Revert "Refine rogue progression and card pools"
This reverts commit 95d6155086.
This commit is contained in:
@@ -11,14 +11,14 @@ self:RenderCharacterSelect()`, [
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{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'className' },
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]),
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method('RenderCharacterSelect', `local base = "/ui/SelectUIGroup/CharacterSelectHud"
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local arts = { { p = "/WarriorButton/Art", c = "warrior" }, { p = "/MageButton/Art", c = "magician" }, { p = "/BanditButton/Art", c = "rogue" } }
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local arts = { { p = "/WarriorButton/Art", c = "warrior" }, { p = "/MageButton/Art", c = "magician" }, { p = "/BanditButton/Art", c = "bandit" } }
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for i = 1, #arts do
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local e = _EntityService:GetEntityByPath(base .. arts[i].p)
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if e ~= nil and e.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits[arts[i].c] ~= nil then
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e.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits[arts[i].c]
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end
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end
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local btns = { { p = "/WarriorButton", c = "warrior" }, { p = "/MageButton", c = "magician" }, { p = "/BanditButton", c = "rogue" } }
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local btns = { { p = "/WarriorButton", c = "warrior" }, { p = "/MageButton", c = "magician" }, { p = "/BanditButton", c = "bandit" } }
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for i = 1, #btns do
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local e = _EntityService:GetEntityByPath(base .. btns[i].p)
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if e ~= nil then
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@@ -43,17 +43,17 @@ if self.SelectedClass == "warrior" then
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name = "전사"
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eng = "Warrior"
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btnName = "/WarriorButton"
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desc = "직업군 · 모험가" .. nl .. "방어를 쌓고 버티는 공격형 전사."
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elseif self.SelectedClass == "rogue" then
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desc = "직업군 · 모험가" .. nl .. "방어를 쌓고 버티다 강하게 역공하는 단단한 탱커."
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elseif self.SelectedClass == "bandit" then
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name = "도적"
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eng = "Rogue"
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eng = "Thief"
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btnName = "/BanditButton"
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desc = "직업군 · 모험가" .. nl .. "기동성과 콤보로 빠르게 움직이는 도적."
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desc = "직업군 · 모험가" .. nl .. "표창 난사와 독으로 빠르게 몰아치는 민첩한 직업."
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elseif self.SelectedClass == "magician" then
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name = "마법사"
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name = "법사"
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eng = "Magician"
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btnName = "/MageButton"
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desc = "직업군 · 모험가" .. nl .. "주문과 원소로 전장을 장악하는 마법사."
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desc = "직업군 · 모험가" .. nl .. "약하지만 게이지 운용으로 화력을 집중하는 원소 마법사."
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end
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if btnName ~= "" then
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local art = _EntityService:GetEntityByPath(base .. btnName .. "/Art")
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@@ -65,7 +65,7 @@ end
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self:SetText(base .. "/SelectedClass", name)
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self:SetText(base .. "/SelectedClass/SelectedClassEng", eng)
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self:SetText(base .. "/SelectedClassStatus", desc)`),
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method('StartNewGame', `if self.SelectedClass ~= "warrior" and self.SelectedClass ~= "rogue" and self.SelectedClass ~= "magician" then
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method('StartNewGame', `if self.SelectedClass ~= "warrior" and self.SelectedClass ~= "bandit" and self.SelectedClass ~= "magician" then
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self:SetText("/ui/SelectUIGroup/CharacterSelectHud/SelectedClassStatus", "직업을 먼저 선택하세요")
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return
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end
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@@ -707,7 +707,7 @@ if anyAlive == false then
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end
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end
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if node ~= nil and node.type == "boss" then
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if self:ShouldOfferJobChoice() == true then
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if self.PlayerJob == "" and self.Floor < self.RunLength then
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self:ShowJobChoice()
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else
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if self.PlayerJob ~= "" then self:AwardSouls(1) end
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@@ -77,7 +77,7 @@ if thiefTab ~= nil and (thiefTab.ButtonComponent ~= nil or thiefTab:AddComponent
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thiefTab:DisconnectEvent(ButtonClickEvent, self.ThiefDeckTabHandler)
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self.ThiefDeckTabHandler = nil
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end
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self.ThiefDeckTabHandler = thiefTab:ConnectEvent(ButtonClickEvent, function() self:SetClassDeckTab("rogue") end)
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self.ThiefDeckTabHandler = thiefTab:ConnectEvent(ButtonClickEvent, function() self:SetClassDeckTab("bandit") end)
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end
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local mageTab = _EntityService:GetEntityByPath("/ui/DeckUIGroup/DeckAllHud/MageTab")
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if mageTab ~= nil and (mageTab.ButtonComponent ~= nil or mageTab:AddComponent("ButtonComponent") ~= nil) then
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@@ -101,8 +101,8 @@ end`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], N
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return
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end
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local className = self.SelectedClass
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if className ~= "warrior" and className ~= "magician" and className ~= "rogue" then
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className = "rogue"
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if className ~= "warrior" and className ~= "magician" and className ~= "bandit" then
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className = "bandit"
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end
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self.CodexMode = false
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self.ClassDeckMode = true
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@@ -119,8 +119,8 @@ self:Toast("테스트 카드 추가 모드")`),
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end
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self.ClassDeckCards = {}
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self.ClassDeckTitle = "직업 덱"
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if className ~= "warrior" and className ~= "magician" and className ~= "rogue" then
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className = "rogue"
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if className ~= "warrior" and className ~= "magician" and className ~= "bandit" then
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className = "bandit"
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end
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self.ClassDeckClass = className
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local allowed = {}
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@@ -137,8 +137,10 @@ elseif className == "magician" then
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allowed["cleric"] = true
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self.ClassDeckTitle = "마법사 전체 덱"
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else
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local pools = self.ClassPools or {}
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allowed = pools[className] or allowed
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allowed["bandit"] = true
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allowed["shiv"] = true
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allowed["poisoner"] = true
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allowed["trickster"] = true
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self.ClassDeckTitle = "도적 전체 덱"
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end
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for id, c in pairs(self.Cards) do
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@@ -160,7 +162,7 @@ self:RenderAllDeck()
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self:RenderClassDeckTabs()`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'className' }]),
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method('RenderClassDeckTabs', `local tabs = {
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{ path = "/ui/DeckUIGroup/DeckAllHud/WarriorTab", cls = "warrior" },
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{ path = "/ui/DeckUIGroup/DeckAllHud/ThiefTab", cls = "rogue" },
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{ path = "/ui/DeckUIGroup/DeckAllHud/ThiefTab", cls = "bandit" },
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{ path = "/ui/DeckUIGroup/DeckAllHud/MageTab", cls = "magician" },
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}
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for i = 1, #tabs do
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@@ -1,5 +1,5 @@
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import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
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import { CARDS, ENEMIES, CLASSES, JOBS, CLASS_POOLS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable, luaClassPoolsTable } from '../lib/data.mjs';
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import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const jobMethods = [
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@@ -20,32 +20,9 @@ if kind == "relic" then
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else
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self:ShowJobSelect()
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end`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'kind' }]),
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method('ShouldOfferJobChoice', `if self.Floor >= self.RunLength then
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return false
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end
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if self.PlayerJob == "" then
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return true
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end
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if self.PlayerJob == "assassin" or self.PlayerJob == "thief" then
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return true
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end
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return false`, [], 0, 'boolean'),
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method('CurrentJobChoices', `if self.PlayerJob == "" then
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local baseClass = self.SelectedClass
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if baseClass == "rogue" then
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return self.Jobs["rogue"]
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end
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return self.Jobs[baseClass] or self.Jobs["rogue"]
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elseif self.PlayerJob == "assassin" then
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return self.Jobs["assassin"]
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elseif self.PlayerJob == "thief" then
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return self.Jobs["thief"]
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end
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return nil`, [], 0, 'any'),
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method('ShowJobSelect', `local opts = self:CurrentJobChoices()
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if opts == nil or #opts <= 0 then
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self:ContinueAfterBoss()
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return
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method('ShowJobSelect', `local opts = self.Jobs[self.SelectedClass]
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if opts == nil then
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opts = self.Jobs["warrior"]
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end
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self.JobOpts = opts
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for i = 1, 3 do
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@@ -57,7 +34,7 @@ for i = 1, 3 do
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self:SetText(base .. "/Desc", o.desc)
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local sc = self.Cards[o.starter]
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if sc ~= nil then
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self:SetText(base .. "/Starter", "기본 카드: " .. sc.name)
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self:SetText(base .. "/Starter", "대표 카드: " .. sc.name)
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end
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else
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self:SetEntityEnabled(base, false)
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@@ -75,28 +52,15 @@ self:SetEntityEnabled("/ui/SelectUIGroup/JobSelectHud", true)`),
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end
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if self.SelectedClass == "warrior" then
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return "전사"
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elseif self.SelectedClass == "rogue" then
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elseif self.SelectedClass == "bandit" then
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return "도적"
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elseif self.SelectedClass == "magician" then
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return "마법사"
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end
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return "플레이어"`, [], 0, 'string'),
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method('SetJob', `local prevJob = self.PlayerJob
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local tier = 2
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if prevJob == "assassin" or prevJob == "thief" then
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tier = 3
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end
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self.PlayerJob = jobId
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method('SetJob', `self.PlayerJob = jobId
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local starter = ""
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local opts = {}
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if prevJob == "" then
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local baseClass = self.SelectedClass
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opts = self.Jobs[baseClass] or self.Jobs["rogue"] or {}
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elseif prevJob == "assassin" then
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opts = self.Jobs["assassin"] or {}
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elseif prevJob == "thief" then
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opts = self.Jobs["thief"] or {}
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end
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local opts = self.Jobs[self.SelectedClass] or {}
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for i = 1, #opts do
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if opts[i].id == jobId then
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starter = opts[i].starter
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@@ -106,7 +70,7 @@ if starter ~= "" then
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table.insert(self.RunDeck, starter)
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local sc = self.Cards[starter]
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if sc ~= nil then
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self:Toast(tostring(tier) .. "차 전직: " .. self:JobLabel() .. "! 신규 카드 — " .. sc.name)
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self:Toast("2차 전직: " .. self:JobLabel() .. "! 신규 카드 — " .. sc.name)
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end
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end
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self:SetText("/ui/RunUIGroup/CombatHud/PlayerPanel/Name", self:JobLabel())
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@@ -5,10 +5,7 @@ import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER,
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export const rewardMethods = [
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method('CardPool', `local pool = {}
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for id, c in pairs(self.Cards) do
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local pools = self.ClassPools or {}
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local basePool = pools[self.SelectedClass] or pools.rogue or {}
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local jobPool = pools[self.PlayerJob] or {}
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if c.token ~= true and ((basePool[c.class] == true) or (self.PlayerJob ~= "" and jobPool[c.class] == true)) then
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if c.token ~= true and (c.class == self.SelectedClass or (self.PlayerJob ~= "" and c.class == self.PlayerJob)) then
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table.insert(pool, id)
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end
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end
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@@ -1,17 +1,17 @@
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import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
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import { CARDS, ENEMIES, CLASSES, JOBS, CLASS_POOLS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaCharsTable, luaClassPoolsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
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import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaCharsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const runMethods = [
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method('StartRun', `if self.SelectedClass == "magician" then
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\tself.PlayerMaxHp = ${CLASSES.magician.maxHp}
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\tself.RunDeck = { ${CARDS.starterDecks.magician.map(luaStr).join(', ')} }
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elseif self.SelectedClass == "rogue" then
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\tself.PlayerMaxHp = ${CLASSES.rogue.maxHp}
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\tself.RunDeck = { ${CARDS.starterDecks.rogue.map(luaStr).join(', ')} }
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self.PlayerMaxHp = ${CLASSES.magician.maxHp}
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self.RunDeck = { ${CARDS.starterDecks.magician.map(luaStr).join(', ')} }
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elseif self.SelectedClass == "bandit" then
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self.PlayerMaxHp = ${CLASSES.bandit.maxHp}
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self.RunDeck = { ${CARDS.starterDecks.bandit.map(luaStr).join(', ')} }
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else
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\tself.PlayerMaxHp = ${CLASSES.warrior.maxHp}
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\tself.RunDeck = { ${CARDS.starterDecks.warrior.map(luaStr).join(', ')} }
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self.PlayerMaxHp = ${CLASSES.warrior.maxHp}
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self.RunDeck = { ${CARDS.starterDecks.warrior.map(luaStr).join(', ')} }
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end
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self.PlayerMaxHp = self.PlayerMaxHp - self:AscStartHpPenalty()
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self.PlayerHp = self.PlayerMaxHp
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@@ -30,7 +30,6 @@ self.CurrentNodeId = ""
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self.CurrentEnemyId = ""
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self.PlayerJob = ""
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${luaJobsTable(JOBS)}
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${luaClassPoolsTable()}
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${luaFramesTable()}
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${luaNodeIconsTable()}
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${luaCharsTable()}
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@@ -47,16 +46,16 @@ if lp ~= nil then cam = lp.CameraComponent end
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if cam == nil then cam = _CameraService:GetCurrentCameraComponent() end
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if cam ~= nil then cam.ConfineCameraArea = false end
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_TimerService:SetTimerOnce(function()
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\tlocal cc = nil
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\tlocal lp2 = _UserService.LocalPlayer
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\tif lp2 ~= nil then cc = lp2.CameraComponent end
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\tif cc == nil then cc = _CameraService:GetCurrentCameraComponent() end
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\tif cc ~= nil then
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\t\tcc.ZoomRatio = ${CAM.zoomRatio}
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\t\tcc.CameraOffset = Vector2(${CAM.cameraOffsetX}, ${CAM.cameraOffsetY})
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\t\tcc.ScreenOffset = Vector2(${CAM.screenOffsetX}, ${CAM.screenOffsetY})
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\t\tcc.ConfineCameraArea = true
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\tend
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local cc = nil
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local lp2 = _UserService.LocalPlayer
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if lp2 ~= nil then cc = lp2.CameraComponent end
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if cc == nil then cc = _CameraService:GetCurrentCameraComponent() end
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if cc ~= nil then
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cc.ZoomRatio = ${CAM.zoomRatio}
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cc.CameraOffset = Vector2(${CAM.cameraOffsetX}, ${CAM.cameraOffsetY})
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cc.ScreenOffset = Vector2(${CAM.screenOffsetX}, ${CAM.screenOffsetY})
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cc.ConfineCameraArea = true
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end
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end, 0.2)`),
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method('StartCombat', `self:ShowState("combat")
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self:KickCombatCamera()
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@@ -123,7 +122,7 @@ self.Hand = {}
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${luaCardsTable(CARDS.cards)}
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self.DrawPile = {}
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for i = 1, #self.RunDeck do
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\tself.DrawPile[i] = self.RunDeck[i]
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self.DrawPile[i] = self.RunDeck[i]
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end
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self:Shuffle(self.DrawPile)
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self:PrepareCombatDrawPile()
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@@ -134,14 +133,123 @@ self:ApplyRelics("combatStart")
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self:RenderCombat()
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local slotTid = 0
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slotTid = _TimerService:SetTimerRepeat(function()
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\tif self.CombatOver == true or self.Monsters == nil or #self.Monsters == 0 then
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\t\t_TimerService:ClearTimer(slotTid)
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\t\treturn
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\tend
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\tfor i = 1, #self.Monsters do
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\t\tif self.Monsters[i] ~= nil and self.Monsters[i].alive == true then
|
||||
\t\t\tself:PositionMonsterSlot(i)
|
||||
\t\tend
|
||||
\tend
|
||||
if self.CombatOver == true or self.Monsters == nil or #self.Monsters == 0 then
|
||||
_TimerService:ClearTimer(slotTid)
|
||||
return
|
||||
end
|
||||
for i = 1, #self.Monsters do
|
||||
if self.Monsters[i] ~= nil and self.Monsters[i].alive == true then
|
||||
self:PositionMonsterSlot(i)
|
||||
end
|
||||
end
|
||||
end, 0.15)`),
|
||||
method('RegisterMonster', `if self.Registered == nil then
|
||||
self.Registered = {}
|
||||
end
|
||||
local g = group
|
||||
if g == nil or g == "" then g = "combat" end
|
||||
local mp = mapName
|
||||
if mp == nil then mp = "" end
|
||||
table.insert(self.Registered, { entity = monster, enemyId = enemyId, group = g, map = mp })`, [
|
||||
{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'monster' },
|
||||
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'enemyId' },
|
||||
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'group' },
|
||||
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'mapName' },
|
||||
]),
|
||||
method('BuildMonsters', `self.Monsters = {}
|
||||
local g = "combat"
|
||||
local node = self.MapNodes[self.CurrentNodeId]
|
||||
if node ~= nil and node.type ~= nil then g = node.type end
|
||||
local pmap = ""
|
||||
local lp = _UserService.LocalPlayer
|
||||
if lp ~= nil and lp.CurrentMapName ~= nil then pmap = lp.CurrentMapName end
|
||||
local reg = self.Registered or {}
|
||||
for i = 1, #reg do
|
||||
if reg[i].entity ~= nil and isvalid(reg[i].entity) then
|
||||
reg[i].entity:SetVisible(false)
|
||||
end
|
||||
end
|
||||
local byGroup = {}
|
||||
for i = 1, #reg do
|
||||
local r = reg[i]
|
||||
if r.entity ~= nil and isvalid(r.entity) and (r.map == nil or r.map == "" or pmap == "" or r.map == pmap) then
|
||||
local gg = r.group
|
||||
if gg == nil or gg == "" then gg = "combat" end
|
||||
if byGroup[gg] == nil then byGroup[gg] = {} end
|
||||
local x = 0
|
||||
if r.entity.TransformComponent ~= nil then
|
||||
x = r.entity.TransformComponent.WorldPosition.x
|
||||
end
|
||||
table.insert(byGroup[gg], { entity = r.entity, enemyId = r.enemyId, x = x })
|
||||
end
|
||||
end
|
||||
-- 노드 타입별 랜덤 구성: 일반 1~3 / 엘리트 1+일반0~2 / 보스 1
|
||||
local chosen = {}
|
||||
local function takeFrom(key, k)
|
||||
local src = byGroup[key] or {}
|
||||
local pool = {}
|
||||
for i = 1, #src do pool[i] = src[i] end
|
||||
self:Shuffle(pool)
|
||||
local taken = 0
|
||||
for i = 1, #pool do
|
||||
if taken >= k then break end
|
||||
table.insert(chosen, pool[i])
|
||||
taken = taken + 1
|
||||
end
|
||||
end
|
||||
if g == "boss" then
|
||||
takeFrom("boss", 1)
|
||||
elseif g == "elite" then
|
||||
takeFrom("elite", 1)
|
||||
takeFrom("combat", math.random(0, 2))
|
||||
else
|
||||
takeFrom("combat", math.random(1, 3))
|
||||
end
|
||||
if #chosen == 0 then takeFrom(g, 1) end
|
||||
if #chosen == 0 then takeFrom("combat", 1) end
|
||||
table.sort(chosen, function(a, b) return a.x < b.x end)
|
||||
local mult = 1 + (self.Floor - 1) * 0.45
|
||||
if g == "elite" or g == "boss" then
|
||||
mult = mult + self:AscEliteBonus()
|
||||
end
|
||||
local n = #chosen
|
||||
if n > ${MAX_MONSTERS} then n = ${MAX_MONSTERS} end
|
||||
for i = 1, n do
|
||||
local item = chosen[i]
|
||||
local e = self.Enemies[item.enemyId]
|
||||
if e == nil then e = { name = item.enemyId, maxHp = 10, intents = { { kind = "Attack", value = 5 } } } end
|
||||
local intents = {}
|
||||
for k = 1, #e.intents do
|
||||
local v = e.intents[k].value or 0
|
||||
if e.intents[k].kind == "Attack" then
|
||||
v = math.floor(v * mult * self:AscAtkMult())
|
||||
elseif e.intents[k].kind ~= "Debuff" then
|
||||
v = math.floor(v * mult)
|
||||
end
|
||||
intents[k] = { kind = e.intents[k].kind, value = v, effect = e.intents[k].effect, card = e.intents[k].card, count = e.intents[k].count }
|
||||
end
|
||||
local maxHp = math.floor(e.maxHp * mult * self:AscHpMult())
|
||||
local hitClip = nil
|
||||
local standClip = nil
|
||||
if item.entity.StateAnimationComponent ~= nil then
|
||||
pcall(function()
|
||||
hitClip = item.entity.StateAnimationComponent.ActionSheet["hit"]
|
||||
standClip = item.entity.StateAnimationComponent.ActionSheet["stand"]
|
||||
end)
|
||||
end
|
||||
local startIdx = 1
|
||||
if #intents > 0 then startIdx = math.random(1, #intents) end
|
||||
self.Monsters[i] = { entity = item.entity, enemyId = item.enemyId, name = e.name,
|
||||
hp = maxHp, maxHp = maxHp, block = 0, str = e.str or 0, weak = 0, vuln = 0, poison = 0, artifact = e.artifact or 0,
|
||||
hitClip = hitClip, standClip = standClip, motionBusy = false,
|
||||
intents = intents, intentIdx = startIdx, alive = true, slot = i }
|
||||
self:ReviveMonsterEntity(item.entity)
|
||||
self:PositionMonsterSlot(i)
|
||||
end
|
||||
self.TargetIndex = 1`),
|
||||
method('ReviveMonsterEntity', `if monster == nil or not isvalid(monster) then
|
||||
return
|
||||
end
|
||||
monster:SetEnable(true)
|
||||
monster:SetVisible(true)`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'monster' }]),
|
||||
];
|
||||
|
||||
@@ -75,7 +75,7 @@ if thief ~= nil and (thief.ButtonComponent ~= nil or thief:AddComponent("ButtonC
|
||||
thief:DisconnectEvent(ButtonClickEvent, self.ThiefSelectHandler)
|
||||
self.ThiefSelectHandler = nil
|
||||
end
|
||||
self.ThiefSelectHandler = thief:ConnectEvent(ButtonClickEvent, function() self:SelectClass("rogue") end)
|
||||
self.ThiefSelectHandler = thief:ConnectEvent(ButtonClickEvent, function() self:SelectClass("bandit") end)
|
||||
end
|
||||
local mage = _EntityService:GetEntityByPath("/ui/SelectUIGroup/CharacterSelectHud/MageButton")
|
||||
if mage ~= nil and (mage.ButtonComponent ~= nil or mage:AddComponent("ButtonComponent") ~= nil) then
|
||||
|
||||
Reference in New Issue
Block a user