7 Commits

27 changed files with 19066 additions and 4336 deletions

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@@ -19,7 +19,9 @@
"classToFrame": { "classToFrame": {
"warrior": "warrior", "warrior": "warrior",
"fighter": "warrior", "fighter": "warrior",
"crusader": "warrior",
"page": "warrior", "page": "warrior",
"knight": "warrior",
"spearman": "warrior", "spearman": "warrior",
"magician": "magician", "magician": "magician",
"firepoison": "magician", "firepoison": "magician",

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@@ -14,6 +14,10 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na
- `damagePerDiscardedThisTurn`: bonus damage per card discarded this turn - `damagePerDiscardedThisTurn`: bonus damage per card discarded this turn
- `damagePerSkillInHand`: bonus damage per skill card in hand - `damagePerSkillInHand`: bonus damage per skill card in hand
- `damagePerCardDrawnThisCombat`: bonus damage per card drawn this combat - `damagePerCardDrawnThisCombat`: bonus damage per card drawn this combat
- `damagePerCombo`: bonus base damage per current Combo
- `damagePerHolyCharge`: bonus base damage per current Holy Charge
- `attackDamagePerCombo`: Power field that adds base damage per current Combo to all Attacks
- `attackPlayedDamage`: Power field that deals extra damage after an Attack card is played
- `damagePerTurn`: damage applied at turn start - `damagePerTurn`: damage applied at turn start
- `cardPlayedDamage`: damage when the card is played - `cardPlayedDamage`: damage when the card is played
- `cardPlayedRandomDamage`: random damage when the card is played - `cardPlayedRandomDamage`: random damage when the card is played
@@ -65,6 +69,21 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na
- `thorns`: gain Thorns - `thorns`: gain Thorns
- `selfVuln`: apply Vulnerable to self - `selfVuln`: apply Vulnerable to self
- `extraPoisonTicks`: add extra poison ticks at enemy turn start - `extraPoisonTicks`: add extra poison ticks at enemy turn start
- `comboGain`: gain Combo when the card resolves; Attack cards gain it after dealing damage
- `comboOnAttack`: Power field that gains Combo whenever an Attack card is played
- `comboMax`: Power field that raises the maximum Combo above the default 5
- `attackWeak`: Power field that applies Weak after an Attack card is played
- `removePlayerDebuffs`: remove player Weak and Vulnerable
- `holyForce`: marks a card as Holy Force for Holy Charge Power triggers
- `holyChargeGain`: gain Holy Charge directly
- `holyChargeOnHolyForce`: Power field that gains Holy Charge after a Holy Force card
- `holyChargeMax`: Power field that raises the maximum Holy Charge above the default 3
- `blockPerHolyCharge`: gain additional block per current Holy Charge
- `healPerHolyCharge`: heal additional HP per current Holy Charge
- `holyChargeSpendAll`: consume all Holy Charge after resolving the card
- `damageTakenReduction`: Power field that reduces incoming damage; total reduction is capped at 75%
- `blockOnDamaged`: Power field that grants block after taking HP damage
- `strengthOnDamagedOnce`: Power field that grants Strength on the first HP damage each combat
## Status ## Status
@@ -108,6 +127,7 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na
- `powerEffect: "blockPerTurn"` - `powerEffect: "blockPerTurn"`
- `powerEffect: "poisonPerTurn"` - `powerEffect: "poisonPerTurn"`
- `powerEffect: "damagePerTurn"` - `powerEffect: "damagePerTurn"`
- `powerEffect: "healPerTurn"`
- `powerEffect: "retainOne"` - `powerEffect: "retainOne"`
- `powerEffect: "keepBlock"` - `powerEffect: "keepBlock"`
- `turnStartShiv`: create Shivs at turn start - `turnStartShiv`: create Shivs at turn start

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@@ -6,7 +6,10 @@ import {
simulateCombat, simulateCombat,
} from './sim-balance.mjs'; } from './sim-balance.mjs';
const ROGUE_CLASSES = new Set(['rogue', 'thief', 'thiefmaster', 'assassin', 'hermit']); const AUDITED_CLASSES = new Set([
'rogue', 'thief', 'thiefmaster', 'assassin', 'hermit',
'warrior', 'fighter', 'crusader', 'page', 'knight',
]);
const CONTEXT_DECKS = { const CONTEXT_DECKS = {
rogue: [ rogue: [
@@ -38,6 +41,27 @@ const CONTEXT_DECKS = {
'Survivor', 'LeadingStrike', 'BladeDance', 'JavelinAcceleration', 'Survivor', 'LeadingStrike', 'BladeDance', 'JavelinAcceleration',
'JavelinMastery', 'TripleThrow', 'SpiritJavelin', 'SkilledJavelin', 'JavelinMastery', 'TripleThrow', 'SpiritJavelin', 'SkilledJavelin',
], ],
warrior: [
'Strike', 'Strike', 'Strike', 'Strike',
'Defend', 'Defend', 'Defend', 'Defend',
'Bash', 'SlashBlast', 'IronBody', 'WarriorMastery',
],
fighter: [
'Strike', 'Strike', 'Strike', 'Defend', 'Defend', 'Defend',
'Bash', 'SlashBlast', 'ComboAttack', 'Brandish', 'WeaponMastery', 'FlashSlash',
],
crusader: [
'Strike', 'Strike', 'Defend', 'Defend', 'Bash', 'SlashBlast',
'ComboAttack', 'Brandish', 'WeaponMastery', 'BraveSlash', 'ComboSynergy', 'Rush',
],
page: [
'Strike', 'Strike', 'Strike', 'Defend', 'Defend', 'Defend',
'Bash', 'SlashBlast', 'HolyCharge', 'DivineSwing', 'PageOrder', 'PageStance',
],
knight: [
'Strike', 'Strike', 'Defend', 'Defend', 'Bash', 'SlashBlast',
'HolyCharge', 'DivineSwing', 'PageOrder', 'DivineCharge', 'KnightRush', 'Restoration',
],
}; };
const ENCOUNTER_SCALE = { const ENCOUNTER_SCALE = {
@@ -46,6 +70,11 @@ const ENCOUNTER_SCALE = {
assassin: { hp: 2.25, attack: 1.65 }, assassin: { hp: 2.25, attack: 1.65 },
thiefmaster: { hp: 2.4, attack: 1.5 }, thiefmaster: { hp: 2.4, attack: 1.5 },
hermit: { hp: 2.6, attack: 1.65 }, hermit: { hp: 2.6, attack: 1.65 },
warrior: { hp: 1.9, attack: 1.5 },
fighter: { hp: 2.2, attack: 1.6 },
crusader: { hp: 2.6, attack: 1.7 },
page: { hp: 2.2, attack: 1.6 },
knight: { hp: 2.6, attack: 1.7 },
}; };
const median = (values) => { const median = (values) => {
@@ -172,7 +201,7 @@ export function auditCardEfficiency({ runs = 300, seed = 20260701 } = {}) {
const rows = []; const rows = [];
for (const [id, card] of Object.entries(cards)) { for (const [id, card] of Object.entries(cards)) {
if (!ROGUE_CLASSES.has(card.class)) continue; if (!AUDITED_CLASSES.has(card.class)) continue;
const deck = CONTEXT_DECKS[card.class].slice(); const deck = CONTEXT_DECKS[card.class].slice();
deck[replacementIndex(deck, cards, card)] = id; deck[replacementIndex(deck, cards, card)] = id;
const result = simulateDeck(scaledEncounter(data, card.class), deck, runs, seed, id); const result = simulateDeck(scaledEncounter(data, card.class), deck, runs, seed, id);
@@ -204,7 +233,7 @@ function formatPercent(value) {
export function formatEfficiencyReport(report) { export function formatEfficiencyReport(report) {
const lines = []; const lines = [];
lines.push(`도적 카드 효율 검증: 카드 ${report.rows.length}장, 카드당 ${report.runs}`); lines.push(`카드 효율 검증: 카드 ${report.rows.length}장, 카드당 ${report.runs}`);
lines.push('기준 덱:'); lines.push('기준 덱:');
for (const [classId, baseline] of Object.entries(report.baselines)) { for (const [classId, baseline] of Object.entries(report.baselines)) {
lines.push(` ${classId}: 승률 ${formatPercent(baseline.winRate)}, 평균 ${baseline.avgTurns.toFixed(2)}턴, 승리 HP ${baseline.avgHpOnWin.toFixed(1)}`); lines.push(` ${classId}: 승률 ${formatPercent(baseline.winRate)}, 평균 ${baseline.avgTurns.toFixed(2)}턴, 승리 HP ${baseline.avgHpOnWin.toFixed(1)}`);

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@@ -6,7 +6,7 @@ const cardsData = JSON.parse(readFileSync('data/cards.json', 'utf8'));
const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8')); const enemiesData = JSON.parse(readFileSync('data/enemies.json', 'utf8'));
const relicsData = JSON.parse(readFileSync('data/relics.json', 'utf8')); const relicsData = JSON.parse(readFileSync('data/relics.json', 'utf8'));
const PLAYER_MAX_HP = 70; const PLAYER_MAX_HP = { rogue: 70, warrior: 80 };
const REST_HEAL = 30; const REST_HEAL = 30;
const SECTION_COUNT = 5; const SECTION_COUNT = 5;
const NORMAL_FIGHTS = 4; const NORMAL_FIGHTS = 4;
@@ -18,6 +18,8 @@ const BOSS_POOL = ['king_slime', 'slime_boss'];
const JOBS = { const JOBS = {
thief: { tier2: 'thief', tier3: 'thiefmaster', tier2Starter: 'DaggerAcceleration', tier3Starter: 'Venom' }, thief: { tier2: 'thief', tier3: 'thiefmaster', tier2Starter: 'DaggerAcceleration', tier3Starter: 'Venom' },
assassin: { tier2: 'assassin', tier3: 'hermit', tier2Starter: 'JavelinAcceleration', tier3Starter: 'SpiritJavelin' }, assassin: { tier2: 'assassin', tier3: 'hermit', tier2Starter: 'JavelinAcceleration', tier3Starter: 'SpiritJavelin' },
fighter: { root: 'warrior', tier2: 'fighter', tier3: 'crusader', tier2Starter: 'ComboAttack', tier3Starter: 'ComboSynergy' },
page: { root: 'warrior', tier2: 'page', tier3: 'knight', tier2Starter: 'HolyCharge', tier3Starter: 'DivineCharge' },
}; };
const LINEAGES = { const LINEAGES = {
@@ -26,12 +28,17 @@ const LINEAGES = {
thiefmaster: ['rogue', 'thief', 'thiefmaster'], thiefmaster: ['rogue', 'thief', 'thiefmaster'],
assassin: ['rogue', 'assassin'], assassin: ['rogue', 'assassin'],
hermit: ['rogue', 'assassin', 'hermit'], hermit: ['rogue', 'assassin', 'hermit'],
warrior: ['warrior'],
fighter: ['warrior', 'fighter'],
crusader: ['warrior', 'fighter', 'crusader'],
page: ['warrior', 'page'],
knight: ['warrior', 'page', 'knight'],
}; };
const pick = (rng, values) => values[Math.floor(rng() * values.length)]; const pick = (rng, values) => values[Math.floor(rng() * values.length)];
export function campaignJobAtSection(branch, section) { export function campaignJobAtSection(branch, section) {
if (section <= 1) return 'rogue'; if (section <= 1) return JOBS[branch].root || 'rogue';
if (section === 2) return JOBS[branch].tier2; if (section === 2) return JOBS[branch].tier2;
return JOBS[branch].tier3; return JOBS[branch].tier3;
} }
@@ -102,11 +109,22 @@ function branchCardValue(card, branch, deck, id) {
value += card.sly ? 5 : 0; value += card.sly ? 5 : 0;
value += (card.discard || 0) * 2 + (card.drawPerDiscarded || 0) * 4; value += (card.discard || 0) * 2 + (card.drawPerDiscarded || 0) * 4;
value += (card.poisonApplicationBurstDamage || 0) * 1.5; value += (card.poisonApplicationBurstDamage || 0) * 1.5;
} else { } else if (branch === 'assassin') {
value += (card.addShiv || 0) * 3 + (card.turnStartShiv || 0) * 8; value += (card.addShiv || 0) * 3 + (card.turnStartShiv || 0) * 8;
value += (card.shivDamageBonus || 0) * 6 + (card.firstShivDamageBonus || 0) * 3; value += (card.shivDamageBonus || 0) * 6 + (card.firstShivDamageBonus || 0) * 3;
value += card.shivAoe ? 12 : 0; value += card.shivAoe ? 12 : 0;
value += card.shivRetain ? 5 : 0; value += card.shivRetain ? 5 : 0;
} else if (branch === 'fighter') {
value += (card.hits || 1) * 1.5;
value += (card.comboGain || 0) * 5 + (card.comboOnAttack || 0) * 10;
value += (card.damagePerCombo || 0) * 8 + (card.attackDamagePerCombo || 0) * 12;
value += (card.attackPlayedDamage || 0) * 5;
} else if (branch === 'page') {
value += (card.block || 0) * 0.5 + (card.cardPlayedBlock || 0) * 7;
value += (card.holyChargeOnHolyForce || 0) * 12 + (card.damagePerHolyCharge || 0) * 7;
value += (card.blockPerHolyCharge || 0) * 6 + (card.healPerHolyCharge || 0) * 3;
value += (card.damageTakenReduction || 0) * 40;
value += (card.blockOnDamaged || 0) * 3 + (card.strengthOnDamagedOnce || 0) * 5;
} }
const copies = deck.filter((cardId) => cardId === id).length; const copies = deck.filter((cardId) => cardId === id).length;
value -= copies * (card.kind === 'Power' ? 10 : 3); value -= copies * (card.kind === 'Power' ? 10 : 3);
@@ -192,7 +210,8 @@ function fight(state, branch, kind, section, rng, options) {
state.turns += result.turns; state.turns += result.turns;
if (!result.win) return false; if (!result.win) return false;
healFromRelics(state, 'combatEnd'); healFromRelics(state, 'combatEnd');
if (kind !== 'boss') offerReward(state.job, branch, state.deck, rng, options.minimumRewardValue); const rewardStrategy = state.job === 'warrior' || state.job === 'rogue' ? state.job : branch;
if (kind !== 'boss') offerReward(state.job, rewardStrategy, state.deck, rng, options.minimumRewardValue);
return true; return true;
} }
@@ -203,11 +222,13 @@ export function simulateCampaign(branch, rng, {
minimumRewardValue = 10, minimumRewardValue = 10,
} = {}) { } = {}) {
if (!JOBS[branch]) throw new Error(`지원하지 않는 도적 분기: ${branch}`); if (!JOBS[branch]) throw new Error(`지원하지 않는 도적 분기: ${branch}`);
const root = JOBS[branch].root || 'rogue';
const maxHp = PLAYER_MAX_HP[root];
const state = { const state = {
hp: PLAYER_MAX_HP, hp: maxHp,
maxHp: PLAYER_MAX_HP, maxHp,
deck: cardsData.starterDecks.rogue.slice(), deck: cardsData.starterDecks[root].slice(),
job: 'rogue', job: root,
turns: 0, turns: 0,
sectionCleared: 0, sectionCleared: 0,
diedAt: '', diedAt: '',
@@ -306,7 +327,7 @@ function main() {
else if (args[i] === '--scale-step') scaleStep = Number.parseFloat(args[++i]); else if (args[i] === '--scale-step') scaleStep = Number.parseFloat(args[++i]);
else if (args[i] === '--reward-min') minimumRewardValue = Number.parseFloat(args[++i]); else if (args[i] === '--reward-min') minimumRewardValue = Number.parseFloat(args[++i]);
} }
for (const branch of ['thief', 'assassin']) { for (const branch of ['thief', 'assassin', 'fighter', 'page']) {
console.log(formatCampaignReport(runCampaignBatch(branch, runs, seed, { restHeal, sectionHeal, scaleStep, minimumRewardValue }))); console.log(formatCampaignReport(runCampaignBatch(branch, runs, seed, { restHeal, sectionHeal, scaleStep, minimumRewardValue })));
} }
} }

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@@ -17,6 +17,16 @@ test('도적 전직 시점: 1섹션 Rogue, 2섹션 2차, 3섹션부터 3차', ()
test('3차 직업은 자기 계보 카드만 사용', () => { test('3차 직업은 자기 계보 카드만 사용', () => {
assert.deepEqual(playableClassesForJob('thiefmaster'), ['rogue', 'thief', 'thiefmaster']); assert.deepEqual(playableClassesForJob('thiefmaster'), ['rogue', 'thief', 'thiefmaster']);
assert.deepEqual(playableClassesForJob('hermit'), ['rogue', 'assassin', 'hermit']); assert.deepEqual(playableClassesForJob('hermit'), ['rogue', 'assassin', 'hermit']);
assert.deepEqual(playableClassesForJob('crusader'), ['warrior', 'fighter', 'crusader']);
assert.deepEqual(playableClassesForJob('knight'), ['warrior', 'page', 'knight']);
});
test('전사 전직 시점: 1섹션 Warrior, 2섹션 2차, 3섹션부터 3차', () => {
assert.equal(campaignJobAtSection('fighter', 1), 'warrior');
assert.equal(campaignJobAtSection('fighter', 2), 'fighter');
assert.equal(campaignJobAtSection('fighter', 3), 'crusader');
assert.equal(campaignJobAtSection('page', 2), 'page');
assert.equal(campaignJobAtSection('page', 5), 'knight');
}); });
test('섹션 난이도는 3차 이후 더 빠르게 증가', () => { test('섹션 난이도는 3차 이후 더 빠르게 증가', () => {

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@@ -246,6 +246,9 @@ export function simulateCombat(data, rng, stats) {
let cardsDrawnThisCombat = 0; let cardsDrawnThisCombat = 0;
let bonusRewardScreens = 0; let bonusRewardScreens = 0;
let activeKillReward = 0; let activeKillReward = 0;
let comboCount = 0;
let holyChargeCount = 0;
let damagePowerStrengthUsed = false;
let energy = 0; let energy = 0;
const powers = []; const powers = [];
const mob = monsters.map((m) => ({ const mob = monsters.map((m) => ({
@@ -467,6 +470,9 @@ export function simulateCombat(data, rng, stats) {
base += countOwnedNameMatches(c.damageNameMatch) * c.damagePerOwnedNameMatch; base += countOwnedNameMatches(c.damageNameMatch) * c.damagePerOwnedNameMatch;
} }
if (c.damageFromCurrentBlock) base += pBlock * c.damageFromCurrentBlock; if (c.damageFromCurrentBlock) base += pBlock * c.damageFromCurrentBlock;
const comboScale = (c.damagePerCombo || 0) + powerFieldTotal('attackDamagePerCombo');
if (comboScale) base += comboCount * comboScale;
if (c.damagePerHolyCharge) base += holyChargeCount * c.damagePerHolyCharge;
const otherHand = Math.max(0, hand.length - 1); const otherHand = Math.max(0, hand.length - 1);
if (c.damagePerOtherHandCard) base += otherHand * c.damagePerOtherHandCard; if (c.damagePerOtherHandCard) base += otherHand * c.damagePerOtherHandCard;
if (c.damagePerAttackPlayedThisTurn) base += turnAttackCardsPlayed * c.damagePerAttackPlayedThisTurn; if (c.damagePerAttackPlayedThisTurn) base += turnAttackCardsPlayed * c.damagePerAttackPlayedThisTurn;
@@ -518,6 +524,23 @@ export function simulateCombat(data, rng, stats) {
} }
return total; return total;
} }
function powerFieldMax(field) {
let best = 0;
for (const pid of powers) best = Math.max(best, cards[pid]?.[field] || 0);
return best;
}
function comboMax() {
return Math.max(5, powerFieldMax('comboMax'));
}
function gainCombo(amount) {
if (amount > 0) comboCount = Math.min(comboMax(), comboCount + amount);
}
function holyChargeMax() {
return Math.max(3, powerFieldMax('holyChargeMax'));
}
function gainHolyCharge(amount) {
if (amount > 0) holyChargeCount = Math.min(holyChargeMax(), holyChargeCount + amount);
}
function triggerExhaust(count = 1) { function triggerExhaust(count = 1) {
const drawOnExhaust = powerFieldTotal('drawOnExhaust'); const drawOnExhaust = powerFieldTotal('drawOnExhaust');
if (drawOnExhaust > 0 && count > 0) draw(drawOnExhaust * count); if (drawOnExhaust > 0 && count > 0) draw(drawOnExhaust * count);
@@ -607,8 +630,9 @@ export function simulateCombat(data, rng, stats) {
if (!target || !target.alive) return { killed: false, dealt: 0 }; if (!target || !target.alive) return { killed: false, dealt: 0 };
let dealt = amount; let dealt = amount;
if (target.vuln > 0) dealt = Math.floor(dealt * 1.5); if (target.vuln > 0) dealt = Math.floor(dealt * 1.5);
if (target.weak > 0 && c.attackDamageVsWeakMultiplier && c.attackDamageVsWeakMultiplier > 1) { const weakMultiplier = Math.max(c.attackDamageVsWeakMultiplier || 1, powerFieldMax('attackDamageVsWeakMultiplier'));
dealt = Math.floor(dealt * c.attackDamageVsWeakMultiplier); if (target.weak > 0 && weakMultiplier > 1) {
dealt = Math.floor(dealt * weakMultiplier);
} }
if (c.pierce === true) { if (c.pierce === true) {
target.hp -= dealt; target.hp -= dealt;
@@ -669,11 +693,11 @@ export function simulateCombat(data, rng, stats) {
roundKilled = resolveAttackRound(); roundKilled = resolveAttackRound();
} while (c.repeatOnKill === true && roundKilled === true && countAliveMonsters() > 0); } while (c.repeatOnKill === true && roundKilled === true && countAliveMonsters() > 0);
} }
if (c.block) blockGained = addBlock(c.block); if (c.block) blockGained = addBlock(c.block + holyChargeCount * (c.blockPerHolyCharge || 0));
} else if (c.kind === 'Power') { } else if (c.kind === 'Power') {
powers.push(id); powers.push(id);
} else { } else {
if (c.block) blockGained = addBlock(c.block); if (c.block) blockGained = addBlock(c.block + holyChargeCount * (c.blockPerHolyCharge || 0));
const weakAmount = (c.weak || 0) + (c.xWeakPerEnergy || 0) * xEnergy; const weakAmount = (c.weak || 0) + (c.xWeakPerEnergy || 0) * xEnergy;
const vulnAmount = c.vuln || 0; const vulnAmount = c.vuln || 0;
if ((weakAmount || vulnAmount || c.poison || c.removeEnemyBlock || c.removeEnemyArtifact || c.enemyStrengthLossThisTurn) && alive.length) { if ((weakAmount || vulnAmount || c.poison || c.removeEnemyBlock || c.removeEnemyArtifact || c.enemyStrengthLossThisTurn) && alive.length) {
@@ -705,8 +729,10 @@ export function simulateCombat(data, rng, stats) {
if (c.dex) pDex += c.dex; if (c.dex) pDex += c.dex;
if (c.thorns) pThorns += c.thorns; if (c.thorns) pThorns += c.thorns;
if (c.selfVuln) pVuln += c.selfVuln; if (c.selfVuln) pVuln += c.selfVuln;
if (c.heal) pHp = Math.min(pHp + c.heal, playerMaxHp); if (c.heal) pHp = Math.min(pHp + c.heal + holyChargeCount * (c.healPerHolyCharge || 0), playerMaxHp);
if (c.gainEnergy) energy += c.gainEnergy; if (c.gainEnergy) energy += c.gainEnergy;
if (c.kind !== 'Attack' && c.comboGain) gainCombo(c.comboGain);
if (c.removePlayerDebuffs === true) { pWeak = 0; pVuln = 0; }
activeKillReward = c.rewardOnKill || 0; activeKillReward = c.rewardOnKill || 0;
if (c.intangible) pIntangible += c.intangible; if (c.intangible) pIntangible += c.intangible;
queueNextTurnEffects(c); queueNextTurnEffects(c);
@@ -766,6 +792,28 @@ export function simulateCombat(data, rng, stats) {
} }
} }
} }
if (c.kind === 'Attack') {
gainCombo((c.comboGain || 0) + powerFieldTotal('comboOnAttack'));
const extraDamage = powerFieldTotal('attackPlayedDamage');
if (extraDamage > 0) {
const target = chooseTarget(aliveList(), extraDamage);
if (target) {
const r = applyDamage(target.hp, target.block, extraDamage);
target.hp = r.hp; target.block = r.block;
damageDealtThisTurn += extraDamage;
if (target.hp <= 0) target.alive = false;
}
}
const attackWeak = powerFieldTotal('attackWeak');
if (attackWeak > 0) {
const target = chooseTarget(aliveList(), 0);
if (target) applyMonsterWeak(target, attackWeak);
}
}
let holyGain = c.holyChargeGain || 0;
if (c.holyForce === true) holyGain += powerFieldTotal('holyChargeOnHolyForce');
gainHolyCharge(holyGain);
if (c.holyChargeSpendAll === true) holyChargeCount = 0;
if (c.blockPerDamageDealtThisTurn && c.blockPerDamageDealtThisTurn > 0 && c.kind !== 'Power') { if (c.blockPerDamageDealtThisTurn && c.blockPerDamageDealtThisTurn > 0 && c.kind !== 'Power') {
blockGained += addBlock(Math.max(0, damageDealtThisTurn * c.blockPerDamageDealtThisTurn)); blockGained += addBlock(Math.max(0, damageDealtThisTurn * c.blockPerDamageDealtThisTurn));
} }
@@ -878,6 +926,8 @@ export function simulateCombat(data, rng, stats) {
m.hp = r.hp; m.block = r.block; m.hp = r.hp; m.block = r.block;
if (m.hp <= 0) m.alive = false; if (m.hp <= 0) m.alive = false;
} }
} else if (pc.powerEffect === 'healPerTurn') {
pHp = Math.min(playerMaxHp, pHp + (pc.value || 0));
} }
if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv); if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv);
if (pc.turnStartDraw) powerTurnDraw += pc.turnStartDraw; if (pc.turnStartDraw) powerTurnDraw += pc.turnStartDraw;
@@ -991,8 +1041,18 @@ export function simulateCombat(data, rng, stats) {
const atk = calcEnemyAttack(it.value, m.str, m.weak, pVuln, enemyStrengthLossThisTurn); const atk = calcEnemyAttack(it.value, m.str, m.weak, pVuln, enemyStrengthLossThisTurn);
const beforeHp = pHp; const beforeHp = pHp;
let incoming = atk; let incoming = atk;
const reduction = Math.min(0.75, powerFieldTotal('damageTakenReduction'));
if (reduction > 0) incoming = Math.floor(incoming * (1 - reduction));
if (pIntangible > 0 && incoming > 1) incoming = 1; if (pIntangible > 0 && incoming > 1) incoming = 1;
const r = applyDamage(pHp, pBlock, incoming); pHp = r.hp; pBlock = r.block; const r = applyDamage(pHp, pBlock, incoming); pHp = r.hp; pBlock = r.block;
if (beforeHp > pHp) {
const reactiveBlock = powerFieldTotal('blockOnDamaged');
if (reactiveBlock > 0) addBlock(reactiveBlock);
if (!damagePowerStrengthUsed) {
const reactiveStrength = powerFieldTotal('strengthOnDamagedOnce');
if (reactiveStrength > 0) { pStr += reactiveStrength; damagePowerStrengthUsed = true; }
}
}
if (beforeHp > pHp && pThorns > 0) { if (beforeHp > pHp && pThorns > 0) {
m.hp -= pThorns; m.hp -= pThorns;
if (m.hp <= 0) m.alive = false; if (m.hp <= 0) m.alive = false;

View File

@@ -1391,3 +1391,102 @@ test("simulateCombat: shivAoe makes Shivs hit all enemies", () => {
assert.equal(r.win, true); assert.equal(r.win, true);
assert.equal(r.turns, 1); assert.equal(r.turns, 1);
}); });
test("simulateCombat: comboGain and damagePerCombo scale repeated attacks", () => {
const data = {
cards: {
Brandish: { name: "브랜디쉬", cost: 1, kind: "Attack", damage: 2, hits: 2, comboGain: 1, damagePerCombo: 1 },
},
starterDeck: ["Brandish"],
monsters: [{ name: "Dummy", maxHp: 14, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
assert.equal(r.win, true);
assert.ok(stats.Brandish.damage > stats.Brandish.plays * 4);
});
test("simulateCombat: comboMax power raises the combo cap", () => {
const data = {
cards: {
ComboSynergy: { name: "콤보 시너지", cost: 0, kind: "Power", comboMax: 8, comboOnAttack: 2, attackDamagePerCombo: 1, innate: true },
Hit: { name: "연속 베기", cost: 0, kind: "Attack", damage: 1 },
},
starterDeck: ["ComboSynergy", "Hit"],
monsters: [{ name: "Dummy", maxHp: 40, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
assert.equal(r.win, true);
assert.ok(stats.Hit.damage > stats.Hit.plays);
});
test("simulateCombat: healPerTurn power restores hp at turn start", () => {
const data = {
cards: {
Recovery: { name: "셀프 리커버리", cost: 0, kind: "Power", powerEffect: "healPerTurn", value: 3 },
Hit: { name: "마무리", cost: 1, kind: "Attack", damage: 1 },
},
starterDeck: ["Recovery", "Hit"],
monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 2 }] }],
playerHp: 70,
playerMaxHp: 80,
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.ok(r.playerHpRemaining >= 69);
});
test("simulateCombat: Holy Charge scales repeated Holy Force attacks", () => {
const data = {
cards: {
ChargeStrike: { name: "차지 타격", cost: 1, kind: "Attack", damage: 2, holyChargeGain: 1, damagePerHolyCharge: 1 },
},
starterDeck: ["ChargeStrike"],
monsters: [{ name: "Dummy", maxHp: 14, intents: [{ kind: "Attack", value: 0 }] }],
};
const stats = {};
const r = simulateCombat(data, () => 0.999999, stats);
assert.equal(r.win, true);
assert.ok(stats.ChargeStrike.damage > stats.ChargeStrike.plays * 2);
});
test("simulateCombat: damageTakenReduction lowers incoming HP damage", () => {
const data = {
cards: {
Achilles: { name: "아킬레스", cost: 3, kind: "Power", damageTakenReduction: 0.25, innate: true },
Wait1: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait2: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait3: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait4: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Finish: { name: "마무리", cost: 3, kind: "Power", cardPlayedDamage: 2 },
},
starterDeck: ["Finish", "Achilles", "Wait1", "Wait2", "Wait3", "Wait4"],
monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 10 }] }],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.playerHpRemaining, 73);
});
test("simulateCombat: blockOnDamaged protects against later attackers", () => {
const data = {
cards: {
Armor: { name: "블레싱 아머", cost: 3, kind: "Power", blockOnDamaged: 6, strengthOnDamagedOnce: 2, innate: true },
Wait1: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait2: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait3: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Wait4: { name: "대기", cost: 99, kind: "Status", unplayable: true, innate: true },
Finish1: { name: "마무리", cost: 3, kind: "Power", cardPlayedDamage: 1 },
Finish2: { name: "마무리", cost: 3, kind: "Power", cardPlayedDamage: 1 },
},
starterDeck: ["Finish1", "Finish2", "Armor", "Wait1", "Wait2", "Wait3", "Wait4"],
monsters: [
{ name: "A", maxHp: 1, intents: [{ kind: "Attack", value: 5 }] },
{ name: "B", maxHp: 1, intents: [{ kind: "Attack", value: 5 }] },
],
};
const r = simulateCombat(data, () => 0.999999);
assert.equal(r.win, true);
assert.equal(r.playerHpRemaining, 70);
});

View File

@@ -86,6 +86,8 @@ local function applyCardPlayHooks()
if c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then if c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then
self:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage) self:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage)
end end
self:ApplyAttackCardPlayHooks(c)
self:ApplyHolyForceCardPlayHooks(c)
end end
applyCardPlayHooks() applyCardPlayHooks()
if skillRepeat > 0 then if skillRepeat > 0 then
@@ -302,6 +304,7 @@ if dmg > 0 then
self:ApplyPoisonToMonster(m, poison) self:ApplyPoisonToMonster(m, poison)
end end
end end
self:ShowDmgPop(m.slot, dmg)
self:MonsterHitMotion(m.slot) self:MonsterHitMotion(m.slot)
local killed = false local killed = false
if m.hp <= 0 then if m.hp <= 0 then
@@ -381,7 +384,7 @@ local burstEvery = self:AddPowerFieldTotal("poisonApplicationBurstEvery")
local burstDamage = self:AddPowerFieldTotal("poisonApplicationBurstDamage") local burstDamage = self:AddPowerFieldTotal("poisonApplicationBurstDamage")
if burstEvery ~= nil and burstEvery > 0 and burstDamage ~= nil and burstDamage > 0 then if burstEvery ~= nil and burstEvery > 0 and burstDamage ~= nil and burstDamage > 0 then
if (self.PoisonApplicationsThisCombat % burstEvery) == 0 then if (self.PoisonApplicationsThisCombat % burstEvery) == 0 then
self:DealDamageToAllMonsters(burstDamage) self:DealDamageToAllMonsters(burstDamage, false)
end end
end`, [ end`, [
{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'target' }, { Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'target' },
@@ -438,6 +441,13 @@ return killCount > 0`, [
], 0, 'boolean'), ], 0, 'boolean'),
method('PlayAttackFx', `local m = self.Monsters[targetIndex] method('PlayAttackFx', `local m = self.Monsters[targetIndex]
if m == nil or m.alive ~= true or m.entity == nil or not isvalid(m.entity) then if m == nil or m.alive ~= true or m.entity == nil or not isvalid(m.entity) then
local shown = damage
if m ~= nil and m.alive == true and m.vuln > 0 then
shown = math.floor(damage * 1.5)
end
if m ~= nil and m.alive == true and m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then
shown = math.floor(shown * self.ActiveAttackDamageVsWeakMultiplier)
end
self:DealDamageToTarget(damage, pierce) self:DealDamageToTarget(damage, pierce)
self.ActiveAttackDamageVsWeakMultiplier = 1 self.ActiveAttackDamageVsWeakMultiplier = 1
self:RenderCombat() self:RenderCombat()
@@ -472,7 +482,6 @@ _TimerService:SetTimerOnce(function()
self.ActiveKillReward = 0 self.ActiveKillReward = 0
self.ActiveKillMaxHpGain = 0 self.ActiveKillMaxHpGain = 0
self.ActiveAttackDamageVsWeakMultiplier = 1 self.ActiveAttackDamageVsWeakMultiplier = 1
self:ShowDmgPop(targetIndex, shown)
self:RenderCombat() self:RenderCombat()
self:CheckCombatEnd() self:CheckCombatEnd()
end, 0.35)`, [ end, 0.35)`, [
@@ -550,6 +559,11 @@ for i = 1, #self.Monsters do
if self.Monsters[i].alive == true then self.TargetIndex = i; break end if self.Monsters[i].alive == true then self.TargetIndex = i; break end
end`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]), end`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]),
method('DealDamageToPlayer', `local dmg = amount method('DealDamageToPlayer', `local dmg = amount
local reduction = self:AddPowerFieldTotal("damageTakenReduction")
if reduction ~= nil and reduction > 0 then
reduction = math.min(0.75, reduction)
dmg = math.floor(dmg * (1 - reduction))
end
if self.PlayerBlock > 0 then if self.PlayerBlock > 0 then
local absorbed = math.min(self.PlayerBlock, dmg) local absorbed = math.min(self.PlayerBlock, dmg)
self.PlayerBlock = self.PlayerBlock - absorbed self.PlayerBlock = self.PlayerBlock - absorbed
@@ -560,6 +574,17 @@ if dmg > 0 and self.PlayerIntangible ~= nil and self.PlayerIntangible > 0 and dm
end end
if dmg > 0 then if dmg > 0 then
self.PlayerHp = self.PlayerHp - dmg self.PlayerHp = self.PlayerHp - dmg
local reactiveBlock = self:AddPowerFieldTotal("blockOnDamaged")
if reactiveBlock ~= nil and reactiveBlock > 0 then
self:AddCardBlock(reactiveBlock)
end
if self.DamagePowerStrengthUsed ~= true then
local reactiveStrength = self:AddPowerFieldTotal("strengthOnDamagedOnce")
if reactiveStrength ~= nil and reactiveStrength > 0 then
self.PlayerStr = self.PlayerStr + reactiveStrength
self.DamagePowerStrengthUsed = true
end
end
local reflect = self.PlayerThorns or 0 local reflect = self.PlayerThorns or 0
if self:HasRelic("bronzeScales") then if self:HasRelic("bronzeScales") then
reflect = reflect + 3 reflect = reflect + 3
@@ -581,7 +606,7 @@ if dmg > 0 then
end end
if self:HasRelic("centennialPuzzle") and self.FirstHpLossDone == false then if self:HasRelic("centennialPuzzle") and self.FirstHpLossDone == false then
self.FirstHpLossDone = true self.FirstHpLossDone = true
self:DrawCards(3) self:DrawCards(3, true)
self:RenderHand(false) self:RenderHand(false)
end end
end end

View File

@@ -291,6 +291,8 @@ if self.PlayerPowers ~= nil then
if self.Monsters ~= nil then if self.Monsters ~= nil then
self:PlayAoeFx(pc.fx or pc.image, pc.value or 0) self:PlayAoeFx(pc.fx or pc.image, pc.value or 0)
end end
elseif pc.powerEffect == "healPerTurn" then
self.PlayerHp = math.min(self.PlayerMaxHp, self.PlayerHp + pc.value)
end end
if pc.turnStartShiv ~= nil then if pc.turnStartShiv ~= nil then
self:AddCardsToHand("Shiv", pc.turnStartShiv) self:AddCardsToHand("Shiv", pc.turnStartShiv)
@@ -319,7 +321,7 @@ if self.NextTurnAddCards ~= nil then
end end
local drawN = 5 + (self.NextTurnDraw or 0) + powerTurnDraw local drawN = 5 + (self.NextTurnDraw or 0) + powerTurnDraw
self.NextTurnDraw = 0 self.NextTurnDraw = 0
self:DrawCards(drawN) self:DrawCards(drawN, true)
self:RenderHand(true) self:RenderHand(true)
self:RenderCombat() self:RenderCombat()
if powerTurnDiscard > 0 then if powerTurnDiscard > 0 then

View File

@@ -346,6 +346,69 @@ countPile(self.DrawPile)
countPile(self.DiscardPile) countPile(self.DiscardPile)
countPile(self.ExhaustPile) countPile(self.ExhaustPile)
return n`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'match' }], 0, 'number'), return n`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'match' }], 0, 'number'),
method('MaxPowerField', `local best = 0
if self.PlayerPowers == nil then
return best
end
for i = 1, #self.PlayerPowers do
local powerCard = self.Cards[self.PlayerPowers[i]]
if powerCard ~= nil and powerCard[field] ~= nil and powerCard[field] > best then
best = powerCard[field]
end
end
return best`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'field' }], 0, 'number'),
method('GetComboMax', `local comboMax = 5
local powerMax = self:MaxPowerField("comboMax")
if powerMax ~= nil and powerMax > comboMax then
comboMax = powerMax
end
return comboMax`, [], 0, 'number'),
method('GainCombo', `if amount == nil or amount <= 0 then
return
end
self.ComboCount = math.min(self:GetComboMax(), (self.ComboCount or 0) + amount)`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }]),
method('GetHolyChargeMax', `local chargeMax = 3
local powerMax = self:MaxPowerField("holyChargeMax")
if powerMax ~= nil and powerMax > chargeMax then
chargeMax = powerMax
end
return chargeMax`, [], 0, 'number'),
method('GainHolyCharge', `if amount == nil or amount <= 0 then
return
end
self.HolyChargeCount = math.min(self:GetHolyChargeMax(), (self.HolyChargeCount or 0) + amount)`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }]),
method('ApplyHolyForceCardPlayHooks', `if c == nil then
return
end
local gain = c.holyChargeGain or 0
if c.holyForce == true then
gain = gain + self:AddPowerFieldTotal("holyChargeOnHolyForce")
end
self:GainHolyCharge(gain)
if c.holyChargeSpendAll == true then
self.HolyChargeCount = 0
end`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }]),
method('ApplyAttackCardPlayHooks', `if c == nil or c.kind ~= "Attack" then
return
end
local comboGain = c.comboGain or 0
comboGain = comboGain + self:AddPowerFieldTotal("comboOnAttack")
self:GainCombo(comboGain)
local extraDamage = self:AddPowerFieldTotal("attackPlayedDamage")
if extraDamage ~= nil and extraDamage > 0 then
self:DealDirectDamageToTarget(extraDamage)
end
local weakAmount = self:AddPowerFieldTotal("attackWeak")
if weakAmount ~= nil and weakAmount > 0 and self.Monsters ~= nil then
local target = self.Monsters[self.TargetIndex]
if target ~= nil and target.alive == true then
if target.artifact ~= nil and target.artifact > 0 then
target.artifact = target.artifact - 1
else
target.weak = (target.weak or 0) + weakAmount
end
end
end`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }]),
method('AttackBaseForCard', `local base2 = c.damage or 0 method('AttackBaseForCard', `local base2 = c.damage or 0
if c.damageNameMatch ~= nil and c.damagePerOwnedNameMatch ~= nil then if c.damageNameMatch ~= nil and c.damagePerOwnedNameMatch ~= nil then
base2 = base2 + self:CountOwnedNameMatches(c.damageNameMatch) * c.damagePerOwnedNameMatch base2 = base2 + self:CountOwnedNameMatches(c.damageNameMatch) * c.damagePerOwnedNameMatch
@@ -353,6 +416,14 @@ end
if c.damageFromCurrentBlock ~= nil and c.damageFromCurrentBlock ~= 0 then if c.damageFromCurrentBlock ~= nil and c.damageFromCurrentBlock ~= 0 then
base2 = base2 + (self.PlayerBlock or 0) * c.damageFromCurrentBlock base2 = base2 + (self.PlayerBlock or 0) * c.damageFromCurrentBlock
end end
local comboScale = c.damagePerCombo or 0
comboScale = comboScale + self:AddPowerFieldTotal("attackDamagePerCombo")
if comboScale ~= 0 then
base2 = base2 + (self.ComboCount or 0) * comboScale
end
if c.damagePerHolyCharge ~= nil and c.damagePerHolyCharge ~= 0 then
base2 = base2 + (self.HolyChargeCount or 0) * c.damagePerHolyCharge
end
local otherHand = 0 local otherHand = 0
if self.Hand ~= nil then if self.Hand ~= nil then
otherHand = #self.Hand - 1 otherHand = #self.Hand - 1
@@ -431,6 +502,8 @@ local function applyCardPlayHooks()
if c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then if c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then
self:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage) self:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage)
end end
self:ApplyAttackCardPlayHooks(c)
self:ApplyHolyForceCardPlayHooks(c)
end end
applyCardPlayHooks() applyCardPlayHooks()
if skillRepeat > 0 then if skillRepeat > 0 then
@@ -706,11 +779,12 @@ if c.kind == "Attack" then
if c.damage ~= nil or c.xDamagePerEnergy ~= nil or c.damageFromCurrentBlock ~= nil then if c.damage ~= nil or c.xDamagePerEnergy ~= nil or c.damageFromCurrentBlock ~= nil then
self:PlayerAttackMotion() self:PlayerAttackMotion()
local baseDmg = self:AttackBaseForCard(slot, c) local baseDmg = self:AttackBaseForCard(slot, c)
self.ActiveAttackDamageVsWeakMultiplier = c.attackDamageVsWeakMultiplier or 1 self.ActiveAttackDamageVsWeakMultiplier = math.max(c.attackDamageVsWeakMultiplier or 1, self:MaxPowerField("attackDamageVsWeakMultiplier"))
if c.xDamagePerEnergy ~= nil and c.xDamagePerEnergy > 0 then if c.xDamagePerEnergy ~= nil and c.xDamagePerEnergy > 0 then
baseDmg = xEnergy * c.xDamagePerEnergy baseDmg = xEnergy * c.xDamagePerEnergy
end end
local total = 0 local total = 0
local hitDamages = {}
local hitN = c.hits or 1 local hitN = c.hits or 1
if c.otherHandAtLeast ~= nil and c.bonusHitsWhenOtherHandAtLeast ~= nil then if c.otherHandAtLeast ~= nil and c.bonusHitsWhenOtherHandAtLeast ~= nil then
local otherHand = 0 local otherHand = 0
@@ -723,7 +797,9 @@ if c.kind == "Attack" then
end end
end end
for h = 1, hitN do for h = 1, hitN do
total = total + self:CalcPlayerAttack(baseDmg) local hitDamage = self:CalcPlayerAttack(baseDmg)
hitDamages[h] = hitDamage
total = total + hitDamage
end end
local useAoe = c.aoe == true local useAoe = c.aoe == true
if c.class == "shiv" and (self.ShivAoeThisCombat == true or self:HasPowerField("shivAoe") == true) then if c.class == "shiv" and (self.ShivAoeThisCombat == true or self:HasPowerField("shivAoe") == true) then
@@ -768,11 +844,16 @@ if c.kind == "Attack" then
if targetIdx ~= nil and targetIdx > 0 then if targetIdx ~= nil and targetIdx > 0 then
local prev = self.TargetIndex local prev = self.TargetIndex
self.TargetIndex = targetIdx self.TargetIndex = targetIdx
local killed = self:DealDamageToTarget(total / hitN, c.pierce == true) local killed = self:DealDamageToTarget(hitDamages[h] or 0, c.pierce == true)
self.TargetIndex = prev self.TargetIndex = prev
if killed == true then roundKilled = true end if killed == true then roundKilled = true end
end end
end end
elseif hitN > 1 then
for h = 1, hitN do
local killed = self:DealDamageToTarget(hitDamages[h] or 0, c.pierce == true)
if killed == true then roundKilled = true end
end
else else
local killed = self:DealDamageToTarget(total, c.pierce == true) local killed = self:DealDamageToTarget(total, c.pierce == true)
if killed == true then roundKilled = true end if killed == true then roundKilled = true end
@@ -788,14 +869,14 @@ if c.kind == "Attack" then
self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + totalDamage self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + totalDamage
end end
if c.block ~= nil then if c.block ~= nil then
self:AddCardBlock(c.block) self:AddCardBlock(c.block + (self.HolyChargeCount or 0) * (c.blockPerHolyCharge or 0))
end end
if free ~= true then if free ~= true then
self:ApplyRelics("cardPlayed") self:ApplyRelics("cardPlayed")
end end
elseif c.kind == "Skill" then elseif c.kind == "Skill" then
if c.block ~= nil then if c.block ~= nil then
self:AddCardBlock(c.block) self:AddCardBlock(c.block + (self.HolyChargeCount or 0) * (c.blockPerHolyCharge or 0))
end end
elseif c.kind == "Power" then elseif c.kind == "Power" then
if free ~= true then if free ~= true then
@@ -815,11 +896,19 @@ if c.selfVuln ~= nil then
self.PlayerVuln = self.PlayerVuln + c.selfVuln self.PlayerVuln = self.PlayerVuln + c.selfVuln
end end
if c.heal ~= nil then if c.heal ~= nil then
self.PlayerHp = math.min(self.PlayerHp + c.heal, self.PlayerMaxHp) local healAmount = c.heal + (self.HolyChargeCount or 0) * (c.healPerHolyCharge or 0)
self.PlayerHp = math.min(self.PlayerHp + healAmount, self.PlayerMaxHp)
end end
if c.gainEnergy ~= nil and c.gainEnergy ~= 0 then if c.gainEnergy ~= nil and c.gainEnergy ~= 0 then
self.Energy = self.Energy + c.gainEnergy self.Energy = self.Energy + c.gainEnergy
end end
if c.kind ~= "Attack" and c.comboGain ~= nil and c.comboGain > 0 then
self:GainCombo(c.comboGain)
end
if c.removePlayerDebuffs == true then
self.PlayerWeak = 0
self.PlayerVuln = 0
end
if c.intangible ~= nil and c.intangible > 0 then if c.intangible ~= nil and c.intangible > 0 then
self.PlayerIntangible = (self.PlayerIntangible or 0) + c.intangible self.PlayerIntangible = (self.PlayerIntangible or 0) + c.intangible
end end

View File

@@ -25,7 +25,7 @@ for i = 1, #self.RunRelics do
elseif r.effect == "strength" then elseif r.effect == "strength" then
self.PlayerStr = self.PlayerStr + r.value self.PlayerStr = self.PlayerStr + r.value
elseif r.effect == "draw" then elseif r.effect == "draw" then
self:DrawCards(r.value) self:DrawCards(r.value, true)
self:RenderHand(false) self:RenderHand(false)
elseif r.effect == "heal" or r.effect == "healOnAttack" or r.effect == "healOnWin" then elseif r.effect == "heal" or r.effect == "healOnAttack" or r.effect == "healOnWin" then
self.PlayerHp = self.PlayerHp + r.value self.PlayerHp = self.PlayerHp + r.value
@@ -151,7 +151,6 @@ if p.effect == "heal" then
self.PlayerHp = math.min(self.PlayerHp + p.value, self.PlayerMaxHp) self.PlayerHp = math.min(self.PlayerHp + p.value, self.PlayerMaxHp)
elseif p.effect == "damage" then elseif p.effect == "damage" then
self:DealDamageToTarget(p.value, false) self:DealDamageToTarget(p.value, false)
self:ShowDmgPop(self.TargetIndex, p.value)
elseif p.effect == "strength" then elseif p.effect == "strength" then
self.PlayerStr = self.PlayerStr + p.value self.PlayerStr = self.PlayerStr + p.value
elseif p.effect == "block" then elseif p.effect == "block" then

View File

@@ -80,6 +80,14 @@ if self.PlayerThorns ~= nil and self.PlayerThorns > 0 then
if pb ~= "" then pb = pb .. " " end if pb ~= "" then pb = pb .. " " end
pb = pb .. "가시" .. tostring(self.PlayerThorns) pb = pb .. "가시" .. tostring(self.PlayerThorns)
end end
if self.ComboCount ~= nil and self.ComboCount > 0 then
if pb ~= "" then pb = pb .. " " end
pb = pb .. "콤보 " .. tostring(self.ComboCount) .. "/" .. tostring(self:GetComboMax())
end
if self.HolyChargeCount ~= nil and self.HolyChargeCount > 0 then
if pb ~= "" then pb = pb .. " " end
pb = pb .. "홀리 차지 " .. tostring(self.HolyChargeCount) .. "/" .. tostring(self:GetHolyChargeMax())
end
if self.PlayerPowers ~= nil and #self.PlayerPowers > 0 then if self.PlayerPowers ~= nil and #self.PlayerPowers > 0 then
local names = {} local names = {}
for i = 1, #self.PlayerPowers do for i = 1, #self.PlayerPowers do
@@ -92,29 +100,39 @@ end
self:SetText("/ui/RunUIGroup/CombatHud/PlayerPanel/Buffs", pb) self:SetText("/ui/RunUIGroup/CombatHud/PlayerPanel/Buffs", pb)
self:RenderRun()`), self:RenderRun()`),
method('ShowDmgPop', `local slotKey = string.format("%d", math.floor(slot or 0)) method('ShowDmgPop', `local slotKey = string.format("%d", math.floor(slot or 0))
local base = "/ui/RunUIGroup/CombatHud/DmgPop" .. slotKey if self.DmgPopSlotQueue == nil then
self.DmgPopSlotQueue = {}
end
local popIndex = (self.DmgPopSlotQueue[slotKey] or 0) + 1
if popIndex > 5 then
popIndex = 1
end
self.DmgPopSlotQueue[slotKey] = popIndex
local base = "/ui/RunUIGroup/CombatHud/DmgPop" .. slotKey .. "_" .. tostring(popIndex)
local pop = _EntityService:GetEntityByPath(base) local pop = _EntityService:GetEntityByPath(base)
if pop == nil then if pop == nil then
return return
end end
self.DmgPopSeq = (self.DmgPopSeq or 0) + 1 local startDelay = 0.2 * (popIndex - 1)
local popSeq = self.DmgPopSeq local function showNow()
self:SetText(base, "") self:SetEntityEnabled(base, false)
local damageDigitRuids = { ${DAMAGE_DIGIT_RUIDS.map(luaStr).join(', ')} } self:SetText(base, "")
local shown = tostring(math.max(0, math.floor(amount))) local damageDigitRuids = { ${DAMAGE_DIGIT_RUIDS.map(luaStr).join(', ')} }
if string.len(shown) > ${DAMAGE_POP_MAX_DIGITS} then local shown = tostring(math.max(0, math.floor(amount)))
if string.len(shown) > ${DAMAGE_POP_MAX_DIGITS} then
shown = string.sub(shown, 1, ${DAMAGE_POP_MAX_DIGITS}) shown = string.sub(shown, 1, ${DAMAGE_POP_MAX_DIGITS})
end end
local digits = {} local digits = {}
for i = 1, string.len(shown) do local digitPathsToEnable = {}
for i = 1, string.len(shown) do
table.insert(digits, tonumber(string.sub(shown, i, i)) or 0) table.insert(digits, tonumber(string.sub(shown, i, i)) or 0)
end end
local totalW = #digits * ${DAMAGE_POP_DIGIT_W} + math.max(0, #digits - 1) * ${DAMAGE_POP_DIGIT_SPACING} local totalW = #digits * ${DAMAGE_POP_DIGIT_W} + math.max(0, #digits - 1) * ${DAMAGE_POP_DIGIT_SPACING}
local startX = -totalW / 2 + ${DAMAGE_POP_DIGIT_W} / 2 local startX = -totalW / 2 + ${DAMAGE_POP_DIGIT_W} / 2
for i = 1, ${DAMAGE_POP_MAX_DIGITS} do for i = 1, ${DAMAGE_POP_MAX_DIGITS} do
self:SetEntityEnabled(base .. "/Digit" .. tostring(i), false) self:SetEntityEnabled(base .. "/Digit" .. tostring(i), false)
end end
for i = 1, ${DAMAGE_POP_MAX_DIGITS} do for i = 1, ${DAMAGE_POP_MAX_DIGITS} do
local digitPath = base .. "/Digit" .. tostring(i) local digitPath = base .. "/Digit" .. tostring(i)
local digitEntity = _EntityService:GetEntityByPath(digitPath) local digitEntity = _EntityService:GetEntityByPath(digitPath)
if digitEntity ~= nil and digitEntity.SpriteGUIRendererComponent ~= nil then if digitEntity ~= nil and digitEntity.SpriteGUIRendererComponent ~= nil then
@@ -124,51 +142,64 @@ for i = 1, ${DAMAGE_POP_MAX_DIGITS} do
if digitEntity.UITransformComponent ~= nil then if digitEntity.UITransformComponent ~= nil then
digitEntity.UITransformComponent.anchoredPosition = Vector2(startX + (i - 1) * (${DAMAGE_POP_DIGIT_W} + ${DAMAGE_POP_DIGIT_SPACING}), 0) digitEntity.UITransformComponent.anchoredPosition = Vector2(startX + (i - 1) * (${DAMAGE_POP_DIGIT_W} + ${DAMAGE_POP_DIGIT_SPACING}), 0)
end end
self:SetEntityEnabled(digitPath, true) table.insert(digitPathsToEnable, digitPath)
else else
self:SetEntityEnabled(digitPath, false) self:SetEntityEnabled(digitPath, false)
end end
end end
end end
local popPos = nil local popPos = nil
local m = self.Monsters[slot] local m = self.Monsters[slot]
if m ~= nil and m.entity ~= nil and isvalid(m.entity) and m.entity.TransformComponent ~= nil then if m ~= nil and m.entity ~= nil and isvalid(m.entity) and m.entity.TransformComponent ~= nil then
local wp = m.entity.TransformComponent.WorldPosition local wp = m.entity.TransformComponent.WorldPosition
local screen = _UILogic:WorldToScreenPosition(Vector2(wp.x, wp.y + ${HEAD_OFFSET_Y + 0.45})) local screen = _UILogic:WorldToScreenPosition(Vector2(wp.x, wp.y + ${HEAD_OFFSET_Y + 0.45}))
popPos = _UILogic:ScreenToUIPosition(screen) popPos = _UILogic:ScreenToUIPosition(screen)
else else
local slotEntity = _EntityService:GetEntityByPath("/ui/RunUIGroup/CombatHud/MonsterStatus" .. slotKey) local slotEntity = _EntityService:GetEntityByPath("/ui/RunUIGroup/CombatHud/MonsterStatus" .. slotKey)
if slotEntity ~= nil and slotEntity.UITransformComponent ~= nil then if slotEntity ~= nil and slotEntity.UITransformComponent ~= nil then
local sp = slotEntity.UITransformComponent.anchoredPosition local sp = slotEntity.UITransformComponent.anchoredPosition
popPos = Vector2(sp.x, sp.y + 76) popPos = Vector2(sp.x, sp.y + 76)
end end
end end
if pop ~= nil and pop.UITransformComponent ~= nil then if pop.UITransformComponent ~= nil then
if popPos ~= nil then if popPos ~= nil then
pop.UITransformComponent.anchoredPosition = popPos pop.UITransformComponent.anchoredPosition = popPos
else else
pop.UITransformComponent.anchoredPosition = Vector2(0, 120) pop.UITransformComponent.anchoredPosition = Vector2(0, 120)
end end
end
self:SetEntityEnabled(base, true)
for i = 1, 6 do
_TimerService:SetTimerOnce(function()
if self.DmgPopSeq ~= popSeq then
return
end end
self:SetEntityEnabled(base, true)
for i = 1, #digitPathsToEnable do
self:SetEntityEnabled(digitPathsToEnable[i], true)
end
for i = 1, 6 do
_TimerService:SetTimerOnce(function()
local p = _EntityService:GetEntityByPath(base) local p = _EntityService:GetEntityByPath(base)
if p ~= nil and p.UITransformComponent ~= nil then if p ~= nil and p.UITransformComponent ~= nil then
local cur = p.UITransformComponent.anchoredPosition local cur = p.UITransformComponent.anchoredPosition
p.UITransformComponent.anchoredPosition = Vector2(cur.x, cur.y + 7) p.UITransformComponent.anchoredPosition = Vector2(cur.x, cur.y + 7)
end end
end, 0.045 * i) local alpha = 1 - (i / 6)
end if alpha < 0 then alpha = 0 end
_TimerService:SetTimerOnce(function() for di = 1, ${DAMAGE_POP_MAX_DIGITS} do
if self.DmgPopSeq ~= popSeq then local digitEntity = _EntityService:GetEntityByPath(base .. "/Digit" .. tostring(di))
return if digitEntity ~= nil and digitEntity.Enable == true and digitEntity.SpriteGUIRendererComponent ~= nil then
digitEntity.SpriteGUIRendererComponent.Color = Color(1, 1, 1, alpha)
end end
end
end, 0.05 * i)
end
_TimerService:SetTimerOnce(function()
self:SetEntityEnabled(base, false) self:SetEntityEnabled(base, false)
end, 0.48)`, [ end, 0.3)
end
if startDelay > 0 then
_TimerService:SetTimerOnce(function()
showNow()
end, startDelay)
else
showNow()
end`, [
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }, { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' },
{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }, { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' },
]), ]),
@@ -293,4 +324,5 @@ if self.AscensionLevel > 0 then
end end
self:SetText("/ui/RunUIGroup/CombatHud/TopBar/Floor", floorText) self:SetText("/ui/RunUIGroup/CombatHud/TopBar/Floor", floorText)
self:SetText("/ui/RunUIGroup/CombatHud/TopBar/Gold", "메소 " .. string.format("%d", self.Gold))`), self:SetText("/ui/RunUIGroup/CombatHud/TopBar/Gold", "메소 " .. string.format("%d", self.Gold))`),
]; ];

View File

@@ -101,8 +101,12 @@ self.FightAttackCount = 0
self.TurnAttackCardsPlayed = 0 self.TurnAttackCardsPlayed = 0
self.TurnDiscardedCards = 0 self.TurnDiscardedCards = 0
self.TurnCardsPlayedThisTurn = 0 self.TurnCardsPlayedThisTurn = 0
self.ComboCount = 0
self.HolyChargeCount = 0
self.DamagePowerStrengthUsed = false
self.DamageDealtThisTurn = 0 self.DamageDealtThisTurn = 0
self.DmgPopSeq = 0 self.DmgPopSeq = 0
self.DmgPopSlotQueue = {}
self.FirstHpLossDone = false self.FirstHpLossDone = false
self.ClayBlockNext = 0 self.ClayBlockNext = 0
self.DiscardSelectRemaining = 0 self.DiscardSelectRemaining = 0

View File

@@ -49,9 +49,9 @@ end`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], N
method('ShowMainMenu', `self.SelectedClass = "" method('ShowMainMenu', `self.SelectedClass = ""
self:RenderAscension() self:RenderAscension()
self:ShowState("menu") self:ShowState("menu")
self:SetText("/ui/DefaultGroup/MainMenu/Title", "메이플 덱 어드벤처") self:SetText("/ui/DefaultGroup/MainMenu/Title", "Maple Deck Adventure")
self:SetText("/ui/DefaultGroup/MainMenu/Subtitle", "캐릭터를 고르고 덱을 만들어 모험을 시작하세요") self:SetText("/ui/DefaultGroup/MainMenu/Subtitle", "Choose your character and begin your run")
self:SetText("/ui/DefaultGroup/MainMenu/NewGameButton", "새 게임") self:SetText("/ui/DefaultGroup/MainMenu/NewGameButton", "New Game")
self:BindMenuButtons()`), self:BindMenuButtons()`),
method('BindMenuButtons', `local buttonEntity = _EntityService:GetEntityByPath("/ui/DefaultGroup/MainMenu/NewGameButton") method('BindMenuButtons', `local buttonEntity = _EntityService:GetEntityByPath("/ui/DefaultGroup/MainMenu/NewGameButton")
if buttonEntity ~= nil and (buttonEntity.ButtonComponent ~= nil or buttonEntity:AddComponent("ButtonComponent") ~= nil) then if buttonEntity ~= nil and (buttonEntity.ButtonComponent ~= nil or buttonEntity:AddComponent("ButtonComponent") ~= nil) then
@@ -136,22 +136,28 @@ self:BindLobbyButtons()
self:BindMenuButtons() self:BindMenuButtons()
self:GoLobbyMap()`), self:GoLobbyMap()`),
method('RenderSoulLabel', `local soulPoints = self.SoulPoints or 0 method('RenderSoulLabel', `local soulPoints = self.SoulPoints or 0
self:SetText("/ui/LobbyUIGroup/LobbyHud/SoulLabel", "영혼 " .. string.format("%d", soulPoints)) self:SetText("/ui/LobbyUIGroup/LobbyHud/SoulLabel", "Soul " .. string.format("%d", soulPoints))
self:SetText("/ui/LobbyUIGroup/SoulShopHud/Souls", "영혼 " .. string.format("%d", soulPoints))`), self:SetText("/ui/LobbyUIGroup/SoulShopHud/Souls", "Soul " .. string.format("%d", soulPoints))`),
method('BindLobbyButtons', `if self.LobbyBound == true then method('BindLobbyButtons', `if self.LobbyBound == true then
return return
end end
self.LobbyBound = true self.LobbyBound = true
local function bindClick(path, handler) local ascMinus = _EntityService:GetEntityByPath("/ui/LobbyUIGroup/LobbyHud/AscMinus")
local entity = _EntityService:GetEntityByPath(path) if ascMinus ~= nil and (ascMinus.ButtonComponent ~= nil or ascMinus:AddComponent("ButtonComponent") ~= nil) then
if entity ~= nil and (entity.ButtonComponent ~= nil or entity:AddComponent("ButtonComponent") ~= nil) then ascMinus:ConnectEvent(ButtonClickEvent, function() self:AdjustAscension(-1) end)
entity:ConnectEvent(ButtonClickEvent, handler)
end
end end
bindClick("/ui/LobbyUIGroup/LobbyHud/AscMinus", function() self:AdjustAscension(-1) end) local ascPlus = _EntityService:GetEntityByPath("/ui/LobbyUIGroup/LobbyHud/AscPlus")
bindClick("/ui/LobbyUIGroup/LobbyHud/AscPlus", function() self:AdjustAscension(1) end) if ascPlus ~= nil and (ascPlus.ButtonComponent ~= nil or ascPlus:AddComponent("ButtonComponent") ~= nil) then
bindClick("/ui/LobbyUIGroup/BoardHud/Close", function() self:CloseBoard() end) ascPlus:ConnectEvent(ButtonClickEvent, function() self:AdjustAscension(1) end)
bindClick("/ui/LobbyUIGroup/SoulShopHud/Close", function() self:CloseSoulShop() end)`), end
local boardClose = _EntityService:GetEntityByPath("/ui/LobbyUIGroup/BoardHud/Close")
if boardClose ~= nil and (boardClose.ButtonComponent ~= nil or boardClose:AddComponent("ButtonComponent") ~= nil) then
boardClose:ConnectEvent(ButtonClickEvent, function() self:CloseBoard() end)
end
local soulClose = _EntityService:GetEntityByPath("/ui/LobbyUIGroup/SoulShopHud/Close")
if soulClose ~= nil and (soulClose.ButtonComponent ~= nil or soulClose:AddComponent("ButtonComponent") ~= nil) then
soulClose:ConnectEvent(ButtonClickEvent, function() self:CloseSoulShop() end)
end`),
method('ShowCodex', `self.CodexMode = true method('ShowCodex', `self.CodexMode = true
self.ClassDeckMode = true self.ClassDeckMode = true
local close = _EntityService:GetEntityByPath("/ui/DeckUIGroup/DeckAllHud/Close") local close = _EntityService:GetEntityByPath("/ui/DeckUIGroup/DeckAllHud/Close")

View File

@@ -41,24 +41,36 @@ if lp ~= nil then
end end
self:RenderSoulLabel()`, [{ Type: "number", DefaultValue: null, SyncDirection: 0, Attributes: [], Name: "n" }]), self:RenderSoulLabel()`, [{ Type: "number", DefaultValue: null, SyncDirection: 0, Attributes: [], Name: "n" }]),
method('BuySoulUnlock', `local d = nil method('BuySoulUnlock', `local d = nil
if self.SoulShopDef ~= nil then d = self.SoulShopDef[slot] end if self.SoulShopDef ~= nil then
if d == nil then return end d = self.SoulShopDef[slot]
if self.SoulUnlocks ~= nil and self.SoulUnlocks[d.key] == true then end
self:Toast("이미 보유 중입니다") if d == nil then
return return
end end
if (self.SoulPoints or 0) < d.cost then local unlockKey = d.key
self:Toast("영혼이 부족합니다") local unlockCost = d.cost
local unlockName = d.name or "Unlock"
if unlockKey == nil or unlockCost == nil then
return return
end end
self.SoulPoints = self.SoulPoints - d.cost if self.SoulUnlocks ~= nil and self.SoulUnlocks[unlockKey] == true then
if self.SoulUnlocks == nil then self.SoulUnlocks = {} end self:Toast("Already owned")
self.SoulUnlocks[d.key] = true return
end
if (self.SoulPoints or 0) < unlockCost then
self:Toast("Not enough soul")
return
end
self.SoulPoints = self.SoulPoints - unlockCost
if self.SoulUnlocks == nil then
self.SoulUnlocks = {}
end
self.SoulUnlocks[unlockKey] = true
local lp = _UserService.LocalPlayer local lp = _UserService.LocalPlayer
if lp ~= nil then if lp ~= nil then
self:SaveSouls(self.SoulPoints, self:SerializeUnlocks(), lp.PlayerComponent.UserId) self:SaveSouls(self.SoulPoints, self:SerializeUnlocks(), lp.PlayerComponent.UserId)
end end
self:Toast(d.name .. " 해금!") self:Toast(unlockName .. " unlocked")
self:RenderSoulLabel() self:RenderSoulLabel()
self:RenderSoulShop()`, [{ Type: "number", DefaultValue: null, SyncDirection: 0, Attributes: [], Name: "slot" }]), self:RenderSoulShop()`, [{ Type: "number", DefaultValue: null, SyncDirection: 0, Attributes: [], Name: "slot" }]),
method('RenderSoulShop', `local defs = self.SoulShopDef or {} method('RenderSoulShop', `local defs = self.SoulShopDef or {}
@@ -68,16 +80,20 @@ for i = 1, 4 do
if d == nil then if d == nil then
self:SetEntityEnabled(base, false) self:SetEntityEnabled(base, false)
else else
local itemName = d.name or "Unlock"
local itemDesc = d.desc or ""
local itemKey = d.key
local itemCost = d.cost or 0
self:SetEntityEnabled(base, true) self:SetEntityEnabled(base, true)
self:SetText(base .. "/Name", d.name) self:SetText(base .. "/Name", itemName)
self:SetText(base .. "/Desc", d.desc) self:SetText(base .. "/Desc", itemDesc)
local owned = self.SoulUnlocks ~= nil and self.SoulUnlocks[d.key] == true local owned = itemKey ~= nil and self.SoulUnlocks ~= nil and self.SoulUnlocks[itemKey] == true
if owned then if owned then
self:SetText(base .. "/Status", "보유 중") self:SetText(base .. "/Status", "Owned")
elseif (self.SoulPoints or 0) >= d.cost then elseif (self.SoulPoints or 0) >= itemCost then
self:SetText(base .. "/Status", tostring(d.cost) .. " 영혼 · 구매") self:SetText(base .. "/Status", tostring(itemCost) .. " soul · buy")
else else
self:SetText(base .. "/Status", tostring(d.cost) .. " 영혼 · 부족") self:SetText(base .. "/Status", tostring(itemCost) .. " soul · low")
end end
end end
end`), end`),

View File

@@ -36,6 +36,7 @@ function writeCodeblocks() {
prop('number', 'TweenEventId', '0'), prop('number', 'TweenEventId', '0'),
prop('number', 'CardHoverTweenId', '0'), prop('number', 'CardHoverTweenId', '0'),
prop('number', 'DmgPopSeq', '0'), prop('number', 'DmgPopSeq', '0'),
prop('any', 'DmgPopSlotQueue'),
prop('any', 'EndTurnHandler'), prop('any', 'EndTurnHandler'),
prop('any', 'NewGameHandler'), prop('any', 'NewGameHandler'),
prop('any', 'WarriorSelectHandler'), prop('any', 'WarriorSelectHandler'),
@@ -147,6 +148,9 @@ function writeCodeblocks() {
prop('number', 'FightAttackCount', '0'), prop('number', 'FightAttackCount', '0'),
prop('number', 'TurnAttackCardsPlayed', '0'), prop('number', 'TurnAttackCardsPlayed', '0'),
prop('number', 'TurnCardsPlayedThisTurn', '0'), prop('number', 'TurnCardsPlayedThisTurn', '0'),
prop('number', 'ComboCount', '0'),
prop('number', 'HolyChargeCount', '0'),
prop('boolean', 'DamagePowerStrengthUsed', 'false'),
prop('number', 'DamageDealtThisTurn', '0'), prop('number', 'DamageDealtThisTurn', '0'),
prop('number', 'TurnDiscardedCards', '0'), prop('number', 'TurnDiscardedCards', '0'),
prop('boolean', 'FirstHpLossDone', 'false'), prop('boolean', 'FirstHpLossDone', 'false'),

View File

@@ -19,15 +19,15 @@ for (const cls of Object.keys(CLASSES)) {
// 전직 옵션 // 전직 옵션
const JOBS = { const JOBS = {
warrior: [ warrior: [
{ id: 'fighter', name: '파이터', desc: '연속 공격 계열\n이중 타격 · 난타\n악마의 형상', starter: 'TwinStrike', tier: 2, parent: 'warrior' }, { id: 'fighter', name: '파이터', desc: '콤보와 다단 공격 특화\n공격으로 콤보를 쌓고\n추가타로 압박', starter: 'ComboAttack', tier: 2, parent: 'warrior' },
{ id: 'page', name: '페이지', desc: '방어·운영 계열\n전투의 북소리 · 무적\n바리케이드', starter: 'DrumOfBattle', tier: 2, parent: 'warrior' }, { id: 'page', name: '페이지', desc: '홀리 포스와 방어 특화\n홀리 차지를 쌓아\n공격과 생존 강화', starter: 'HolyCharge', tier: 2, parent: 'warrior' },
{ id: 'spearman', name: '스피어맨', desc: '광역·장기전 계열\n대화재 · 소용돌이\n불의 심장', starter: 'Conflagration', tier: 2, parent: 'warrior' }, { id: 'spearman', name: '스피어맨', desc: '광역·장기전 계열\n대화재 · 소용돌이\n불의 심장', starter: 'Conflagration', tier: 2, parent: 'warrior' },
], ],
fighter: [ fighter: [
{ id: 'crusader', name: '크루세이더', desc: '파이터의 3차 전직\n아이언클래드 공격 풀 계승\n전사 카드 사용', starter: '', tier: 3, parent: 'fighter' }, { id: 'crusader', name: '크루세이더', desc: '파이터의 3차 전직\n콤보 상한과 연계 피해 강화\n파이터 카드 계승', starter: 'ComboSynergy', tier: 3, parent: 'fighter' },
], ],
page: [ page: [
{ id: 'knight', name: '나이트', desc: '페이지의 3차 전직\n아이언클래드 운영 풀 계승\n전사 카드 사용', starter: '', tier: 3, parent: 'page' }, { id: 'knight', name: '나이트', desc: '페이지의 3차 전직\n홀리 차지를 공격·방어·회복으로 전환\n페이지 카드 계승', starter: 'DivineCharge', tier: 3, parent: 'page' },
], ],
spearman: [ spearman: [
{ id: 'berserker', name: '버서커', desc: '스피어맨의 3차 전직\n아이언클래드 장기전 풀 계승\n전사 카드 사용', starter: '', tier: 3, parent: 'spearman' }, { id: 'berserker', name: '버서커', desc: '스피어맨의 3차 전직\n아이언클래드 장기전 풀 계승\n전사 카드 사용', starter: '', tier: 3, parent: 'spearman' },
@@ -225,6 +225,9 @@ function luaCardsTable(cards) {
const fields = [`name = ${luaStr(c.name)}`, `cost = ${c.cost}`, `desc = ${luaStr(c.desc)}`, `kind = ${luaStr(c.kind)}`]; const fields = [`name = ${luaStr(c.name)}`, `cost = ${c.cost}`, `desc = ${luaStr(c.desc)}`, `kind = ${luaStr(c.kind)}`];
if (c.damage != null) fields.push(`damage = ${c.damage}`); if (c.damage != null) fields.push(`damage = ${c.damage}`);
if (c.damageFromCurrentBlock != null) fields.push(`damageFromCurrentBlock = ${c.damageFromCurrentBlock}`); if (c.damageFromCurrentBlock != null) fields.push(`damageFromCurrentBlock = ${c.damageFromCurrentBlock}`);
if (c.damagePerCombo != null) fields.push(`damagePerCombo = ${c.damagePerCombo}`);
if (c.damagePerHolyCharge != null) fields.push(`damagePerHolyCharge = ${c.damagePerHolyCharge}`);
if (c.attackDamagePerCombo != null) fields.push(`attackDamagePerCombo = ${c.attackDamagePerCombo}`);
if (c.damageNameMatch != null) fields.push(`damageNameMatch = ${luaStr(c.damageNameMatch)}`); if (c.damageNameMatch != null) fields.push(`damageNameMatch = ${luaStr(c.damageNameMatch)}`);
if (c.damagePerOwnedNameMatch != null) fields.push(`damagePerOwnedNameMatch = ${c.damagePerOwnedNameMatch}`); if (c.damagePerOwnedNameMatch != null) fields.push(`damagePerOwnedNameMatch = ${c.damagePerOwnedNameMatch}`);
if (c.damagePerOtherHandCard != null) fields.push(`damagePerOtherHandCard = ${c.damagePerOtherHandCard}`); if (c.damagePerOtherHandCard != null) fields.push(`damagePerOtherHandCard = ${c.damagePerOtherHandCard}`);
@@ -235,6 +238,7 @@ function luaCardsTable(cards) {
if (c.damagePerTurn != null) fields.push(`damagePerTurn = ${c.damagePerTurn}`); if (c.damagePerTurn != null) fields.push(`damagePerTurn = ${c.damagePerTurn}`);
if (c.cardPlayedDamage != null) fields.push(`cardPlayedDamage = ${c.cardPlayedDamage}`); if (c.cardPlayedDamage != null) fields.push(`cardPlayedDamage = ${c.cardPlayedDamage}`);
if (c.cardPlayedRandomDamage != null) fields.push(`cardPlayedRandomDamage = ${c.cardPlayedRandomDamage}`); if (c.cardPlayedRandomDamage != null) fields.push(`cardPlayedRandomDamage = ${c.cardPlayedRandomDamage}`);
if (c.attackPlayedDamage != null) fields.push(`attackPlayedDamage = ${c.attackPlayedDamage}`);
if (c.firstCardDamageBonus != null) fields.push(`firstCardDamageBonus = ${c.firstCardDamageBonus}`); if (c.firstCardDamageBonus != null) fields.push(`firstCardDamageBonus = ${c.firstCardDamageBonus}`);
if (c.rewardOnKill != null) fields.push(`rewardOnKill = ${c.rewardOnKill}`); if (c.rewardOnKill != null) fields.push(`rewardOnKill = ${c.rewardOnKill}`);
if (c.maxHpOnKill != null) fields.push(`maxHpOnKill = ${c.maxHpOnKill}`); if (c.maxHpOnKill != null) fields.push(`maxHpOnKill = ${c.maxHpOnKill}`);
@@ -251,6 +255,14 @@ function luaCardsTable(cards) {
if (c.dex != null) fields.push(`dex = ${c.dex}`); if (c.dex != null) fields.push(`dex = ${c.dex}`);
if (c.thorns != null) fields.push(`thorns = ${c.thorns}`); if (c.thorns != null) fields.push(`thorns = ${c.thorns}`);
if (c.cardPlayedBlock != null) fields.push(`cardPlayedBlock = ${c.cardPlayedBlock}`); if (c.cardPlayedBlock != null) fields.push(`cardPlayedBlock = ${c.cardPlayedBlock}`);
if (c.comboOnAttack != null) fields.push(`comboOnAttack = ${c.comboOnAttack}`);
if (c.comboMax != null) fields.push(`comboMax = ${c.comboMax}`);
if (c.attackWeak != null) fields.push(`attackWeak = ${c.attackWeak}`);
if (c.holyChargeOnHolyForce != null) fields.push(`holyChargeOnHolyForce = ${c.holyChargeOnHolyForce}`);
if (c.holyChargeMax != null) fields.push(`holyChargeMax = ${c.holyChargeMax}`);
if (c.damageTakenReduction != null) fields.push(`damageTakenReduction = ${c.damageTakenReduction}`);
if (c.blockOnDamaged != null) fields.push(`blockOnDamaged = ${c.blockOnDamaged}`);
if (c.strengthOnDamagedOnce != null) fields.push(`strengthOnDamagedOnce = ${c.strengthOnDamagedOnce}`);
if (c.drawOnExhaust != null) fields.push(`drawOnExhaust = ${c.drawOnExhaust}`); if (c.drawOnExhaust != null) fields.push(`drawOnExhaust = ${c.drawOnExhaust}`);
if (c.drawNameMatchAutoPlay != null) fields.push(`drawNameMatchAutoPlay = ${luaStr(c.drawNameMatchAutoPlay)}`); if (c.drawNameMatchAutoPlay != null) fields.push(`drawNameMatchAutoPlay = ${luaStr(c.drawNameMatchAutoPlay)}`);
if (c.weak != null) fields.push(`weak = ${c.weak}`); if (c.weak != null) fields.push(`weak = ${c.weak}`);
@@ -280,7 +292,14 @@ function luaCardsTable(cards) {
if (c.playTopDrawPileCount != null) fields.push(`playTopDrawPileCount = ${c.playTopDrawPileCount}`); if (c.playTopDrawPileCount != null) fields.push(`playTopDrawPileCount = ${c.playTopDrawPileCount}`);
if (c.playTopDrawPileCountPerEnergy != null) fields.push(`playTopDrawPileCountPerEnergy = ${c.playTopDrawPileCountPerEnergy}`); if (c.playTopDrawPileCountPerEnergy != null) fields.push(`playTopDrawPileCountPerEnergy = ${c.playTopDrawPileCountPerEnergy}`);
if (c.heal != null) fields.push(`heal = ${c.heal}`); if (c.heal != null) fields.push(`heal = ${c.heal}`);
if (c.healPerHolyCharge != null) fields.push(`healPerHolyCharge = ${c.healPerHolyCharge}`);
if (c.gainEnergy != null) fields.push(`gainEnergy = ${c.gainEnergy}`); if (c.gainEnergy != null) fields.push(`gainEnergy = ${c.gainEnergy}`);
if (c.comboGain != null) fields.push(`comboGain = ${c.comboGain}`);
if (c.removePlayerDebuffs === true) fields.push('removePlayerDebuffs = true');
if (c.holyForce === true) fields.push('holyForce = true');
if (c.holyChargeGain != null) fields.push(`holyChargeGain = ${c.holyChargeGain}`);
if (c.blockPerHolyCharge != null) fields.push(`blockPerHolyCharge = ${c.blockPerHolyCharge}`);
if (c.holyChargeSpendAll === true) fields.push('holyChargeSpendAll = true');
if (c.poison != null) fields.push(`poison = ${c.poison}`); if (c.poison != null) fields.push(`poison = ${c.poison}`);
if (c.discard != null) fields.push(`discard = ${c.discard}`); if (c.discard != null) fields.push(`discard = ${c.discard}`);
if (c.discardAll === true) fields.push('discardAll = true'); if (c.discardAll === true) fields.push('discardAll = true');

View File

@@ -17,6 +17,9 @@ const POWER_FIELDS = [
'shivDamageBonus', 'firstShivDamageBonus', 'shivRetain', 'shivAoe', 'shivDamageBonus', 'firstShivDamageBonus', 'shivRetain', 'shivAoe',
'attackPoison', 'drawDamage', 'drawPoison', 'attackDamageVsWeakMultiplier', 'attackPoison', 'drawDamage', 'drawPoison', 'attackDamageVsWeakMultiplier',
'cardPlayedBlock', 'cardPlayedDamage', 'cardPlayedRandomDamage', 'cardPlayedBlock', 'cardPlayedDamage', 'cardPlayedRandomDamage',
'comboOnAttack', 'comboMax', 'attackDamagePerCombo', 'attackPlayedDamage', 'attackWeak',
'holyChargeOnHolyForce', 'holyChargeMax', 'damageTakenReduction',
'blockOnDamaged', 'strengthOnDamagedOnce',
'drawOnExhaust', 'drawNameMatchAutoPlay', 'drawOnExhaust', 'drawNameMatchAutoPlay',
'extraPoisonTicks', 'poisonApplicationBurstEvery', 'poisonApplicationBurstDamage', 'extraPoisonTicks', 'poisonApplicationBurstEvery', 'poisonApplicationBurstDamage',
'skillSlyOnPlay', 'endTurnDexLoss', 'skillSlyOnPlay', 'endTurnDexLoss',

View File

@@ -24,7 +24,7 @@
"enable": true, "enable": true,
"visible": true, "visible": true,
"localize": true, "localize": true,
"displayOrder": 4, "displayOrder": 6,
"pathConstraints": "//", "pathConstraints": "//",
"revision": 1, "revision": 1,
"origin": { "origin": {

View File

@@ -24,7 +24,7 @@
"enable": true, "enable": true,
"visible": true, "visible": true,
"localize": true, "localize": true,
"displayOrder": 5, "displayOrder": 1,
"pathConstraints": "//", "pathConstraints": "//",
"revision": 1, "revision": 1,
"origin": { "origin": {

View File

@@ -24,7 +24,7 @@
"enable": true, "enable": true,
"visible": true, "visible": true,
"localize": true, "localize": true,
"displayOrder": 1, "displayOrder": 2,
"pathConstraints": "//", "pathConstraints": "//",
"revision": 1, "revision": 1,
"origin": { "origin": {

File diff suppressed because it is too large Load Diff

View File

@@ -24,7 +24,7 @@
"enable": true, "enable": true,
"visible": true, "visible": true,
"localize": true, "localize": true,
"displayOrder": 2, "displayOrder": 3,
"pathConstraints": "//", "pathConstraints": "//",
"revision": 1, "revision": 1,
"origin": { "origin": {