MOD!
This commit is contained in:
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using System.Collections.Generic;
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using System.Linq;
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using Continentis.MainGame;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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public class Basic_Cohesion : CardLogicBase
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{
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protected override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_SelectHandCards>().SetCondition(SelectCondition).SetEffect(SelectEffect);
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}
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protected override CommandBase PlayEffect(List<CharacterBase> targetList)
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{
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base.PlayEffect(targetList);
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CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
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mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
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LogicComponent<CardLogicComponent_SelectHandCards>()
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.AddSelectionCommands(ref mainGroup, "Card_Basic_Cohesion_SelectionCommandTitle".Localize(), 1);
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return mainGroup;
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}
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private bool SelectCondition(CardInstance card)
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{
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CardType type = card.cardLogic.contentSubmodule.cardType;
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return type != CardType.Status && type != CardType.Curse;
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}
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private void SelectEffect(CardInstance card)
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{
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card.cardLogic.ModifyAttribute("StaminaCost", -1);
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card.cardLogic.contentSubmodule.originalFunctionText += " + $Keyword(\"Retain\")";
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CardTextInterpreter.InterpretText(card.cardLogic, true);
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card.handCardView.Setup();
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}
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}
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}
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cardType: 10
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sourceCard: {fileID: 0}
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isTerminalNode: 0
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isInfiniteUpgrade: 0
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maxUpgradeLevel: 0
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upgradeCards: []
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customDescriptions: []
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prefabRefs: []
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derivativeCardDataRefs: []
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@@ -0,0 +1,40 @@
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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public class Basic_FightingInspiration : CardLogicBase
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{
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protected override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_GenerateCards>().SetFilter(CardFilter);
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}
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protected override CommandBase PlayEffect(List<CharacterBase> targetList)
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{
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base.PlayEffect(targetList);
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CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
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mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
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mainGroup.AddCommand(new Cmd_Function(() =>
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{
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List<CardData> filtered = LogicComponent<CardLogicComponent_GenerateCards>().GetFilteredGlobalCardData();
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if(filtered.TryGetRandom(out CardData cardData))
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{
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cardData.GenerateCardInstance(user, "Hand").GenerateHandCardView("Hand");
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}
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}));
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return mainGroup;
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}
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private bool CardFilter(CardData cardData)
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{
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return cardData.cardType == CardType.Attack && cardData.HasTag("Physics");
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}
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||||
}
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||||
}
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cardRarity: 20
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cardType: 10
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@@ -0,0 +1,34 @@
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||||
using System.Collections.Generic;
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||||
using System.Linq;
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||||
using Continentis.MainGame;
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||||
using Continentis.MainGame.Card;
|
||||
using Continentis.MainGame.Character;
|
||||
using Continentis.MainGame.Commands;
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||||
using SLSFramework.General;
|
||||
using UnityEngine;
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||||
|
||||
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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cardName: Holy Water Preparation
|
||||
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|
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|
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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public class Basic_Recollection : CardLogicBase
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{
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protected override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_SelectCustomCards>();
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}
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protected override CommandBase PlayEffect(List<CharacterBase> targetList)
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{
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base.PlayEffect(targetList);
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CommandGroup mainGroup = new CommandGroup(ExecutionMode.Sequential);
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List<CardInstance> discardedCards = user.deckSubmodule.DiscardPile;
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mainGroup.AddCommand(new Cmd_PlayAnimation(user.characterView, "Skill"));
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LogicComponent<CardLogicComponent_SelectCustomCards>()
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.AddSelectionCommands(ref mainGroup, discardedCards, "Select a non-status or non-curse card.", 1);
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return mainGroup;
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}
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public void SelectEffect(CardInstance card)
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{
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CommandQueueManager.Instance.AddCommand(new Cmd_DrawCards(owner.deckSubmodule, new List<CardInstance>() { card }, 0.1f));
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Reference in New Issue
Block a user