refactor: 重构技能触发逻辑,将proc_skill从命中触发改为施法后触发
1. 调整proc_skill触发时机为施法出手时判定,一次施法仅判定一次,与命中/弹道数无关 2. 移除HeroAtkSystem中旧的proc_skill触发逻辑,新增SCastSystem的tryProcSkill方法 3. 更新技能配置注释、编辑器文案与文档说明,同步调整服务端技能描述显示 4. 全局设置Element Plus组件为small尺寸,优化编辑器UI布局 5. 清理冗余的proc_skill快照传递逻辑,移除unused的reviveOptions计算属性
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@@ -268,12 +268,12 @@ function overrideShort(ov, { includeAp = true } = {}) {
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const chance = ov.debuff_chance != null ? `debuff_chance${ov.debuff_chance}` : ''
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parts.push(`命中附加${val}${debuffName}${ov.timed_debuff_id}${chance}`)
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}
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// proc_skill:命中后概率触发额外技能,标注被触发技能名/概率/覆写 ap(若有)
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// proc_skill:施法后概率触发额外技能(出手即判定,与命中/弹道数无关),标注被触发技能名/概率/覆写 ap(若有)
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if (ov.proc_skill?.s_uuid != null) {
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const procName = cache?.SkillSet?.[ov.proc_skill.s_uuid]?.name || ''
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const procChance = ov.proc_skill.chance != null ? `${ov.proc_skill.chance}%` : '100%'
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const procAp = ov.proc_skill.overrides?.ap != null ? `ap${ov.proc_skill.overrides.ap}` : ''
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parts.push(`触发${procName}${ov.proc_skill.s_uuid}(${procChance}${procAp ? `;${procAp}` : ''})`)
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parts.push(`施法触发${procName}${ov.proc_skill.s_uuid}(${procChance}${procAp ? `;${procAp}` : ''})`)
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}
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return parts.join(';')
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}
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