更新
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57
Assets/Mods/Basic/Characters/CombatBuffs/General/Hex.cs
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57
Assets/Mods/Basic/Characters/CombatBuffs/General/Hex.cs
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using Continentis.MainGame;
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using Continentis.MainGame.Character;
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using SLSUtilities.General;
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namespace Continentis.Mods.Basic.Buffs
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{
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/// <summary>
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/// 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)。
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/// 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。
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/// 层数仅决定持续时间,不影响削减幅度。
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/// </summary>
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public sealed class Hex : CharacterCombatBuffBase
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{
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private const float HEALING_REDUCTION = -0.33f;
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public Hex(int stack)
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{
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Initialize(BuffType.Negative, BuffDispelLevel.Basic);
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this.contentSubmodule = new ContentSubmodule(this)
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.AddParameterGetter("Stack", () => unitedStackSubmodule.stackAmount.ToString());
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this.iconSubmodule = new IconSubmodule(this);
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this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
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// 被动属性:治疗效果 -33%(通过 generalAttributeSubmodule 叠入角色属性系统)
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this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
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this.generalAttributeSubmodule.numericChange[CharacterAttributes.HealingGainMultiplier]
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= HEALING_REDUCTION;
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this.eventSubmodule = new EventSubmodule(this);
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this.eventSubmodule.onRoundEnd.Add("Hex_Decay", new PrioritizedAction(OnRoundEnd));
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}
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private void OnRoundEnd()
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{
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unitedStackSubmodule.ReduceStack(1);
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iconSubmodule.Update();
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}
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public override bool OnBuffApply(out CharacterCombatBuffBase existingBuff)
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{
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MainGameManager.Instance.basePrefabs.GenerateInfoText(
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contentSubmodule.displayName, attachedCharacter.characterView);
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// 若已存在:叠加持续时间(治疗削减量不变,仍为固定 33%)
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if (FindExistingSameBuff(out existingBuff))
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{
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existingBuff.unitedStackSubmodule.AddStack(this.unitedStackSubmodule.stackAmount);
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return false;
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}
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return true;
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}
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}
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}
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