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
This commit is contained in:
panFD
2026-09-03 22:28:38 +08:00
parent 87f771edd1
commit b0038e74c8
12 changed files with 120 additions and 131 deletions

View File

@@ -22,7 +22,7 @@
* 手感微调只改 MON_HP_MUL / MON_AP_MUL / BOSS_HP_BONUS_MUL 三个系数即可。
*/
import { HeroInfo, MonType, MonTypeName, TriggerGrouped, LvReviveEntry } from "../common/config/heroSet";
import { HeroInfo, MonType, MonTypeName, TriggerGrouped } from "../common/config/heroSet";
import { SkillOverrides } from "../common/config/SkillSet";
import { FacSet } from "../common/config/GameSet";
@@ -200,8 +200,6 @@ export interface MonSkillSet {
dead?: TriggerGrouped;
/** 战斗开始触发 */
fstart?: TriggerGrouped;
/** 复活 */
revive?: LvReviveEntry[];
/** 在技能池中的抽取权重 */
weight: number;
}
@@ -357,7 +355,6 @@ export interface GeneratedMonster {
atked?: TriggerGrouped;
dead?: TriggerGrouped;
fstart?: TriggerGrouped;
revive?: LvReviveEntry[];
};
}