12.10 进度 基本完成
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@@ -21,8 +21,8 @@ namespace Continentis.Mods.Basic.Cards
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{
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CommandGroup mainGroup = TargetListCommandGroup(targetList,
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
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new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
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new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f),
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new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f),
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new Cmd_ParamFunction<CharacterBase>(target => user.Attack(target, GetTargetedFinalDamage(target))));
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foreach (CharacterBase protectTarget in CombatMainManager.Instance.characterController.GetAllAllies(user))
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@@ -1,38 +0,0 @@
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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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public class Smite : CardLogicBase
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{
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public override void SetUpLogicComponents()
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{
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AddLogicComponent<CardLogicComponent_Attack>();
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}
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public override List<CommandBase> PlayEffect(List<CharacterBase> targetList)
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{
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CommandGroup mainGroup = TargetListCommandGroup(targetList,
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
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new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
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new Cmd_ParamFunction<CharacterBase>(target =>
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{
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user.Attack(target, GetTargetedFinalDamage(target));
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CreateCharacterBuff<Weak>(GetAttribute("WeakCount")).Apply(target, user, this);
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}));
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return new List<CommandBase> { mainGroup };
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}
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public override void ApplyAttributeChangesByCard()
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{
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LogicComponent<CardLogicComponent_Attack>().SetDamage_Strike();
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}
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}
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}
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@@ -1,2 +0,0 @@
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fileFormatVersion: 2
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guid: dacb04efbe5451d47ad5b940bad82bb2
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@@ -19,8 +19,8 @@ namespace Continentis.Mods.Basic.Cards
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{
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CommandGroup mainGroup = TargetListCommandGroup(targetList,
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new Cmd_PlayAnimation(user.characterView, "Attack"),
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new Cmd_PlaySFX("SFX_Basic_SwordStrike"),
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new Cmd_SpawnVFX("VFX_Basic_RedImpact"),
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new Cmd_PlaySFX("SFX_Basic_GeneralMeleeImpact").SetDelay(0.2f),
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new Cmd_SpawnVFX("VFX_Basic_DefaultAttack").SetDelay(0.2f),
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new Cmd_ParamFunction<CharacterBase>(target =>
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{
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user.Attack(target, GetTargetedFinalDamage(target));
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