修复
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@@ -10,15 +10,15 @@ namespace Continentis.Mods.Basic.Buffs
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{
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Initialize(BuffType.Positive, BuffDispelLevel.Strong);
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this.contentSubmodule = new ContentSubmodule(this, false)
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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);
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this.unitedStackSubmodule = new UnitedStackSubmodule(this, true, -1, stack, true);
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this.coreAttributeSubmodule = new CoreAttributeSubmodule(this);
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this.coreAttributeSubmodule.numericChange.Add("PhysicsDamageDealtOffset", stack);
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this.generalAttributeSubmodule = new GeneralAttributeSubmodule(this);
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this.generalAttributeSubmodule.numericChange.Add("PhysicsDamageDealtOffset", stack);
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this.eventSubmodule = new EventSubmodule(this);
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this.eventSubmodule.onDealAttack.Add("Sharpness", new PrioritizedAction<AttackResult>(atkRes =>
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@@ -140,11 +140,11 @@ MonoBehaviour:
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index: 20
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isKeyDuplicated: 0
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- Key: StaminaRecoverPerAction
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Value: 0
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Value: 3
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index: 21
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isKeyDuplicated: 0
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- Key: ManaRecoverPerAction
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Value: 0
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Value: 3
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index: 22
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isKeyDuplicated: 0
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- Key: Speed
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@@ -140,11 +140,11 @@ MonoBehaviour:
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index: 20
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isKeyDuplicated: 0
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- Key: StaminaRecoverPerAction
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Value: 0
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Value: 3
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index: 21
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isKeyDuplicated: 0
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- Key: ManaRecoverPerAction
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Value: 0
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Value: 3
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index: 22
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isKeyDuplicated: 0
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- Key: Speed
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@@ -140,11 +140,11 @@ MonoBehaviour:
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index: 20
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isKeyDuplicated: 0
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- Key: StaminaRecoverPerAction
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Value: 0
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Value: 3
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index: 21
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isKeyDuplicated: 0
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- Key: ManaRecoverPerAction
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Value: 0
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Value: 3
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index: 22
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isKeyDuplicated: 0
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- Key: Speed
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@@ -128,11 +128,11 @@ MonoBehaviour:
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index: 17
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isKeyDuplicated: 0
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- Key: StaminaRecoverPerAction
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Value: 0
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Value: 3
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index: 18
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isKeyDuplicated: 0
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- Key: ManaRecoverPerAction
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Value: 0
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Value: 3
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index: 19
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isKeyDuplicated: 0
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- Key: Speed
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@@ -15,8 +15,8 @@ namespace Continentis.Mods.Basic.Rules
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}
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float level = core["Level"];
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general["MaximumHealth"] += Mathf.FloorToInt(level * 3);
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general["MaximumMana"] += Mathf.FloorToInt(level / 2);
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//general["MaximumHealth"] += Mathf.FloorToInt(level * 3);
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//general["MaximumMana"] += Mathf.FloorToInt(level / 2);
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float strengthOffset = core["Strength"] - 12;
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general["MaximumStamina"] += Mathf.FloorToInt(strengthOffset / 4); //最大行动点加成
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@@ -33,11 +33,13 @@ namespace Continentis.Mods.Basic.Rules
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float physiqueOffset = core["Physique"] - 12;
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general["MaximumHealth"] += core["Physique"] * 6; //最大生命值加成
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Debug.Log("Physique Offset: " + physiqueOffset);
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general["StaminaRecoverPerAction"] += Mathf.FloorToInt(physiqueOffset / 6); //每回合恢复行动点
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general["OffsetFromPhysique"] += Mathf.FloorToInt(physiqueOffset / 3); //来自核心属性(体质)的调整值
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float perceptionOffset = core["Perception"] - 12;
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general["DrawCardAmountPerAction"] += Mathf.FloorToInt(perceptionOffset / 6); //来自核心属性(感知)的每回合额外抽牌数量
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general["DrawCardAmountPerAction"] += 10; //TODO: 临时的,后续会移除
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general["Awareness"] += perceptionOffset; //增加感知
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general["OffsetFromPerception"] += Mathf.FloorToInt(perceptionOffset / 3); //来自核心属性(感知)的调整值
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