iter54-卡3:精英专属池批(elite 行类与字段互锁/dangling_base/effective_pool 池继承合并/ENCOUNTER_ROW_KINDS 寻址门暂不接线/goblin_elite 落表+存量冒烟同步+图鉴导出认得精英行)——对照表 R1-R7 全绿(elite_row_test 六组/五件存量套件直跑绿/生产表 error 诊断 0),T3.8 里程碑出口 --code 六闸全绿【验收通过】
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@@ -31,7 +31,7 @@ SKILL_REQUIRED = ("skill_id", "display_name", "type", "cooldown_beats")
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# 以下中文名均为表 schema 封闭枚举的展示词(enemy_table.gd / skill_table.gd),非玩法数值
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LEVEL_CN = {1: "第一关", 2: "第二关", 3: "第三关"}
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ROW_KIND_CN = {"battle": "战斗行", "boss": "Boss行"}
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ROW_KIND_CN = {"battle": "战斗行", "boss": "Boss行", "elite": "精英行"}
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ATTACK_TYPE_CN = {"normal": "普通", "pierce": "穿刺", "magic": "魔法"}
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ARMOR_TYPE_CN = {"light": "轻甲", "ward": "魔法护甲", "heavy": "重甲"}
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SKILL_TYPE_CN = {"basic": "普攻", "damage": "伤害", "buff": "增益", "debuff": "妨害"}
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@@ -46,6 +46,7 @@ FIELD_CN = {
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"display_name": "显示名", "unit_count": "单位数", "unit_count_max": "单位数上限",
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"hp": "生命", "atk": "攻击基线", "atk_min": "攻击下限", "atk_max": "攻击上限",
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"attack_type": "攻击类型", "armor_type": "护甲类型", "armor_class": "护甲等级",
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"base_ref": "基础敌种", "pool_extra": "附加技",
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"skill_id": "技能ID", "type": "类型", "damage_mult": "伤害倍率", "rider_mult": "必中附加分量",
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"cooldown_beats": "冷却拍数", "trigger": "触发条件", "buff_ref": "增益引用", "buff_duration": "增益持续",
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}
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@@ -119,7 +120,7 @@ def render_enemy_card(row: dict, skill_by_id: dict) -> str:
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f'<span class="badge">{esc(badge)}</span></h4>')
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out.append('<table class="attrs"><tbody>')
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for key in row:
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if key == "pool":
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if key in ("pool", "pool_extra"):
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continue
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out.append(f'<tr><th>{esc(FIELD_CN.get(key, key))} <code>{esc(key)}</code></th>'
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f'<td>{attr_value(row, key)}</td></tr>')
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