - 弱者是否有可辨认的处境、反应或选择?独立支线并非必要
29
+ - 灵魂视角能知道和能做到什么,以源文规则为准
31
30
 
32
31
  ---
33
32
 
@@ -53,10 +52,9 @@
53
52
  | 阶梯背叛 + 冷发现 | 层层加码 + 全程冷静 |
54
53
 
55
54
  ### 组合使用原则
56
- 1. 技巧服务表达,不要为了用技巧而用技巧
57
- 2. 构思剧情阶段可同时考虑多种技巧丰富剧情
58
- 3. 技巧可杂糅使用,没用就丢弃
59
- 4. 不要通过单个技巧推导剧情,技巧是工具不是束缚
55
+ 1. 说明各钩子如何共同改变同一问题或期待
56
+ 2. 比较组合是否新增作用,还是重复放大同一信号
57
+ 3. 保留源文实际组合,不按表格替它补情节
60
58
 
61
59
  ---
62
60
 
@@ -64,17 +62,17 @@
64
62
 
65
63
  | 禁忌 | 说明 |
66
64
  |------|------|
67
- | 假悬念 | 威胁不存在或立刻解除,读者被骗一次就不会再信 |
65
+ | 假悬念 | 威胁无依据且解除不需选择或代价;实际信任损失须有反馈支持 |
68
66
  | 机械降神 | 章尾抛出危机,下章开头用巧合解决 |
69
67
  | 过度留白 | 连续多章不揭示任何信息,读者失去耐心 |
70
68
  | 低风险钩 | 用无关紧要的事制造悬念 |
71
- | 同类型连用 | 连续 3 章以上用同一种钩子类型 |
69
+ | 同类型连用 | 多次使用同类钩子而不改变问题、筹码或后果 |
72
70
 
73
71
  ---
74
72
 
75
73
  ## 对话情绪五级递增
76
74
 
77
- 写矛盾冲突时,对话越不礼貌,情绪越强烈:
75
+ 以下是对白逐步越界的一种模式;礼貌、沉默或克制也可能形成强压迫,须结合现场权力判断:
78
76
 
79
77
  | 级别 | 类型 | 强度 |
80
78
  |------|------|------|
@@ -84,7 +82,7 @@
84
82
  | 4 | 主观指责 + 强制命令 | 强情绪 |
85
83
  | 5 | 主观指责 + PUA抬升自己 | 最强 |
86
84
 
87
- 最强话术:打着"为你好"的幌子,句句不离关心,但句句都是嫌弃、指责、厌恶。
85
+ 以关心为名的指责可能形成语言与态度反差,分析时定位具体台词及其对选择的限制。
88
86
 
89
87
  ---
90
88
 
@@ -92,9 +90,9 @@
92
90
 
93
91
  不公平伤害 = 不公平(主角无辜)+ 伤害(物理+精神)
94
92
 
95
- - 精神上的伤害更能拉动读者情绪——大多数读者受气的时候多
93
+ - 区分精神、身体与资源损失,说明具体处境为何可能引发共情
96
94
  - "不患寡而患不均":减月例大家都减(公平),但唯独主角药材降了一等(不公平)
97
- - 随便挑一种写到位都能拉起对反派的仇恨
95
+ - 对反派的评价须由伤害、动机和后果共同支持
98
96
 
99
97
  ### 三种伤害类型
100
98
 
@@ -105,17 +103,17 @@
105
103
  | 针锋相对型 | 反派所处秩序被主角打破 | 陷害、算计、伤害 | 不留活路 |
106
104
 
107
105
  ### 压主角的正确方式
108
- 1. 尽量不压——用"他人否定,主角打脸"替代"主角真受委屈"
109
- 2. 否定间接化——当面嘲讽改为内心活动或背后议论
110
- 3. 否定理由合情合理——基于现有信息的合理判断
111
- 4. 否定人物多元化——不同立场否定方式不同
112
- 5. 只在卷高潮时稍微压一下
106
+ 1. 区分真实受损与他人评价造成的压力
107
+ 2. 记录否定是当面表达、背后议论还是读者可见的心理活动
108
+ 3. 检查否定是否符合对方当时掌握的信息
109
+ 4. 比较不同人物立场如何改变表达方式
110
+ 5. 追踪压力如何改变主角选择,以及后续如何回应
113
111
 
114
112
  ---
115
113
 
116
114
  ## 围观者质量层级
117
115
 
118
- 震惊效果取决于围观者的数量和质量:
116
+ 比较围观反应新增的信息与后果,不单按人数和身份判断效果:
119
117
 
120
118
  | 层级 | 对象 | 特征 |
121
119
  |------|------|------|
@@ -127,10 +125,10 @@
127
125
 
128
126
  | 维度 | 原则 |
129
127
  |------|------|
130
- | 角色种类 | 多种角色 > 单种角色,每种产生不同反应 |
131
- | 角色数量 | 多人 > 少人,选择可多人出场的场合 |
132
- | 角色层级 | 多层级 > 单层级,路人/同行/高手/反派每层不同 |
133
- | 关系深度 | 熟人 > 陌生人,熟人震惊远爽于陌生人震惊 |
128
+ | 角色种类 | 不同立场是否提供不同信息或行动 |
129
+ | 角色数量 | 多人反应是否重复,是否挤压主线 |
130
+ | 角色层级 | 专业判断或权力位置是否改变结果 |
131
+ | 关系深度 | 熟人反应是否回收旧关系,陌生人反应是否改变公众评价 |
134
132
 
135
133
  ---
136
134
 
@@ -140,7 +138,7 @@
140
138
 
141
139
  1. 钩子类型是什么?
142
140
  2. 钩子在第几句话/第几个字出现?
143
- 3. 钩子强度(1-10)?
141
+ 3. 钩子强度(1-10)及其文本依据是什么?该分值只作辅助,不代替机制判断
144
142
  4. 钩子是否在合理位置兑现?
145
143
  5. 铺垫和兑现之间的距离是否合适?
146
144
  6. 是否有钩子未兑现(烂尾)?