refactor: 重构复活机制,将复活逻辑整合到dead触发组
1. 新增SkillOverrides的revive_hp和revive_count配置项,替代原独立复活字段 2. 移除所有revive相关的旧配置、解析函数和UI展示逻辑 3. 调整战斗逻辑,从dead触发组的overrides中读取复活配置 4. 更新文档说明,统一复活机制的配置方式 5. 清理冗余的导入和类型定义
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@@ -22,7 +22,7 @@
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* 手感微调只改 MON_HP_MUL / MON_AP_MUL / BOSS_HP_BONUS_MUL 三个系数即可。
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*/
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import { HeroInfo, MonType, MonTypeName, TriggerGrouped, LvReviveEntry } from "../common/config/heroSet";
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import { HeroInfo, MonType, MonTypeName, TriggerGrouped } from "../common/config/heroSet";
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import { SkillOverrides } from "../common/config/SkillSet";
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import { FacSet } from "../common/config/GameSet";
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@@ -200,8 +200,6 @@ export interface MonSkillSet {
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dead?: TriggerGrouped;
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/** 战斗开始触发 */
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fstart?: TriggerGrouped;
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/** 复活 */
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revive?: LvReviveEntry[];
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/** 在技能池中的抽取权重 */
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weight: number;
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}
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@@ -357,7 +355,6 @@ export interface GeneratedMonster {
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atked?: TriggerGrouped;
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dead?: TriggerGrouped;
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fstart?: TriggerGrouped;
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revive?: LvReviveEntry[];
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};
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}
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