This commit is contained in:
SoulliesOfficial
2026-04-17 12:01:50 -04:00
parent dd2657573a
commit ac98ec3aef
438 changed files with 4505 additions and 428 deletions

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@@ -1,7 +1,7 @@
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using System.Collections.Generic;
using static UnityEngine.GraphicsBuffer;

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -2,7 +2,7 @@
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -5,12 +5,7 @@ namespace Continentis.Mods.Basic.Buffs
{
public sealed class Blind : CharacterCombatBuffBase
{
public Blind(int initialCount) : this(initialCount, 25)
{
}
public Blind(int initialCount, int stack)
public Blind(int initialCount, int stack = 25)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -6,19 +6,19 @@ namespace Continentis.Mods.Basic.Buffs
{
public class Consolidate : CharacterCombatBuffBase
{
public Consolidate(int roundCount)
public Consolidate(int count)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Count", () => roundCountSubmodule.remainingCount.ToString());
.AddParameterGetter("Count", () => roundFirstActionCountSubmodule.remainingCount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.roundCountSubmodule = new CountSubmodule(this, roundCount);
this.roundFirstActionCountSubmodule = new CountSubmodule(this, count);
this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
this.generalAttributeSubmodule.numericChange.Add("KeepBlockOnActionStart", 1);
this.generalAttributeSubmodule.numericChange.Add("KeepBlockOnRoundFirstActionStart", 1);
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
@@ -27,7 +27,7 @@ namespace Continentis.Mods.Basic.Buffs
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.roundCountSubmodule.AddCount(this.roundCountSubmodule.remainingCount);
existingBuff.roundFirstActionCountSubmodule.AddCount(this.roundFirstActionCountSubmodule.remainingCount);
return false;
}

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -0,0 +1,51 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 地缚Earth 元素):行动开始时固定减少 1 点体力(不随层数变化),然后层数 -1。
/// 层数决定持续时间(多少回合会减少体力),不决定每次削减量。
/// </summary>
public sealed class Earthbind : CharacterCombatBuffBase
{
public Earthbind(int stack)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.Add("Earthbind", new PrioritizedAction(OnActionStart));
}
private void OnActionStart()
{
// 固定减少 1 体力Clamp 至 0
attachedCharacter.ModifyAndClampAttribute(CharacterAttributes.Stamina, -1);
unitedStackSubmodule.ReduceStack(1);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}

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fileFormatVersion: 2
guid: 39fe894c949baba47933441e57340092

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using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 风蚀Wind 元素):行动开始时移除目标 [层数×2] 点格挡,然后层数 -1。
/// 定位:反格挡,与 Firm格挡积累形成元素克制。
/// </summary>
public sealed class Erosion : CharacterCombatBuffBase
{
public Erosion(int stack)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString())
.AddParameterGetter("BlockRemoval", () => (unitedStackSubmodule.stackAmount * 2).ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.Add("Erosion", new PrioritizedAction(OnActionStart));
}
private void OnActionStart()
{
int blockRemoval = unitedStackSubmodule.stackAmount * 2;
// 负值减少格挡Clamp 至 0
attachedCharacter.ModifyAndClampAttribute(CharacterAttributes.Block, -blockRemoval);
unitedStackSubmodule.ReduceStack(1);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}

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fileFormatVersion: 2
guid: 7593d9fa99d9ecc409a6b29156cb4229

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@@ -1,7 +1,7 @@
using System;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 蛊咒Darkness 元素):被动削减承载者的治疗效果 33%(固定值,不随层数变化)。
/// 每回合结束时层数 -1层数归零后自动移除治疗倍率同时恢复正常。
/// 层数仅决定持续时间,不影响削减幅度。
/// </summary>
public sealed class Hex : CharacterCombatBuffBase
{
private const float HEALING_REDUCTION = -0.33f;
public Hex(int stack)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
// 被动属性:治疗效果 -33%(通过 generalAttributeSubmodule 叠入角色属性系统)
this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
this.generalAttributeSubmodule.numericChange[CharacterAttributes.HealingGainMultiplier]
= HEALING_REDUCTION;
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onRoundEnd.Add("Hex_Decay", new PrioritizedAction(OnRoundEnd));
}
private void OnRoundEnd()
{
unitedStackSubmodule.ReduceStack(1);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在:叠加持续时间(治疗削减量不变,仍为固定 33%
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}

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fileFormatVersion: 2
guid: 3879bdbc9c2c3834d8bd5ff07399a5b7

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using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 下次行动魔力增减:在下次行动开始时根据层数增减魔力,之后移除。
/// </summary>
public class NextActionManaModification : CharacterCombatBuffBase, IBuffExtension_IntegerRange
{
public NextActionManaModification(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
this.unitedStackSubmodule = new UnitedStackSubmodule(this, true, -1, stack, true);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.Add("ManaModification", new PrioritizedAction(OnActionStart));
(this as IBuffExtension_IntegerRange).Initialize(stack);
}
private void OnActionStart()
{
int modification = unitedStackSubmodule.stackAmount;
attachedCharacter.ModifyMana(modification);
Remove();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在则叠加层数(魔力削减量叠加)
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
existingBuff = null;
return true;
}
}
}

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fileFormatVersion: 2
guid: ba3a3c576933a9143a00a392fb8d0aa3

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using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 下次行动体力增减:在下次行动开始时根据层数增减体力,之后移除。
/// </summary>
public class NextActionStaminaModification : CharacterCombatBuffBase, IBuffExtension_IntegerRange
{
public NextActionStaminaModification(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
this.unitedStackSubmodule = new UnitedStackSubmodule(this, true, -1, stack, true);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.Add("StaminaModification", new PrioritizedAction(OnActionStart));
(this as IBuffExtension_IntegerRange).Initialize(stack);
}
private void OnActionStart()
{
int modification = unitedStackSubmodule.stackAmount;
attachedCharacter.ModifyStamina(modification);
Remove();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在则叠加层数(体力削减量叠加)
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}

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fileFormatVersion: 2
guid: 9b1a883a407f5d1498e799441770c4bb

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using System;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSFramework.General;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -1,7 +1,7 @@
using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 被挑衅:标记该角色正在被一个或多个角色挑衅。
/// 具有 Provoked 状态,目标选择系统会检测该状态并限制该角色只能攻击挑衅者。
/// </summary>
public class Provoked : CharacterCombatBuffBase
{
public List<Provoking> provokingSources;
public Provoked()
{
Initialize(BuffType.Negative, BuffDispelLevel.DeathOnly, 100);
this.provokingSources = new List<Provoking>();
this.statusSubmodule = new StatusSubmodule(this, StatusType.Provoked);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Provoker", GetProvokerNames);
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions();
}
/// <summary>获取所有挑衅者角色(去重)。</summary>
public List<CharacterBase> GetProvokers()
{
List<CharacterBase> provokers = new List<CharacterBase>();
foreach (Provoking provoking in provokingSources)
{
if (!provokers.Contains(provoking.attachedCharacter))
{
provokers.Add(provoking.attachedCharacter);
}
}
return provokers;
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
return false;
}
existingBuff = null;
return true;
}
private string GetProvokerNames()
{
List<string> names = new List<string>();
foreach (Provoking provoker in provokingSources)
{
names.Add(provoker.attachedCharacter.data.displayName);
}
return names.Count == 1 ? names[0] : string.Join(", ", names);
}
}
}

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fileFormatVersion: 2
guid: af51ff0fb258d774394b86b89ed68037

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 挑衅:标记该角色正在挑衅某个敌方目标。
/// 关系追踪器,不直接影响目标选择——过滤逻辑通过被挑衅者身上的 Provoked 状态实现。
/// 持续行动次数由 roundFirstActionCountSubmodule 决定。
/// </summary>
public class Provoking : CharacterCombatBuffBase
{
public CharacterBase target;
public Provoked provokedBuff;
public Provoking(CharacterBase target, int actionCount, Provoked provokedBuff)
{
Initialize(BuffType.Neutral, BuffDispelLevel.DeathOnly, 100);
this.target = target;
this.provokedBuff = provokedBuff;
if (this.provokedBuff == null)
{
Debug.LogError("Provoking buff requires a Provoked buff on the target.");
}
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Count", () => roundFirstActionCountSubmodule.remainingCount.ToString())
.AddParameterGetter("Target", () => target.data.displayName);
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Count");
this.roundFirstActionCountSubmodule = new CountSubmodule(this, actionCount);
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 如果已存在对同一目标的挑衅,累加持续时间
if (FindExistingSameBuffs(out List<Provoking> existingProvokings))
{
var sameProvoking = existingProvokings.Find(ep => ep.target == this.target);
if (sameProvoking != null)
{
existingBuff = sameProvoking;
sameProvoking.roundFirstActionCountSubmodule.AddCount(
this.roundFirstActionCountSubmodule.remainingCount);
return false;
}
existingBuff = null;
return true; // 对不同目标的挑衅可以共存
}
existingBuff = null;
return true;
}
public override void OnAfterFirstApply()
{
base.OnAfterFirstApply();
provokedBuff.provokingSources.Add(this);
// 同步到 StatusSubmodule使核心框架可读取挑衅者列表
if (!provokedBuff.attachedCharacter.statusSubmodule.provokers.Contains(attachedCharacter))
{
provokedBuff.attachedCharacter.statusSubmodule.provokers.Add(attachedCharacter);
}
}
public override void OnBuffRemove()
{
base.OnBuffRemove();
provokedBuff.provokingSources.Remove(this);
// 检查是否还有其他 Provoking 指向同一挑衅者
bool hasOtherFromSameProvoker = provokedBuff.provokingSources.Exists(p => p.attachedCharacter == attachedCharacter);
if (!hasOtherFromSameProvoker)
{
provokedBuff.attachedCharacter.statusSubmodule.provokers.Remove(attachedCharacter);
}
if (provokedBuff.provokingSources.Count == 0)
{
provokedBuff.Remove();
}
}
}
}

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fileFormatVersion: 2
guid: 569845d666d02514ea65cd4e892f49af

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@@ -1,7 +1,7 @@
using System;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 感电Storm 元素):承载者每次被攻击时,
/// 对随机 1 个其他敌方目标造成等同于层数的雷电伤害,然后层数 -1。
/// 对单敌战斗退化(无其他目标时无效)。
/// 过滤 Reactive/HpRemoval/Reflected 防递归。
/// </summary>
public sealed class Shocked : CharacterCombatBuffBase
{
public Shocked(int stack)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onGetAttacked.Add("Shocked", new PrioritizedAction<AttackResult>(OnGetAttacked));
}
private void OnGetAttacked(AttackResult result)
{
// 响应式 / 生命移除 / 反弹伤害不触发感电
if (result.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval, AttackTags.Reflected))
return;
// 收集除自身以外的其他同阵营敌方角色
List<CharacterBase> others = CombatMainManager.Instance.characterController
.GetAllEnemies(attachedCharacter);
others.Remove(attachedCharacter);
if (others.Count == 0) return;
CharacterBase spreadTarget = others[Random.Range(0, others.Count)];
int damage = unitedStackSubmodule.stackAmount;
var ctx = new AttackContext()
.WithTag(AttackTags.Reactive)
.WithTag(AttackTags.GuaranteedHit)
.WithDamageKeywords("Storm");
sourceCharacter.Attack(spreadTarget, damage, ctx);
unitedStackSubmodule.ReduceStack(1);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}

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fileFormatVersion: 2
guid: 7bb772fdd218ba24c883a73256e051ea

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@@ -1,7 +1,7 @@
using System;
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -7,16 +7,16 @@ namespace Continentis.Mods.Basic.Buffs
{
public sealed class Vulnerable : CharacterCombatBuffBase
{
public Vulnerable(int duration)
public Vulnerable(int count)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Count", () => actionCountSubmodule.remainingCount.ToString());
.AddParameterGetter("Count", () => roundFirstActionCountSubmodule.remainingCount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.actionCountSubmodule = new CountSubmodule(this, duration);
this.roundFirstActionCountSubmodule = new CountSubmodule(this, count);
this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
generalAttributeSubmodule.numericChange.Add("PhysicsDamageGainMultiplier", 0.5f);
@@ -28,7 +28,7 @@ namespace Continentis.Mods.Basic.Buffs
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.actionCountSubmodule.AddCount(this.actionCountSubmodule.remainingCount);
existingBuff.roundFirstActionCountSubmodule.AddCount(this.roundFirstActionCountSubmodule.remainingCount);
return false;
}

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@@ -6,16 +6,16 @@ namespace Continentis.Mods.Basic.Buffs
{
public sealed class Weak : CharacterCombatBuffBase
{
public Weak(int duration)
public Weak(int count)
{
Initialize(BuffType.Negative, BuffDispelLevel.Basic);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Count", () => actionCountSubmodule.remainingCount.ToString());
.AddParameterGetter("Count", () => roundFirstActionCountSubmodule.remainingCount.ToString());
this.iconSubmodule = new IconSubmodule(this);
this.actionCountSubmodule = new CountSubmodule(this, duration);
this.roundFirstActionCountSubmodule = new CountSubmodule(this, count);
this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
generalAttributeSubmodule.numericChange.Add("PhysicsDamageDealtMultiplier", -0.25f);
@@ -27,7 +27,7 @@ namespace Continentis.Mods.Basic.Buffs
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.actionCountSubmodule.AddCount(this.actionCountSubmodule.maximumCount);
existingBuff.roundFirstActionCountSubmodule.AddCount(this.roundFirstActionCountSubmodule.maximumCount);
return false;
}

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -1,6 +1,6 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{

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@@ -0,0 +1,58 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 筑城FortificationBuff
/// 每回合首次行动开始时,获得等同于 Firm Buff Stack层数 * Fortification Buff Stack层数的格挡。
/// 前后施加层数会合并叠加。
/// </summary>
public class Fortification : CharacterCombatBuffBase
{
public Fortification(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this);
// 无限持续时间 (-1),支持层数叠加
this.unitedStackSubmodule = new UnitedStackSubmodule(this, true, -1, stack, false);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onActionStart.InsertByPriority("Fortification_Block", new PrioritizedAction(() =>
{
if (attachedCharacter.actionCountThisRound == 0) // 每个回合首次行动开始时
{
if (attachedCharacter.combatBuffSubmodule.TryGetBuff<Firm>(out var firmBuff))
{
int firmStack = firmBuff.unitedStackSubmodule.stackAmount;
if (firmStack > 0)
{
int blockGain = firmStack * this.unitedStackSubmodule.stackAmount;
attachedCharacter.AddBlock(blockGain);
}
}
}
}));
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText("Fortification", attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
// 新的层数直接叠加到原有的Buff上
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
return true;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 76c520de73e71d646a7f0315f5f1055f

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@@ -1,7 +1,7 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -0,0 +1,57 @@
using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 圣盾(骑士):免疫下一次受到的伤害(不论伤害量)。
/// 每次免疫消耗 1 层;响应式攻击和生命移除不触发免疫。
/// </summary>
public class HolyShield : CharacterCombatBuffBase
{
public HolyShield(int stack)
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
this.eventSubmodule = new EventSubmodule(this);
this.eventSubmodule.onBeforeReceiveDamage.Add("HolyShield",
new PrioritizedAction<IncomingDamageModifier>(OnBeforeReceiveDamage));
}
private void OnBeforeReceiveDamage(IncomingDamageModifier modifier)
{
if (modifier.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval)) return;
if (unitedStackSubmodule.stackAmount <= 0) return;
modifier.isCancelled = true;
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
unitedStackSubmodule.ReduceStack(1);
iconSubmodule.Update();
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
if (FindExistingSameBuff(out existingBuff))
{
existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
return false;
}
existingBuff = null;
return true;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 63c25c7a416c9654dac77a6f840ffc15

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@@ -0,0 +1,77 @@
using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 复仇(骑士):必须先持有此 Buff之后每次被攻击叠加 1 层。
/// 使用攻击类卡牌时,消耗所有层数对所有目标各造成等量的额外物理伤害。
/// </summary>
public class Vengeance : CharacterCombatBuffBase
{
public Vengeance()
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
// 初始 0 层;层数完全由事件驱动累积
this.unitedStackSubmodule = new UnitedStackSubmodule(this, 0);
this.eventSubmodule = new EventSubmodule(this);
// 被攻击时叠层(过滤响应式和生命移除,防止递归)
this.eventSubmodule.onGetAttacked.Add("Vengeance_Stack", new PrioritizedAction<AttackResult>(result =>
{
if (result.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval)) return;
unitedStackSubmodule.AddStack(1);
iconSubmodule.Update();
}));
// 打出攻击类卡牌时消耗所有层数造成额外伤害
this.eventSubmodule.onAfterPlayCard.Add("Vengeance_Consume",
new PrioritizedAction<CardInstance, List<CharacterBase>>(OnAfterPlayCard));
}
private void OnAfterPlayCard(CardInstance playedCard, List<CharacterBase> targets)
{
if (!playedCard.HasKeyword("Attack")) return;
if (unitedStackSubmodule.stackAmount <= 0) return;
int bonus = unitedStackSubmodule.stackAmount;
unitedStackSubmodule.ModifyStack(-bonus);
iconSubmodule.Update();
var ctx = new AttackContext()
.WithTag(AttackTags.Reactive)
.WithTag(AttackTags.GuaranteedHit)
.WithDamageKeywords("Physics");
foreach (CharacterBase target in targets)
{
EnqueueReaction(Cmd.Do(() => attachedCharacter.Attack(target, bonus, ctx)));
}
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在则保留现有实例(不重置层数,不二次叠加)
if (FindExistingSameBuff(out existingBuff))
{
return false;
}
existingBuff = null;
return true;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 93f911942e31e5f4b82ee210884abbd0

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@@ -0,0 +1,77 @@
using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSUtilities.General;
namespace Continentis.Mods.Basic.Buffs
{
/// <summary>
/// 魔力外溢/奥术充能(法师):必须先持有此 Buff之后每次打出带 Magic 关键词的卡牌自动叠 1 层。
/// 层数可被特定卡牌消耗以触发爆发效果;本 Buff 不自动消耗。
/// </summary>
public class ArcaneCharge : CharacterCombatBuffBase
{
public ArcaneCharge()
{
Initialize(BuffType.Positive, BuffDispelLevel.Strong);
this.contentSubmodule = new ContentSubmodule(this)
.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
this.iconSubmodule = new IconSubmodule(this).SetTextFunctions("Stack");
// 初始 0 层;层数完全由事件驱动累积
this.unitedStackSubmodule = new UnitedStackSubmodule(this, 0);
this.eventSubmodule = new EventSubmodule(this);
// 打出 Magic 关键词卡牌后叠 1 层
this.eventSubmodule.onAfterPlayCard.Add("ArcaneCharge_Stack",
new PrioritizedAction<CardInstance, List<CharacterBase>>(OnAfterPlayCard));
}
private void OnAfterPlayCard(CardInstance playedCard, List<CharacterBase> targets)
{
if (!playedCard.HasKeyword("Magic")) return;
unitedStackSubmodule.AddStack(1);
iconSubmodule.Update();
}
/// <summary>
/// 消耗指定数量的层数。供卡牌逻辑调用。
/// 返回实际消耗的层数(受当前层数上限约束)。
/// </summary>
public int ConsumeStacks(int amount)
{
int actual = System.Math.Min(amount, unitedStackSubmodule.stackAmount);
unitedStackSubmodule.ReduceStack(actual);
iconSubmodule.Update();
return actual;
}
/// <summary>消耗全部层数并返回消耗量。</summary>
public int ConsumeAllStacks()
{
int amount = unitedStackSubmodule.stackAmount;
unitedStackSubmodule.ModifyStack(-amount);
iconSubmodule.Update();
return amount;
}
public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
{
MainGameManager.Instance.basePrefabs.GenerateInfoText(
contentSubmodule.displayName, attachedCharacter.characterView);
// 若已存在则保留现有实例(不重置层数,不二次叠加)
if (FindExistingSameBuff(out existingBuff))
{
return false;
}
existingBuff = null;
return true;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c4be173f4f6cee14b8402d792bfd141b

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@@ -3,7 +3,7 @@ using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -2,8 +2,8 @@ using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using SLSFramework.General;
using SLSFramework.UModAssistance;
using SLSUtilities.General;
using SLSUtilities.UModAssistance;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs

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@@ -2,7 +2,7 @@ using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Buffs