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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using Continentis.MainGame;
using Continentis.MainGame.Character;
using SLSFramework.General;
using SLSUtilities.General;
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>
/// 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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fileFormatVersion: 2
guid: 76c520de73e71d646a7f0315f5f1055f

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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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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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fileFormatVersion: 2
guid: 63c25c7a416c9654dac77a6f840ffc15

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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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fileFormatVersion: 2
guid: 93f911942e31e5f4b82ee210884abbd0