refactor(hero): 调整英雄描述展示为满级效果
修改英雄能力描述的数据源等级为5级,展示满级能力信息;移除技能名后的档位后缀,统一文案展示规则。
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@@ -598,24 +598,18 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
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const curTrig = needCount
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? `${trigName}${valueRich(cur.t_num)}次`
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: trigName;
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// 技能名 + 档位数字后缀(如 "不屈壁垒1"),与光环命名口径一致
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const curHead = `「${skillName}${curSLv}」: ${curTrig}, `;
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// 技能名直接展示,不附加档位数字后缀(由 lv 字段控制生效档,玩家无需关注内部档号)
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const curHead = `「${skillName}」: ${curTrig}, `;
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lines.push(effectRich(buildEffectLine(curHead, mergeSkillParams(base, cur.overrides))));
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}
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}
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// 驻场光环(field):技能名带档位数字后缀(按 lv 档升序,1 起始),便于玩家识别成长
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// 驻场光环(field):直接展示技能名,不附加档位数字后缀
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const fieldEntries = source[SkillTriggerType.Field] as LvFieldEntry[] | undefined;
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if (fieldEntries?.length) {
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// 按 lv 升序确定当前生效档的序号(1 起始),作为技能名后缀
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const sorted = [...fieldEntries].sort((a, b) => a.lv - b.lv);
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let tier = 1;
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for (let i = 0; i < sorted.length; i++) {
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if (sorted[i].lv <= lv) tier = i + 1;
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}
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for (const entry of resolveFieldByLv(fieldEntries, lv)) {
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const baseName = getTriggerSkillName(SkillTriggerType.Field, entry.uuid);
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const line = buildFieldLine("", entry, true, `${baseName}${tier}`);
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const line = buildFieldLine("", entry, true, baseName);
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if (line) lines.push(effectRich(line));
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}
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}
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