This commit is contained in:
SoulliesOfficial
2025-10-23 00:49:44 -04:00
parent 9b1b5ca93f
commit 61a397dd4c
9846 changed files with 2618439 additions and 793547 deletions

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using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
public class Basic_Cohesion : CardLogicBase
{
protected override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_SelectHandCards>().SetCondition(SelectCondition).SetEffect(SelectEffect);
}
protected override CommandBase PlayEffect(List<CharacterBase> targetList)
{
base.PlayEffect(targetList);
CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
LogicComponent<CardLogicComponent_SelectHandCards>()
.AddSelectionCommands(ref mainGroup, "Card_Basic_Cohesion_SelectionCommandTitle".Localize(), 1);
return mainGroup;
}
private bool SelectCondition(CardInstance card)
{
CardType type = card.cardLogic.contentSubmodule.cardType;
return type != CardType.Status && type != CardType.Curse;
}
private void SelectEffect(CardInstance card)
{
card.cardLogic.ModifyAttribute("StaminaCost", -1);
card.cardLogic.contentSubmodule.originalFunctionText += " + $Keyword(\"Retain\")";
CardTextInterpreter.InterpretText(card.cardLogic, true);
card.handCardView.Setup();
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
public class Basic_FightingInspiration : CardLogicBase
{
protected override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_GenerateCards>().SetFilter(CardFilter);
}
protected override CommandBase PlayEffect(List<CharacterBase> targetList)
{
base.PlayEffect(targetList);
CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
mainGroup.AddCommand(new Cmd_Function(() =>
{
List<CardData> filtered = LogicComponent<CardLogicComponent_GenerateCards>().GetFilteredGlobalCardData();
if(filtered.TryGetRandom(out CardData cardData))
{
cardData.GenerateCardInstance(user, "Hand").GenerateHandCardView("Hand");
}
}));
return mainGroup;
}
private bool CardFilter(CardData cardData)
{
return cardData.cardType == CardType.Attack && cardData.HasTag("Physics");
}
}
}

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using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
public class Basic_HolyWaterPreparation : CardLogicBase
{
protected override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_GenerateCards>();
}
protected override CommandBase PlayEffect(List<CharacterBase> targetList)
{
base.PlayEffect(targetList);
CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
mainGroup.AddCommand(new Cmd_Function(() =>
{
CardData holyWaterCardData = LogicComponent<CardLogicComponent_GenerateCards>().GetDerivativeCardData(0);
holyWaterCardData.GenerateCardInstance(user.team, "Hand");
}));
return mainGroup;
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
public class Basic_Recollection : CardLogicBase
{
protected override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_SelectCustomCards>();
}
protected override CommandBase PlayEffect(List<CharacterBase> targetList)
{
base.PlayEffect(targetList);
CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
List<CardInstance> discardedCards = user.deckSubmodule.DiscardPile;
mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
LogicComponent<CardLogicComponent_SelectCustomCards>()
.AddSelectionCommands(ref mainGroup, discardedCards, "Select a non-status or non-curse card.", 1);
return mainGroup;
}
public void SelectEffect(CardInstance card)
{
CommandQueueManager.Instance.AddCommand(new Cmd_DrawCards(owner.deckSubmodule, new List<CardInstance>() { card }, 0.1f));
}
}
}

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