Refine rogue progression and card pools
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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, 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 { 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 { 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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@@ -20,9 +20,32 @@ 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('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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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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end
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self.JobOpts = opts
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for i = 1, 3 do
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@@ -34,7 +57,7 @@ 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", "대표 카드: " .. sc.name)
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self:SetText(base .. "/Starter", "기본 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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@@ -52,15 +75,28 @@ 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 == "bandit" then
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elseif self.SelectedClass == "rogue" 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', `self.PlayerJob = jobId
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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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local starter = ""
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local opts = self.Jobs[self.SelectedClass] or {}
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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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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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@@ -70,7 +106,7 @@ 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("2차 전직: " .. self:JobLabel() .. "! 신규 카드 — " .. sc.name)
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self:Toast(tostring(tier) .. "차 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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