修Burn
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@@ -21,7 +21,7 @@ namespace Continentis.Mods.Basic.Buffs
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this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
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this.unitedStackSubmodule = new UnitedStackSubmodule(this, stack);
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this.eventSubmodule = new EventSubmodule(this);
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this.eventSubmodule = new EventSubmodule(this);
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this.eventSubmodule.onActionStart.Add("Burn", new PrioritizedAction(OnActionStart));
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this.eventSubmodule.onActionEnd.Add("Burn", new PrioritizedAction(OnActionEnd));
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this.eventSubmodule.onAfterPlayCard.Add("Burn", new PrioritizedAction<CardInstance, List<CharacterBase>>(OnAfterPlayCard));
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this.eventSubmodule.onAfterPlayCard.Add("Burn", new PrioritizedAction<CardInstance, List<CharacterBase>>(OnAfterPlayCard));
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}
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}
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@@ -38,7 +38,7 @@ namespace Continentis.Mods.Basic.Buffs
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return true;
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return true;
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}
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}
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private void OnActionStart()
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private void OnActionEnd()
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{
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{
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unitedStackSubmodule.ReduceStack(1);
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unitedStackSubmodule.ReduceStack(1);
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iconSubmodule.Update();
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iconSubmodule.Update();
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@@ -38,7 +38,6 @@ namespace Continentis.Mods.Basic.Buffs
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private void OnActionStart()
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private void OnActionStart()
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{
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{
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Debug.Log($"Corrosion deals damage to {attachedCharacter.data.displayName}");
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sourceCharacter.Attack(attachedCharacter, unitedStackSubmodule.stackAmount, null, false, true);
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sourceCharacter.Attack(attachedCharacter, unitedStackSubmodule.stackAmount, null, false, true);
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unitedStackSubmodule.ReduceStack(1);
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unitedStackSubmodule.ReduceStack(1);
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iconSubmodule.Update();
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iconSubmodule.Update();
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@@ -19,7 +19,7 @@ At the beginning of your action, stack is halved (at least 1).","受到攻击后
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Khi bắt đầu hành động, số tầng giảm một nửa (tối thiểu giảm 1).","หลังจากถูกโจมตี, ได้รับความเสียหายเท่ากับจำนวนชั้น
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Khi bắt đầu hành động, số tầng giảm một nửa (tối thiểu giảm 1).","หลังจากถูกโจมตี, ได้รับความเสียหายเท่ากับจำนวนชั้น
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เมื่อเริ่มการกระทำของคุณ, จำนวนชั้นลดลงครึ่งหนึ่ง (ลดลงอย่างน้อย 1)"
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เมื่อเริ่มการกระทำของคุณ, จำนวนชั้นลดลงครึ่งหนึ่ง (ลดลงอย่างน้อย 1)"
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Buff_Basic_Burn_DisplayName,Burn,灼烧,灼燒,火傷,화상,Bỏng,เผาผลาญ
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Buff_Basic_Burn_DisplayName,Burn,灼烧,灼燒,火傷,화상,Bỏng,เผาผลาญ
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Buff_Basic_Burn_FunctionText,"After you play a card, receive damage equals to the stack, its stack reduce 1 when your action starts.",打出一张牌后,并受到等于其层数的伤害。行动开始时,层数减少1。,打出一張牌後,堆疊層數減少30%(至少減少1),並受到等於減少層數的傷害。,カードをプレイした後、層数が30%(最低1)減少し、減少量に等しいダメージを受ける。,"카드를 낼 때마다 중첩 수가 30%(최소 1) 감소하고, 감소한 만큼 피해를 입습니다.","Sau khi đánh bài, giảm 30% số tầng (tối thiểu 1), và chịu sát thương bằng số tầng đã giảm.","หลังจากเล่นการ์ด, ลดจำนวนชั้นลง 30% (อย่างน้อย 1), และได้รับความเสียหายเท่ากับจำนวนชั้นที่ลดลง"
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Buff_Basic_Burn_FunctionText,"After you play a card, receive damage equals to the stack, its stack reduce 1 when your action ends.",打出一张牌后,并受到等于其层数的伤害。行动结束时,层数减少1。,,,,,
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Buff_Basic_Corrosion_DisplayName,Corrosion,腐蚀,腐蝕,腐食,부식,Ăn Mòn,กัดกร่อน
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Buff_Basic_Corrosion_DisplayName,Corrosion,腐蚀,腐蝕,腐食,부식,Ăn Mòn,กัดกร่อน
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Buff_Basic_Corrosion_FunctionText,"At the beginning of your action, gain damage equals to its stack, then stack is reduced by 1.",在你的行动开始时,获得等于其堆叠层数的伤害,然后其堆叠层数减少 1。,在你的行動開始時,獲得等於其堆疊層數的傷害,然後其堆疊層數減少 1。,自身のアクション開始時、層数に等しいダメージを受け、層数を1減らす。,행동 시작 시 중첩 수만큼 피해를 입고 중첩 수가 1 감소합니다.,"Khi bắt đầu hành động, chịu sát thương bằng số tầng, sau đó giảm 1 tầng.","เมื่อเริ่มการกระทำของคุณ, ได้รับความเสียหายเท่ากับจำนวนชั้น, จากนั้นลดจำนวนชั้นลง 1"
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Buff_Basic_Corrosion_FunctionText,"At the beginning of your action, gain damage equals to its stack, then stack is reduced by 1.",在你的行动开始时,获得等于其堆叠层数的伤害,然后其堆叠层数减少 1。,在你的行動開始時,獲得等於其堆疊層數的傷害,然後其堆疊層數減少 1。,自身のアクション開始時、層数に等しいダメージを受け、層数を1減らす。,행동 시작 시 중첩 수만큼 피해를 입고 중첩 수가 1 감소합니다.,"Khi bắt đầu hành động, chịu sát thương bằng số tầng, sau đó giảm 1 tầng.","เมื่อเริ่มการกระทำของคุณ, ได้รับความเสียหายเท่ากับจำนวนชั้น, จากนั้นลดจำนวนชั้นลง 1"
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Buff_Basic_Firm_DisplayName,Firm,坚韧,堅韌,強靭,인내,Kiên Định,ความอดทน
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Buff_Basic_Firm_DisplayName,Firm,坚韧,堅韌,強靭,인내,Kiên Định,ความอดทน
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@@ -222,12 +222,11 @@ namespace Continentis.MainGame.Combat
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
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CommandQueueManager.Instance.AddCommand(new Cmd_Function(() =>
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{
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{
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currentCharacter.combatBuffSubmodule.ActionEnd();
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if (currentCharacter is PlayerHero playerHero)
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if (currentCharacter is PlayerHero playerHero)
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{
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{
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playerHero.combatBuffSubmodule.ActionEnd();
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//Debug.Log(currentCharacter.data.className + " 结束行动,整理手牌。");
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Debug.Log(currentCharacter.data.className + " 结束行动,整理手牌。");
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List<CardInstance> handPile = new List<CardInstance>(playerHero.deckSubmodule.HandPile);
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List<CardInstance> handPile = new List<CardInstance>(playerHero.deckSubmodule.HandPile);
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List<CardInstance> cardToRetain = handPile.Where(card => card.HasKeyword("Retain")).ToList(); //含有“保留”关键词的卡牌
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List<CardInstance> cardToRetain = handPile.Where(card => card.HasKeyword("Retain")).ToList(); //含有“保留”关键词的卡牌
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List<CardInstance> cardToExhaust = handPile.Where(card => card.HasKeyword("Ethereal")).ToList(); //含有“虚无”关键词的卡牌
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List<CardInstance> cardToExhaust = handPile.Where(card => card.HasKeyword("Ethereal")).ToList(); //含有“虚无”关键词的卡牌
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