Refine rogue progression and card pools

This commit is contained in:
2026-06-29 23:34:19 +09:00
parent b4a4560678
commit 95d6155086
13 changed files with 276 additions and 380 deletions

View File

@@ -11,14 +11,14 @@ self:RenderCharacterSelect()`, [
{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'className' },
]),
method('RenderCharacterSelect', `local base = "/ui/SelectUIGroup/CharacterSelectHud"
local arts = { { p = "/WarriorButton/Art", c = "warrior" }, { p = "/MageButton/Art", c = "magician" }, { p = "/BanditButton/Art", c = "bandit" } }
local arts = { { p = "/WarriorButton/Art", c = "warrior" }, { p = "/MageButton/Art", c = "magician" }, { p = "/BanditButton/Art", c = "rogue" } }
for i = 1, #arts do
local e = _EntityService:GetEntityByPath(base .. arts[i].p)
if e ~= nil and e.SpriteGUIRendererComponent ~= nil and self.ClassPortraits ~= nil and self.ClassPortraits[arts[i].c] ~= nil then
e.SpriteGUIRendererComponent.ImageRUID = self.ClassPortraits[arts[i].c]
end
end
local btns = { { p = "/WarriorButton", c = "warrior" }, { p = "/MageButton", c = "magician" }, { p = "/BanditButton", c = "bandit" } }
local btns = { { p = "/WarriorButton", c = "warrior" }, { p = "/MageButton", c = "magician" }, { p = "/BanditButton", c = "rogue" } }
for i = 1, #btns do
local e = _EntityService:GetEntityByPath(base .. btns[i].p)
if e ~= nil then
@@ -43,17 +43,17 @@ if self.SelectedClass == "warrior" then
name = "전사"
eng = "Warrior"
btnName = "/WarriorButton"
desc = "직업군 · 모험가" .. nl .. "방어를 쌓고 버티다 강하게 역공하는 단단한 탱커."
elseif self.SelectedClass == "bandit" then
desc = "직업군 · 모험가" .. nl .. "방어를 쌓고 버티는 공격형 전사."
elseif self.SelectedClass == "rogue" then
name = "도적"
eng = "Thief"
eng = "Rogue"
btnName = "/BanditButton"
desc = "직업군 · 모험가" .. nl .. "표창 난사와 독으로 빠르게 몰아치는 민첩한 직업."
desc = "직업군 · 모험가" .. nl .. "기동성과 콤보로 빠르게 움직이는 도적."
elseif self.SelectedClass == "magician" then
name = "법사"
name = "법사"
eng = "Magician"
btnName = "/MageButton"
desc = "직업군 · 모험가" .. nl .. "약하지만 게이지 운용으로 화력을 집중하는 원소 마법사."
desc = "직업군 · 모험가" .. nl .. "주문과 원소로 전장을 장악하는 마법사."
end
if btnName ~= "" then
local art = _EntityService:GetEntityByPath(base .. btnName .. "/Art")
@@ -65,7 +65,7 @@ end
self:SetText(base .. "/SelectedClass", name)
self:SetText(base .. "/SelectedClass/SelectedClassEng", eng)
self:SetText(base .. "/SelectedClassStatus", desc)`),
method('StartNewGame', `if self.SelectedClass ~= "warrior" and self.SelectedClass ~= "bandit" and self.SelectedClass ~= "magician" then
method('StartNewGame', `if self.SelectedClass ~= "warrior" and self.SelectedClass ~= "rogue" and self.SelectedClass ~= "magician" then
self:SetText("/ui/SelectUIGroup/CharacterSelectHud/SelectedClassStatus", "직업을 먼저 선택하세요")
return
end