feat: 메이플 전사 전직 카드와 연계 기믹 추가

This commit is contained in:
2026-07-04 02:15:01 +09:00
parent ecadf3606e
commit 90494232bc
15 changed files with 965 additions and 24 deletions

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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
- `damagePerSkillInHand`: bonus damage per skill card in hand
- `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
- `cardPlayedDamage`: 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
- `selfVuln`: apply Vulnerable to self
- `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
@@ -108,6 +127,7 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na
- `powerEffect: "blockPerTurn"`
- `powerEffect: "poisonPerTurn"`
- `powerEffect: "damagePerTurn"`
- `powerEffect: "healPerTurn"`
- `powerEffect: "retainOne"`
- `powerEffect: "keepBlock"`
- `turnStartShiv`: create Shivs at turn start