public override void DoEffect(BattleManager battlemgr, CardInstance cardInstance, CardEffectTemplate effectTplt, int targetInstId) { BattleModel battleModel = BattleModel.Inst; // 如果有脆弱,减少增加的护甲值 int iAddArmor = effectTplt.iEffectValue; iAddArmor = BattleTool.AdjustArmorVal(battleModel.selfData, iAddArmor); battleModel.AddArmor(battleModel.selfData, iAddArmor); return; }
//获取卡牌描述 private string GetCardDesc(string orignDesc) { //处理攻击 FighterData selfData = BattleModel.Inst.selfData; foreach (Match match in Regex.Matches(orignDesc, PAT_ATTACK)) { int damage; int.TryParse(Regex.Match(match.Value, @"\d+").Value, out damage); int newDamage = BattleTool.AdjustAttackVal(selfData, null, damage); string colorDamage = newDamage.ToString(); if (newDamage > damage) { colorDamage = TextTool.FormatUBBColor(colorDamage, "#00FF00"); } else if (newDamage < damage) { colorDamage = TextTool.FormatUBBColor(colorDamage, "#FF0000"); } orignDesc = orignDesc.Replace(match.Value, string.Format(GameText.CARD_DAMAGE, colorDamage)); } //处理防御 foreach (Match match in Regex.Matches(orignDesc, PAT_DEFENCE)) { int defence; int.TryParse(Regex.Match(match.Value, @"\d+").Value, out defence); int newDefence = BattleTool.AdjustArmorVal(selfData, defence); string colorDefence = newDefence.ToString(); if (newDefence > defence) { colorDefence = TextTool.FormatUBBColor(colorDefence, "#00FF00"); } else if (newDefence < defence) { colorDefence = TextTool.FormatUBBColor(colorDefence, "#FF0000"); } orignDesc = orignDesc.Replace(match.Value, string.Format(GameText.CARD_DEFENCE, colorDefence)); } return(orignDesc); }