更新
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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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/// 圣盾(骑士):免疫下一次受到的伤害(不论伤害量)。
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/// 每次免疫消耗 1 层;响应式攻击和生命移除不触发免疫。
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/// </summary>
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public class HolyShield : CharacterCombatBuffBase
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{
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public HolyShield(int stack)
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{
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Initialize(BuffType.Positive, BuffDispelLevel.Strong);
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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).SetTextFunctions("Stack");
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this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
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this.eventSubmodule = new EventSubmodule(this);
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this.eventSubmodule.onBeforeReceiveDamage.Add("HolyShield",
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new PrioritizedAction<IncomingDamageModifier>(OnBeforeReceiveDamage));
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}
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private void OnBeforeReceiveDamage(IncomingDamageModifier modifier)
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{
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if (modifier.context.HasAnyTag(AttackTags.Reactive, AttackTags.HpRemoval)) return;
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if (unitedStackSubmodule.stackAmount <= 0) return;
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modifier.isCancelled = true;
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MainGameManager.Instance.basePrefabs.GenerateInfoText(
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contentSubmodule.displayName, attachedCharacter.characterView);
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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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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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existingBuff = null;
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return true;
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}
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}
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}
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