Refine NPC interactions and runtime item generation
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@@ -651,7 +651,7 @@ export function ItemCatalogEditor() {
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<div className="text-sm text-zinc-400">{selectedItem.category} / {RARITY_LABELS[selectedItem.rarity]}</div>
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{previewUseEffect && (
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<div className="text-sm text-zinc-300">
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效果预估:HP +{previewUseEffect.hpRestore} / MP +{previewUseEffect.manaRestore} / CD -{previewUseEffect.cooldownReduction}
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效果预估:生命 +{previewUseEffect.hpRestore} / 灵力 +{previewUseEffect.manaRestore} / 冷却 -{previewUseEffect.cooldownReduction}
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</div>
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)}
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{!previewUseEffect && (
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@@ -732,14 +732,14 @@ export function ItemCatalogEditor() {
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<div className="grid gap-4 md:grid-cols-2">
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<div>
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<Label>HP 加成</Label>
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<Label>生命上限加成</Label>
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<TextInput
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value={String(selectedItem.statProfile?.maxHpBonus ?? 0)}
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onChange={value => updateSelectedStatProfileField('maxHpBonus', Number(value) || 0)}
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/>
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</div>
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<div>
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<Label>MP 加成</Label>
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<Label>灵力上限加成</Label>
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<TextInput
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value={String(selectedItem.statProfile?.maxManaBonus ?? 0)}
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onChange={value => updateSelectedStatProfileField('maxManaBonus', Number(value) || 0)}
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@@ -763,14 +763,14 @@ export function ItemCatalogEditor() {
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<div className="grid gap-4 md:grid-cols-2">
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<div>
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<Label>使用恢复 HP</Label>
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<Label>使用时恢复生命</Label>
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<TextInput
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value={String(selectedItem.useProfile?.hpRestore ?? 0)}
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onChange={value => updateSelectedUseProfileField('hpRestore', Number(value) || 0)}
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/>
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</div>
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<div>
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<Label>使用恢复 MP</Label>
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<Label>使用时恢复灵力</Label>
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<TextInput
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value={String(selectedItem.useProfile?.manaRestore ?? 0)}
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onChange={value => updateSelectedUseProfileField('manaRestore', Number(value) || 0)}
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@@ -786,7 +786,7 @@ export function ItemCatalogEditor() {
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</div>
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<div>
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<Label>使用 Build Buff(每行:名称|标签1,标签2|回合)</Label>
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<Label>使用时附加构筑增益(每行:名称|标签1,标签2|回合)</Label>
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<TextArea
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value={buildBuffLinesValue(selectedItem.useProfile?.buildBuffs)}
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onChange={updateSelectedUseProfileBuffs}
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