fix(skillDesc): 修复重生技能血量百分比显示逻辑

1. 注释说明重生技能血量百分比实际取自SkillSet运行时口径
2. 从SkillSet读取实际血量百分比数值,替代原使用upr计算的错误逻辑
3. 更新技能配置文档,修正重生技能描述和uuid编号规则
This commit is contained in:
pan
2026-08-19 11:23:30 +08:00
parent 58f209e794
commit f2198b8b92
3 changed files with 362 additions and 442 deletions

View File

@@ -652,12 +652,14 @@ export function buildSkillDescMoreRich(source: ISkillDescSource, showName: boole
}
// 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
// 血量百分比来自 SkillSet[s_uuid].ap运行时口径upr 是每级追加次数,不在此展示
const revive = resolveReviveByLv(source[SkillTriggerType.Revive] as LvReviveEntry[] | undefined, lv);
if (revive) {
const reviveName = getTriggerSkillName(SkillTriggerType.Revive, revive.s_uuid);
const reviveHpPct = SkillSet[revive.s_uuid]?.ap ?? 50;
lines.push(showName
? `${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`
: `每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(revive.upr * 100)}%`)}血量原地重生`);
? `${skillNameRich(reviveName)}: 每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(reviveHpPct)}%`)}血量原地重生`
: `每回合拥有${valueRich(revive.r_num)}次重生机会, 死亡后以${valueRich(`${Math.round(reviveHpPct)}%`)}血量原地重生`);
}
return lines.join("\n");