This commit is contained in:
SoulliesOfficial
2026-04-01 12:23:27 -04:00
parent aff7ac0e03
commit c3b1561375
933 changed files with 114333 additions and 119360 deletions

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 顺劈斩:对全体敌人造成物理斩击伤害,数值受到力量和敏捷增减影响。
/// AOE范围由卡牌数据的目标配置决定Logic层无需额外处理。
/// </summary>
public class Cleave : CardLogicBase
{
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
ForEachTarget(targetList, target => Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target))))
);
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Slash();
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 火球术:对指定目标造成主伤害并附加大量灼烧,对其余所有敌人造成溅射伤害并附加少量灼烧。
/// targetList[0] 为主目标,其余为溅射目标(由卡牌数据目标配置决定)。
/// </summary>
public class FireBall : CardLogicBase
{
private const string DAMAGE_MAIN = "Damage_Main";
private const string DAMAGE_OTHERS = "Damage_Others";
private const string BURN_STACK_MAIN = "Buff_Burn_Stack_Main";
private const string BURN_STACK_OTHERS = "Buff_Burn_Stack_Others";
private const string DISPLAY_DAMAGE_MAIN = "Display_Damage_Main";
private const string DISPLAY_DAMAGE_OTHERS = "Display_Damage_Others";
private AttackContext MainCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire")
.WithBaseDamageAttribute(DAMAGE_MAIN);
private AttackContext OthersCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire")
.WithBaseDamageAttribute(DAMAGE_OTHERS);
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
/// <summary>选中主目标时,更新主目标与溅射目标的伤害预览。</summary>
public override void TargetingEffect(CharacterBase target)
{
card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetTargetedFinalDamage(target, MainCtx));
card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
}
/// <summary>取消选中时,以无目标模式刷新两套伤害预览。</summary>
public override void UntargetingEffect()
{
card.SetAttribute(DISPLAY_DAMAGE_MAIN, GetNoTargetFinalDamage(MainCtx));
card.SetAttribute(DISPLAY_DAMAGE_OTHERS, GetNoTargetFinalDamage(OthersCtx));
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
CharacterBase mainTarget = targetList[0];
return Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
// 主目标:主伤害 + 大量灼烧
AttackContext mainCtx = MainCtx;
AttackTarget(mainTarget, GetTargetedFinalDamage(mainTarget, mainCtx), mainCtx);
CreateCharacterBuff<Burn>(GetAttribute(BURN_STACK_MAIN)).Apply(mainTarget, user, this);
// 溅射目标:溅射伤害 + 少量灼烧
AttackContext othersCtx = OthersCtx;
for (int i = 1; i < targetList.Count; i++)
{
CharacterBase other = targetList[i];
AttackTarget(other, GetTargetedFinalDamage(other, othersCtx), othersCtx);
CreateCharacterBuff<Burn>(GetAttribute(BURN_STACK_OTHERS)).Apply(other, user, this);
}
})
);
}
public override void ApplyAttributeChangesByCard()
{
// 主伤害:奥术加成写入 Damage_Main
LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane(DAMAGE_MAIN);
// 溅射伤害:奥术加成写入 Damage_Others数值由卡牌数据配置
LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane(DAMAGE_OTHERS);
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
public class FireBolt : CardLogicBase
{
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
AttackContext mainCtx = AttackContext.Default(card).WithDamageKeywords("Fire");
AttackTarget(target, GetTargetedFinalDamage(target, mainCtx), mainCtx);
CreateCharacterBuff<Burn>(GetAttribute("Buff_Burn_Stack")).Apply(target, user, this);
})
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane();
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 火焰射线:选择 3 次目标(可重复),对每个选中的目标造成火焰伤害并施加灼烧 Buff。
/// 卡牌数据需配置 targetCount = 3关键词需包含 AllowDuplicateTargets 和 TargetEnemies。
/// </summary>
public class FireRays : CardLogicBase
{
private const string BUFF_BURN_STACK = "Buff_Burn_Stack";
private AttackContext FireCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire");
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
/// <summary>选中目标时更新伤害预览。</summary>
public override void TargetingEffect(CharacterBase target)
{
card.SetAttribute("DisplayDamage", GetTargetedFinalDamage(target, FireCtx));
}
/// <summary>取消选中时以无目标模式刷新预览。</summary>
public override void UntargetingEffect()
{
card.SetAttribute("DisplayDamage", GetNoTargetFinalDamage(FireCtx));
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
// targetList 可包含重复目标(由多目标选择系统传入)
return Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
ForEachTarget(targetList, target => Cmd.Do(() =>
{
AttackContext ctx = FireCtx;
AttackTarget(target, GetTargetedFinalDamage(target, ctx), ctx);
int burnStacks = GetAttribute(BUFF_BURN_STACK);
CreateCharacterBuff<Burn>(burnStacks).Apply(target, user);
}))
);
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane();
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 突刺:造成物理伤害,数值受到敏捷增减影响。
/// </summary>
public class Prick : CardLogicBase
{
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
base.PlayEffect(targetList);
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.After(0.1f, () => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Prick();
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 沙暴:对全体敌人造成多段伤害,并附加致盲 Buff。
/// AOE 范围由卡牌数据的目标配置决定,动画只播放一次。
/// </summary>
public class SandStorm : CardLogicBase
{
private AttackContext EarthCtx => AttackContext.Default(card).WithDamageKeywords("Earth");
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
int hitCount = GetAttribute("HitCount");
CommandGroup hitsGroup = Cmd.Sequential();
for (int i = 0; i < hitCount; i++)
{
hitsGroup.AddCommand(Cmd.After(0.5f, () =>
{
foreach (CharacterBase target in targetList)
{
AttackTarget(target, GetTargetedFinalDamage(target), EarthCtx);
}
}));
}
int blindCount = GetAttribute("Buff_Blind_Count");
CommandGroup debuffGroup = Cmd.Sequential(Cmd.Do(() =>
{
foreach (CharacterBase target in targetList)
{
CreateCharacterBuff<Blind>(blindCount).Apply(target, user);
}
}));
return Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
hitsGroup,
debuffGroup
);
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Arcane();
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 炽焰斩:对目标造成物理斩击伤害、火焰伤害,并施加灼烧 Buff。
/// 两次伤害分别走独立的属性修正通道,卡牌关键词仅作标记用途。
/// </summary>
public class SearingSlash : CardLogicBase
{
private const string DAMAGE_PHYSICS = "Damage_Physics";
private const string DAMAGE_FIRE = "Damage_Fire";
private const string BUFF_BURN_STACK = "Buff_Burn_Stack";
private AttackContext PhysicsCtx => AttackContext.Default(card)
.WithDamageKeywords("Physics")
.WithBaseDamageAttribute(DAMAGE_PHYSICS);
private AttackContext FireCtx => AttackContext.Default(card)
.WithDamageKeywords("Fire")
.WithBaseDamageAttribute(DAMAGE_FIRE);
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
/// <summary>
/// 选中目标时更新两种伤害的预览数值。
/// </summary>
public override void TargetingEffect(CharacterBase target)
{
card.SetAttribute("Display_Damage_Physics", GetTargetedFinalDamage(target, PhysicsCtx));
card.SetAttribute("Display_Damage_Fire", GetTargetedFinalDamage(target, FireCtx));
}
/// <summary>
/// 取消选中目标时,以无目标模式重新计算预览数值。
/// </summary>
public override void UntargetingEffect()
{
card.SetAttribute("Display_Damage_Physics", GetNoTargetFinalDamage(PhysicsCtx));
card.SetAttribute("Display_Damage_Fire", GetNoTargetFinalDamage(FireCtx));
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Sequential(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() =>
{
AttackContext physCtx = PhysicsCtx;
AttackTarget(target, GetTargetedFinalDamage(target, physCtx), physCtx);
AttackContext fireCtx = FireCtx;
AttackTarget(target, GetTargetedFinalDamage(target, fireCtx), fireCtx);
int burnStacks = GetAttribute(BUFF_BURN_STACK);
CreateCharacterBuff<Burn>(burnStacks).Apply(target, user);
})
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Slash(DAMAGE_PHYSICS);
LogicComponent<CardLogicComponent_Attack>().SetDamage_Default(DAMAGE_FIRE);
}
}
}

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namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 斩击:造成物理伤害,数值受到力量和敏捷增减影响。
/// </summary>
public class Slash : CardLogicBase
{
public override void SetUpLogicComponents()
@@ -17,7 +20,7 @@ namespace Continentis.Mods.Basic.Cards
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() => user.Attack(target, GetTargetedFinalDamage(target)))
Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 打击:造成物理伤害,数值受到力量增减影响。
/// </summary>
public class Strike : CardLogicBase
{
public override void SetUpLogicComponents()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
//new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
//new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Strike();
}
}
}

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@@ -17,8 +17,7 @@ namespace Continentis.Mods.Basic.Cards
{
base.PlayEffect(targetList);
return Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Skill"),
return Cmd.Parallel(new Cmd_PlayAnimation(user.characterView, "Skill"),
Cmd.After(0.2f, () => user.AddBlock(GetAttribute("Block")))
);
}

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{
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
base.PlayEffect(targetList);
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Skill"),
Cmd.After(0.2f, () =>
CreateCharacterBuff<Burn>(GetAttribute("BuffStack_Burn")).Apply(target, user, this)
)
Cmd.After(0.2f, () => CreateCharacterBuff<Burn>(GetAttribute("BuffStack_Burn")).Apply(target, user, this))
));
}
}

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using System.Collections.Generic;
using Continentis.MainGame.Base;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 初级侦测术:移除目标的 DodgeRemoveAmount 点闪避。
/// </summary>
public class BasicDetection : CardLogicBase
{
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Action"),
Cmd.Do(() => {
int amount = GetAttribute("DodgeRemoveAmount");
int currentDodge = target.GetAttribute(CharacterAttributes.Dodge);
int removeAmount = UnityEngine.Mathf.Min(amount, currentDodge);
if (removeAmount > 0)
{
target.ModifyAttribute(CharacterAttributes.Dodge, -removeAmount);
target.characterView.hudContainer.UpdateAllHUD();
}
})
));
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
public class BasicHealing : CardLogicBase
{
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Action"),
Cmd.Do(() =>
{
target.Heal(GetAttribute("HealAmount"));
})));
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 初级净化术对目标施加弱驱散Basic移除所有可被弱驱散驱散的负面Buff。
/// 友方目标时驱散负面Buff敌方目标时驱散正面Buff由 Dispel 内部判定)。
/// </summary>
public class BasicPurification : CardLogicBase
{
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Action"),
Cmd.Do(() =>
{
List<CharacterCombatBuffBase> dispelled = target.combatBuffSubmodule.Dispel(BuffDispelLevel.Basic, user);
Debug.Log($"[BasicPurification] 对 {target.data.displayName} 执行弱驱散,移除了 {dispelled.Count} 个Buff。");
})
));
}
}
}

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 祝福术:目标的下{Buff_Blessing_Stack}张卡牌获得1点通用增益影响持续{Buff_Blessing_Duration}回合。
/// </summary>
public class Bless : CardLogicBase
{
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Action"),
Cmd.Do(() =>
{
int stack = GetAttribute("Buff_Blessing_Stack");
int duration = GetAttribute("Buff_Blessing_Duration");
CreateCharacterBuff<Buffs.Blessing>(stack, duration).Apply(target, user, this);
})
));
}
}
}

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using System.Collections.Generic;
using System.Linq;
using Continentis.MainGame;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Combat;
using Continentis.MainGame.Commands;
using SLSFramework.General;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 命令术:对目标执行一次感知检定:
/// <para>对敌人:若感知低于{PerceptionThreshold_Remove},随机移除一个意图;若低于{PerceptionThreshold_Change},随机改变一个意图</para>
/// <para>对玩家英雄:若感知检定未通过,将一张"扼制"卡牌放入目标的抽牌堆</para>
/// </summary>
public class Command : CardLogicBase
{
private static readonly Color HintGreen = new Color(0.2f, 0.85f, 0.3f);
private static readonly Color HintRed = new Color(0.9f, 0.2f, 0.2f);
public override void Initialize(CardInstance cardInstance)
{
base.Initialize(cardInstance);
// 战场角色变化时刷新 hintShadow托管机制自动取消订阅
CombatEventCollection events = CombatMainManager.Instance.eventCollection;
SubscribeCombatEvent(events.onCharacterDeath, new PrioritizedAction<CharacterBase>(_ => InvalidateHint()));
SubscribeCombatEvent(events.onCharacterJoin, new PrioritizedAction<CharacterBase>(_ => InvalidateHint()));
}
/// <summary>抽到此牌时刷新 hintShadow。</summary>
protected override void OnDraw() => InvalidateHint();
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Action"),
Cmd.Do(() =>
{
if (target is PlayerHero)
PlayEffectOnPlayer(target);
else
PlayEffectOnEnemy(target);
})
));
}
/// <summary>
/// 检查场上是否存在感知低于阈值的可用目标。
/// 有可用目标时返回绿色,无可用目标时返回红色。
/// </summary>
public override Color? GetHintColor()
{
if (user == null || card.handCardView == null) return null;
card.DetectTargetsValidity(out List<CharacterBase> valid, out _, out _);
if (valid.Count == 0) return HintRed;
int changeThreshold = GetAttribute("Perception_Threshold_High");
bool hasEffectiveTarget = valid.Any(t =>
t.GetAttribute(CharacterAttributes.Perception) < changeThreshold);
return hasEffectiveTarget ? HintGreen : HintRed;
}
/// <summary>对敌方目标:根据感知检定移除或改变意图。</summary>
private void PlayEffectOnEnemy(CharacterBase target)
{
int removeThreshold = GetAttribute("Perception_Threshold_Low");
int changeThreshold = GetAttribute("Perception_Threshold_High");
int perception = target.GetAttribute(CharacterAttributes.Perception);
if (perception < removeThreshold)
target.intentionSubmodule.RemoveRandomIntendedCard();
else if (perception < changeThreshold)
target.intentionSubmodule.ChangeRandomIntendedCard();
}
/// <summary>对玩家英雄:感知检定未通过时,向目标抽牌堆塞入一张"扼制"卡牌。</summary>
private void PlayEffectOnPlayer(CharacterBase target)
{
int stifleThreshold = GetAttribute("Perception_Threshold_Low");
int disruptionThreshold = GetAttribute("Perception_Threshold_High");
int perception = target.GetAttribute(CharacterAttributes.Perception);
if (perception < stifleThreshold)
CardInstance.GenerateCardInstance(GetDerivativeCardData(0), target, Piles.Draw);
else if (perception < disruptionThreshold)
CardInstance.GenerateCardInstance(GetDerivativeCardData(1), target, Piles.Draw);
}
}
}

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fileFormatVersion: 2
guid: 50fb290b3c3aa634294239492dbb9f54

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using System.Collections.Generic;
using Continentis.MainGame.Card;
using Continentis.MainGame.Character;
using Continentis.MainGame.Commands;
using Continentis.Mods.Basic.Buffs;
using SLSFramework.General;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 光耀印记:对目标施加本回合 Buff使其物理攻击每段额外造成 {BuffStack} 点伤害。
/// </summary>
public class MarkOfRadiance : CardLogicBase
{
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Skill"),
Cmd.Do(() =>
CreateCharacterBuff<Buffs.MarkOfRadiance>(GetAttribute("Buff_MarkOfRadiance_Stack")).Apply(target, user, this)
)
));
}
}
}

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fileFormatVersion: 2
guid: d8dc25f4aad95844688111d6de3fd1e4

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fileFormatVersion: 2
guid: 00f2ddd3ff2976d4f97842a5fae219e4
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using Continentis.MainGame.Card;
using UnityEngine;
namespace Continentis.Mods.Basic.Cards
{
public class Disturbed : CardLogicBase
{
}
}

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fileFormatVersion: 2
guid: 2dd4de96073ace447b3bb89c2a976068

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using Continentis.MainGame.Card;
namespace Continentis.Mods.Basic.Cards
{
/// <summary>
/// 扼制消耗1点体力的状态卡牌具有"消耗"和"MustPlayFirst"关键词。
/// 在打出之前,玩家不能打出其它卡牌。打出后被消耗。
/// </summary>
public class Stifled : CardLogicBase
{
}
}

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fileFormatVersion: 2
guid: 515145e62e598aa48a1b23ef66b8c943