SpiritGuardian CounterAttack has bug

This commit is contained in:
FrazeRIP
2025-11-12 01:20:19 -06:00
parent 52a7c2e00e
commit 92668e1b20
19 changed files with 261 additions and 40 deletions

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@@ -43,7 +43,7 @@ MonoBehaviour:
Value: 7
index: 3
isKeyDuplicated: 0
- Key: BlockStadck
- Key: BlockStack
Value: 3
index: 4
isKeyDuplicated: 0

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@@ -19,7 +19,7 @@ MonoBehaviour:
cardRarity: 10
cardType: 20
keywords:
- TargetAllies
- Blessing
- TargetSelf
cardSprite: {fileID: 21300000, guid: c7e0489a5e85e65499fcacddb7c1391e, type: 3}
cardLayoutTags: []

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@@ -19,8 +19,8 @@ MonoBehaviour:
cardRarity: 10
cardType: 20
keywords:
- Blessing
- TargetSelf
- TargetAllies
cardSprite: {fileID: 21300000, guid: c7e0489a5e85e65499fcacddb7c1391e, type: 3}
cardLayoutTags: []
functionText: Card_Basic_ShieldOfDevotion_FunctionText

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@@ -19,7 +19,7 @@ MonoBehaviour:
cardRarity: 10
cardType: 20
keywords:
- TargetAllies
- Blessing
- TargetSelf
cardSprite: {fileID: 21300000, guid: c7e0489a5e85e65499fcacddb7c1391e, type: 3}
cardLayoutTags: []

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@@ -2,6 +2,7 @@
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using System.Collections.Generic;
@@ -11,7 +12,21 @@ namespace Continentis.Mods.Basic.Cards.Cleric
{
protected override List<CommandBase> PlayEffect(List<CharacterBase> targetList)
{
return base.PlayEffect(targetList);
base.PlayEffect(targetList);
CommandGroup mainGroup = TargetListCommandGroup(targetList,
new Cmd_PlayAnimation(user.characterView, "Skill"),
new Cmd_ParamFunction<CharacterBase>(0.2f, target =>
{
user.AddBlock(GetAttribute("Block"));
}));
mainGroup.AddCommand(new Cmd_Function(() =>
{
this.SetAttribute("Block", this.GetAttribute("Block") + this.GetAttribute("BlockStack"));
}));
return new List<CommandBase> { mainGroup };
}
}
}

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@@ -2,8 +2,10 @@
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using System.Collections.Generic;
using Unity.VisualScripting;
namespace Continentis.Mods.Basic.Cards.Cleric
{
@@ -11,7 +13,21 @@ namespace Continentis.Mods.Basic.Cards.Cleric
{
protected override List<CommandBase> PlayEffect(List<CharacterBase> targetList)
{
return base.PlayEffect(targetList);
base.PlayEffect(targetList);
CommandGroup mainGroup = TargetListCommandGroup(targetList,
new Cmd_PlayAnimation(user.characterView, "Attack"),
new Cmd_ParamFunction<CharacterBase>(0.2f, target =>
{
user.Attack(target, GetFinalDamage(target));
}));
mainGroup.AddCommand(new Cmd_Function(() =>
{
this.SetAttribute("Damage", this.GetAttribute("Damage") + this.GetAttribute("DamageStack"));
}));
return new List<CommandBase> { mainGroup };
}
}
}

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@@ -2,6 +2,7 @@
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using System.Collections.Generic;
@@ -11,7 +12,13 @@ namespace Continentis.Mods.Basic.Cards.Cleric
{
protected override List<CommandBase> PlayEffect(List<CharacterBase> targetList)
{
return base.PlayEffect(targetList);
CommandGroup mainGroup = TargetListCommandGroup(targetList,
new Cmd_ParamFunction<CharacterBase>(0.01f, target =>
{
CreateCharacterBuff<Buffs.CounterAttack>(GetAttribute("BuffStack")).Apply(target, user, this);
}));
return new List<CommandBase> { mainGroup };
}
}
}

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@@ -37,5 +37,12 @@ namespace Continentis.Mods.Basic.Buffs
unitedStackSubmodule.ReduceStack(reducedStack);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
//TODO
existingBuff = this;
return true;
}
}
}

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@@ -0,0 +1,45 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
public class CounterAttack : CharacterCombatBuffBase
{
public CounterAttack(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => actionCountSubmodule.remainingCount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, true, -1, stack, true);
this.coreAttributeSubmodule = new CoreAttributeSubmodule(this);
this.coreAttributeSubmodule.numericChange.Add("PhysicsDamageDealtOffset", stack);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onGetAttacked.Add(this.GetType().FullName, new PrioritizedAction<AttackResult>(atkResult =>
{
attachedCharacter.Attack(atkResult.attacker, unitedStackSubmodule.stackAmount, null, false, true);
}));
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText("Counter Attack", attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.ModifyStack(this.unitedStackSubmodule.stackAmount);
int newStack = existingBuff.unitedStackSubmodule.stackAmount;
existingBuff.coreAttributeSubmodule.numericChange["PhysicsDamageDealtOffset"] = newStack;
return false;
}
return true;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4ed1ea7f3f7fad342a08a53bb00a0288

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@@ -14,31 +14,35 @@ namespace Continentis.Mods.Basic.Buffs
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString())
.AddParameterGetter("Count", () => actionCountSubmodule.remainingCount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
this.actionCountSubmodule = new CountSubmodule(this, count);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onGetAttacked.Add("EstablishFormation", new PrioritizedAction<AttackResult>(atkResult =>
{
attachedCharacter.Attack(atkResult.attacker, unitedStackSubmodule.stackAmount, null, false, true);
}));
this.eventSubmodule.onRoundStart.Add("EstablishFormation", new PrioritizedAction(() =>
{
this.Remove();
}));
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.PickHigherStack(this.unitedStackSubmodule);
existingBuff.actionCountSubmodule.PickHigherCount(this.actionCountSubmodule);
return false;
}
return true;
}
}

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@@ -128,5 +128,11 @@ MonoBehaviour:
description: Keyword_Reuseable_Description
index: 18
isKeyDuplicated: 0
- Key: CounterAttack
Value:
name: Keyword_CounterAttack
description: Keyword_CounterAttack_Description
index: 19
isKeyDuplicated: 0
dividerPosProp: 0.2
keywordToAdd: Reuseable
keywordToAdd: CounterAttack

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@@ -12,12 +12,12 @@ Card_Basic_ShieldOfDevotion_FunctionText,TODO,,,,,,
Card_Basic_FreedomOfMovement_DisplayName,Freedom Of Movement,行动自如,,,,,
Card_Basic_FreedomOfMovement_FunctionText,TODO,,,,,,
Card_Basic_SpiritGuardian_DisplayName,Spirit Guardian,灵体卫士,,,,,
Card_Basic_SpiritGuardian_FunctionText,TODO,,,,,,
Card_Basic_SpiritGuardian_FunctionText,TODO,$Keyword("Blessing")。\n获得$Attribute("BuffStack")层$Keyword("CounterAttack")。,,,,,
Card_Basic_Faith_DisplayName,Faith,信仰,,,,,
Card_Basic_Faith_FunctionText,TODO,$Keyword("Exhaustible"): $Attribute("ExhaustibleCount")\n抽$Attribute("DrawCount")张牌。,,,,,
Card_Basic_DivinePunishment_DisplayName,Divine Punishment,神圣惩击,,,,,
Card_Basic_DivinePunishment_FunctionText,TODO,,,,,,
Card_Basic_DivinePunishment_FunctionText,TODO,造成$Attribute("Damage")点伤害。\n这张牌在本场战斗中的伤害+$Attribute("DamageStack")。,,,,,
Card_Basic_DivineProtection_DisplayName,Divine Protection,神圣守护,,,,,
Card_Basic_DivineProtection_FunctionText,TODO,,,,,,
Card_Basic_DivineProtection_FunctionText,TODO,获得$Attribute("Block")点格挡。\n这张牌在本场战斗中的格挡+$Attribute("BlockStack")。,,,,,
Card_Basic_ChainBlessing_DisplayName,Chain Blessing,连锁祝福,,,,,
Card_Basic_ChainBlessing_FunctionText,TODO,,,,,,
Can't render this file because it contains an unexpected character in line 3 and column 170.

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@@ -4,11 +4,11 @@ Buff_DispelThreshold_Strong_Suffix,Dispel Threshold: <color=orange>Strong</color
Buff_DispelThreshold_Immune_Suffix,Dispel Threshold: <color=red>Death Only</color>,能否被驱散:<color=red>仅死亡驱散</color>,,,,,
Buff_DispelThreshold_Undispellable_Suffix,Dispel Threshold: <color=red>Undispellable</color>,能否被驱散:<color=red>不可驱散</color>,,,,,
Buff_Basic_Weak_DisplayName,Weak,虚弱,,,,,
Buff_Basic_Weak_FunctionText,"Deal 25% less physics damage, for $ParameterInt(""Count"") actions.","减少25%造成的物理伤害,持续$ParameterInt(""Count"")次行动。",,,,,
Buff_Basic_Weak_FunctionText,"Deal 25% less physics damage, for $ParameterInt(""Count"") actions.",减少25%造成的物理伤害,持续$ParameterInt("Count")次行动。,,,,,
Buff_Basic_Vulnerable_DisplayName,Vulnerable,易伤,,,,,
Buff_Basic_Vulnerable_FunctionText,"Increase 50% more physics damage gain, for $ParameterInt(""Count"") actions.","增加50%受到的物理伤害,持续$ParameterInt(""Count"")次行动。",,,,,
Buff_Basic_Vulnerable_FunctionText,"Increase 50% more physics damage gain, for $ParameterInt(""Count"") actions.",增加50%受到的物理伤害,持续$ParameterInt("Count")次行动。,,,,,
Buff_Basic_Blind_DisplayName,Blind,目盲,,,,,
Buff_Basic_Blind_FunctionText," This character's start damage in Dodge Check is decreased by $ParameterInt(""Stack"")% for $ParameterInt(""Count"") actions.","这个角色在闪避检定中的初始伤害降低$ParameterInt(""Stack"")%,持续$ParameterInt(""Count"")次行动。",,,,,
Buff_Basic_Blind_FunctionText, This character's start damage in Dodge Check is decreased by $ParameterInt("Stack")% for $ParameterInt("Count") actions.,这个角色在闪避检定中的初始伤害降低$ParameterInt("Stack")%,持续$ParameterInt("Count")次行动。,,,,,
Buff_Basic_Bleed_DisplayName,Bleed,流血,,,,,
Buff_Basic_Bleed_FunctionText,"After you get attacked, receive damage equals to its stack.
At the beginning of your action, stack is halved (at least 1).","受到攻击后,受到相当于其堆叠层数的伤害。
@@ -18,28 +18,30 @@ Buff_Basic_Burn_FunctionText,"After you play a card, its stack is reduced by 30%
Buff_Basic_Corrosion_DisplayName,Corrosion,腐蚀,,,,,
Buff_Basic_Corrosion_FunctionText,"At the beginning of your action, gain damage equals to its stack, then stack is reduced by 1.",在你的行动开始时,获得等于其堆叠层数的伤害,然后其堆叠层数减少 1。,,,,,
Buff_Basic_Firm_DisplayName,Firm,坚韧,,,,,
Buff_Basic_Firm_FunctionTextPos,"Gain $ParameterInt(""Stack"") more block from cards.","从卡牌中获得的格挡增加$ParameterInt(""Stack"")点。",,,,,
Buff_Basic_Firm_FunctionTextNeg,"Gain $ParameterAbsInt(""Stack"") less block from cards.","从卡牌中获得的格挡减少$ParameterAbsInt(""Stack"")点。",,,,,
Buff_Basic_Firm_FunctionTextPos,Gain $ParameterInt("Stack") more block from cards.,从卡牌中获得的格挡增加$ParameterInt("Stack")点。,,,,,
Buff_Basic_Firm_FunctionTextNeg,Gain $ParameterAbsInt("Stack") less block from cards.,从卡牌中获得的格挡减少$ParameterAbsInt("Stack")点。,,,,,
Buff_Basic_Freeze_DisplayName,Freeze,冻结,,,,,
Buff_Basic_Freeze_FunctionText,"Reduce Speed by $ParameterInt(""Count""), also reduce Dodge Gain by $ParameterInt(""Stack"")% for $ParameterInt(""Count"") actions.","将速度降低$ParameterInt(""Count"")点,同时将 闪避获得降低$ParameterInt(""Stack"")%,持续$ParameterInt(""Count"")次行动。",,,,,
Buff_Basic_Freeze_FunctionText,"Reduce Speed by $ParameterInt(""Count""), also reduce Dodge Gain by $ParameterInt(""Stack"")% for $ParameterInt(""Count"") actions.",将速度降低$ParameterInt("Count")点,同时将 闪避获得降低$ParameterInt("Stack")%,持续$ParameterInt("Count")次行动。,,,,,
Buff_Basic_Nimble_DisplayName,Nimble,灵巧,,,,,
Buff_Basic_Nimble_FunctionTextPos,"Gain $ParameterInt(""Stack"") more dodge from cards.","从卡牌中获得的闪避增加$ParameterInt(""Stack"")点。",,,,,
Buff_Basic_Nimble_FunctionTextNeg,"Gain $ParameterAbsInt(""Stack"") less dodge from cards.","从卡牌中获得的闪避减少$ParameterAbsInt(""Stack"")点。",,,,,
Buff_Basic_Nimble_FunctionTextPos,Gain $ParameterInt("Stack") more dodge from cards.,从卡牌中获得的闪避增加$ParameterInt("Stack")点。,,,,,
Buff_Basic_Nimble_FunctionTextNeg,Gain $ParameterAbsInt("Stack") less dodge from cards.,从卡牌中获得的闪避减少$ParameterAbsInt("Stack")点。,,,,,
Buff_Basic_Prowess_DisplayName,Prowess,勇猛,,,,,
Buff_Basic_Prowess_FunctionTextPos,"Deal $ParameterInt(""Stack"") more physical damage from cards.","从卡牌中造成的物理伤害增加$ParameterInt(""Stack"")点。",,,,,
Buff_Basic_Prowess_FunctionTextNeg,"Deal $ParameterAbsInt(""Stack"") less physical damage from cards.","从卡牌中造成的物理伤害减少$ParameterAbsInt(""Stack"")点。",,,,,
Buff_Basic_Prowess_FunctionTextPos,Deal $ParameterInt("Stack") more physical damage from cards.,从卡牌中造成的物理伤害增加$ParameterInt("Stack")点。,,,,,
Buff_Basic_Prowess_FunctionTextNeg,Deal $ParameterAbsInt("Stack") less physical damage from cards.,从卡牌中造成的物理伤害减少$ParameterAbsInt("Stack")点。,,,,,
Buff_Basic_Resonance_DisplayName,Resonance,共鸣,,,,,
Buff_Basic_Resonance_FunctionTextPos,"Deal $ParameterInt(""Stack"") more magical damage from cards.","从卡牌中造成的魔法伤害增加$ParameterInt(""Stack"")点。",,,,,
Buff_Basic_Resonance_FunctionTextNeg,"Deal $ParameterAbsInt(""Stack"") less magical damage from cards.","从卡牌中造成的魔法伤害减少$ParameterAbsInt(""Stack"")点。",,,,,
Buff_Basic_Resonance_FunctionTextPos,Deal $ParameterInt("Stack") more magical damage from cards.,从卡牌中造成的魔法伤害增加$ParameterInt("Stack")点。,,,,,
Buff_Basic_Resonance_FunctionTextNeg,Deal $ParameterAbsInt("Stack") less magical damage from cards.,从卡牌中造成的魔法伤害减少$ParameterAbsInt("Stack")点。,,,,,
Buff_Basic_Hellfire_DisplayName,Hellfire,冥火,,,,,
Buff_Basic_Hellfire_FunctionText,"After you play a card, stack is reduced by 20% (at least 1), receive damage equals to the reduced stacks.
It will enhance the effects of some of Marshal's cards.","打出一张牌后堆叠层数减少20%至少减少1并受到等于减少层数的伤害。
冥火将增强元帅的一些卡牌的效果。",,,,,
Buff_Basic_SoulAbsorption_DisplayName,Soul Absorption,灵魂汲取,,,,,
Buff_Basic_SoulAbsorption_FunctionText,"Amplify the lifesteal effect by $ParameterInt(""Stack"")%.","提升吸血效果$ParameterInt(""Stack"")%。",,,,,
Buff_Basic_SoulAbsorption_FunctionText,Amplify the lifesteal effect by $ParameterInt("Stack")%.,提升吸血效果$ParameterInt("Stack")%。,,,,,
Buff_Basic_Heavy_DisplayName,Heavy,沉重,,,,,
Buff_Basic_Heavy_FunctionText,You can not draw cards.,你不能抽牌。,,,,,
Buff_Basic_Protected_DisplayName,Protected,被保护,,,,,
Buff_Basic_Protected_FunctionText,"You are protected by $ParameterString(""Protector"").",你正在被其他人保护。,,,,,
Buff_Basic_Protected_FunctionText,You are protected by $ParameterString("Protector").,你正在被其他人保护。,,,,,
Buff_Basic_Protecting_DisplayName,Protecting,保护,,,,,
Buff_Basic_Protecting_FunctionText,"You are protecting $ParameterString(""Target""), for $ParameterInt(""Count"") rounds.","你正在$ParameterInt(""Count"")回合内保护$ParameterString(""Target"")。",,,,,
Buff_Basic_Protecting_FunctionText,"You are protecting $ParameterString(""Target""), for $ParameterInt(""Count"") rounds.",你正在$ParameterInt("Count")回合内保护$ParameterString("Target")。,,,,,
Buff_Basic_CounterAttack_DisplayName,Counter Attack,反击,,,,,
Buff_Basic_CounterAttack_FunctionText,"Whenever you are attacked, deal $ParameterAbsInt(""Stack"") damage back.",每当你被攻击时,对攻击者造成$ParameterAbsInt("Stack")点伤害。,,,,,
Can't render this file because it contains an unexpected character in line 7 and column 153.

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@@ -33,3 +33,5 @@ Keyword_Purify,Purify,净化,,,,,
Keyword_Purify_Description,Remove debuffs.,驱散负面效果。,,,,,
Keyword_Reuseable,Reuseable,复用,,,,,
Keyword_Reuseable_Description,This card will not be discarded after use.,这张卡在使用之后不会被丢弃。,,,,,
Keyword_CounterAttack,Counter Attack,反击,,,,,
Keyword_Reuseable_Description,"Whenever you are attacked, deal damage back equals to the stack amount.",每当你被攻击时,对攻击者造成层数点伤害。,,,,,
1 Key English Simplified Chinese Traditional Chinese Japanese Korean Vietnamese Thai
33 Keyword_Purify_Description Remove debuffs. 驱散负面效果。
34 Keyword_Reuseable Reuseable 复用
35 Keyword_Reuseable_Description This card will not be discarded after use. 这张卡在使用之后不会被丢弃。
36 Keyword_CounterAttack Counter Attack 反击
37 Keyword_Reuseable_Description Whenever you are attacked, deal damage back equals to the stack amount. 每当你被攻击时,对攻击者造成层数点伤害。

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@@ -83,7 +83,7 @@ namespace Continentis.MainGame.Card
}
else
{
if (HasKeyword("TargetAllies"))
if (HasKeyword("TargetAllies") || HasKeyword("Blessing"))
{
valid.AddRange(user.fraction is Fraction.Ally or Fraction.Player
? characters.Where(character => character.fraction is Fraction.Ally or Fraction.Player)

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@@ -38,11 +38,7 @@ namespace Continentis.MainGame.Character
throw new System.NotImplementedException("请使用类型约束更强的OnBuffApply方法");
}
public virtual bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
throw new System.NotImplementedException(); //需要在子类中实现
}
public abstract bool OnBuffApply(out CharacterCombatBuffBase existingBuff);
public override void OnAfterFirstApply()
{
statusSubmodule?.AddStatus();