refactor(heroDesc): 统一英雄技能描述文案生成逻辑

1.  将原英雄卡片手写的复活/重生描述统一改为通过buildSkillDescMoreRich生成
2.  新增buildHeroDescSource方法构造1级技能描述数据源,保证与英雄信息弹窗文案一致
3.  修正多处技能描述文本,将复活统一改为重生并补充回合重生次数说明
4.  将开局类buff描述改为回合开始,匹配实际生效时机
This commit is contained in:
panFD
2026-08-09 17:14:46 +08:00
parent c59ba45b5b
commit b098db849b
4 changed files with 478 additions and 958 deletions

View File

@@ -579,11 +579,11 @@ export function buildSkillDescMoreRich(source: ISkillDescSource): string {
}
}
// 复活revive
// 重生revive:每回合拥有 N 次重生机会,死亡后以 X% 血量原地重生
const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
if (revive) {
const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
lines.push(`「<color=${RICH_NAME_COLOR}>${reviveName}</color>」: 死亡后以<color=${RICH_VALUE_COLOR}>${Math.round(revive.upr * 100)}%</color>血量复活<color=${RICH_VALUE_COLOR}>${revive.r_num}</color>次`);
lines.push(`「<color=${RICH_NAME_COLOR}>${reviveName}</color>」: 每回合拥有<color=${RICH_VALUE_COLOR}>${revive.r_num}</color>次重生机会,死亡后以<color=${RICH_VALUE_COLOR}>${Math.round(revive.upr * 100)}%</color>血量原地重生`);
}
return lines.join("\n");