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

View File

@@ -0,0 +1,33 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 53886cfa8ac7b2f45ab5ca9a15bf4c30

View File

@@ -0,0 +1,84 @@
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);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 69f6031d6d6952b4e90185dbddd38070

View File

@@ -0,0 +1,36 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 55e7b0446c18b6b4d93b7fa996668cae

View File

@@ -0,0 +1,60 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 15155284a8c7da44f958a40b7eb6846c

View File

@@ -0,0 +1,34 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 88242ad6bd2d2c7408e3c6980672e482

View File

@@ -0,0 +1,61 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 7dfda7769fd24c248aaa0e7b015d8610

View File

@@ -0,0 +1,76 @@
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);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 32b57059835baf64b967b999158d863f

View File

@@ -0,0 +1,32 @@
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>
/// 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()
{
AddLogicComponent<CardLogicComponent_Attack>();
}
public override CommandGroup PlayEffect(List<CharacterBase> targetList)
{
return ForEachTarget(targetList, target => Cmd.Parallel(
new Cmd_PlayAnimation(user.characterView, "Attack"),
Cmd.Do(() => AttackTarget(target, GetTargetedFinalDamage(target)))
));
}
public override void ApplyAttributeChangesByCard()
{
LogicComponent<CardLogicComponent_Attack>().SetDamage_Slash();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: be6cca88ebf944f40a885d9359cd7d91

View File

@@ -0,0 +1,34 @@
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();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 421bde5f4c6c60a40ad42a7456250b44