@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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@@ -1,42 +1,40 @@
1
1
  # 短篇题材写作公式
2
2
 
3
- > **用途**:短篇题材的结构骨架、情绪节拍、必选场景、关键规则。章数只是小节编排方式,不代表长篇卷级结构。
4
- > **语气**:指令式——每个公式都是可直接套用的结构骨架。
5
- > **配合**:优先使用当前 skill 内的通用技法 reference;story-setup 部署后使用项目本地 agent reference bundle 中的写作技法、结构格式、题材风格模块副本。
6
- > **适用范围**:本文件的节奏参数只适用于短篇和短篇小节;长篇任务转交 `story-long-write`,本文件不提供长篇开局公式。
3
+ > **用途**:按题材选择结构、情绪节拍、场景与写法。
4
+ > **节数**:公式里的节数是原作的分节数。按目标字数平摊,19 节放进 1 万字约每节 500 字;篇幅短时相邻节可以合并,节数不是硬指标。
7
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8
6
  ---
9
7
 
10
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  ## 决策路由:按题材选公式
11
9
 
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- > 写之前先定位题材,找到对应公式,按公式结构推进。
10
+ > 核心 10 题材优先用 genre-styles 风格包;冷门题材从下表选择对应公式。
13
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  | 题材/类型 | 对应公式 | 篇幅 |
15
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  |-----------|---------|------|
16
- | 现代复仇/打脸 | 公式一 | 6章短篇 |
14
+ | 现代复仇/打脸 | 公式一 | 6节 |
17
15
  | 古代宅斗/身份反转 | 公式二 | 8节 |
18
16
  | 虐恋复仇/灵魂视角 | 公式三 | 7节 |
19
- | 玄幻仙侠/重生逆袭 | 公式六 | 19章 |
20
- | 年代重生/双重复仇 | 公式七 | 19章 |
21
- | 宫闱宅斗/女帝逆袭 | 公式八 | 19章 |
22
- | 现代悬疑/超自然视角 | 公式九 | 18章 |
23
- | 架空历史/性别反转(追妻火葬场) | 公式十 | 19章 |
24
- | 重生复仇/离婚逆袭 | 公式十二 | 10章 |
25
- | 总裁豪门/白月光虐恋 | 公式十三 | 8-11章 |
17
+ | 玄幻仙侠/重生逆袭 | 公式六 | 19节 |
18
+ | 年代重生/双重复仇 | 公式七 | 19节 |
19
+ | 宫闱宅斗/女帝逆袭 | 公式八 | 19节 |
20
+ | 现代悬疑/超自然视角 | 公式九 | 18节 |
21
+ | 架空历史/性别反转(追妻火葬场) | 公式十 | 19节 |
22
+ | 重生复仇/离婚逆袭 | 公式十二 | 10节 |
23
+ | 总裁豪门/白月光虐恋 | 公式十三 | 8-11节 |
26
24
  | 女频复仇 vs 男频复仇 | 公式十四 | 通用对比 |
27
- | 宫闱宅斗/隐忍腹黑型 | 公式十五 | 8章 |
28
- | 追夫火葬场/不原谅型 | 公式十六 | 8章 |
29
- | 年代重生/医术复仇型 | 公式十七 | 8章 |
30
- | 灵魂视角家庭虐文 | 公式十八 | 5章 |
31
- | 细节线索驱动型复仇 | 公式十九 | 8-13章 |
32
- | 反套路嫁祸型重生 | 公式二十 | 7章 |
25
+ | 宫闱宅斗/隐忍腹黑型 | 公式十五 | 8节 |
26
+ | 追夫火葬场/不原谅型 | 公式十六 | 8节 |
27
+ | 年代重生/医术复仇型 | 公式十七 | 8节 |
28
+ | 灵魂视角家庭虐文 | 公式十八 | 5节 |
29
+ | 细节线索驱动型复仇 | 公式十九 | 8-13节 |
30
+ | 反套路嫁祸型重生 | 公式二十 | 7节 |
33
31
  | 公开审判式打脸 | 公式二十一 | 通用场景 |
34
32
 
35
33
  ---
36
34
 
37
- ## 公式一:现代复仇/打脸短篇(6章)
35
+ ## 公式一:现代复仇/打脸短篇(6节)
38
36
 
39
- | 章 | 节点 | 要点 |
37
+ | 节 | 节点 | 要点 |
40
38
  |----|------|------|
41
39
  | 1 | 当众背叛 | 主角当场冷静反击,暂胜 |
42
40
  | 2 | 冷静处理 | 冻结/收回权力,交代背景 |
@@ -46,8 +44,8 @@
46
44
  | 6 | 最终加冕 | 新格局+隐藏真相揭露 |
47
45
 
48
46
  **情绪**:愤怒→爽→紧张→更爽→极爽→余韵+震撼
49
- **必选场景**:当众羞辱开场、冷静到可怕的反击、标志性动作、逐层揭露证据、反派自曝、隐藏伏笔回收
50
- **规则**:主角永不失态;情绪克制直写,不堆体感;对方越歇斯底里主角越平静;先让反派得意再翻转
47
+ **必选场景**:当众羞辱开场、冷静到可怕的反击(冷静靠选择和筹码体现)、逐层揭露证据、反派自曝、隐藏伏笔回收
48
+ **规则**:主角以冷静反击为主;情绪克制直写,不堆体感;用对方失控与主角选择形成反差,先让反派得意再翻转
51
49
 
52
50
  ---
53
51
 
@@ -66,7 +64,7 @@
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67
65
  **情绪**:压抑×3→释放→释放→短暂再压→终极释放
68
66
  **必选场景**:回归羞辱、被冤枉被打、信物展示、身份揭露名场面、妹妹恶毒递进、父母偏心加码
69
- **规则**:分步揭露身份;压抑3节释放1节;父母用"偏心"写不用"坏"写;妹妹恶从阴阳怪气→陷害→要杀
67
+ **规则**:分步揭露身份,随身份与反击推进释放情绪;父母用"偏心"写不用"坏"写;妹妹恶从阴阳怪气→陷害→要杀
70
68
 
71
69
  ---
72
70
 
@@ -88,7 +86,7 @@
88
86
 
89
87
  ---
90
88
 
91
- ## 公式六:玄幻仙侠/重生逆袭(19章)
89
+ ## 公式六:玄幻仙侠/重生逆袭(19节)
92
90
 
93
91
  ```
94
92
  导语[前世被害全貌]→重生回到关键节点→故意不按前世行事→对手自疑自乱
@@ -101,7 +99,7 @@
101
99
 
102
100
  ---
103
101
 
104
- ## 公式七:年代重生/双重复仇(19章)
102
+ ## 公式七:年代重生/双重复仇(19节)
105
103
 
106
104
  ```
107
105
  导语[前世被利用]→双重生→女主选完全不同的路→男主(天阉)温柔登场
@@ -110,12 +108,13 @@
110
108
  ```
111
109
 
112
110
  **情绪**:愤怒→解气→甜→紧张→极爽→余韵
111
+ 新男主承接温柔与身份揭露线,渣男承接后悔收尾。
113
112
  **必选场景**:前世付出导语交代清;双重生博弈;年代细节(的确良、大团结、赤脚医生);男主看似缺陷实则完美;渣男崩溃写足;结尾用渣男视角写后悔
114
113
  **规则**:年代感靠真实历史细节;"替罪羊"比"被出轨"更有冲击力;双重生=双重信息战;渣男绝望反衬女主洒脱
115
114
 
116
115
  ---
117
116
 
118
- ## 公式八:宫闱宅斗/女帝逆袭(19章)
117
+ ## 公式八:宫闱宅斗/女帝逆袭(19节)
119
118
 
120
119
  ```
121
120
  家族被害→被迫替嫁→表面顺从暗中布局→带走所有资源离开
@@ -128,7 +127,7 @@
128
127
 
129
128
  ---
130
129
 
131
- ## 公式九:现代悬疑/超自然视角(18章)
130
+ ## 公式九:现代悬疑/超自然视角(18节)
132
131
 
133
132
  ```
134
133
  设定[鬼伪装成人]→被骗入局→发现怨气能升级→顺水推舟
@@ -138,11 +137,11 @@
138
137
 
139
138
  **情绪**:好奇→紧张→爽→更爽→震撼→痛快
140
139
  **必选场景**:设定一句话说清;被骗后"不慌反喜";鬼视角独特信息差;每次升级解锁前世记忆;反派反应是爽点;双重惩罚比单杀更解气
141
- **规则**:鬼视角是独特卖点;"鬼不怕恶人,恶人怕鬼";悬疑线+复仇线交织;章尾可落在反转、新发现、局部兑现或明确的下一步,不为逐章达标另造异常
140
+ **规则**:鬼视角是独特卖点;"鬼不怕恶人,恶人怕鬼";悬疑线+复仇线交织;节尾可落在反转、新发现、局部兑现或明确的下一步,不为逐节达标另造异常
142
141
 
143
142
  ---
144
143
 
145
- ## 公式十:架空历史/性别反转(19章)
144
+ ## 公式十:架空历史/性别反转(19节)
146
145
 
147
146
  ```
148
147
  被家暴/被误解→配偶偏心外人→失望到放弃→决定离开
@@ -155,7 +154,7 @@
155
154
 
156
155
  ---
157
156
 
158
- ## 公式十二:重生复仇/离婚逆袭(10章)
157
+ ## 公式十二:重生复仇/离婚逆袭(10节)
159
158
 
160
159
  ```
161
160
  前世被害→重生到关键节点→冷静接受离婚→拿走应得财富
@@ -168,21 +167,21 @@
168
167
 
169
168
  ---
170
169
 
171
- ## 公式十三:总裁豪门/白月光虐恋(8-11章)
170
+ ## 公式十三:总裁豪门/白月光虐恋(8-11节)
172
171
 
173
172
  ```
174
- 1-2章 虐(建立矛盾):伤害层层升级(言语→行为→身体)
175
- 3-4章 觉醒(心死离开):临界事件(目睹背叛/身体极限)
176
- 5-6章 反转(真相揭露):监控/证据/白月光自曝
177
- 7-8章 惩罚(追悔被拒):渣男崩溃/反派落败
178
- 9-10章 治愈(新生活):女主独立/新恋情
173
+ 1-2节 虐(建立矛盾):伤害层层升级(言语→行为→身体)
174
+ 3-4节 觉醒(心死离开):临界事件(目睹背叛/身体极限)
175
+ 5-6节 反转(真相揭露):监控/证据/白月光自曝
176
+ 7-8节 惩罚(追悔被拒):渣男崩溃/反派落败
177
+ 9-10节 治愈(新生活):女主独立/新恋情
179
178
  ```
180
179
 
181
180
  **情绪比例**:虐30%→觉醒15%→爽35%→治愈20%
182
181
  **虐三层**:言语伤害→行为伤害→身体伤害
183
- **必选场景**:开篇信息炸弹;白月光出场每句话羞辱女主;临界事件(监控/母亲去世丈夫带秘书旅行);死遁/消失30%作品使用;渣男追悔被拒;新恋情暗示50%
182
+ **必选场景**:开篇信息炸弹;白月光以台词羞辱女主;临界事件(监控/母亲去世丈夫带秘书旅行);渣男追悔被拒。死遁/消失、新恋情暗示按本篇设计选用
184
183
  **简介6步**:情境设定→冲突引爆→对话金句→女主转折→悬念钩子→身份预告
185
- **规则**:100%第一人称;伤害性对话"精准刺痛"非谩骂;觉醒是一瞬间;爽按序释放不能乱序
184
+ **规则**:本式默认第一人称;伤害性对话针对人物处境,避免只剩谩骂;用临界事件触发觉醒,再依次兑现反击与治愈
186
185
 
187
186
  ---
188
187
 
@@ -205,15 +204,13 @@
205
204
 
206
205
  | 指标 | 女频 | 男频 |
207
206
  |------|------|------|
208
- | 情绪触发密度 | 3.23次/千字 | 2.50次/千字 |
209
- | 反转密度 | 1.77次/千字 | 1.21次/千字 |
210
207
  | 反转类型 | 信息差型(心声/真相) | 力量型(身份/实力) |
211
208
  | 反派类型 | 渣男+绿茶+偏心父母 | 兄弟+老板+势利眼 |
212
209
  | 复仇方式 | 信息差式(真相揭露) | 力量式(实力碾压) |
213
210
 
214
211
  ---
215
212
 
216
- ## 公式十五:宫闱宅斗/隐忍腹黑型(8章)
213
+ ## 公式十五:宫闱宅斗/隐忍腹黑型(8节)
217
214
 
218
215
  ```
219
216
  1 主动入局(明知丈夫爱寡嫂仍嫁入)
@@ -232,7 +229,7 @@
232
229
 
233
230
  ---
234
231
 
235
- ## 公式十六:追夫火葬场/不原谅型(8章)
232
+ ## 公式十六:追夫火葬场/不原谅型(8节)
236
233
 
237
234
  ```
238
235
  1 发现真相(999次引诱失败→发现暗恋继父)→决定离婚
@@ -251,7 +248,7 @@
251
248
 
252
249
  ---
253
250
 
254
- ## 公式十七:年代重生/医术复仇型(8章)
251
+ ## 公式十七:年代重生/医术复仇型(8节)
255
252
 
256
253
  ```
257
254
  1 前世极惨(被500块卖→生育工具→火烧死)→重生
@@ -270,7 +267,7 @@
270
267
 
271
268
  ---
272
269
 
273
- ## 公式十八:灵魂视角家庭虐文(5章)
270
+ ## 公式十八:灵魂视角家庭虐文(5节)
274
271
 
275
272
  ```
276
273
  1 病中被虐(重病被逼做事→身体崩溃→灵魂飘起)
@@ -315,7 +312,7 @@
315
312
 
316
313
  ---
317
314
 
318
- ## 公式二十:反套路嫁祸型重生(7章)
315
+ ## 公式二十:反套路嫁祸型重生(7节)
319
316
 
320
317
  ```
321
318
  1 重生+假意顺从(知道遗产是陷阱→"你既然想要,就都给你吧")
@@ -329,7 +326,7 @@
329
326
 
330
327
  **情绪**:了然→爽→更爽→极爽→痛快→豁达
331
328
  **必选场景**:"给你吧"时刻;白月光三连试探(撒娇→哭闹→威胁);渣男"既要又要";身份揭露名场面;冷眼旁观对方自毁;"头也不回"式离开
332
- **规则**:"给你就是最好的惩罚";前世记忆只在改变当下判断、选择或信息时穿插,不按章配额;主角的克制通过具体选择呈现,不固定成"苍凉的笑";最大蔑视是漠视
329
+ **规则**:"给你就是最好的惩罚";前世记忆只在改变当下判断、选择或信息时穿插,不按节配额;主角的克制通过具体选择呈现,不固定成"苍凉的笑";最大蔑视是漠视
333
330
 
334
331
  ---
335
332
 
@@ -339,22 +336,13 @@
339
336
  ```
340
337
  1 设定"竞技场"(股东大会/家族寿宴/公司大堂)——必须公开
341
338
  2 反派先"赢"(当众宣布胜利、羞辱主角)
342
- 3 主角标志性冷静(端起水杯/整理西装/笑了笑)
339
+ 3 主角不慌(先让对方说完,再按顺序亮筹码)
343
340
  4 逐层揭露(一张一张甩证据)
344
341
  5 反派逐级崩溃(得意→慌张→绝望→崩溃)
345
342
  6 标志性驱逐台词
346
343
  7 背影离场(全场死寂中头也不回)
347
344
  ```
348
345
 
349
- ### 标志性动作库
350
-
351
- | 动作 | 效果 |
352
- |------|------|
353
- | 端起水杯,喝了一口 | 冷静到可怕 |
354
- | 转着车钥匙悠悠往里走 | 胜利者的从容 |
355
- | 顺手拿起一杯香槟 | 战场上的优雅 |
356
- | 慢慢蹲下身与她平视 | 居高临下的慈悲 |
357
-
358
346
  ### 驱逐台词库
359
347
 
360
348
  | 台词 | 场景 |
@@ -362,7 +350,7 @@
362
350
  | "与狗,不得入内" | 逐出公司 |
363
351
  | "从今天起,她连这栋大楼的大门都不能再踏进半步" | 永久驱逐 |
364
352
 
365
- 动作库与台词库只示意「冷静反差 + 权力宣告」的方向,禁止照搬原句:高频套句已是可检索的模板指纹,每本书按人设自造。
353
+ 台词按人物、筹码和现场压力另写,库中示例只演示「权力宣告」,禁止照搬。冷静靠选择和筹码体现,不给主角配端水杯、整理西装这类固定动作。
366
354
 
367
355
  ---
368
356
 
@@ -12,8 +12,10 @@
12
12
 
13
13
  ## 反转与证据链
14
14
 
15
+ 有反转或取证情节时检查:
16
+
15
17
  - [ ] 每层反转前至少有可回溯线索,误导信息本身真实,只是解释方向错误。
16
- - [ ] 第一层给出可信阶段答案,第二层同时解释旧线索并改变情绪判断。
18
+ - [ ] 采用两层反转时,第一层给出可信阶段答案,第二层解释旧线索并改变情绪判断。
17
19
  - [ ] 证据分批释放,最后一批改变全局认知;具体批次数由全文长度和题材决定。
18
20
  - [ ] 揭示后仍有行动、关系或代价结算,不用大段独白解释全部机关。
19
21
  - [ ] 若后半程出现更深冲突或第二议题,开篇问题与它之间至少已有两处因果或证据绑定;否则不是升级,而是换主线。
@@ -24,13 +26,13 @@
24
26
  - [ ] 对话承担取证、权力变化、关系撕裂或信息差,密度服从题材和源文基线,不套统一 45–65%。
25
27
  - [ ] 主角冷静、失控或强势必须来自人设和处境,不要求标志性端杯、转笔等模板动作。
26
28
  - [ ] 反派/操盘者有独立动机,不能只为最后一翻突然改设定。
27
- - [ ] 每个决定性证据转折都标明谁取得、谁验证、谁选择公开;主角至少拥有一次决定性发现和最终不可逆选择,不能一路被配角喂答案。
29
+ - [ ] 决定性证据转折交代谁取得、谁验证、谁选择公开;主角至少拥有一次决定性发现和最终不可逆选择,不能一路被配角喂答案。
28
30
 
29
31
  ## 审查输出合同
30
32
 
31
- - 阻断项和高风险项必须同时给出:可定位证据、失败影响、最小修法;确有不同方向时再给一个可选替代。
33
+ - 阻断项和高风险项须给出可定位证据、影响与最小修法;有不同方向时再给可选替代。
32
34
  - 最小修法要说明改哪一节、补哪条因果或移走哪笔结算,不能只写“加强铺垫”“提升主动性”。
33
- - 同类症状合并到一个根因,不用问题数量冒充审查深度。
35
+ - 同类症状合并为根因,不重复计数。
34
36
 
35
37
  ## 结尾
36
38
 
@@ -1,6 +1,5 @@
1
1
  # 短篇反转设计
2
- > 操作手册:反转类型、嵌套反转、误导技巧、打脸节奏。按决策路由选用,按设置/揭示步骤执行,用自检清单验收。
3
- > 反转类型枚举与拆文 `_meta.json.reversal_type` 字段一致:视角/身份/动机/时间线/信息/认知/无反转。
2
+ > 按决策路由选择反转,依次设计铺垫、揭示与后果,再用清单验收。
4
3
 
5
4
  ## 决策路由
6
5
 
@@ -138,13 +137,13 @@
138
137
  | 朋友说看到他出轨 | 朋友在撒谎 | 朋友的「安慰」其实是操控 |
139
138
  | 老板说提拔我 | 岗位已取消 | 老板画饼为让我多干活 |
140
139
 
141
- **核心区别**:信息反转是认知层面的——你以为世界是A,其实是B。核心是「一条假信息」。
140
+ **核心区别**:信息反转纠正一条关键假信息,并让此前基于它的行动获得新解释。
142
141
 
143
142
  ### 6. 认知反转
144
143
 
145
144
  **触发条件**:读者对某个角色/关系的整体理解被颠覆;重点在整段感情色彩翻转,而非单条信息纠错。
146
145
 
147
- **与信息反转的区别**:信息反转翻一条事实(遗嘱归属、亲子关系真伪);认知反转翻读者对整个角色/关系的感情判断(恨了全程的妈其实一直在护着她)。信息反转改事实答案,认知反转改"我对他的感觉"。
146
+ **与信息反转的区别**:信息反转纠正遗嘱归属、亲子关系真伪等事实;认知反转改变对整个角色或关系的感情判断,如一直被恨的母亲原来在保护主角。
148
147
 
149
148
  **设置步骤**:
150
149
  1. 全程让读者积累一种感情色彩(这个妈狠心/这个丈夫凉薄/这个对手纯坏)
@@ -169,16 +168,14 @@
169
168
  **触发条件**:甜宠、喜剧、反差萌、报应型复仇/重生——这类故事本就没有传统反转,硬塞反转反而毁节奏。
170
169
 
171
170
  **爽感来源(替代反转)**:
172
- - **报应兑现型**(复仇/重生爽文):爽点不在"真相翻转",在反派一步步走向毁灭、每条恶行精确对应一条报应(以彼之道还施彼身)。用报应设计表:恶行→报应→爽感来源。
171
+ - **报应兑现型**(复仇/重生爽文):在伏笔回查清单记下施害场景、台词或物件,兑现时可攻守对调;对得准比还得多重要,不要求逐条返还。
173
172
  - **甜度递进型**(甜宠/青春):爽点在关系一步步升温,反差萌反复"装失败"。全程正向情绪阶梯上升,不经历反转的负向回落。
174
173
 
175
174
  **写法要点**:
176
175
  1. 不为"显得有设计感"硬加反转
177
- 2. 报应型:每个报应要让读者等过、铺过,兑现时才解气
176
+ 2. 报应型:让读者等过、铺过,兑现才解气
178
177
  3. 甜宠型:升温节拍保持连续变化;若多个叙事单元都没有心动、试探、选择或关系后果,再检查是否停滞,不为逐节达标硬塞甜点
179
178
 
180
- > 拆文时遇到此类,`reversal_type` 填「无反转」,`setup_clues`(反转铺垫)一项跳过阈值(见 analyze output-contract 的「structure_counts 数值校验」)。
181
-
182
179
  ---
183
180
 
184
181
  ## 嵌套反转
@@ -197,7 +194,7 @@
197
194
 
198
195
  **执行要求**:
199
196
  - 第一层反转必须足够有说服力,让读者接受B就是真相
200
- - 第一层后给1-2段「消化时间」
197
+ - 第一层后用1-2段写角色如何按阶段答案行动,再引出第二层
201
198
  - 第二层要能同时解释A和B,比第一层更震撼
202
199
 
203
200
  示例:
@@ -213,7 +210,7 @@
213
210
  **使用条件**:只有篇幅、线索容量和情绪结算空间都足够时才用;多数短篇优先把一至两层做透。
214
211
 
215
212
  **执行要求**:
216
- - 间隔通常递减,但按小节功能和结算欠账定位,不套固定全文百分比
213
+ - 间隔可逐渐缩短,按小节功能及尚待兑现的行动、关系后果定位
217
214
  - 第三层必须最短最狠——一句话就够
218
215
  - 最后一层必须回答前面所有疑问
219
216
  - 每层都要有情感冲击,不只是信息冲击
@@ -249,8 +246,8 @@
249
246
 
250
247
  ### 两大底层路径
251
248
 
252
- - **加法路径(分层法)**:在真实信息上叠加假信息。线索既可用逻辑线A解释为A',也可用B解释为B'。A'是误导方向(常见故事),B'是真相(不常见故事)。误导读者以为是A'时,必须同时暗埋与B'相关的线索。
253
- - **减法路径(信息残缺法)**:不添加假信息,隐藏关键信息的一部分。只让主角得知成功的部分。导致下行的最好不是主角主动行动获得的,可以让配角获得那半信息后交给主角时发生意外。
249
+ - **加法路径(分层法)**:将真实线索与人物相信的假信息放在一起,使同一线索既能支持错误解释,也能在回看时指向真相;引导误判时同步埋下真相依据。
250
+ - **减法路径(信息残缺法)**:只展示关键信息的一部分。例如主角先得知计划成功,遗漏的代价由配角在传递消息时遭遇的意外带出。
254
251
 
255
252
  ### 五种技巧速查
256
253
 
@@ -290,7 +287,7 @@
290
287
 
291
288
  ### 逐节落表
292
289
 
293
- 设计完成后,用一张表检查每节的 `功能 / 新证据或误判 / 主动者 / 节尾钩子 / 是否主付费点`。没有改变证据归属、嫌疑判断、关系立场或风险等级的节,应合并或改写;强钩子只标真正改变读者预期的节点。
290
+ 设计完成后,逐节看小节大纲的「读者新获知什么」「因果/逻辑链」「结尾承接/钩子」「伏笔/物件」四列:新证据或误判写在「读者新获知什么」,谁的选择推动了这一节写在「因果/逻辑链」,付费点写在那一节的「结尾承接/钩子」。四列都没有改变证据归属、嫌疑判断、关系立场或风险等级的节,在设计阶段合并或改写;正文阶段先回到大纲调整。强钩子只标改变读者预期的节点。
294
291
 
295
292
  ---
296
293
 
@@ -309,47 +306,25 @@
309
306
 
310
307
  ## 特殊反转技法
311
308
 
312
- ### 虚晃一枪反转法
313
-
314
- 先给出"应该不会发生"的预期让读者放松,然后意外以反转形式发生。类似鬼片推开门什么都没有->松口气->回头撞鬼。
309
+ ### 虚晃一枪
315
310
 
316
- ### 超额收获反转
311
+ 先给出「应该不会发生」的预期让读者放松,再让它以反转的形式发生。
317
312
 
318
- 反转后收获超出预期,产生二次惊喜:
319
- - 短篇:主角以为只解决一个问题,结果连带解决了隐藏的更大问题
320
- - 网游文模式:Boss爆三样——立刻能用的 / 送人拉关系的 / 暂时用不到但一看很厉害的
313
+ ### 超额收获
321
314
 
322
- ### 情绪拉扯反转标准流程
323
-
324
- 1. 展示物品/能力强大,读者期待+1
325
- 2. 配角因信息差认为鸡肋,读者期待打脸+1
326
- 3. 展示反派特性恰好克制,读者期待+1
327
- 4. 配角拿更强装备打反派失败,期待+1
328
- 5. 众人看衰主角,期待继续+1
329
- 6. 主角秒杀,期待满足
330
- 7. 众人震惊,配角马后炮分析,期待满足
331
- 8. 新一轮收获,满足+新期待产生
315
+ 主角以为只解决一个问题,结果连带解决了藏着的更大问题,读者多得一次惊喜。
332
316
 
333
317
  ---
334
318
 
335
- ## 打脸的深层节奏
336
-
337
- ### 三种打脸方式
319
+ ## 打脸节奏
338
320
 
339
321
  | 方式 | 特点 | 适用场景 |
340
322
  |------|------|----------|
341
- | 主动挑衅->打脸 | 简单粗暴 | 小白文最常见 |
342
- | 对手挑衅->被打脸 | 压主角同时给读者安全感和反击暗示 | 需要积蓄仇恨时 |
343
- | 借他人之手打脸 | 支持者代为回击,无损主角形象 | 保持主角高逼格时 |
344
-
345
- ### 打脸节奏铁律
346
-
347
- - 压抑不能太长——连输8场写3万字不行,改成连输4场+略写
348
- - 压的同时必须给读者信心暗示(主角自信到自大:"我们还是联赛前四!")
349
- - 比起主角被欺负,读者更厌恶主角自暴自弃
350
- - 高潮部分要拉长,最大化利用(球迷反应、解说员、赛后跟进)
351
- - 大高潮不要险胜——充分铺垫后要尽情碾压,干净利落的大胜
352
-
353
- ### 高潮间过渡
354
-
355
- 升级练功也有爽点,但大爽点落在升级后打脸,读者期待升级后的兑现。
323
+ | 主角主动挑衅后打脸 | 简单直接 | 复仇、逆袭开局 |
324
+ | 对手挑衅后被打脸 | 压主角的同时给读者安全感和反击暗示 | 需要积蓄仇恨时 |
325
+ | 借他人之手打脸 | 支持者代为回击,不损主角形象 | 主角身份高、不便亲自出手时 |
326
+
327
+ - 爽感来自落差:旁人按常理判断主角必输,主角干脆利落地赢。对手嚣张到让读者恨,主角铺垫时低调、出手时干脆。
328
+ - 打脸分三步:受压,亮底牌,当众兑现。兑现的那一节慢写,写足对手和旁人的反应;大高潮不险胜,铺垫够了就干净利落地赢。
329
+ - 受压写多长按题材:追妻、世情、虐恋要写透受害者的亲历,同时让读者看到主角的后手;复仇打脸、男主视角爽文压得短,用旁人否定代替主角真受委屈。比起主角被欺负,读者更厌恶主角自暴自弃;重大失利要推动下一步选择或反击。
330
+ - 否定主角的人按自己知道的信息作合理判断,不为衬托主角降智;不同立场的人否定方式不同,也可以是心里想或背后议论。
@@ -0,0 +1,65 @@
1
+ # 故事成立与变化:诊断因果,按授权修复
2
+
3
+ 本文件检查事件、行为、信息和结果的关系。句段表达见 [expression.md](expression.md),既有内容的详略见 [narrative-focus.md](narrative-focus.md)。执行范围由调用方确定,审稿只报告。
4
+
5
+ ## 沿事件检查,不套冲突公式
6
+
7
+ 先从原文和已有设计确认人物处境、所知信息、本场作用及结果,再追问结果怎样发生。人物可以被动、冲动、犯错、忍让;日常、沉淀和氛围场景也有价值。不要求每场戏都有对手、反转、代价或胜负。
8
+
9
+ | 检查对象 | 可执行的问题 | 需要定位的缺口 |
10
+ |---|---|---|
11
+ | 行为依据 | 他根据当时所知,为什么会选这一步?害怕、习惯、误判有无文本支持? | 只因作者需要就突然信任、反抗、原谅;人物为结果临时变性格 |
12
+ | 因果承接 | 后件由前件的哪个条件触发?中间条件已经写过,还是根本不存在? | “然后”连接一串事件,解释句宣称成功却没有成立过程 |
13
+ | 他人立场 | 对方想保住什么,有什么限制?他为什么接受或改变策略? | 所有人只负责帮忙、送线索、惊讶或认错,没有自己的理由 |
14
+ | 办法与结果 | 解法、失误、收益是否有前文支撑?结果的分量与准备是否相称? | 临时出现的证据或能力解决问题;一句请求就越过已建立的阻力 |
15
+ | 变化与承接 | 经历之后,关系、认知、资源、期待、情绪或行动空间有什么变化?后文是否接住? | 连续场景重置到原状,同一种办法反复奏效,已发生的事没有影响 |
16
+ | 信息与时序 | 谁在何时知道什么,从何得知?读者何时获知? | 人物提前知道答案、把回忆当现场、剧透尚未揭露的因果 |
17
+
18
+ 逐项有问题才记录,正常项可以略过,不为填满检查表回头加戏。判断“过平”要指出原文中的重复或缺失:例如连续求助被拒却从未调整办法,或已经设计的关系变化没有影响后来行为。一次没有冲突的照料不能据此判平。
19
+
20
+ ## 缺的是写法,还是成立条件
21
+
22
+ 遇到转变突兀,先检索本次提供的前文、设定与大纲。结论分三种:
23
+
24
+ - **依据已有,正文没接上**:按既定信息边界恢复承接,避免重复解释。若已定承诺只在前文出现,可以让角色在当前交涉中使用它。
25
+ - **资料不足,暂时不能判断**:明确哪一项未知,继续有依据的改稿;不能因为没给全书就判全书无铺垫,也不能替作者补出前情。
26
+ - **当前设计确实缺条件**:说明原文的哪次选择或结果缺少什么支持,给最小设计方案及影响。增加“他终于被打动”这类解释不能补足对方立场。
27
+
28
+ 区分信息缺口与悬念:门外留下湿脚印,尚不知道谁来过,构成一个明确的问题;不应替作者猜出答案。读者连人物为何守着这扇门、当下要做什么都无从理解时,才回查并补已有的必要背景。
29
+
30
+ ## 诊断深度与执行权限分别确定
31
+
32
+ | 可以在普通去味中落改 | 需要剧情设计授权的改动 |
33
+ |---|---|
34
+ | 修正可核实的指代、主体、时序笔误 | 多种解释均成立,需要替作者选定真实动机 |
35
+ | 恢复已有因果、条件和信息来源的承接 | 新增承诺、证据、人物身份、能力、事件或信息来源 |
36
+ | 展开已定交锋、权衡和反馈,调整同场详略 | 改变人物决定、胜负、关系走向、代价或事件顺序 |
37
+ | 在既定揭露边界内呈现已知信息 | 提前揭底、搬动伏笔,或改变读者与人物获知顺序 |
38
+
39
+ 对白措辞和必要微连接可以为既定内容服务;不能借一句台词或一个顺带动作新增威胁、承诺、拿到证据或改变人物策略。改换视角时只叙述该视角有依据的感知与认知,不能添加“进门时发现”“后来听说”等新经历来保留信息。
40
+
41
+ 作者已明确要求重写或允许调整剧情时,直接执行被授权部分,保留其余已定事实;不用再次请求同一授权。仍缺少关键选择依据时,提出可审阅的最小选项。修法要写到哪次行为、什么条件或什么结果上,说明会牵动哪些后文,不只说“加强冲突”。建议与推测放在报告,不悄悄成为正文事实。
42
+
43
+ ## 成组示例:结果需要可成立的过程
44
+
45
+ 以下为合成示例。
46
+
47
+ **原文**:掌柜指认学徒改了账。学徒拿出一张抄本,众人立刻相信他,掌柜当众认错。
48
+
49
+ **可定位的诊断**:抄本由谁保存、为何可信、众人凭什么有能力和立场核对,都未交代。仅仅有人拿出纸,不能证明其上内容成立;也不能靠增加旁人惊讶来补足。
50
+
51
+ **普通去味**:清理空泛修饰,保留已定的澄清结果;查前文有无验账惯例、独立底稿或见证条件。当前资料没有时,把未修的缺口列入报告,提出最小方案及需要新增的条件,不把方案当作发生过的事。
52
+
53
+ **已有前情且作者授权演出**:此前三位伙计各自封存过底稿,掌柜允许众人当面核账。
54
+
55
+ > 学徒把自己的底稿放在柜上,请另两人拆开封存的那两页。三份末行都是同一个数,和掌柜手中的新账对不上。
56
+ >
57
+ > 掌柜拿着那几页纸,承认这一笔不是学徒改的。
58
+
59
+ 证据的分量来自已有的独立保存与核对条件,没有临时增加秘密证人。若前情已经写足,只需呈现核对;无需再制造一次失败来“增加波折”。
60
+
61
+ **会改坏的方向**:突然增加录音、权势亲戚或暗中交易,让结果更热闹却改掉故事依据;或未经授权把澄清改为失败,以“增加代价”替作者决定后果。
62
+
63
+ ## 修后回读
64
+
65
+ 把本次修改前后放回事件链,核对人物知情顺序、选择依据、结果及下一场承接。报告区分已修的缺口、仍需设计的部分和因资料不足未作结论的部分。表达顺了不代表故事缺口已经消失。
@@ -40,11 +40,11 @@
40
40
  - 该受伤扭转战局就写扭转
41
41
  - 金手指对剧情的效果必须展示得清清楚楚
42
42
 
43
- 为了情绪的顺畅,甚至可以在一定程度上牺牲合理性、牺牲行文。
43
+ 为突出兑现,可压缩解释、弱化非关键细节;既有能力边界与因果仍须成立。
44
44
 
45
45
  ### 关键原则
46
46
  - 前期拉了期待,爽点释放必须匹配期待高度,否则反作用
47
- - 寸止可以,拉扯可以,但**别让主角委屈**
47
+ - 可以压,但主角不自贬、不认输,读者看得到反击的筹码
48
48
  - 配角、反派、人设、剧情都是为了服务核心卖点
49
49
  - 核心卖点是为了服务读者
50
50
  - 发刀子本身不等于难受;想爽而没爽起来,才是真正的难受
@@ -66,7 +66,7 @@
66
66
  ### 装逼三步框架
67
67
  1. **铺垫人际关系**:用各种方式建立主角与配角的联系(棋艺吸引大佬、救人获得感激、讲故事吸引学生)
68
68
  2. **构架舞台**:通过人际关系搭建分层舞台(群众层 -> 中间层 -> 核心层)
69
- 3. **层层传递震惊**:主角行动 -> 第一层震惊 -> 传递到第二层 -> 传递到核心层 -> 核心层反应反向传递回群众层
69
+ 3. **层层传递**:主角行动 -> 第一层有立场的人改口 -> 传到第二层 -> 传到核心层 -> 核心层的表态反向传回群众层
70
70
 
71
71
  ### 震惊传递链(以赘婿诗会为例)
72
72
 
@@ -158,8 +158,9 @@
158
158
  4. **拉开维度**:
159
159
  - 主角用什么老技能和新技能达成对比?
160
160
  - 对方用什么技能给读者"主角可能要输"的错觉?
161
- - 过程中是否需要震惊旁观者?
162
- 5. **反转设计**:长篇打斗不能势均力敌,必须有反转
161
+ - 过程中要不要旁观者表态?
162
+ 5. **反转设计**:需要胜负拉扯时安排有铺垫的反转;预定碾压则把能力效果与战局变化写透
163
+ 6. **一回合一招**:每个回合只出一招;组合技里最多一招是读者没见过的
163
164
 
164
165
  ### 不同力量体系的打斗特征
165
166
 
@@ -171,8 +172,8 @@
171
172
 
172
173
  ### 战斗描写实操技巧
173
174
 
174
- - 修饰词每个动作应有信息量——读者脑中能浮现画面就合格
175
- - 重复使用的招式一句带过,只写效果,再用旁人震惊渲染
175
+ - 每个动作及其修饰都应提供信息——读者脑中能浮现画面就合格
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+ - 重复使用的招式一句带过,只写效果,再让懂行的人点一句
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  - 大招首次出场可以详细描写,后续使用精简为"结果概括+旁观反应"
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  - 白描写法要用在关键处迸发强烈情感,战斗全用白描反而不易写好
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  - 技能喊名是读者习惯的信号机制,不算出戏,但不要每次都详细重复描述同一个招式
@@ -204,15 +205,15 @@
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  ## 战斗描写三板斧(玄幻/修仙/武侠)
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  ### 玄幻战斗核心原则
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- - 无论主角参与还是旁观,输赢如何,务必突出一点:男主很牛逼
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+ - 无论主角参与还是旁观,输赢如何,都要突出主角的强
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  - 战斗结构:气势对拼 -> 语言交锋 -> 出招展示 -> 敌人防御 -> 碾压/秒杀 -> 路人惊叹
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  - 反派要先铺垫得极强(功法牛逼、准备充分、自信满满),然后被秒杀——反差即爽感
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  ### 玄幻战斗旁观写法
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- - 双方打得精彩,男主淡定喝茶/旁观
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+ - 双方打得精彩,主角淡定喝茶/旁观
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  - 被波及时轻描淡写化解力道,自然转入主动出手
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  - 或观摩高手战斗顿悟新招式,开辟副战场展示
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- - 核心原则:别人的战斗最终也要服务于"突出男主牛逼"
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+ - 核心原则:别人的战斗最终也要服务于突出主角
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  ### 修仙斗法逼格四要素
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  - **时间**:七七四十九日、甲子之数、元会之数——用大时间尺度制造厚重感
@@ -256,7 +257,7 @@
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  ### 白描情绪调动的四要素(以《斗破苍穹》为例)
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  - 句子:干净利落,不堆砌形容词,让动作词和情绪词自己发力
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- - 情绪词:骤然、猛然、刺眼等精准情绪锚点
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+ - 情绪词:骤然、猛然只放在真实突发处
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  - 动作词:抽、划、沾染、留下等连续动作链
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  - 以乐写悲:不描述悲伤,而描述开心——开心到让人心碎
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@@ -279,14 +280,7 @@
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  2. 渲染困境难度
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  3. 配角不看好主角
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  4. 主角用金手指轻松解决
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- 5. 众人震惊
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-
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- ### 作品五不崩原则
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- 1. 目标不缺失——主角始终有明确目标在追
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- 2. 卖点不减少——核心爽点不能中途消失
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- 3. 主角社会关系不空白——不能变成独狼
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- 4. 上层地位不缺失——要有比主角更强的存在
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- 5. 地位收获提升不能停——持续成长感
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+ 5. 有分量的人当场改口
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  ---
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@@ -313,7 +307,7 @@
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  | 类型 | 操作 | 示例 |
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  |------|------|------|
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- | 愤怒式(单层次) | 别人瞧不起男主+做了令读者上火的事 -> 打脸一次 | 拆穿反派假画 |
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+ | 愤怒式(单层次) | 别人瞧不起主角+做了令读者上火的事 -> 打脸一次 | 拆穿反派假画 |
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  | 循环打脸(多层次递进) | 同一剧情打三四次,一波比一波爽 | 拆穿假画 -> 奶奶偏袒说是真画 -> 假画上写着"中国制造"继续打脸 |
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  | 狠压式(核心) | 压得越狠,打脸越爽 | 买车被狗眼看人低 -> 买下砸了 -> 再买再砸 -> 暴露身份 |
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@@ -340,7 +334,7 @@
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  设计完装逼打脸/战斗场景后,逐项检查:
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  - [ ] **爽点到位**:底牌放出后,反派受到了对应压制,没有被反打
343
- - [ ] **主角不委屈**:寸止可以,拉扯可以,但主角没有被羞辱/被打脸
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+ - [ ] **压而不塌**:主角被压时不自贬、不认输,读者看得到反击的筹码
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  - [ ] **铺垫充分**:装逼前有人际关系铺垫,有传递通道
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  - [ ] **震惊分层**:避免所有人统一"倒吸一口凉气",改成基于自身利益的不同反应
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  - [ ] **舞台够大**:观众数量和对手身份匹配爽点高度
@@ -348,5 +342,4 @@
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  - [ ] **无敌文主角不拖拉**:主角登场即杀伐果断,不一击必杀时也有明确理由
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  - [ ] **情绪节奏**:急-缓-急交替,不是全程匀速
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  - [ ] **以弱胜强有逻辑**:有明确的信息差/环境利用/心理博弈,不是靠运气
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- - [ ] **五不崩**:目标不缺、卖点不减、社会关系不空、上层存在不缺、成长不停
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  - [ ] **装逼闭环**:高潮后众人对主角态度转变,完成情绪闭环