@oh-story/dsh 0.1.15 → 0.1.17

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 (560) hide show
  1. package/README.md +17 -15
  2. package/lib/client.js +26 -15
  3. package/lib/client.js.map +2 -2
  4. package/lib/drama/manifest.json +284 -364
  5. package/lib/drama/package.json +4 -0
  6. package/lib/drama/skills/short-drama/SKILL.md +13 -14
  7. package/lib/drama/skills/short-drama/agents/openai.yaml +1 -1
  8. package/lib/drama/skills/short-drama/references/audience-reveal.md +4 -4
  9. package/lib/drama/skills/short-drama/references/contract-and-ownership.md +2 -2
  10. package/lib/drama/skills/short-drama/references/creator-documents.md +12 -10
  11. package/lib/drama/skills/short-drama/references/creator-workflow.md +6 -5
  12. package/lib/drama/skills/short-drama/references/form-cards/Q/347/211/210/350/241/250/350/276/276.md +8 -8
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  18. package/lib/drama/skills/short-drama/references/knowhow-index.md +6 -7
  19. package/lib/drama/skills/short-drama/references/look-development.md +5 -7
  20. package/lib/drama/skills/short-drama/references/pickup-and-alternate.md +6 -3
  21. package/lib/drama/skills/short-drama/references/production-form-profiles.md +14 -16
  22. package/lib/drama/skills/short-drama/references/reference-roles.md +5 -3
  23. package/lib/drama/skills/short-drama/references/runtime-preflight.md +2 -1
  24. package/lib/drama/skills/short-drama-assets/SKILL.md +8 -8
  25. package/lib/drama/skills/short-drama-assets/agents/openai.yaml +1 -1
  26. package/lib/drama/skills/short-drama-assets/references/asset-review-checklist.md +26 -27
  27. package/lib/drama/skills/short-drama-assets/references/character-and-look.md +22 -22
  28. package/lib/drama/skills/short-drama-assets/references/continuity-delta.md +4 -4
  29. package/lib/drama/skills/short-drama-assets/references/continuity-lock.md +4 -4
  30. package/lib/drama/skills/short-drama-assets/references/era-anchors.md +3 -3
  31. package/lib/drama/skills/short-drama-assets/references/identity-vs-variant.md +5 -5
  32. package/lib/drama/skills/short-drama-assets/references/location-and-view.md +6 -7
  33. package/lib/drama/skills/short-drama-assets/references/occurrence-extraction.md +8 -9
  34. package/lib/drama/skills/short-drama-assets/references/prop-and-state.md +8 -11
  35. package/lib/drama/skills/short-drama-assets/references/voice-direction.md +22 -22
  36. package/lib/drama/skills/short-drama-develop/SKILL.md +6 -6
  37. package/lib/drama/skills/short-drama-develop/agents/openai.yaml +1 -1
  38. package/lib/drama/skills/short-drama-develop/assets/creative-brief.md +2 -2
  39. package/lib/drama/skills/short-drama-develop/assets/story-engine.md +2 -2
  40. package/lib/drama/skills/short-drama-develop/references/adaptation-craft.md +13 -12
  41. package/lib/drama/skills/short-drama-develop/references/creative-reference-intake.md +7 -7
  42. package/lib/drama/skills/short-drama-develop/references/director-brief-craft.md +7 -8
  43. package/lib/drama/skills/short-drama-develop/references/episode-design.md +20 -24
  44. package/lib/drama/skills/short-drama-develop/references/genre-and-hook-playbook.md +7 -7
  45. 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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  47. package/lib/drama/skills/short-drama-develop/references/genre-cards//345/212/250/344/275/234/344/273/273/345/212/241.md +1 -1
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  59. package/lib/drama/skills/short-drama-develop/references/mechanism-loop.md +6 -7
  60. package/lib/drama/skills/short-drama-develop/references/multi-episode-intake.md +19 -17
  61. package/lib/drama/skills/short-drama-develop/references/premise-devices.md +5 -5
  62. package/lib/drama/skills/short-drama-develop/references/reveal-reversal-payoff.md +6 -5
  63. package/lib/drama/skills/short-drama-develop/references/serial-character-and-memory.md +3 -4
  64. package/lib/drama/skills/short-drama-develop/references/stage-contract.md +7 -9
  65. package/lib/drama/skills/short-drama-develop/references/story-craft.md +8 -10
  66. package/lib/drama/skills/short-drama-edit/SKILL.md +11 -14
  67. package/lib/drama/skills/short-drama-edit/assets/remotion/README.md +12 -19
  68. package/lib/drama/skills/short-drama-edit/assets//345/211/252/350/276/221/345/215/225.md +2 -2
  69. package/lib/drama/skills/short-drama-edit/references/cut-craft.md +5 -4
  70. package/lib/drama/skills/short-drama-edit/references/generated-footage.md +1 -1
  71. package/lib/drama/skills/short-drama-edit/references/sound-and-subtitles.md +6 -4
  72. package/lib/drama/skills/short-drama-edit/references/stage-contract.md +5 -5
  73. package/lib/drama/skills/short-drama-edit/references/still-cuts.md +1 -1
  74. package/lib/drama/skills/short-drama-image-prompts/SKILL.md +7 -2
  75. package/lib/drama/skills/short-drama-image-prompts/agents/openai.yaml +1 -1
  76. package/lib/drama/skills/short-drama-image-prompts/references/character-and-look.md +4 -5
  77. package/lib/drama/skills/short-drama-image-prompts/references/common-recipe.md +17 -17
  78. package/lib/drama/skills/short-drama-image-prompts/references/edit-and-revision.md +10 -9
  79. package/lib/drama/skills/short-drama-image-prompts/references/location-plate.md +11 -12
  80. package/lib/drama/skills/short-drama-image-prompts/references/look-and-state-variant.md +6 -5
  81. package/lib/drama/skills/short-drama-image-prompts/references/lookdev-frame.md +2 -2
  82. package/lib/drama/skills/short-drama-image-prompts/references/production-sheet-recipes.md +6 -6
  83. package/lib/drama/skills/short-drama-image-prompts/references/prop-plate.md +8 -8
  84. package/lib/drama/skills/short-drama-image-prompts/references/review-and-fixtures.md +5 -4
  85. package/lib/drama/skills/short-drama-novel-analyze/SKILL.md +17 -24
  86. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-triage.md +3 -4
  87. package/lib/drama/skills/short-drama-novel-analyze/references/adaptation-value.md +5 -10
  88. package/lib/drama/skills/short-drama-novel-analyze/references/aggregation-and-entities.md +4 -6
  89. package/lib/drama/skills/short-drama-novel-analyze/references/chapter-extraction.md +9 -13
  90. package/lib/drama/skills/short-drama-novel-analyze/references/stage-contract.md +3 -7
  91. package/lib/drama/skills/short-drama-produce/SKILL.md +43 -42
  92. package/lib/drama/skills/short-drama-produce/agents/openai.yaml +1 -1
  93. package/lib/drama/skills/short-drama-produce/references/adapter-contract.md +31 -18
  94. package/lib/drama/skills/short-drama-produce/references/providers/gpt-image-2.md +1 -1
  95. package/lib/drama/skills/short-drama-produce/references/providers/minimax-h3-video.md +11 -6
  96. package/lib/drama/skills/short-drama-produce/references/providers/minimax-music.md +2 -2
  97. package/lib/drama/skills/short-drama-produce/references/providers/minimax-speech.md +7 -5
  98. package/lib/drama/skills/short-drama-produce/references/providers/seedance.md +14 -8
  99. package/lib/drama/skills/short-drama-review/SKILL.md +9 -9
  100. package/lib/drama/skills/short-drama-review/agents/openai.yaml +1 -1
  101. package/lib/drama/skills/short-drama-review/references/anti-template-repair.md +10 -11
  102. package/lib/drama/skills/short-drama-review/references/production-quality-gates.md +24 -23
  103. package/lib/drama/skills/short-drama-review/references/project-calibration.md +17 -16
  104. package/lib/drama/skills/short-drama-review/references/review-method.md +8 -6
  105. package/lib/drama/skills/short-drama-review/references/rubric-assets-prompts.md +7 -6
  106. package/lib/drama/skills/short-drama-review/references/rubric-source-analysis.md +17 -10
  107. package/lib/drama/skills/short-drama-review/references/rubric-story-script.md +29 -25
  108. package/lib/drama/skills/short-drama-review/references/rubric-visual-motion.md +11 -11
  109. package/lib/drama/skills/short-drama-review/references/stage-contract.md +3 -2
  110. package/lib/drama/skills/short-drama-storyboard/SKILL.md +8 -10
  111. package/lib/drama/skills/short-drama-storyboard/agents/openai.yaml +1 -1
  112. package/lib/drama/skills/short-drama-storyboard/references/blocking-playbooks.md +8 -11
  113. package/lib/drama/skills/short-drama-storyboard/references/comic-keyframe-lexicon.md +11 -12
  114. package/lib/drama/skills/short-drama-storyboard/references/coverage-audition.md +4 -5
  115. package/lib/drama/skills/short-drama-storyboard/references/keyframe-craft.md +19 -24
  116. package/lib/drama/skills/short-drama-storyboard/references/lighting-craft.md +1 -1
  117. package/lib/drama/skills/short-drama-storyboard/references/production-shot-grammar.md +26 -29
  118. package/lib/drama/skills/short-drama-storyboard/references/review-and-fixtures.md +6 -5
  119. package/lib/drama/skills/short-drama-storyboard/references/scene-visual-plan.md +2 -2
  120. package/lib/drama/skills/short-drama-storyboard/references/screenplay-to-keyframe-example.md +4 -4
  121. package/lib/drama/skills/short-drama-storyboard/references/shot-craft.md +8 -8
  122. package/lib/drama/skills/short-drama-storyboard/references/shot-revision-identity.md +3 -3
  123. package/lib/drama/skills/short-drama-video-prompts/SKILL.md +10 -7
  124. package/lib/drama/skills/short-drama-video-prompts/agents/openai.yaml +1 -1
  125. package/lib/drama/skills/short-drama-video-prompts/references/camera-audio-continuity.md +63 -61
  126. package/lib/drama/skills/short-drama-video-prompts/references/delivery-profile.md +20 -18
  127. package/lib/drama/skills/short-drama-video-prompts/references/generability.md +12 -12
  128. package/lib/drama/skills/short-drama-video-prompts/references/minimax-h3.md +4 -3
  129. package/lib/drama/skills/short-drama-video-prompts/references/motion-recipe.md +38 -40
  130. package/lib/drama/skills/short-drama-video-prompts/references/performance-action-timing.md +36 -36
  131. package/lib/drama/skills/short-drama-video-prompts/references/production-prompt-grammar.md +17 -21
  132. package/lib/drama/skills/short-drama-video-prompts/references/review-and-fixtures.md +10 -11
  133. package/lib/drama/skills/short-drama-video-prompts/references/seedance-2.0.md +1 -1
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  135. package/lib/drama/skills/short-drama-video-prompts/references/target-model-profile.md +6 -12
  136. package/lib/drama/skills/short-drama-video-prompts/references/wan-3.0.md +2 -1
  137. package/lib/drama/skills/short-drama-write/SKILL.md +15 -15
  138. package/lib/drama/skills/short-drama-write/agents/openai.yaml +1 -1
  139. package/lib/drama/skills/short-drama-write/assets/screenplay.md +3 -4
  140. package/lib/drama/skills/short-drama-write/references/dialogue-craft.md +20 -22
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  143. package/lib/drama/skills/short-drama-write/references/scene-sound-dramaturgy.md +11 -9
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  148. package/lib/index.js +120 -31
  149. package/lib/index.js.map +3 -3
  150. package/lib/novel-to-game/README.md +10 -11
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  152. package/lib/novel-to-game/VERSION +1 -1
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  154. package/lib/novel-to-game/package.json +4 -0
  155. package/lib/novel-to-game/skills/game-art-direction/SKILL.md +2 -2
  156. package/lib/novel-to-game/skills/game-art-direction/references/art-direction-method.md +4 -0
  157. package/lib/novel-to-game/skills/game-build/SKILL.md +9 -1
  158. package/lib/novel-to-game/skills/game-build/references/baked-sprite-workflow.md +19 -0
  159. package/lib/novel-to-game/skills/game-concept/SKILL.md +1 -1
  160. package/lib/novel-to-game/skills/game-concept/references/concept-method.md +4 -1
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  162. package/lib/novel-to-game/skills/game-world-design/SKILL.md +1 -1
  163. package/lib/novel-to-game/skills/game-world-design/agents/openai.yaml +1 -1
  164. package/lib/novel-to-game/skills/novel-to-game/SKILL.md +6 -3
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  166. package/lib/novel-to-game/skills/novel-to-game/references/pipeline-contract.md +13 -2
  167. package/lib/oh-story/manifest.json +628 -803
  168. package/lib/oh-story/package.json +4 -0
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@@ -1,6 +1,6 @@
1
1
  # 对话设计操作手册
2
2
 
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- > 写对话场景时加载。先看决策路由选对话模式,再用操作指令控制质量。
3
+ > 写对话场景时读取,按角色关系、场合和目的选择写法。
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  ---
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@@ -20,16 +20,16 @@
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21
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  | 对话类型 | 常见问题 | 修正操作 |
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  |----------|---------|---------|
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- | 问答式(通篇一问一答像审讯) | 改为一方主动说,另一方给反应;反应可用动作/表情/心理 |
24
- | 冲突式(太礼貌不够劲) | 递进五级:委婉拒绝→友好人道→命令否定→PUA式→直接侮辱 |
25
- | 日常对话(容易变成没功能的水) | 功能是立人设;能让人参与的冲突别让主角独白 |
26
- | 多人对话(混乱/没营养) | 写前规划每个角色功能:信息提供者/情绪放大器/冲突制造者 |
23
+ | 问答式 | 通篇一问一答像审讯 | 让一方主动说,另一方通过台词、动作或心理作出回应 |
24
+ | 冲突式 | 语气与矛盾程度不符 | 按处境选择委婉拒绝、命令、操控或直接侮辱 |
25
+ | 日常对话 | 无信息或关系变化 | 用互动展示人物,删去无效寒暄 |
26
+ | 多人对话 | 人物功能和说话人不清 | 写前明确谁提供信息、加剧情绪或制造冲突 |
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  ---
29
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  ## 对话核心规则
31
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32
- 每句对话必须承载以下至少一项,否则删除:
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+ 一段对话至少承载以下一项,都不承载就删,或用叙述带过:
33
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34
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  1. **推进剧情**:透露新信息、推动事件发展
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  2. **增加期待感**:暗示即将发生的事、制造悬念
@@ -41,12 +41,12 @@
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42
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  | 禁止 | 理由 |
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  |------|------|
44
- | 配角无脑夸主角 | 假 |
44
+ | 配角无脑夸主角 | 缺少立场与事实依据 |
45
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  | 互相解释读者已知信息 | 水字数 |
46
- | 大段说明文式对话 | 闷 |
47
- | 所有角色说话方式一样 | 模糊 |
48
- | 对话说服人物 | 现实中没人被几句话说服,用突发状况代替 |
49
- | 情绪写完方向变了 | 需回退到情绪拆分 |
46
+ | 大段说明文式对话 | 对话停止交锋,只剩讲解 |
47
+ | 所有角色说话方式一样 | 遮住名字便分不出说话者 |
48
+ | 无依据便被说服 | 转变应有新信息、利益或处境变化支撑 |
49
+ | 情绪无故转向 | 转向前要有触发的事或话 |
50
50
  | 捧哏工具人、鹦鹉复读对方原话 | 配角只剩接话功能 |
51
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  | 高位者长篇自证、说话不分场合 | 身份和处境塌了 |
52
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  | 情绪水肿咆哮、生死场景嘴碎 | 越吵越不紧张 |
@@ -58,7 +58,7 @@
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59
59
  ### 规则
60
60
 
61
- 对话长度 = 权力地位。掌控者话短且冷静,被动者话多且情绪化。
61
+ 对话长短可以表现权力变化:掌控者简短回应,被动者不断解释。具体长度仍取决于人物和处境。
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  ### 压制模式
64
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@@ -91,9 +91,8 @@
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92
92
  ### 操作指令
93
93
 
94
- - 掌控者/主角亮底牌时:对话 ≤ 10 字,不加动作描写
95
- - 被压制方:对话 ≥ 20 字,可加动作描写(攥拳/咬唇/站起来)
96
- - 两人对话时:短句方 = 权力上位,长句方 = 权力下位
94
+ - 亮底牌时突出改变局势的事实;解释和动作只留有作用的部分。
95
+ - 被压制方可通过辩解、沉默或行动暴露处境,不按字数分配话轮。
97
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  ---
99
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@@ -101,9 +100,8 @@
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102
101
  ### 潜台词规则
103
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104
- - 角色真实动机绝对不能浅显地写在台词里
105
- - 现实中人说话都给自己找借口,角色也一样
106
- - 每句对白同时设计:角色的动机(可能角色自己都没意识到)和角色的借口
103
+ - 试探与博弈时,把真实动机藏在借口、回避或话外之意里;坦白、求救、告知可直接说目的。
104
+ - 为博弈对白同时设计角色想得到什么,以及他用什么理由开口。
107
105
 
108
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  ### 对话议程
109
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@@ -135,7 +133,7 @@
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136
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  ### 情绪连续性
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138
- 角色情绪是连续的、循序渐进的。从生气到高兴:生气 → 不那么生气 → 不生气 → 高兴,每次转变需对应事件触发。不能跳步。
136
+ 情绪转变要有触发依据。新证据、决定或关系变化可以造成骤变;没有触发便突然改变态度时,补清原因,不强行写满每一级情绪。
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140
138
  ### 情绪与行动的因果检查
141
139
 
@@ -151,7 +149,6 @@
151
149
  - 对话本身带来/强化某个核心驱动力(期待、爽感、悬念)
152
150
  - 信息交流因某原因受阻碍,阻碍可能导致驱动力到来
153
151
  - 发展突然脱离读者预期(但必须合理、符合人设)
154
- - 把长篇对话塞在期待点和爽点之间:读者为了看爽点愿意忍受中间对话
155
152
 
156
153
  ---
157
154
 
@@ -160,13 +157,13 @@
160
157
  - 大量信息通过对话展示会显得啰嗦,部分信息转化为情节、心理描写、旁白、环境、动作
161
158
  - 用角色的语气和立场包裹信息,不是机械陈述设定
162
159
  - 设定用到哪个稍微带出来就行,不需完完全全讲明白前因后果
163
- - **角色不当"科普嘴"**:设定/原理/前因后果不能靠任何角色(尤其信息型/AI 配角)整段讲解——Gate G 同样适用于角色台词。按角色当下的目的和对话阻力取舍信息,用到哪带哪点,不固定拼接身体反应。
160
+ - **角色不当"科普嘴"**:按角色当下的目的和对话阻力取舍设定、原理和前因后果,用到哪带哪点。台词同样不做空转解释,不用身体反应填补解释段。
164
161
 
165
162
  ### 信息拉扯示例(以"主角新书起飞了"为例)
166
163
 
167
164
  | 角色 | 台词 | 功能 |
168
165
  |------|------|------|
169
- | 甲 | 听说成绩…… | 悬念拉期待 |
166
+ | 甲 | 听说成绩出来了 | 悬念拉期待 |
170
167
  | 乙 | 肯定没人看! | 下行 + 拉期待 |
171
168
  | 甲 | 听说成绩很不错 | 上行 + 拉期待 |
172
169
  | 乙 | 首订一万三? | 展露核心信息 + 达成爽点 |
@@ -181,7 +178,7 @@
181
178
 
182
179
  | 差异化维度 | 操作 |
183
180
  |------------|------|
184
- | 口癖和惯用语 | 给每个主要角色一个标志性用词 |
181
+ | 惯用语 | 有身份或经历来由才给,不给每人硬配口头禅 |
185
182
  | 说话节奏 | 长篇大论 vs 短句连击 |
186
183
  | 信息偏好 | 技术型带专业术语,江湖人带切口 |
187
184
  | 立场固定 | 某角色永远从某个角度发言(悲观派/乐观派/务实派) |
@@ -237,7 +234,7 @@
237
234
 
238
235
  ### 对话过多时
239
236
 
240
- - 读者已知信息的对话用叙事一句话概括:"爱丽丝向安娜讲述了来城里的原因,安娜听后直皱眉头"
237
+ - 读者已知信息的对话用叙事一句话概括:"她把进城的缘由说了一遍,表姐听完直皱眉"
241
238
  - 能用突发状况替代的对话段落直接替换
242
239
  - 语气词删掉后干巴巴 = 对话本身缺乏信息量,需重写
243
240
 
@@ -253,7 +250,7 @@
253
250
  ### 梗式 vs 普通
254
251
 
255
252
  - 普通:"兄弟别灰心,你一步步走到今天我是看着你过来的,这点挫折对于你来说算什么事儿?振作起来!"
256
- - 梗式:"兄弟别灰心,我相信你总有人头落地,落地人头,头落地上……卧槽那句话怎么说的来着?兄弟你懂我意思是吧……"
253
+ - 梗式:"兄弟别灰心,我相信你总有人头落地,落地人头,头落地上,卧槽那句话怎么说的来着?兄弟你懂我意思吧。"
257
254
  - 梗式用"说不出来但意思到了"的状态制造趣味
258
255
 
259
256
  ### 操作
@@ -275,12 +272,12 @@
275
272
 
276
273
  ### 核心指令检查
277
274
 
278
- - [ ] 权力博弈:掌控者对话 <= 10 字 / 被压制方 >= 20 字,是否有明确的压制/反转/心死模式
279
- - [ ] 潜台词与议程:每个角色进入对话时有自己的议程,真实动机不在台词中
280
- - [ ] 人物差异化:遮住角色名后能否区分是谁在说话(7维差异化)
275
+ - [ ] 权力博弈:话轮长短、回应方式与人物掌握的筹码相符
276
+ - [ ] 潜台词与议程:每个角色进入对话时有自己的议程,试探时动机与说辞有差异
277
+ - [ ] 人物差异化:遮住角色名后能否区分是谁在说话(按上表各项)
281
278
  - [ ] 弹幕递进:普通 → 专业 → 特殊身份,是否有层次感
282
279
  - [ ] 对话推动剧情:每段对话结束时,剧情是否往前推了一步
283
- - [ ] 篇幅控制:单次对话不超过全节 40%,信息密度是否足够
280
+ - [ ] 篇幅控制:按场景职责判断是否过长,删去复述和无效往返,不按固定占比分配
284
281
 
285
282
  ### 检验对话质量
286
283
 
@@ -11,28 +11,28 @@
11
11
 
12
12
  同一场景三层可以完全不同:角色在哭,文本在撩,读者在爽。
13
13
 
14
- 例:女主当众被退婚,强忍着没掉泪——角色:屈辱;文本写她嘴角还挂着笑(角色:撑);读者替她憋着、等后面打脸(读者:爽前蓄力)。
14
+ 例:女主当众被退婚。角色:屈辱;文本:她笑着应下;读者:憋着火,等后面打脸。
15
15
 
16
16
  ---
17
17
 
18
- ## 前反应-复现-后反应情绪结构
18
+ ## 前反应-发生-后反应情绪结构
19
19
 
20
20
  用于虐/悲壮/遗憾类场景。按顺序执行三步:
21
21
 
22
22
  1. **前反应**:让读者提前知道坏结果,然后描写美好事物(读者预知法)
23
- 2. **复现**:让坏结果真的发生
23
+ 2. **发生**:让坏结果真的发生
24
24
  3. **后反应**:主角真情流露,作出改变(愤怒/拼命/振作)
25
25
 
26
26
  操作示例:知道某人一天后要死 -> 让她经历美好(逛街、看烟花) -> 她真的死了 -> 主角愤怒拼命
27
27
 
28
28
  ---
29
29
 
30
- ## 以小搏大情绪结构
30
+ ## 弱者获援的情绪结构
31
31
 
32
- 用于热血/逆袭类场景。按顺序执行四步:
32
+ 用于强者介入、弱势群体重获士气的热血场景,按四步展开:
33
33
 
34
34
  1. **前反应**:铺垫弱者的苦,用对比强化(现在的弱 vs 以前的强)
35
- 2. **复现**:强者到来,"我知道你们苦,我来了"
35
+ 2. **发生**:强者到来,"我知道你们苦,我来了"
36
36
  3. **后反应**:弱势方被拯救
37
37
  4. **士气如虹**:整体气势转变
38
38
 
@@ -84,10 +84,10 @@
84
84
  ### 情绪文笔技法
85
85
 
86
86
  - **句长跟着情绪和节奏走**:紧张、决断处用短句提速,铺垫、沉淀处用长句蓄势;短句是提速工具,不是默认底色,别通篇拆短
87
- - **情绪词**:骤然、猛然、刺眼——制造紧迫感
87
+ - **突发词**:骤然、猛然只用在真实突发处
88
88
  - **动作词**:抽、划、留下——画面感强,情绪外化
89
89
  - **修饰词**:精准克制地使用形容词,不堆砌
90
- - **进阶规则**:优先通过角色行为暗示情绪,而非直接描写(非硬性,必要的内心可以直写,别为外化堆无功能的小动作)。**以乐写悲**:角色在最悲伤时表现开心,情绪张力更强(赴死的人很开心,往往比哭更悲)
90
+ - **直写还是外化**:直写准确就直写;行为能多带信息时才用行为,别为外化堆无功能的小动作。**以乐写悲**:角色在最悲伤时表现开心,情绪张力更强(赴死的人很开心,往往比哭更悲)
91
91
 
92
92
  ---
93
93
 
@@ -108,7 +108,7 @@
108
108
 
109
109
  ### 实操要点
110
110
 
111
- - 每个场景标注:读者当前情绪在哪个阶段;下一步是调动还是释放。
111
+ - 写每个场景前想清:读者此刻在蓄还是在放,下一步调动还是释放;不必逐段标注。
112
112
  - 只有调动没有释放 = 读者憋屈弃书
113
113
  - 只有释放没有调动 = 爽感平淡无力
114
114
  - 调动程度决定释放爽度:仇恨拉多满,打脸就多爽
@@ -1,313 +1,53 @@
1
- # 情绪弧线操作手册
2
- > 排卷纲、设计剧情单元时选弧线、排节奏、管期待的速查手册。写一章时怎么把情绪落到纸面见 emotion-on-page.md。
3
-
4
- ## 决策路由表
5
-
6
- | 你想写的情绪效果 | 选哪个弧线 | 关键要点 |
7
- |------------------|-----------|----------|
8
- | 虐完翻盘 | V 形 | 谷底 60-70%,治愈急速回升 |
9
- | 甜完刀死(BE) | 倒 V 形 | 高点 40-50%,坠落比上升快 |
10
- | 多反转猜不到 | W 形 | 每峰比前高,上限 3 起伏 |
11
- | 层层打脸升级 | 递进形 | 无回落,像台阶往上 |
12
- | 隐忍后大爆发 | 延迟满足 | 前 70-80% 铺垫,最后集中爆发 |
13
- | 结尾颠覆 | 急转形 | 70-80% 处急转弯,前面线索要能回看说通 |
14
-
15
- 可叠加两种弧线(如"延迟满足 + 急转"),不超过两种。
16
-
17
- ---
1
+ # 情绪弧线:卷与剧情单元
2
+ > 出卷纲、建剧情单元卡时选弧线、排高低;百分比按本卷或本单元的章数算。写一章时怎么把情绪写出来见 emotion-on-page.md。
18
3
 
19
4
  ## 六种弧线速查
20
5
 
21
- ### 一、V 形弧线(虐 -> 治愈)
22
-
23
- ```
24
- 情绪
25
- 10 | *
26
- 9 | / \
27
- 7 | / \
28
- 6 | / * 治愈高点
29
- 1 | * 虐谷底
30
- +------------------> 进度
31
- 0% 40% 70% 100%
32
- ```
33
-
34
- 操作要点:
35
- - 谷底放在 60-70%,治愈急速回升,结尾情绪必须高于起点
36
- - 谷底要够深,转折要突然,治愈不拖,谷底停留 1-2 场景即转折
37
-
38
- | 题材 | 虐的部分 | 治愈的部分 |
39
- |------|----------|------------|
40
- | 重生复仇 | 前世被虐 | 重来后翻盘 |
41
- | 破镜重圆 | 分开的痛苦 | 重新在一起 |
42
- | 亲情催泪 | 误解/亏欠 | 和解/明白真相 |
43
- | 成长治愈 | 低谷遭遇 | 重新站起来 |
44
-
45
- 字数分配(12000 字):起始 10% -> 下沉 30% -> 谷底 15% -> 转折 10% -> 治愈上升 25% -> 高点收束 10%
46
-
47
- ### 二、倒 V 形弧线(爽 -> 反转 -> 低谷)
48
-
49
- ```
50
- 情绪
51
- 10 | *
52
- 5 | * \
53
- 1 | * BE 落点
54
- +------------------> 进度
55
- 0% 30% 60% 100%
56
- ```
57
-
58
- 操作要点:
59
- - 高点放在 40-50%,反转后急速下坠
60
- - 坠落速度必须快于上升,BE 结尾不加糖
61
-
62
- | 题材 | 爽的部分 | 坠落的部分 |
63
- |------|----------|------------|
64
- | BE 虐恋 | 甜蜜/幸福 | 真相/分离 |
65
- | 职场翻车 | 升职/成功 | 发现是陷阱 |
66
- | 友情背叛 | 亲密无间 | 背后的算计 |
67
- | 信任崩塌 | 深信不疑 | 被欺骗的真相 |
68
-
69
- 字数分配(12000 字):起步 10% -> 上升 35% -> 顶点 10% -> 反转 5% -> 坠落 30% -> 低谷收束 10%
70
-
71
- ### 三、W 形弧线(多起伏)
72
-
73
- ```
74
- 情绪
75
- 10 | * *
76
- 5 | * \ /
77
- 4 | *
78
- +--------------------> 进度
79
- 0% 20% 40% 60% 80% 100%
80
- ```
81
-
82
- 操作要点:
83
- - 至少两个波峰一个波谷,通常三个起伏
84
- - 每个峰必须比前一个高,最终峰在 80-90%
85
- - 起伏之间必须有喘息空间,上限 3 个起伏
86
-
87
- | 题材 | 说明 |
88
- |------|------|
89
- | 多反转悬疑 | 每次以为猜到了就再来一个反转 |
90
- | 追妻火葬场 | 反复拉扯,每次以为和好了又出问题 |
91
- | 商战博弈 | 你来我往,每次以为赢了又翻盘 |
92
-
93
- 字数分配(15000 字,3 起伏):起步+第1峰 25% -> 第1谷 10% -> 第2峰 25% -> 第2谷 10% -> 第3峰 20% -> 收束 10%
94
-
95
- ### 四、递进弧线(逐步升级)
96
-
97
- ```
98
- 情绪
99
- 10 | *
100
- 7 | * /
101
- 5 | * /
102
- 3 | * /
103
- +--------------------> 进度
104
- 0% 25% 50% 75% 100%
105
- ```
106
-
107
- 操作要点:
108
- - 不能有回落,像台阶一阶一阶往上
109
- - 最高点在 85-95%,中间只给小胜利,不提前释放
110
-
111
- | 题材 | 递进方式 |
112
- |------|----------|
113
- | 打脸爽文 | 一个一个打,每个比上一个狠 |
114
- | 层层揭秘 | 真相一层比一层震撼 |
115
- | 逆袭翻盘 | 每一步翻盘都比上一步大 |
116
-
117
- 字数分配(10000 字):压迫 20% -> 第1阶反击 20% -> 第2阶反击 25% -> 第3阶反击 25% -> 收束 10%
118
-
119
- ### 五、延迟满足弧线(长铺垫 -> 爆发)
120
-
121
- ```
122
- 情绪
123
- 10 | *
124
- 5 | *--------|
125
- 3 | *------ |
126
- 1 | *------ |
127
- +-------------------------> 进度
128
- 0% 20% 40% 60% 80% 100%
129
- ```
130
-
131
- 操作要点:
132
- - 前 70-80% 压制/铺垫,最后 20-30% 集中爆发
133
- - 铺垫阶段每段必须有信息量和张力,不能无聊
134
- - 压的方式要多样,爆发要密集,爆发后快收
135
-
136
- | 题材 | 压的部分 | 爆发的部分 |
137
- |------|----------|------------|
138
- | 复仇爽文 | 隐忍、装弱、被欺压 | 一朝翻盘、全面清算 |
139
- | 身份揭秘 | 隐藏实力/身份 | 真实身份曝光,全场震惊 |
140
- | 长线布局 | 主角暗中操作 | 所有棋子同时落位 |
141
-
142
- 字数分配(12000 字):初始压制 20% -> 深层铺垫 25% -> 压力最大 15% -> 爆发触发 5% -> 集中爆发 25% -> 收束 10%
143
-
144
- ### 六、急转弧线(70-80% 处急转弯)
145
-
146
- ```
147
- 情绪
148
- 10 | * 急转后的新高/低点
149
- 8 | *--/
150
- 3 | /
151
- +-------------------------> 进度
152
- 0% 30% 70% 80% 100%
153
- ```
154
-
155
- 操作要点:
156
- - 前 70-80% 正常弧线,70-80% 处突然转向
157
- - 急转只占 1-2 段,前面埋的线索回看时必须说得通
158
-
159
- | 题材 | 前半段 | 急转后 |
160
- |------|--------|--------|
161
- | 细思极恐 | 温馨日常 | 恐怖真相浮现 |
162
- | 身份错位 | A 视角叙事 | 其实是 B |
163
- | 动机反转 | 以为是爱 | 其实是恨/利用 |
164
-
165
- 字数分配(10000 字):建立假象 35% -> 推高假象 30% -> 假象高点 10% -> 急转 5% -> 真相展开 15% -> 新情绪收束 5%
166
-
167
- ---
168
-
169
- ## 中段加压四手段
6
+ | 想要的效果 | 弧线 | 关键位置 |
7
+ |---|---|---|
8
+ | 先虐后翻 | V形 | 谷底在 60-70%,停一两场戏就转 |
9
+ | 先得到再失去 | 倒V形 | 高点在 40-50%,跌得比升得快 |
10
+ | 反复拉锯,以为赢了又出事 | W形 | 每个峰比前一个高,最终峰在 80-90% |
11
+ | 层层打脸升级 | 渐进形 | 不回落,最高点在 85-95%,中间只给小胜 |
12
+ | 隐忍后大爆发 | 延迟满足形 | 前 70-80% 压,最后集中爆发 |
13
+ | 结尾翻转认知 | 急转弯形 | 70-80% 处转向,前面的线索回看说得通 |
170
14
 
171
- 1. **公开升级**:把私下伤害搬到公开场合(家宴、公司会议、直播、典礼)
172
- 2. **双重背叛**:已知一层背叛后再加一层(经济背叛、名誉背叛、立场反转、证据篡改)
173
- 3. **代价加速**:不行动的代价不断升高(失去机会、当众羞辱、连累他人)
174
- 4. **战略性沉默**:主角暂不反击,沉默本身持续加压(他人误读、反派更放肆)
15
+ 一个单元最多叠两种,如延迟满足形加急转弯形。卷纲「情绪弧线」的模板字段填这里的弧线名。
175
16
 
176
- ---
17
+ ### V形
18
+ - 谷底要深、转折要突然,回升不拖;单元收尾时情绪高于起点。
19
+ - 常见:重生复仇(前世被害,重来翻盘)、破镜重圆、低谷逆袭。
177
20
 
178
- ## 题材赛道策略
21
+ ### 倒V形
22
+ - 用在单元或卷的中段;收在低谷时,下一单元开头就给翻盘的抓手,长篇不整卷收在低谷。
23
+ - 常见:亲密关系里的算计曝光、深信不疑后被骗。
179
24
 
180
- | 赛道 | 最佳爽点 | 中段重点 | 结尾偏好 |
181
- |------|----------|----------|----------|
182
- | 婚恋/追妻火葬场 | 开篇羞辱->公开反杀->渣男后悔->身份翻盘 | 公开/私下反差、代价升级、至少一个 mini-payoff | 静默优越、社会地位反转 |
183
- | 家庭伦理/亲情 | 高压现实场景、家人背叛断裂感 | 层层施压、道德绑架、一次拒绝兜底 | 边界清晰、脱离旧结构 |
184
- | 都市逆袭/职场 | 被轻视->展现实力->身份揭露 | 能力被低估但持续展示、关键场合意外表现 | 身份真相大白、对手代价可视 |
185
- | 悬疑反转 | 反常事实->层层剥开->颠覆认知 | 每层揭露引发新问题、至少一次"以为找到了但不是" | 真相一击(最后一句话重构全篇) |
25
+ ### W形
26
+ - 至少两峰一谷,谷与峰之间留喘息章。
27
+ - 常见:追妻拉扯、商战博弈、多反转悬疑。
186
28
 
187
- ---
29
+ ### 渐进形
30
+ - 每一阶比上一阶狠,从三个方向加:影响范围(个人到群体到社会)、揭示深度(表象到本质到颠覆)、身份落差(路人到大佬,再到看低他的人低头)。
31
+ - 常见:打脸爽文、层层揭秘、逆袭翻盘。
188
32
 
189
- ## 期待感管理六法则
33
+ ### 延迟满足形
34
+ - 压的阶段每章都要有信息量和张力,压法换着来;爆发要密,爆发后快收。
35
+ - 常见:隐忍复仇、隐藏身份或实力、长线布局收网。
190
36
 
191
- 1. **期待最大化定律**:爽点到来前那一刻是全篇张力最高位置。将满足而未满足时,读者需求最大。
192
- 2. **信息顺序操纵**:先植入什么信息,读者就先入为主往哪个方向想。控制信息顺序 = 控制读者预期。
193
- 3. **期待递增法**:在基底期待上不断添加细节,注入更具体化的需求缺口。添加的细节必须与核心梗一致。
194
- 4. **断期待禁止**:下一个期待立起来之前,绝不能结束当前期待。旧期待即将兑现时,新期待的种子必须已种下。
195
- 5. **下行情节安全原则**:写情绪下行时,锅都是别人的,功都是主角的。下行中必须给读者安全感(可能的解法/潜在收获)。
196
- 6. **爽点递增对比**:连续爽点逐级递增。维度:影响范围(个人->群体->社会)、揭示深度(表象->本质->颠覆)、身份落差(路人->大佬->全场震惊)。
37
+ ### 急转弯形
38
+ - 急转在一两场戏内完成。
39
+ - 常见:细思极恐、身份错位、动机反转。
197
40
 
198
- ---
41
+ ### 中段加压四手段
199
42
 
200
- ## 冲突中的情绪层次与死亡赌注
201
-
202
- ### 选择死亡赌注
203
-
204
- | 赌注类型 | 适用场景 | 操作要点 |
205
- |----------|----------|----------|
206
- | 肉体死亡 | 恐怖诡异文 | 主角过强时赌注必须转为事业死亡,否则全书崩溃 |
207
- | 事业死亡 | 职场竞争、修仙门派争斗 | 失败 = 一切归零 |
208
- | 心理死亡 | 感情崩塌、信念毁灭 | 情绪冲击最深,优先用于感情线 |
209
-
210
- 选一种作为主要赌注贯穿全书,其他辅助推动情节。
211
-
212
- ### 用黏结剂维持张力
213
-
214
- 对立双方必须无法轻易脱身。四种黏结剂:杀人理由(序列唯一性必然冲突)、工作职责、道德责任(亲人遇险)、实体场所(副本密室)。
215
-
216
- ### 长线维护规则
217
-
218
- - 第一卷结局不能太圆满——完美解决会杀死后续追读动力
219
- - 解决一个麻烦的同时必须埋下下一个麻烦
220
- - 越到后期,情绪张力必须越大
221
-
222
- ---
223
-
224
- ## 男频恋爱文情绪设计
225
-
226
- ### 两大核心需求
227
-
228
- - **情绪价值**:读者缺爱,小说中漂亮优秀女生欣赏自己,填补情感空缺
229
- - **自尊价值**:带校花/女总裁出场,旁人羡慕嫉妒恨
230
-
231
- ### 恋爱当升级文写
232
-
233
- - 设定"好感度进度条"(路人->好人->朋友->喜欢不自知->...)
234
- - 暧昧拉扯的过程通常比在一起的结果更吸引读者
235
- - 制造内外部阻碍阻拦两人走到一起,通过克服阻碍加深感情
236
-
237
- ### 感情升级的不对称性
238
-
239
- 两条进度线不能齐头并进:
240
- - **情感快于社会关系**:双方好感早已拉满但嘴硬不表白
241
- - **社会关系快于情感**:穿越自带老婆/未婚妻,好感为零需逐步提升
242
-
243
- ### 关键禁忌与技巧
244
-
245
- - 男主不要主动追求,不要舔狗——用自身优秀品质吸引女主注意
246
- - 事业线不可或缺,女主对主角事业起积极作用
247
- - 要写女主对主角好,根据人设设计付出方式(自卑型偷偷塞丹药、傲娇型嘴硬做便当、直率型大方送礼物)
248
- - **对比法**:时间线对比(前后态度变化)+ 双标(对别人 vs 对主角)
249
- - **信息差拉期待**:双重身份(网络身份 vs 现实身份),读者期待揭穿马甲时的反应
250
-
251
- ---
252
-
253
- ## 期待感维持的底层机制
254
-
255
- > 写了目标但读者不关心 / 六法则用了但效果不好时使用。
256
-
257
- ### 期待感 vs 目标
258
-
259
- - **目标** = 角色要做什么(找到宝物、打败魔王)
260
- - **期待感** = 读者对目标达成后会怎样的预期
261
- - 有目标无期待 = 读者不在乎结果,必须把目标转化为期待
262
-
263
- ### 确定型 vs 不确定型期待
264
-
265
- - **确定型**(爽文):读者知道主角会赢,写"怎么赢"(过程创意 > 结果悬念)
266
- - **不确定型**(悬疑):读者不知道结果(结果悬念 > 过程体验)
267
- - 爽文不怕"剧透"——因为期待在过程不在结果
268
-
269
- ### 悬念的开环与闭环
270
-
271
- - **开环** = 制造鸿沟(提出问题/悬念)
272
- - **闭环** = 弥合鸿沟(回答问题/揭晓)
273
- - **嵌套开环** = 闭环一个期待的同时开启新的(维持阅读连续性)
274
- - 规则:闭环一个期待时,必须已有下一个开环在运行
275
-
276
- ### 感情线的鸿沟
277
-
278
- 感情线没有阻碍 = 没有期待 = 白给 = 无意义。必须设置鸿沟。
279
-
280
- 鸿沟来源:身份差距、家族反对、误会、使命冲突。
281
-
282
- ---
43
+ 1. **公开升级**:把私下的伤害搬到公开场合,如家宴、宗门大比、公司会议、直播。
44
+ 2. **双重背叛**:已知一层背叛后再揭一层,落在钱、名誉、立场或证据上。
45
+ 3. **代价加速**:不行动的代价不断升高,如错过机会、当众受辱、连累他人。
46
+ 4. **战略性沉默**:主角暂不反击,对方误读、更放肆,压力继续加。
283
47
 
284
48
  ## 质量检查清单
285
49
 
286
- 写完情绪弧线后逐项检查:
287
-
288
- ### 弧线选择与节奏
289
- - [ ] 弧线类型是否匹配你想写的情绪效果?(对照决策路由表)
290
- - [ ] 关键转折点是否在正确的进度位置?(V形谷底60-70%、倒V高点40-50%、急转70-80%)
291
- - [ ] 字数分配是否符合所选弧线的比例要求?
292
-
293
- ### 调动与释放
294
- - [ ] 每个场景是否清楚当前是"调动"还是"释放"阶段?
295
- - [ ] 是否存在只有调动没有释放的段落?(会憋屈弃书)
296
- - [ ] 是否存在只有释放没有调动的段落?(爽感平淡)
297
- - [ ] 连续爽点是否逐级递增?(影响范围/揭示深度/身份落差)
298
-
299
- ### 期待感
300
- - [ ] 每个目标是否已转化为读者期待?
301
- - [ ] 闭环一个期待时,下一个开环是否已在运行?(断期待禁止)
302
- - [ ] 感情线是否设置了阻碍?(无阻碍 = 无期待)
303
-
304
- ### 情绪代入
305
- - [ ] 开篇是否用了塑造人物性格的事件?(先认同人,再关心事)
306
- - [ ] 读者未代入主角前,是否避免了把对手写得可怜?
307
- - [ ] 下行情节中是否给了读者安全感?(锅是别人的,功是主角的)
308
-
309
- ### 长线维护
310
- - [ ] 解决一个麻烦时是否同时埋下了下一个麻烦?
311
- - [ ] 越到后期情绪张力是否越大?
312
- - [ ] 死亡赌注是否选了一种贯穿全书?
313
- - [ ] 对立双方是否有黏结剂无法轻易脱身?
50
+ - [ ] 弧线和想要的效果对得上,关键转折落在单元或卷的对应章位
51
+ - [ ] 每个单元有压有放:只压不放会憋屈弃书,只放不压读着平淡
52
+ - [ ] 单元高潮、卷高潮逐级加码
53
+ - [ ] 下行段读者看得到翻盘的筹码