}//万用节点,可用 public void HotGem(Move m) { if (magiccore.getPoint(m.pEnd).color == PointColor.red) { doingbuff.count += 1; Debug.Log(doingbuff.count); } if (doingbuff.count == doingbuff.maxCount) { magiccore.addBuff(magiccore.skillTool.buffTool.getBuff(BuffName.电容火花), -1); doingbuff.count = 0; } } //炽热宝石,可用
void Item(ItemName name, int price) { CostMoney(price); ItemTool itemTool = new ItemTool(); mc.addBuff(itemTool.getItem(name), -1); }
/// <summary> /// 例子 : 没走过三个红色节点,下一次施法的伤害翻倍 /// </summary> /// <param name="m"></param> void Simple(Move m) { if (magic.getPoint(m.pEnd).color == PointColor.red) { //增加计数器 doingBuff.count += 1; if (doingBuff.count >= doingBuff.maxCount) { //给与一层双倍伤害buff magic.addBuff(getBuff(BuffName.电容火花), -1); //使用次数-1 doingBuff.turn -= 1; } } }
public void ChoseOne() { MC.addBuff(MC.itemTool.getItem(itemName), -1); Debug.Log("1"); }
/// <summary> /// 火焰缠绕:附加一回合的反伤buff,如果怪物死亡,回复节点魔力 /// </summary> /// <param name="magic"></param> void sS5(ref Magic magic) { //添加防御路径 magicCore.addBuff(buffTool.getBuff(BuffName.火焰路径), -1); }
void Item(ItemName name, int price) { CostMoney(price); mc.addBuff(mc.itemTool.getItem(name), -1); }
//加道具 public void toolPlus() { magic.addBuff(Ibuff, -1); magic.itemTool.removeItem(Ibuff.iName); overCount--; }