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