# P9.1 Formation-To-Diagnosis Visual Handoff ## Scope This handoff covers one representative chain only: ```text formation review -> approach/contact -> damage -> heal response -> ranged finish -> first causal diagnosis ``` It is a design and layer reference, not integrated runtime source and not Owner visual acceptance. Open `index.html?frame=` at exactly `844x390`. ## Representative Truth - All four accepted Recruit identity anchors are included in `assets/actors/`; this representative pair renders only Farstring and Kindhand and does not imply that either is a fixed protagonist. - Starting pair: `Farstring + Kindhand` (`FS-KH`). - Automatic order: `Farstring` is order `0`, exposed-right lead; `Kindhand` is order `1`, protected-left second member. - Battle 1 starts both at `100 HP`; exposed Farstring takes `-42` to `58`; Kindhand restores `+12` to `70`. - The final remote response is a representative ordered event showing the enemy at `34/100`; it is not presented as a new combat formula. - Result 1 names the system order, both profession actions, current HP, the once-only `+20 Coin` receipt and the next adaptation comparison. ## Frames | ID | Contract proof | First read | |---|---|---| | `formation-review` | `P91-E04` | Automatic order and both responsibilities | | `approach-contact` | `P91-E05` contact | Actual target geometry before impact | | `damage-feedback` | `P91-E05` damage | One `-42`, attached to Farstring, `100 -> 58` | | `heal-response` | profession response | Kindhand-to-Farstring connector and one `+12` | | `ranged-finish` | ranged response | Farstring-to-enemy direction and one `-30` | | `first-diagnosis` | Result 1 | Earliest divergence, response and cause-first copy | ## Editable Layers The HTML keeps layers semantic and independently replaceable: 1. `.layer-environment`: accepted hand-painted battlefield and scene wash. 2. `.layer-actors`: stable Recruit/enemy art and action poses. 3. `.layer-connectors`: party cord, target line, projectile and heal path. 4. `.layer-feedback`: signed number and semantic VFX. 5. `.layer-ui`: status, objective, context rail and controls. 6. `.layer-captions`: ordered event ribbon or cause-first result text. Runtime implementation should bind those layers to immutable party snapshots and ordered events. It must not reproduce branch logic from these static frames. ## Accessibility And Variants - Every mechanic has text and geometry in addition to color. - The current target remains visible before impact. - Captions use `来源 -> 动作 -> 目标 -> 结果`. - Touch controls are at least `48x48`; primary actions are `56` high. - Reduced motion can use the same six stable poses and connectors with no camera travel, parallax, bobbing or continuous motion. - Reduced flashes can remove any transient emphasis without removing contours, signed numbers or before/after values. - Mute changes no geometry, timing or caption. ## Integration Notes - Preserve accepted actor sources and their stable IDs; do not redraw names or profession labels into raster art. - Do not copy the static result values into UI logic. Bind resolved result clauses from `P91_RESULT`. - Do not expose manual order, front/rear toggles or combat commands. - The result context rail is deliberately dense at 100% and is not a 130% acceptance frame. Runtime 130% reflow follows the frozen spec. ## Residual Gates - Owner visual judgment remains open. - Runtime comprehension, motion feel, sound, devices, packaging and release remain outside this visual-slice handoff.