Wildfrost

Wildfrost

SoultideMod
涩雪寂寒  [developer] Dec 3, 2024 @ 8:34am
杂谈(Tittle-tattle)
这里是一些模组制作过程中的经验分享
Here are some experiences shared during the module production process
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涩雪寂寒  [developer] Dec 3, 2024 @ 8:44am 
好吧,首先不得不说的是这次更新中我才知道的一件事:原来当你拿着明光花瓶进入风暴之眼战斗后即使在这场战斗中永远的失去了它,在进入风暴之心后它仍会被强行添加回来……咕,我原本还想做一个失去花瓶后的风暴之心战斗,我以为这样会被寒霜附身的说.T^T

Well, the first thing I have to say about this update is that it turns out that when you take the Lumin Vase into the Eye of Storm battle, even if you lose it forever in this battle, it will be forcibly added back after entering the Heart of Storm... I originally wanted to do a Storm Heart battle after losing the vase, I thought the player would be possessed by frost . T^T
涩雪寂寒  [developer] Dec 3, 2024 @ 8:57am 
以及,说实话,我目前仍然没有理解这个目标限制到底是如何工作的,我写了一段代码关于拥有何种状态的目标,我认为它的逻辑是没有问题的,以及我在手牌上做过实验,“消耗所有消耗牌”,包括反选的情况也是正常工作的,但是当我把这个限制应用到StatusEffectApplyXWhenYAppiledTo上时却会报错,有人知道这是为什么吗?

And, to be honest, I still don't understand how this TargetConstraint works, I wrote a piece of code about the target of which effect I have, and I think the logic of it is fine, and I have done experiments on hand cards, like "consume all consume cards", including the reverse selection, also works. But when I apply this restriction to StatusEffectApplyXWhenYAppiledTo ,it will go wrong, does anyone know why this is?
涩雪寂寒  [developer] Feb 1 @ 6:23am 
嗯,怎么说呢,为了解决一个问题拖了很久,就是光精灵的替友方承担负面buff的效果,按本来的写法:"当友方获得效果时自己会获得统一的效果"两个光精灵会来回递归,然后尝试加限制,不知道为什么加限制后无法给自己效果,然后改成"在场时其他友方获得'自己获得效果时给随机光精灵'"按理来说现在就是最好的状态,但是实战发现这样会有太多运算导致抽牌等动作变慢非常多,后来尝试写一个StatusEffectApplyXWhenYAppliedTo的扩展,利用对应关系让一个状态去做完所有事,不过写的一团糟(虽然能用),直到最后发现了可以直接用StatusEffectSystem.Apply(..., bool fireEvents = true, ...)中的fireEvents为false去取消这个状态的影响事件...唔总之一言难尽...
以及一点小经验分享:测试效果是否被应用时记得选择可以应用与此卡的效果,例如:不要尝试用辣椒效果应用于没有攻击的卡测试(不要问我怎么知道的)

Well, it's been a long time trying to solve an issue where the light sprites take the negative buff effect instead of their friend, as it was originally written :" When the friend gets the effect, he gets the uniform effect. "The two light sprites will recurse back and forth, and then try to add a limit, and I don't know why the limit can't give flag.Self the effect, and then change it to" when the other friend gets the effect." You get effect to random light elves' "now is the best way, but actual combat found so there will be so much movement operation lead to draw such as slow very much, then try to write a StatusEffectApplyXWhenYAppliedTo extensions, using corresponding relation for a state to finish all the thing, but I write that very bad . In the end, I find you can set fireEvents which in StatusEffectSystem.Apply(...) , bool fireEvents = true, ...) is false to cancel the impact event of this state... Well, it's hard to tell...
And a little lesson to share: When testing whether the effect is applied, remember to select the effect that can be applied to the card, for example: Do not try to apply the Spice effect to the non-attack card test (don't ask me how I know)
Last edited by 涩雪寂寒; Feb 1 @ 6:34am
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