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TriggerEffect.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace YunDingCombination
{
static class TriggerEffect
{
public static Dictionary<string, string> effect = new Dictionary<string, string>
{
{"2恶魔","恶魔的普攻有40%几率灼烧目标20法力并为恶魔本身回复15法力"},
{"3恶魔","恶魔的普攻有40%几率灼烧目标20法力并为恶魔本身回复15法力"},
{"4恶魔","恶魔的普攻有40%几率灼烧目标20法力并为恶魔本身回复30法力"},
{"5恶魔","恶魔的普攻有40%几率灼烧目标20法力并为恶魔本身回复30法力"},
{"6恶魔","恶魔的普攻有40%几率灼烧目标20法力并为恶魔本身回复45法力"},
{"2龙","龙免疫75%魔法伤害"},
{"1浪人","战斗开始时,如果一名浪人的邻近格子没有友军,那么该浪人会获得一层等于他生命值100%的护盾"},
{"2极地","冰川的攻击有20%造成晕眩效果"},
{"3极地","冰川的攻击有20%造成晕眩效果"},
{"4极地","冰川的攻击有33%几率对目标造成持续2秒的晕眩效果"},
{"5极地","冰川的攻击有33%几率对目标造成持续2秒的晕眩效果"},
{"6极地","冰川的攻击有50%几率对目标造成持续2秒的晕眩效果"},
{"2帝国","1个随机的帝国造成双倍伤害"},
{"3帝国","1个随机的帝国造成双倍伤害"},
{"4帝国","拥有4个帝国时,所有帝国造成双倍伤害"},
{"1忍者","你的场上恰好拥有1个忍者时,提高该忍者50攻击力&法术强度"},
{"2忍者","你的场上恰好拥有1个忍者时,提高该忍者50攻击力&法术强度"},
{"3忍者","你的场上恰好拥有1个忍者时,提高该忍者50攻击力&法术强度"},
{"4忍者","拥有4名忍者,所有忍者会提高80攻击力&法术强度"},
{"3贵族","增加1个随机友军50点护甲和魔抗并且每次攻击治疗该友军30点生命值"},
{"4贵族","增加1个随机友军50点护甲和魔抗并且每次攻击治疗该友军30点生命值"},
{"5贵族","增加1个随机友军50点护甲和魔抗并且每次攻击治疗该友军30点生命值"},
{"6贵族","增加所有友军50点护甲和魔抗并且每次攻击治疗该友军30点生命值"},
{"2暗影","在战斗开始时诅咒一名随机的敌人,将其生命值设置为100"},
{"3海盗","在与另一名玩家作战之后,最多可赚取4枚额外的金币"},
{"1机器人","机器人在开始战斗时就有满额的法力值"},
{"2虚空","1名随机的己方虚空英雄在本回合战斗中造成真实伤害"},
{"3虚空","1名随机的己方虚空英雄在本回合战斗中造成真实伤害"},
{"4虚空","所有己方的虚空英雄在本回合战斗中造成真实伤害"},
{"2狂野","狂野的攻击会生成怒气层数,最多5层,每层怒气提供10%的攻击速度加成"},
{"3狂野","狂野的攻击会生成怒气层数,最多5层,每层怒气提供10%的攻击速度加成"},
{"4狂野","所有友军的攻击会生成怒气层数,最多5层,每层怒气提供12%的攻击速度加成,并且他们的普通攻击不会未命中"},
{"3约德尔人","对友方约德尔人进行的攻击会有30%几率未命中,也能闪避攻击特效"},
{"4约德尔人","对友方约德尔人进行的攻击会有30%几率未命中,也能闪避攻击特效"},
{"5约德尔人","对友方约德尔人进行的攻击会有30%几率未命中,也能闪避攻击特效"},
{"6约德尔人","对友方约德尔人进行的攻击会有60%几率未命中,也能闪避攻击特效"},
{"7约德尔人","对友方约德尔人进行的攻击会有60%几率未命中,也能闪避攻击特效"},
{"8约德尔人","对友方约德尔人进行的攻击会有60%几率未命中,也能闪避攻击特效"},
{"9约德尔人","对友方约德尔人进行的攻击会有90%几率未命中,也能闪避攻击特效"},
{"3法师","增加40%技能强度"},
{"4法师","增加40%技能强度"},
{"5法师","增加40%技能强度"},
{"6法师","增加100%技能强度"},
{"7法师","增加100%技能强度"},
{"8法师","增加100%技能强度"},
{"9法师","增加175%技能强度"},
{"3刺客","刺客会获得75%的暴击伤害和10%暴击几率"},
{"4刺客","刺客会获得75%的暴击伤害和10%暴击几率"},
{"5刺客","刺客会获得75%的暴击伤害和10%暴击几率"},
{"6刺客","刺客会获得150%的暴击伤害和25%暴击几率"},
{"7刺客","刺客会获得150%的暴击伤害和25%暴击几率"},
{"8刺客","刺客会获得150%的暴击伤害和25%暴击几率"},
{"9刺客","刺客会获得225%的暴击伤害和40%暴击几率"},
{"3剑士","剑士的每次攻击有35%几率打出1次额外攻击"},
{"4剑士","剑士的每次攻击有35%几率打出1次额外攻击"},
{"5剑士","剑士的每次攻击有35%几率打出1次额外攻击"},
{"6剑士","拥有6个剑士时,剑士的每次攻击有35%几率打出2次额外攻击"},
{"7剑士","拥有6个剑士时,剑士的每次攻击有35%几率打出2次额外攻击"},
{"8剑士","拥有6个剑士时,剑士的每次攻击有35%几率打出2次额外攻击"},
{"9剑士","拥有9个剑士时,剑士的每次攻击有35%几率打出4次额外攻击"},
{"2斗士","斗士获得额外的250点最大生命值"},
{"3斗士","斗士获得额外的250点最大生命值"},
{"4斗士","斗士获得额外的500点最大生命值"},
{"5斗士","斗士获得额外的500点最大生命值"},
{"6斗士","斗士获得额外的900点最大生命值"},
{"3元素使","在战斗开始时,召唤一个元素之灵"},
{"2护卫","在战斗开始时,所有护卫和邻近格子的友军获得50点护甲加成,守护者们不会给自己提供增益"},
{"2枪手","在攻击之后,枪手的攻击有50%几率对随机一个敌人打出额外攻击"},
{"3枪手","在攻击之后,枪手的攻击有50%几率对随机一个敌人打出额外攻击"},
{"4枪手","拥有4个枪手时,枪手的攻击有50%几率对范围内2个敌人打出额外攻击"},
{"5枪手","拥有4个枪手时,枪手的攻击有50%几率对范围内2个敌人打出额外攻击"},
{"6枪手","拥有6个枪手时,枪手的攻击有50%几率对范围内3个敌人打出额外攻击"},
{"2骑士","你的队伍无视来自所有来源的15点伤害"},
{"3骑士","你的队伍无视来自所有来源的15点伤害"},
{"4骑士","你的队伍无视来自所有来源的35点伤害"},
{"5骑士","你的队伍无视来自所有来源的35点伤害"},
{"6骑士","你的队伍无视来自所有来源的65点伤害"},
{"2游侠","每过3秒,游侠有25%几率来使他们的攻速翻倍,持续3秒"},
{"3游侠","每过3秒,游侠有25%几率来使他们的攻速翻倍,持续3秒"},
{"4游侠","每过3秒,游侠有70%几率来使他们的攻速翻倍,持续3秒"},
{"3换形师","换形师会在他们变形时获得额外的60%最大生命值"},
{"4换形师","换形师会在他们变形时获得额外的60%最大生命值"},
{"5换形师","换形师会在他们变形时获得额外的60%最大生命值"},
{"6换形师","换形师会在他们变形时获得额外的100%最大生命值"},
{ "2海克斯","在战斗环节开始时,友方队伍发射并引爆一颗脉冲炸弹,来使附近1格敌人的装备暂时失效8秒"},
{ "3海克斯","在战斗环节开始时,友方队伍发射并引爆一颗脉冲炸弹,来使附近1格敌人的装备暂时失效8秒"},
{ "4海克斯","在战斗环节开始时,友方队伍发射并引爆一颗脉冲炸弹,来使附近2格敌人的装备暂时失效8秒"}
};
}
}