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