卡牌更新
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20
Assets/Mods/Basic/Cards/Scripts/General/Power/Meditation.cs
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20
Assets/Mods/Basic/Cards/Scripts/General/Power/Meditation.cs
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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public class Meditation : CardLogicBase
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{
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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return Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Skill"),
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Cmd.Do(() => CreateCharacterBuff<Buffs.Resonance>(GetAttribute("Buff_Resonance_Stack")).Apply(user, user, this))
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);
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}
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}
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}
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fileFormatVersion: 2
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guid: d87b9c15198f97b4c8ebc8e0f45ccf25
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using Continentis.Mods.Basic.Buffs;
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using SLSFramework.General;
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namespace Continentis.Mods.Basic.Cards
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{
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/// <summary>
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/// 治疗之雨:能力牌,给使用者施加"祈雨"专注 Buff。
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/// 每回合开始时对全体友方回复 Heal_Amount 点生命,持续 Buff_Duration 回合。
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/// </summary>
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public class RainOfHealing : CardLogicBase
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{
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private const string HEAL_AMOUNT = "Heal_Amount";
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private const string BUFF_PRAYINGFORRAIN_DURATION = "Buff_PrayingForRain_Count";
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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return Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Skill"),
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Cmd.Do(() =>
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{
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CreateCharacterBuff<PrayingForRain>(
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GetAttribute(HEAL_AMOUNT),
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GetAttribute(BUFF_PRAYINGFORRAIN_DURATION)
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).Apply(user, user, this);
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})
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);
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}
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}
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}
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fileFormatVersion: 2
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guid: 73b083d8ec0bbad4dbb0c99786f86844
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25
Assets/Mods/Basic/Cards/Scripts/General/Power/Stoneskin.cs
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25
Assets/Mods/Basic/Cards/Scripts/General/Power/Stoneskin.cs
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using Continentis.Mods.Basic.Buffs;
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using SLSFramework.General;
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namespace Continentis.Mods.Basic.Cards
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{
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/// <summary>
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/// 石肤术:对使用者施加坚韧 Buff(行动结束后获得格挡)。
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/// </summary>
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public class Stoneskin : CardLogicBase
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{
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private const string BUFF_WITHSTAND_STACK = "Buff_Withstand_Stack";
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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return Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Skill"),
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Cmd.Do(() => CreateCharacterBuff<Withstand>(GetAttribute(BUFF_WITHSTAND_STACK)).Apply(user, user, this))
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);
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}
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}
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}
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fileFormatVersion: 2
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guid: b6250880c19f25943ab087ca16993ac2
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20
Assets/Mods/Basic/Cards/Scripts/General/Power/WarmUp.cs
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20
Assets/Mods/Basic/Cards/Scripts/General/Power/WarmUp.cs
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using System.Collections.Generic;
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using Continentis.MainGame.Card;
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using Continentis.MainGame.Character;
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using Continentis.MainGame.Commands;
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using SLSFramework.General;
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using UnityEngine;
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namespace Continentis.Mods.Basic.Cards
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{
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public class WarmUp : CardLogicBase
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{
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public override CommandGroup PlayEffect(List<CharacterBase> targetList)
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{
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return Cmd.Sequential(
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new Cmd_PlayAnimation(user.characterView, "Skill"),
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Cmd.Do(() => CreateCharacterBuff<Buffs.Strength>(GetAttribute("Buff_Strength_Stack")).Apply(user, user, this))
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);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 02b6c4871a92a8643a2340a41bf762be
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