From ba1651e52c3cfe098f275d6e138564c3533c5451 Mon Sep 17 00:00:00 2001 From: gahusb Date: Fri, 19 Jun 2026 00:56:08 +0900 Subject: [PATCH] =?UTF-8?q?=EB=B0=B4=EB=94=A7=20=EA=B3=B5=EC=9A=A9=20?= =?UTF-8?q?=ED=9A=A8=EA=B3=BC=EC=99=80=20=EB=AC=B8=EC=84=9C=20=EC=A0=95?= =?UTF-8?q?=EB=A6=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- RootDesk/MyDesk/SlayDeckController.codeblock | 371 ++++++++++++++++++- data/cards.json | 56 +-- docs/bandit-card-audit.md | 106 ++++++ docs/card-effect-fields.md | 84 +++++ docs/codex-workflow.md | 31 ++ tools/balance/sim-balance.mjs | 157 +++++++- tools/balance/sim-balance.test.mjs | 223 +++++++++++ tools/deck/cb/combat.mjs | 43 ++- tools/deck/cb/deckturn.mjs | 92 ++++- tools/deck/cb/hand.mjs | 172 ++++++++- tools/deck/cb/run.mjs | 12 + tools/deck/gen-slaydeck.mjs | 11 + tools/deck/lib/data.mjs | 21 ++ 13 files changed, 1322 insertions(+), 57 deletions(-) create mode 100644 docs/bandit-card-audit.md create mode 100644 docs/card-effect-fields.md create mode 100644 docs/codex-workflow.md diff --git a/RootDesk/MyDesk/SlayDeckController.codeblock b/RootDesk/MyDesk/SlayDeckController.codeblock index f432853..ff704d8 100644 --- a/RootDesk/MyDesk/SlayDeckController.codeblock +++ b/RootDesk/MyDesk/SlayDeckController.codeblock @@ -701,6 +701,20 @@ "Attributes": [], "Name": "FightAttackCount" }, + { + "Type": "number", + "DefaultValue": "0", + "SyncDirection": 0, + "Attributes": [], + "Name": "TurnAttackCardsPlayed" + }, + { + "Type": "number", + "DefaultValue": "0", + "SyncDirection": 0, + "Attributes": [], + "Name": "TurnDiscardedCards" + }, { "Type": "boolean", "DefaultValue": "false", @@ -784,6 +798,69 @@ "SyncDirection": 0, "Attributes": [], "Name": "RetainSelectActive" + }, + { + "Type": "boolean", + "DefaultValue": "false", + "SyncDirection": 0, + "Attributes": [], + "Name": "ReserveSelectActive" + }, + { + "Type": "number", + "DefaultValue": "0", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnBlock" + }, + { + "Type": "number", + "DefaultValue": "0", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnDraw" + }, + { + "Type": "boolean", + "DefaultValue": "false", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnKeepBlock" + }, + { + "Type": "number", + "DefaultValue": "1", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnAttackMultiplier" + }, + { + "Type": "number", + "DefaultValue": "1", + "SyncDirection": 0, + "Attributes": [], + "Name": "TurnAttackMultiplier" + }, + { + "Type": "string", + "DefaultValue": "\"\"", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnSelectPrompt" + }, + { + "Type": "number", + "DefaultValue": "0", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnSelectCopies" + }, + { + "Type": "any", + "DefaultValue": "nil", + "SyncDirection": 0, + "Attributes": [], + "Name": "NextTurnAddCards" } ], "Methods": [ @@ -796,7 +873,7 @@ "Name": null }, "Arguments": [], - "Code": "self.Cards = {\n\tStrike = { name = \"파워 스트라이크\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"warrior\", rarity = \"normal\", fx = \"291b2298db88476f8ae3c6c78f53c9b7\", image = \"e4acdf27d68549db8858d6082169c70c\" },\n\tDefend = { name = \"아이언 바디\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"warrior\", rarity = \"normal\", image = \"7648c3b8e1ca44fc8ec353561207a670\" },\n\tBash = { name = \"슬래시 블러스트\", cost = 2, desc = \"피해 10\", kind = \"Attack\", damage = 10, class = \"warrior\", rarity = \"normal\", fx = \"863812c5c2f84132ac7465b50ec2283e\", image = \"4cbbe8cfc3e840e4a76379498d8eb012\" },\n\tWarLeap = { name = \"워 리프\", cost = 1, desc = \"피해 4, 방어도 3\", kind = \"Attack\", damage = 4, block = 3, class = \"warrior\", rarity = \"normal\", image = \"992dabf6aff2400e92b2f4f705d8ebe7\" },\n\tBrandish = { name = \"브랜디시\", cost = 2, desc = \"피해 13\", kind = \"Attack\", damage = 13, class = \"warrior\", rarity = \"unique\", fx = \"e8a145a6c43d493f9ad50fab03b200aa\", image = \"21af4bccc5054a5dbc8245dfa7f08681\" },\n\tChargedBlow = { name = \"차지 블로우\", cost = 2, desc = \"피해 8, 취약 2\", kind = \"Attack\", damage = 8, vuln = 2, class = \"warrior\", rarity = \"unique\", image = \"fe83c7635b0e49ed83d75a2833adb53e\" },\n\tThreaten = { name = \"위협\", cost = 0, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"warrior\", rarity = \"normal\", image = \"64daadf1a98e490d9c14ef52ec776e63\" },\n\tEnrage = { name = \"인레이지\", cost = 1, desc = \"힘 +2\", kind = \"Skill\", strength = 2, class = \"warrior\", rarity = \"unique\", image = \"09370fc7551e47238fd103a80fba558e\" },\n\tRage = { name = \"분노\", cost = 1, desc = \"매 턴 시작 시 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"warrior\", rarity = \"legend\", image = \"379d86e3de064959aa4612f71e84ccfb\" },\n\tComboAttack = { name = \"콤보 어택\", cost = 1, desc = \"피해 5 × 2회\", kind = \"Attack\", damage = 5, class = \"fighter\", rarity = \"unique\", hits = 2, fx = \"48754be05be344358cddd55aa8fe11f4\", image = \"1bc3e52b330648faae9eafd5a205e37b\" },\n\tBerserk = { name = \"버서크\", cost = 2, desc = \"매턴 에너지 +1, 취약 1 자가\", kind = \"Power\", powerEffect = \"energyPerTurn\", value = 1, class = \"fighter\", rarity = \"legend\", selfVuln = 1, image = \"e2580523efc6457385114b78ad0d7cce\" },\n\tRisingAttack = { name = \"라이징 어택\", cost = 2, desc = \"피해 12\", kind = \"Attack\", damage = 12, class = \"fighter\", rarity = \"unique\", fx = \"6f283d96d5804b4fb88009685a11c1f8\", image = \"115e309771604743853abad2d8d186bc\" },\n\tThunderCharge = { name = \"썬더 차지\", cost = 1, desc = \"피해 7, 약화 1\", kind = \"Attack\", damage = 7, weak = 1, class = \"page\", rarity = \"unique\", fx = \"997fa6999aa04dbb97a1dd99025fa2ba\", image = \"b7030d8caedc4fbc9f38fe1e541d6e6b\" },\n\tBlizzardCharge = { name = \"블리자드 차지\", cost = 1, desc = \"피해 7, 취약 1\", kind = \"Attack\", damage = 7, vuln = 1, class = \"page\", rarity = \"unique\", fx = \"2799562e984c4a4da3b73e1f3431057c\", image = \"9aac955d159f49c1bc913ef96128e781\" },\n\tPowerGuard = { name = \"파워 가드\", cost = 1, desc = \"방어도 10\", kind = \"Skill\", block = 10, class = \"page\", rarity = \"unique\", image = \"90a9bf8eeb844b578b4e2d93ac43fedf\" },\n\tPierce = { name = \"피어스\", cost = 1, desc = \"피해 9, 방어 무시\", kind = \"Attack\", damage = 9, class = \"spearman\", rarity = \"unique\", pierce = true, fx = \"1b0afc410a1a458598eb7ca2fb26e97d\", image = \"251b6e12329048429490049a4f3cf564\" },\n\tIronWall = { name = \"아이언 월\", cost = 2, desc = \"방어도 12\", kind = \"Skill\", block = 12, class = \"spearman\", rarity = \"unique\", image = \"92021d62341a4bce9cfd09d1b4b865db\" },\n\tHyperBody = { name = \"하이퍼 바디\", cost = 1, desc = \"매턴 방어도 +3\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 3, class = \"spearman\", rarity = \"legend\", image = \"b4020dbadee6401f9893a020fe4154b1\" },\n\tEnergyBolt = { name = \"에너지 볼트\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"magician\", rarity = \"normal\", fx = \"1d5877e1120a42d0907f204c959888b1\", image = \"e84880eaf89442128d3af2be5c80a74f\" },\n\tMagicGuard = { name = \"매직 가드\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"magician\", rarity = \"normal\", image = \"01b249c26eb34b8aaab774bf221907a1\" },\n\tMagicClaw = { name = \"매직 클로\", cost = 1, desc = \"피해 3 × 2회\", kind = \"Attack\", damage = 3, class = \"magician\", rarity = \"normal\", hits = 2, fx = \"ba4ac7c8f24845b68b7e689b7effcc93\", image = \"f3fcac2d460041b288cc1973caaaf30f\" },\n\tTeleport = { name = \"텔레포트\", cost = 1, desc = \"방어도 3, 드로 1\", kind = \"Skill\", block = 3, class = \"magician\", rarity = \"normal\", draw = 1, image = \"7f70a9dc7e304433bb8121dd9c4df98b\" },\n\tSlow = { name = \"슬로우\", cost = 1, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"magician\", rarity = \"normal\", image = \"7224cd3f9b7e497d9dd65f32a50865e4\" },\n\tFireArrow = { name = \"파이어 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"firepoison\", rarity = \"unique\", fx = \"4a937e208875468eb63d891806fba3cd\", image = \"6fa15fd3a0004b409ea516c11a67e533\" },\n\tPoisonBreath = { name = \"포이즌 브레스\", cost = 1, desc = \"독 4 부여\", kind = \"Skill\", class = \"firepoison\", rarity = \"unique\", poison = 4, image = \"07200f3c74854022baa7ebbefdc4ad8c\" },\n\tElementAmp = { name = \"엘레멘트 앰플\", cost = 1, desc = \"매 턴 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"firepoison\", rarity = \"legend\", image = \"06865473977849bebe79062dbd608944\" },\n\tThunderBolt = { name = \"썬더 볼트\", cost = 2, desc = \"모든 적에게 피해 6\", kind = \"Attack\", damage = 6, class = \"icelightning\", rarity = \"legend\", aoe = true, fx = \"7d52f5e389bd4d44a30cf7cc54538f8f\", image = \"c6685d33cb2641f09d11cfa2d5cc820c\" },\n\tColdBeam = { name = \"콜드 빔\", cost = 2, desc = \"피해 7, 약화 2\", kind = \"Attack\", damage = 7, weak = 2, class = \"icelightning\", rarity = \"unique\", image = \"e8f7c148c79f497d83014e3361f59f5c\" },\n\tChillingStep = { name = \"칠링 스텝\", cost = 1, desc = \"방어도 8\", kind = \"Skill\", block = 8, class = \"icelightning\", rarity = \"unique\", image = \"bef20873a68a4651a91d74be457c2cfc\" },\n\tHeal = { name = \"힐\", cost = 1, desc = \"HP 10 회복\", kind = \"Skill\", class = \"cleric\", rarity = \"unique\", heal = 10, image = \"8b935b7d7066493cb462834bbe287c74\" },\n\tBless = { name = \"블레스\", cost = 1, desc = \"힘 +1, 방어도 5\", kind = \"Skill\", block = 5, strength = 1, class = \"cleric\", rarity = \"unique\", image = \"607fc5457c1c44a0993a5c2fe3fb0c68\" },\n\tHolyArrow = { name = \"홀리 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"cleric\", rarity = \"unique\", fx = \"4faa7b78e09643cf86339b8b7cf2abac\", image = \"a80127195bf7471f9545b70e491f4719\" },\n\tWound = { name = \"상처\", cost = 0, desc = \"사용할 수 없다. 손패를 막는 저주.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true },\n\tBurn = { name = \"화상\", cost = 0, desc = \"사용 불가. 손패에 있으면 턴 종료 시 피해 2.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true, endTurnDamage = 2 },\n\tNeutralize = { name = \"무력화\", cost = 0, desc = \"피해를 3 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 3, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSilentStrike = { name = \"타격\", cost = 1, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tSurvivor = { name = \"생존자\", cost = 1, desc = \"방어도를 8 얻습니다. 카드를 1장 버립니다.\", kind = \"Skill\", block = 8, class = \"bandit\", rarity = \"normal\", discard = 1, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSilentDefend = { name = \"수비\", cost = 1, desc = \"방어도를 5 얻습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSlice = { name = \"칼질\", cost = 0, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tShiv = { name = \"표창\", cost = 0, desc = \"피해를 4 줍니다. 소멸.\", kind = \"Attack\", damage = 4, class = \"shiv\", rarity = \"normal\", exhaust = true, token = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerSpray = { name = \"단검 분사\", cost = 1, desc = \"모든 적에게 피해를 4만큼 2번 줍니다.\", kind = \"Attack\", damage = 4, class = \"bandit\", rarity = \"normal\", hits = 2, aoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerThrow = { name = \"단검 투척\", cost = 1, desc = \"피해를 9 줍니다. 카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Attack\", damage = 9, class = \"bandit\", rarity = \"normal\", draw = 1, discard = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPoisonedStab = { name = \"독 찌르기\", cost = 1, desc = \"피해를 6 줍니다. 중독을 3 부여합니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", poison = 3, image = \"19361e72087946b1888684185b40d935\" },\n\tSuckerPunch = { name = \"불의의 일격\", cost = 1, desc = \"피해를 8 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 8, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tLeadingStrike = { name = \"선제 타격\", cost = 1, desc = \"피해를 3 줍니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFollowThrough = { name = \"완수\", cost = 1, desc = \"피해를 7 줍니다. 손에 다른 카드가 5장 이상 있다면, 1번 추가로 적중합니다.\", kind = \"Attack\", damage = 7, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlickFlack = { name = \"재주넘기\", cost = 1, desc = \"교활. 모든 적에게 피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", sly = true, aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tRicochet = { name = \"도탄\", cost = 2, desc = \"교활. 무작위 적에게 피해를 3만큼 4번 줍니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", hits = 4, sly = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPrepared = { name = \"예비\", cost = 0, desc = \"카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, discard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAnticipate = { name = \"예측\", cost = 0, desc = \"이번 턴 동안 민첩을 2 얻습니다.\", kind = \"Skill\", dex = 2, class = \"bandit\", rarity = \"normal\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tDeflect = { name = \"튕겨내기\", cost = 0, desc = \"방어도를 4 얻습니다.\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tBladeDance = { name = \"검무\", cost = 1, desc = \"표창을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", addShiv = 3, exhaust = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBackflip = { name = \"공중제비\", cost = 1, desc = \"방어도를 5 얻습니다. 카드를 2장 뽑습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", draw = 2, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDodgeAndRoll = { name = \"구르기\", cost = 1, desc = \"방어도를 4 얻습니다. 다음 턴에, 방어도를 4 얻습니다\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPiercingWail = { name = \"귀를 찢는 비명\", cost = 1, desc = \"이번 턴 동안 모든 적이 힘을 6 잃습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCloakAndDagger = { name = \"망토와 단검\", cost = 1, desc = \"방어도를 6 얻습니다. 표창을 1장 손으로 가져옵니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", addShiv = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tDeadlyPoison = { name = \"맹독\", cost = 1, desc = \"중독을 5 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 5, image = \"19361e72087946b1888684185b40d935\" },\n\tSnakebite = { name = \"뱀 물기\", cost = 2, desc = \"보존. 중독을 7 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 7, retain = true, image = \"19361e72087946b1888684185b40d935\" },\n\tUntouchable = { name = \"범접 불가\", cost = 2, desc = \"교활. 방어도를 6 얻습니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", sly = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSkewer = { name = \"꼬챙이\", cost = 2, desc = \"피해를 8만큼 X번 줍니다.\", kind = \"Attack\", class = \"bandit\", rarity = \"unique\", draw = 1, image = \"92a5020c978c46bdabab910598118b86\" },\n\tBackstab = { name = \"배신\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 소멸.\", kind = \"Attack\", damage = 11, class = \"bandit\", rarity = \"unique\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPreciseCut = { name = \"정밀한 베기\", cost = 0, desc = \"피해를 13 줍니다. 손에 있는 다른 카드 1장당 피해량이 2 감소합니다.\", kind = \"Attack\", damage = 13, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFinisher = { name = \"마무리\", cost = 1, desc = \"이번 턴에 사용한 공격 카드 1장당 피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"unique\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMementoMori = { name = \"메멘토 모리\", cost = 1, desc = \"피해를 9 줍니다. 이번 턴에 버린 카드 1장당 피해량이 4 증가합니다.\", kind = \"Attack\", damage = 9, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tStrangle = { name = \"목 조르기\", cost = 1, desc = \"피해를 8 줍니다. 이번 턴에 카드를 사용할 때마다, 대상 적이 체력을 2 잃습니다.\", kind = \"Attack\", damage = 8, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlechettes = { name = \"프레췌\", cost = 1, desc = \"손에 있는 스킬 카드 1장당 피해를 5 줍니다.\", kind = \"Attack\", damage = 5, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPounce = { name = \"덮치기\", cost = 2, desc = \"피해를 12 줍니다. 다음에 사용하는 스킬 카드의 비용이 0 이 됩니다.\", kind = \"Attack\", damage = 12, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDash = { name = \"돌진\", cost = 2, desc = \"방어도를 10 얻습니다. 피해를 10 줍니다.\", kind = \"Attack\", damage = 10, block = 10, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPredator = { name = \"천적\", cost = 2, desc = \"피해를 15 줍니다. 다음 턴에, 카드를 2장 뽑습니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", draw = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPinpoint = { name = \"정밀 사격\", cost = 3, desc = \"피해를 15 줍니다. 이번 턴에 스킬을 사용할 때마다 비용이 1 감소합니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tCalculatedGamble = { name = \"계산된 도박\", cost = 0, desc = \"손에 있는 모든 카드를 버린 뒤, 버린 카드의 수만큼 카드를 뽑습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, exhaust = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tExpose = { name = \"들춰내기\", cost = 0, desc = \"대상 적의 모든 인공물과 방어도를 제거합니다. 취약을 2 부여합니다. 소멸.\", kind = \"Skill\", vuln = 2, class = \"bandit\", rarity = \"unique\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tHiddenDaggers = { name = \"숨겨진 단검\", cost = 0, desc = \"카드를 2장 버립니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", discard = 2, addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tEscapePlan = { name = \"탈출구\", cost = 0, desc = \"카드를 1장 뽑습니다. 뽑은 카드가 스킬 카드라면, 방어도를 3 얻습니다.\", kind = \"Skill\", block = 3, class = \"bandit\", rarity = \"unique\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tAcrobatics = { name = \"곡예\", cost = 1, desc = \"카드를 3장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 3, discard = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tHandTrick = { name = \"손기술\", cost = 1, desc = \"방어도를 7 얻습니다. 이번 턴 동안 손에 있는 스킬 카드 1장에 교활을 추가합니다.\", kind = \"Skill\", block = 7, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tMirage = { name = \"신기루\", cost = 1, desc = \"모든 적에게 부여된 중독과 동일한 만큼의 방어도를 얻습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tExpertise = { name = \"전문성\", cost = 1, desc = \"손에 있는 카드가 6장이 될 때까지 카드를 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tBubbleBubble = { name = \"차오르는 독\", cost = 1, desc = \"적이 중독을 보유하고 있다면, 중독을 9 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tBlur = { name = \"흐릿함\", cost = 1, desc = \"방어도를 5 얻습니다. 다음 턴 시작 시 방어도가 사라지지 않습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tLegSweep = { name = \"다리 걸기\", cost = 2, desc = \"약화를 2 부여합니다. 방어도를 11 얻습니다.\", kind = \"Skill\", block = 11, weak = 2, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tUpMySleeve = { name = \"비책\", cost = 2, desc = \"표창을 3장 손으로 가져옵니다. 이 카드의 비용이 1 감소합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", addShiv = 3, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBouncingFlask = { name = \"탄성 플라스크\", cost = 2, desc = \"무작위 적에게 중독을 3만큼 3번 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tReflex = { name = \"반사신경\", cost = 3, desc = \"교활. 카드를 2장 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 2, sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tHaze = { name = \"아지랑이\", cost = 3, desc = \"교활. 모든 적에게 중독을 4 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 4, sly = true, image = \"19361e72087946b1888684185b40d935\" },\n\tTactician = { name = \"전략가\", cost = 3, desc = \"교활. 을 얻습니다.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", sly = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tWellLaidPlans = { name = \"괜찮은 전략\", cost = 1, desc = \"내 턴 종료 시, 카드를 최대 1장까지 보존합니다.\", kind = \"Power\", powerEffect = \"retainOne\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tInfiniteBlades = { name = \"무한의 검날\", cost = 1, desc = \"내 턴 시작 시, 표창을 1장 손으로 가져옵니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", turnStartShiv = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFootwork = { name = \"발놀림\", cost = 1, desc = \"민첩을 2 얻습니다.\", kind = \"Power\", dex = 2, class = \"bandit\", rarity = \"unique\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tOutbreak = { name = \"발병\", cost = 1, desc = \"중독을 3번 부여할 때마다, 모든 적에게 피해를 11 줍니다.\", kind = \"Power\", damage = 11, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"19361e72087946b1888684185b40d935\" },\n\tNoxiousFumes = { name = \"유독 가스\", cost = 1, desc = \"내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", damage = 2, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tGrandFinale = { name = \"대단원의 막\", cost = 0, desc = \"뽑을 카드 더미에 카드가 없을 때만 사용할 수 있습니다. 모든 적에게 피해를 60 줍니다.\", kind = \"Attack\", damage = 60, class = \"bandit\", rarity = \"legend\", aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tAssassinate = { name = \"암살\", cost = 0, desc = \"선천성. 피해를 10 줍니다. 취약을 1 부여합니다. 소멸.\", kind = \"Attack\", damage = 10, vuln = 1, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tEchoingSlash = { name = \"메아리 참격\", cost = 1, desc = \"모든 적에게 피해를 10 줍니다. 적을 처치할 때마다 이 효과를 반복합니다.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tTheHunt = { name = \"사냥\", cost = 1, desc = \"피해를 10 줍니다. 치명타라면, 카드 보상을 추가로 얻습니다. 소멸.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMurder = { name = \"살해\", cost = 3, desc = \"피해를 1 줍니다. 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가합니다.\", kind = \"Attack\", damage = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", weak = 3, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAdrenaline = { name = \"아드레날린\", cost = 0, desc = \"를 얻습니다. 카드를 2장 뽑습니다. 소멸.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", draw = 2, exhaust = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tStormOfSteel = { name = \"강철의 폭풍\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 버린 카드의 수만큼 표창을 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", discardAll = true, addShivPerDiscard = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tShadowStep = { name = \"그림자 걸음\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 다음 턴에, 공격 카드의 피해량이 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, discardAll = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tShadowmeld = { name = \"그림자 은신\", cost = 1, desc = \"이번 턴 동안 얻는 방어도가 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCorrosiveWave = { name = \"부식성 파도\", cost = 1, desc = \"이번 턴에 카드를 뽑을 때마다, 모든 적에게 중독을 2 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tBladeOfInk = { name = \"잉크 칼날\", cost = 1, desc = \"잉크투성이 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBurst = { name = \"폭주\", cost = 1, desc = \"이번 턴에 다음에 사용하는 스킬 카드가 1번 추가로 사용됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tKnifeTrap = { name = \"칼날 함정\", cost = 2, desc = \"대상 적에게 소멸된 카드 더미에 있는 모든 표창을 사용합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBulletTime = { name = \"불릿 타임\", cost = 3, desc = \"이번 턴 동안 더 이상 카드를 뽑을 수 없습니다. 이번 턴 동안 손에 있는 모든 카드를 비용 없이 사용할 수 있습니다.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tNightmare = { name = \"악몽\", cost = 3, desc = \"카드를 1장 선택합니다. 다음 턴에, 그 카드의 복사본을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tToolsOfTheTrade = { name = \"작업 도구\", cost = 1, desc = \"내 턴 시작 시, 카드를 1장 뽑고 카드를 1장 버립니다.\", kind = \"Power\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", draw = 1, discard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAfterimage = { name = \"잔상\", cost = 1, desc = \"카드를 사용할 때마다, 방어도를 1 얻습니다.\", kind = \"Power\", block = 1, powerEffect = \"blockPerTurn\", value = 2, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAccelerant = { name = \"촉진제\", cost = 1, desc = \"중독이 1번 추가로 발동합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tEnvenom = { name = \"독 바르기\", cost = 2, desc = \"공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", poison = 1, image = \"19361e72087946b1888684185b40d935\" },\n\tMasterPlanner = { name = \"설계의 대가\", cost = 2, desc = \"스킬 카드를 사용 시, 그 카드가 교활을 얻습니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tTracking = { name = \"추적\", cost = 2, desc = \"약화 상태의 적이 공격 카드로 받는 피해가 2배가 됩니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", addShiv = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", damage = 4, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tAbrasive = { name = \"연마\", cost = 3, desc = \"교활. 민첩을 1 얻습니다. 가시를 4 얻습니다.\", kind = \"Power\", dex = 1, thorns = 4, class = \"bandit\", rarity = \"legend\", sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSuppress = { name = \"진압\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 약화를 3 부여합니다.\", kind = \"Attack\", damage = 11, weak = 3, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tWraithForm = { name = \"유령의 형상\", cost = 3, desc = \"불가침을 2 얻습니다. 내 턴 종료 시 민첩을 1 잃습니다.\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 8, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n}\nself.CardFrames = {\n\twarrior = { normal = \"4bb57ef88ef449fdaf958f6cf37fe44b\", unique = \"4f71c124c8bc4e13b5e9fad392995f68\", legend = \"6d741a60c60743cb98ee740a1e2dbfed\" },\n\tmagician = { normal = \"d788d09f6f50467ebc67f01dec45f9e2\", unique = \"f5def2e8022b4e59a17d3c16414034fe\", legend = \"cff71f2e472041ce80c6fbd296f42e2d\" },\n\tbandit = { normal = \"9487b06867bc46269ed1d855420f457f\", unique = \"b3081fb2fb1445fa90b12b01481a78ef\", legend = \"c357d2daf31a489d95b8fa47e50dd879\" },\n}\nself.ClassToFrame = {\n\twarrior = \"warrior\",\n\tfighter = \"warrior\",\n\tpage = \"warrior\",\n\tspearman = \"warrior\",\n\tmagician = \"magician\",\n\tfirepoison = \"magician\",\n\ticelightning = \"magician\",\n\tcleric = \"magician\",\n\tbandit = \"bandit\",\n\tcurse = \"bandit\",\n\tshiv = \"bandit\",\n\tpoisoner = \"bandit\",\n\ttrickster = \"bandit\",\n}\nself.NodeIcons = {\n\tcombat = \"f98db6823e894a4f90308d61f75894ac\",\n\telite = \"793ed8a757534b89a82f460747d2df24\",\n\tboss = \"423056cdbbc04f4da131b9721c404d96\",\n\tshop = \"da37e1fac55d455b9ade08569f09f798\",\n\trest = \"b86c1b0568bd45f3ae4a4b97e1b4a594\",\n\ttreasure = \"f8a6d58e20f54e2ca899485055df1ce4\",\n}\nself.ClassPortraits = {\n\twarrior = \"28c88fdc5ab44f34a8b3fc1e19d4ce78\",\n\tmagician = \"3b9ea1f066a744bb859df47fef817277\",\n\tbandit = \"efa920e58d31426486ef974106e7dc8b\",\n}\nself.SoulShopDef = {\n\t{ key = \"meso\", name = \"두둑한 지갑\", desc = \"런 시작 시 메소 +60\", cost = 3 },\n\t{ key = \"hp\", name = \"단련된 육체\", desc = \"시작 최대 HP +15\", cost = 4 },\n\t{ key = \"trim\", name = \"덱 정제\", desc = \"시작 덱에서 기본 카드 1장 제거\", cost = 5 },\n\t{ key = \"relic\", name = \"유물 수집가\", desc = \"런 시작 시 유물 1개 추가\", cost = 6 },\n}\nself.SoulUnlocks = {}\nself.SoulPoints = self.SoulPoints or 0\nlocal uiTries = 0\nlocal uiInit = 0\nuiInit = _TimerService:SetTimerRepeat(function()\n\tuiTries = uiTries + 1\n\tif _EntityService:GetEntityByPath(\"/ui/DeckUIGroup\") ~= nil then\n\t\tself:ActivateUIGroups()\n\t\tself:ShowMainMenu()\n\t\t_TimerService:ClearTimer(uiInit)\n\telseif uiTries > 80 then\n\t\t_TimerService:ClearTimer(uiInit)\n\tend\nend, 0.1)\nlocal lp = _UserService.LocalPlayer\nif lp ~= nil then\n\tself:ReqLoadAscension(lp.PlayerComponent.UserId)\n\tself:ReqLoadSouls(lp.PlayerComponent.UserId)\nend\n_InputService:ConnectEvent(KeyDownEvent, function(e)\n\tif e.key == KeyboardKey.LeftControl then\n\t\tself.DebugCtrlDown = true\n\t\tlocal lp2 = _UserService.LocalPlayer\n\t\tif lp2 ~= nil and lp2.CurrentMapName == \"lobby\" and self.RunActive ~= true then\n\t\t\tself:PlayerAttackMotion()\n\t\tend\n\telseif e.key == KeyboardKey.LeftShift or e.key == KeyboardKey.RightShift then\n\t\tself.DebugShiftDown = true\n\telseif e.key == KeyboardKey.C then\n\t\tif self.DebugCtrlDown == true and self.DebugShiftDown == true then\n\t\t\tself:OpenDebugCardPicker()\n\t\tend\n\telseif e.key == KeyboardKey.E then\n\t\tif self.DebugCtrlDown == true and self.DebugShiftDown == true then\n\t\t\tself:CheatFillEnergy()\n\t\tend\n\tend\nend)\n_InputService:ConnectEvent(KeyUpEvent, function(e)\n\tif e.key == KeyboardKey.LeftControl then\n\t\tself.DebugCtrlDown = false\n\telseif e.key == KeyboardKey.LeftShift or e.key == KeyboardKey.RightShift then\n\t\tself.DebugShiftDown = false\n\tend\nend)", + "Code": "self.Cards = {\n\tStrike = { name = \"파워 스트라이크\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"warrior\", rarity = \"normal\", fx = \"291b2298db88476f8ae3c6c78f53c9b7\", image = \"e4acdf27d68549db8858d6082169c70c\" },\n\tDefend = { name = \"아이언 바디\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"warrior\", rarity = \"normal\", image = \"7648c3b8e1ca44fc8ec353561207a670\" },\n\tBash = { name = \"슬래시 블러스트\", cost = 2, desc = \"피해 10\", kind = \"Attack\", damage = 10, class = \"warrior\", rarity = \"normal\", fx = \"863812c5c2f84132ac7465b50ec2283e\", image = \"4cbbe8cfc3e840e4a76379498d8eb012\" },\n\tWarLeap = { name = \"워 리프\", cost = 1, desc = \"피해 4, 방어도 3\", kind = \"Attack\", damage = 4, block = 3, class = \"warrior\", rarity = \"normal\", image = \"992dabf6aff2400e92b2f4f705d8ebe7\" },\n\tBrandish = { name = \"브랜디시\", cost = 2, desc = \"피해 13\", kind = \"Attack\", damage = 13, class = \"warrior\", rarity = \"unique\", fx = \"e8a145a6c43d493f9ad50fab03b200aa\", image = \"21af4bccc5054a5dbc8245dfa7f08681\" },\n\tChargedBlow = { name = \"차지 블로우\", cost = 2, desc = \"피해 8, 취약 2\", kind = \"Attack\", damage = 8, vuln = 2, class = \"warrior\", rarity = \"unique\", image = \"fe83c7635b0e49ed83d75a2833adb53e\" },\n\tThreaten = { name = \"위협\", cost = 0, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"warrior\", rarity = \"normal\", image = \"64daadf1a98e490d9c14ef52ec776e63\" },\n\tEnrage = { name = \"인레이지\", cost = 1, desc = \"힘 +2\", kind = \"Skill\", strength = 2, class = \"warrior\", rarity = \"unique\", image = \"09370fc7551e47238fd103a80fba558e\" },\n\tRage = { name = \"분노\", cost = 1, desc = \"매 턴 시작 시 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"warrior\", rarity = \"legend\", image = \"379d86e3de064959aa4612f71e84ccfb\" },\n\tComboAttack = { name = \"콤보 어택\", cost = 1, desc = \"피해 5 × 2회\", kind = \"Attack\", damage = 5, class = \"fighter\", rarity = \"unique\", hits = 2, fx = \"48754be05be344358cddd55aa8fe11f4\", image = \"1bc3e52b330648faae9eafd5a205e37b\" },\n\tBerserk = { name = \"버서크\", cost = 2, desc = \"매턴 에너지 +1, 취약 1 자가\", kind = \"Power\", powerEffect = \"energyPerTurn\", value = 1, class = \"fighter\", rarity = \"legend\", selfVuln = 1, image = \"e2580523efc6457385114b78ad0d7cce\" },\n\tRisingAttack = { name = \"라이징 어택\", cost = 2, desc = \"피해 12\", kind = \"Attack\", damage = 12, class = \"fighter\", rarity = \"unique\", fx = \"6f283d96d5804b4fb88009685a11c1f8\", image = \"115e309771604743853abad2d8d186bc\" },\n\tThunderCharge = { name = \"썬더 차지\", cost = 1, desc = \"피해 7, 약화 1\", kind = \"Attack\", damage = 7, weak = 1, class = \"page\", rarity = \"unique\", fx = \"997fa6999aa04dbb97a1dd99025fa2ba\", image = \"b7030d8caedc4fbc9f38fe1e541d6e6b\" },\n\tBlizzardCharge = { name = \"블리자드 차지\", cost = 1, desc = \"피해 7, 취약 1\", kind = \"Attack\", damage = 7, vuln = 1, class = \"page\", rarity = \"unique\", fx = \"2799562e984c4a4da3b73e1f3431057c\", image = \"9aac955d159f49c1bc913ef96128e781\" },\n\tPowerGuard = { name = \"파워 가드\", cost = 1, desc = \"방어도 10\", kind = \"Skill\", block = 10, class = \"page\", rarity = \"unique\", image = \"90a9bf8eeb844b578b4e2d93ac43fedf\" },\n\tPierce = { name = \"피어스\", cost = 1, desc = \"피해 9, 방어 무시\", kind = \"Attack\", damage = 9, class = \"spearman\", rarity = \"unique\", pierce = true, fx = \"1b0afc410a1a458598eb7ca2fb26e97d\", image = \"251b6e12329048429490049a4f3cf564\" },\n\tIronWall = { name = \"아이언 월\", cost = 2, desc = \"방어도 12\", kind = \"Skill\", block = 12, class = \"spearman\", rarity = \"unique\", image = \"92021d62341a4bce9cfd09d1b4b865db\" },\n\tHyperBody = { name = \"하이퍼 바디\", cost = 1, desc = \"매턴 방어도 +3\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 3, class = \"spearman\", rarity = \"legend\", image = \"b4020dbadee6401f9893a020fe4154b1\" },\n\tEnergyBolt = { name = \"에너지 볼트\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"magician\", rarity = \"normal\", fx = \"1d5877e1120a42d0907f204c959888b1\", image = \"e84880eaf89442128d3af2be5c80a74f\" },\n\tMagicGuard = { name = \"매직 가드\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"magician\", rarity = \"normal\", image = \"01b249c26eb34b8aaab774bf221907a1\" },\n\tMagicClaw = { name = \"매직 클로\", cost = 1, desc = \"피해 3 × 2회\", kind = \"Attack\", damage = 3, class = \"magician\", rarity = \"normal\", hits = 2, fx = \"ba4ac7c8f24845b68b7e689b7effcc93\", image = \"f3fcac2d460041b288cc1973caaaf30f\" },\n\tTeleport = { name = \"텔레포트\", cost = 1, desc = \"방어도 3, 드로 1\", kind = \"Skill\", block = 3, class = \"magician\", rarity = \"normal\", discardAll = true, drawPerDiscarded = 1, image = \"7f70a9dc7e304433bb8121dd9c4df98b\" },\n\tSlow = { name = \"슬로우\", cost = 1, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"magician\", rarity = \"normal\", image = \"7224cd3f9b7e497d9dd65f32a50865e4\" },\n\tFireArrow = { name = \"파이어 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"firepoison\", rarity = \"unique\", fx = \"4a937e208875468eb63d891806fba3cd\", image = \"6fa15fd3a0004b409ea516c11a67e533\" },\n\tPoisonBreath = { name = \"포이즌 브레스\", cost = 1, desc = \"독 4 부여\", kind = \"Skill\", class = \"firepoison\", rarity = \"unique\", poison = 4, image = \"07200f3c74854022baa7ebbefdc4ad8c\" },\n\tElementAmp = { name = \"엘레멘트 앰플\", cost = 1, desc = \"매 턴 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"firepoison\", rarity = \"legend\", image = \"06865473977849bebe79062dbd608944\" },\n\tThunderBolt = { name = \"썬더 볼트\", cost = 2, desc = \"모든 적에게 피해 6\", kind = \"Attack\", damage = 6, class = \"icelightning\", rarity = \"legend\", aoe = true, fx = \"7d52f5e389bd4d44a30cf7cc54538f8f\", image = \"c6685d33cb2641f09d11cfa2d5cc820c\" },\n\tColdBeam = { name = \"콜드 빔\", cost = 2, desc = \"피해 7, 약화 2\", kind = \"Attack\", damage = 7, weak = 2, class = \"icelightning\", rarity = \"unique\", image = \"e8f7c148c79f497d83014e3361f59f5c\" },\n\tChillingStep = { name = \"칠링 스텝\", cost = 1, desc = \"방어도 8\", kind = \"Skill\", block = 8, class = \"icelightning\", rarity = \"unique\", image = \"bef20873a68a4651a91d74be457c2cfc\" },\n\tHeal = { name = \"힐\", cost = 1, desc = \"HP 10 회복\", kind = \"Skill\", class = \"cleric\", rarity = \"unique\", heal = 10, image = \"8b935b7d7066493cb462834bbe287c74\" },\n\tBless = { name = \"블레스\", cost = 1, desc = \"힘 +1, 방어도 5\", kind = \"Skill\", block = 5, strength = 1, class = \"cleric\", rarity = \"unique\", image = \"607fc5457c1c44a0993a5c2fe3fb0c68\" },\n\tHolyArrow = { name = \"홀리 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"cleric\", rarity = \"unique\", fx = \"4faa7b78e09643cf86339b8b7cf2abac\", image = \"a80127195bf7471f9545b70e491f4719\" },\n\tWound = { name = \"상처\", cost = 0, desc = \"사용할 수 없다. 손패를 막는 저주.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true },\n\tBurn = { name = \"화상\", cost = 0, desc = \"사용 불가. 손패에 있으면 턴 종료 시 피해 2.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true, endTurnDamage = 2 },\n\tNeutralize = { name = \"무력화\", cost = 0, desc = \"피해를 3 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 3, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSilentStrike = { name = \"타격\", cost = 1, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tSurvivor = { name = \"생존자\", cost = 1, desc = \"방어도를 8 얻습니다. 카드를 1장 버립니다.\", kind = \"Skill\", block = 8, class = \"bandit\", rarity = \"normal\", discard = 1, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSilentDefend = { name = \"수비\", cost = 1, desc = \"방어도를 5 얻습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSlice = { name = \"칼질\", cost = 0, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tShiv = { name = \"표창\", cost = 0, desc = \"피해를 4 줍니다. 소멸.\", kind = \"Attack\", damage = 4, class = \"shiv\", rarity = \"normal\", exhaust = true, token = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerSpray = { name = \"단검 분사\", cost = 1, desc = \"모든 적에게 피해를 4만큼 2번 줍니다.\", kind = \"Attack\", damage = 4, class = \"bandit\", rarity = \"normal\", hits = 2, aoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerThrow = { name = \"단검 투척\", cost = 1, desc = \"피해를 9 줍니다. 카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Attack\", damage = 9, class = \"bandit\", rarity = \"normal\", drawUntilHandSize = 6, discard = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPoisonedStab = { name = \"독 찌르기\", cost = 1, desc = \"피해를 6 줍니다. 중독을 3 부여합니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", poison = 3, image = \"19361e72087946b1888684185b40d935\" },\n\tSuckerPunch = { name = \"불의의 일격\", cost = 1, desc = \"피해를 8 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 8, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tLeadingStrike = { name = \"선제 타격\", cost = 1, desc = \"피해를 3 줍니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFollowThrough = { name = \"완수\", cost = 1, desc = \"피해를 7 줍니다. 손에 다른 카드가 5장 이상 있다면, 1번 추가로 적중합니다.\", kind = \"Attack\", damage = 7, otherHandAtLeast = 5, bonusHitsWhenOtherHandAtLeast = 1, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlickFlack = { name = \"재주넘기\", cost = 1, desc = \"교활. 모든 적에게 피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", sly = true, aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tRicochet = { name = \"도탄\", cost = 2, desc = \"교활. 무작위 적에게 피해를 3만큼 4번 줍니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", hits = 4, sly = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPrepared = { name = \"예비\", cost = 0, desc = \"카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, discard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAnticipate = { name = \"예측\", cost = 0, desc = \"이번 턴 동안 민첩을 2 얻습니다.\", kind = \"Skill\", dex = 2, class = \"bandit\", rarity = \"normal\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tDeflect = { name = \"튕겨내기\", cost = 0, desc = \"방어도를 4 얻습니다.\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tBladeDance = { name = \"검무\", cost = 1, desc = \"표창을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", addShiv = 3, exhaust = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBackflip = { name = \"공중제비\", cost = 1, desc = \"방어도를 5 얻습니다. 카드를 2장 뽑습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", draw = 2, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDodgeAndRoll = { name = \"구르기\", cost = 1, desc = \"방어도를 4 얻습니다. 다음 턴에, 방어도를 4 얻습니다\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", nextTurnBlock = 4, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPiercingWail = { name = \"귀를 찢는 비명\", cost = 1, desc = \"이번 턴 동안 모든 적이 힘을 6 잃습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCloakAndDagger = { name = \"망토와 단검\", cost = 1, desc = \"방어도를 6 얻습니다. 표창을 1장 손으로 가져옵니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", addShiv = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tDeadlyPoison = { name = \"맹독\", cost = 1, desc = \"중독을 5 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 5, image = \"19361e72087946b1888684185b40d935\" },\n\tSnakebite = { name = \"뱀 물기\", cost = 2, desc = \"보존. 중독을 7 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 7, retain = true, image = \"19361e72087946b1888684185b40d935\" },\n\tUntouchable = { name = \"범접 불가\", cost = 2, desc = \"교활. 방어도를 6 얻습니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", sly = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSkewer = { name = \"꼬챙이\", cost = 2, desc = \"피해를 8만큼 X번 줍니다.\", kind = \"Attack\", class = \"bandit\", rarity = \"unique\", draw = 1, image = \"92a5020c978c46bdabab910598118b86\" },\n\tBackstab = { name = \"배신\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 소멸.\", kind = \"Attack\", damage = 11, class = \"bandit\", rarity = \"unique\", innate = true, exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPreciseCut = { name = \"정밀한 베기\", cost = 0, desc = \"피해를 13 줍니다. 손에 있는 다른 카드 1장당 피해량이 2 감소합니다.\", kind = \"Attack\", damage = 13, damagePerOtherHandCard = -2, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFinisher = { name = \"마무리\", cost = 1, desc = \"이번 턴에 사용한 공격 카드 1장당 피해를 6 줍니다.\", kind = \"Attack\", damage = 0, damagePerAttackPlayedThisTurn = 6, class = \"bandit\", rarity = \"unique\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMementoMori = { name = \"메멘토 모리\", cost = 1, desc = \"피해를 9 줍니다. 이번 턴에 버린 카드 1장당 피해량이 4 증가합니다.\", kind = \"Attack\", damage = 9, damagePerDiscardedThisTurn = 4, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tStrangle = { name = \"목 조르기\", cost = 1, desc = \"피해를 8 줍니다. 이번 턴에 카드를 사용할 때마다, 대상 적이 체력을 2 잃습니다.\", kind = \"Attack\", damage = 8, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlechettes = { name = \"프레췌\", cost = 1, desc = \"손에 있는 스킬 카드 1장당 피해를 5 줍니다.\", kind = \"Attack\", damage = 0, damagePerSkillInHand = 5, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPounce = { name = \"덮치기\", cost = 2, desc = \"피해를 12 줍니다. 다음에 사용하는 스킬 카드의 비용이 0 이 됩니다.\", kind = \"Attack\", damage = 12, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDash = { name = \"돌진\", cost = 2, desc = \"방어도를 10 얻습니다. 피해를 10 줍니다.\", kind = \"Attack\", damage = 10, block = 10, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPredator = { name = \"천적\", cost = 2, desc = \"피해를 15 줍니다. 다음 턴에, 카드를 2장 뽑습니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", nextTurnDraw = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPinpoint = { name = \"정밀 사격\", cost = 3, desc = \"피해를 15 줍니다. 이번 턴에 스킬을 사용할 때마다 비용이 1 감소합니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tCalculatedGamble = { name = \"계산된 도박\", cost = 0, desc = \"손에 있는 모든 카드를 버린 뒤, 버린 카드의 수만큼 카드를 뽑습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", discardAll = true, drawPerDiscarded = 1, exhaust = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tExpose = { name = \"들춰내기\", cost = 0, desc = \"대상 적의 모든 인공물과 방어도를 제거합니다. 취약을 2 부여합니다. 소멸.\", kind = \"Skill\", vuln = 2, class = \"bandit\", rarity = \"unique\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tHiddenDaggers = { name = \"숨겨진 단검\", cost = 0, desc = \"카드를 2장 버립니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", discard = 2, addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tEscapePlan = { name = \"탈출구\", cost = 0, desc = \"카드를 1장 뽑습니다. 뽑은 카드가 스킬 카드라면, 방어도를 3 얻습니다.\", kind = \"Skill\", block = 3, class = \"bandit\", rarity = \"unique\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tAcrobatics = { name = \"곡예\", cost = 1, desc = \"카드를 3장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 3, discard = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tHandTrick = { name = \"손기술\", cost = 1, desc = \"방어도를 7 얻습니다. 이번 턴 동안 손에 있는 스킬 카드 1장에 교활을 추가합니다.\", kind = \"Skill\", block = 7, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tMirage = { name = \"신기루\", cost = 1, desc = \"모든 적에게 부여된 중독과 동일한 만큼의 방어도를 얻습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tExpertise = { name = \"전문성\", cost = 1, desc = \"손에 있는 카드가 6장이 될 때까지 카드를 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", drawUntilHandSize = 6, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tBubbleBubble = { name = \"차오르는 독\", cost = 1, desc = \"적이 중독을 보유하고 있다면, 중독을 9 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tBlur = { name = \"흐릿함\", cost = 1, desc = \"방어도를 5 얻습니다. 다음 턴 시작 시 방어도가 사라지지 않습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"unique\", nextTurnKeepBlock = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tLegSweep = { name = \"다리 걸기\", cost = 2, desc = \"약화를 2 부여합니다. 방어도를 11 얻습니다.\", kind = \"Skill\", block = 11, weak = 2, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tUpMySleeve = { name = \"비책\", cost = 2, desc = \"표창을 3장 손으로 가져옵니다. 이 카드의 비용이 1 감소합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", addShiv = 3, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBouncingFlask = { name = \"탄성 플라스크\", cost = 2, desc = \"무작위 적에게 중독을 3만큼 3번 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tReflex = { name = \"반사신경\", cost = 3, desc = \"교활. 카드를 2장 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 2, sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tHaze = { name = \"아지랑이\", cost = 3, desc = \"교활. 모든 적에게 중독을 4 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 4, sly = true, image = \"19361e72087946b1888684185b40d935\" },\n\tTactician = { name = \"전략가\", cost = 3, desc = \"교활. 을 얻습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", gainEnergy = 1, sly = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tWellLaidPlans = { name = \"괜찮은 전략\", cost = 1, desc = \"내 턴 종료 시, 카드를 최대 1장까지 보존합니다.\", kind = \"Power\", powerEffect = \"retainOne\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tInfiniteBlades = { name = \"무한의 검날\", cost = 1, desc = \"내 턴 시작 시, 표창을 1장 손으로 가져옵니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", turnStartShiv = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFootwork = { name = \"발놀림\", cost = 1, desc = \"민첩을 2 얻습니다.\", kind = \"Power\", dex = 2, class = \"bandit\", rarity = \"unique\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tOutbreak = { name = \"발병\", cost = 1, desc = \"중독을 3번 부여할 때마다, 모든 적에게 피해를 11 줍니다.\", kind = \"Power\", damage = 11, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"19361e72087946b1888684185b40d935\" },\n\tNoxiousFumes = { name = \"유독 가스\", cost = 1, desc = \"내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", damage = 2, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tGrandFinale = { name = \"대단원의 막\", cost = 0, desc = \"뽑을 카드 더미에 카드가 없을 때만 사용할 수 있습니다. 모든 적에게 피해를 60 줍니다.\", kind = \"Attack\", damage = 60, class = \"bandit\", rarity = \"legend\", playableWhenDrawPileEmpty = true, aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tAssassinate = { name = \"암살\", cost = 0, desc = \"선천성. 피해를 10 줍니다. 취약을 1 부여합니다. 소멸.\", kind = \"Attack\", damage = 10, vuln = 1, class = \"bandit\", rarity = \"legend\", innate = true, exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tEchoingSlash = { name = \"메아리 참격\", cost = 1, desc = \"모든 적에게 피해를 10 줍니다. 적을 처치할 때마다 이 효과를 반복합니다.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tTheHunt = { name = \"사냥\", cost = 1, desc = \"피해를 10 줍니다. 치명타라면, 카드 보상을 추가로 얻습니다. 소멸.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMurder = { name = \"살해\", cost = 3, desc = \"피해를 1 줍니다. 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가합니다.\", kind = \"Attack\", damage = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", weak = 3, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAdrenaline = { name = \"아드레날린\", cost = 0, desc = \"를 얻습니다. 카드를 2장 뽑습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 2, gainEnergy = 1, exhaust = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tStormOfSteel = { name = \"강철의 폭풍\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 버린 카드의 수만큼 표창을 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", discardAll = true, addShivPerDiscard = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tShadowStep = { name = \"그림자 걸음\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 다음 턴에, 공격 카드의 피해량이 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", discardAll = true, nextTurnAttackMultiplier = 2, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tShadowmeld = { name = \"그림자 은신\", cost = 1, desc = \"이번 턴 동안 얻는 방어도가 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCorrosiveWave = { name = \"부식성 파도\", cost = 1, desc = \"이번 턴에 카드를 뽑을 때마다, 모든 적에게 중독을 2 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tBladeOfInk = { name = \"잉크 칼날\", cost = 1, desc = \"잉크투성이 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBurst = { name = \"폭주\", cost = 1, desc = \"이번 턴에 다음에 사용하는 스킬 카드가 1번 추가로 사용됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tKnifeTrap = { name = \"칼날 함정\", cost = 2, desc = \"대상 적에게 소멸된 카드 더미에 있는 모든 표창을 사용합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBulletTime = { name = \"불릿 타임\", cost = 3, desc = \"이번 턴 동안 더 이상 카드를 뽑을 수 없습니다. 이번 턴 동안 손에 있는 모든 카드를 비용 없이 사용할 수 있습니다.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tNightmare = { name = \"악몽\", cost = 3, desc = \"카드를 1장 선택합니다. 다음 턴에, 그 카드의 복사본을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", nextTurnCopies = 3, nextTurnSelectHandCard = true, nextTurnSelectPrompt = \"복사할 카드를 선택하세요\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tToolsOfTheTrade = { name = \"작업 도구\", cost = 1, desc = \"내 턴 시작 시, 카드를 1장 뽑고 카드를 1장 버립니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", turnStartDraw = 1, turnStartDiscard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAfterimage = { name = \"잔상\", cost = 1, desc = \"카드를 사용할 때마다, 방어도를 1 얻습니다.\", kind = \"Power\", cardPlayedBlock = 1, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAccelerant = { name = \"촉진제\", cost = 1, desc = \"중독이 1번 추가로 발동합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tEnvenom = { name = \"독 바르기\", cost = 2, desc = \"공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", poison = 1, image = \"19361e72087946b1888684185b40d935\" },\n\tMasterPlanner = { name = \"설계의 대가\", cost = 2, desc = \"스킬 카드를 사용 시, 그 카드가 교활을 얻습니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tTracking = { name = \"추적\", cost = 2, desc = \"약화 상태의 적이 공격 카드로 받는 피해가 2배가 됩니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", addShiv = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", damage = 4, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tAbrasive = { name = \"연마\", cost = 3, desc = \"교활. 민첩을 1 얻습니다. 가시를 4 얻습니다.\", kind = \"Power\", dex = 1, thorns = 4, class = \"bandit\", rarity = \"legend\", sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSuppress = { name = \"진압\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 약화를 3 부여합니다.\", kind = \"Attack\", damage = 11, weak = 3, class = \"bandit\", rarity = \"legend\", innate = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tWraithForm = { name = \"유령의 형상\", cost = 3, desc = \"불가침을 2 얻습니다. 내 턴 종료 시 민첩을 1 잃습니다.\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 8, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n}\nself.CardFrames = {\n\twarrior = { normal = \"4bb57ef88ef449fdaf958f6cf37fe44b\", unique = \"4f71c124c8bc4e13b5e9fad392995f68\", legend = \"6d741a60c60743cb98ee740a1e2dbfed\" },\n\tmagician = { normal = \"d788d09f6f50467ebc67f01dec45f9e2\", unique = \"f5def2e8022b4e59a17d3c16414034fe\", legend = \"cff71f2e472041ce80c6fbd296f42e2d\" },\n\tbandit = { normal = \"9487b06867bc46269ed1d855420f457f\", unique = \"b3081fb2fb1445fa90b12b01481a78ef\", legend = \"c357d2daf31a489d95b8fa47e50dd879\" },\n}\nself.ClassToFrame = {\n\twarrior = \"warrior\",\n\tfighter = \"warrior\",\n\tpage = \"warrior\",\n\tspearman = \"warrior\",\n\tmagician = \"magician\",\n\tfirepoison = \"magician\",\n\ticelightning = \"magician\",\n\tcleric = \"magician\",\n\tbandit = \"bandit\",\n\tcurse = \"bandit\",\n\tshiv = \"bandit\",\n\tpoisoner = \"bandit\",\n\ttrickster = \"bandit\",\n}\nself.NodeIcons = {\n\tcombat = \"f98db6823e894a4f90308d61f75894ac\",\n\telite = \"793ed8a757534b89a82f460747d2df24\",\n\tboss = \"423056cdbbc04f4da131b9721c404d96\",\n\tshop = \"da37e1fac55d455b9ade08569f09f798\",\n\trest = \"b86c1b0568bd45f3ae4a4b97e1b4a594\",\n\ttreasure = \"f8a6d58e20f54e2ca899485055df1ce4\",\n}\nself.ClassPortraits = {\n\twarrior = \"28c88fdc5ab44f34a8b3fc1e19d4ce78\",\n\tmagician = \"3b9ea1f066a744bb859df47fef817277\",\n\tbandit = \"efa920e58d31426486ef974106e7dc8b\",\n}\nself.SoulShopDef = {\n\t{ key = \"meso\", name = \"두둑한 지갑\", desc = \"런 시작 시 메소 +60\", cost = 3 },\n\t{ key = \"hp\", name = \"단련된 육체\", desc = \"시작 최대 HP +15\", cost = 4 },\n\t{ key = \"trim\", name = \"덱 정제\", desc = \"시작 덱에서 기본 카드 1장 제거\", cost = 5 },\n\t{ key = \"relic\", name = \"유물 수집가\", desc = \"런 시작 시 유물 1개 추가\", cost = 6 },\n}\nself.SoulUnlocks = {}\nself.SoulPoints = self.SoulPoints or 0\nlocal uiTries = 0\nlocal uiInit = 0\nuiInit = _TimerService:SetTimerRepeat(function()\n\tuiTries = uiTries + 1\n\tif _EntityService:GetEntityByPath(\"/ui/DeckUIGroup\") ~= nil then\n\t\tself:ActivateUIGroups()\n\t\tself:ShowMainMenu()\n\t\t_TimerService:ClearTimer(uiInit)\n\telseif uiTries > 80 then\n\t\t_TimerService:ClearTimer(uiInit)\n\tend\nend, 0.1)\nlocal lp = _UserService.LocalPlayer\nif lp ~= nil then\n\tself:ReqLoadAscension(lp.PlayerComponent.UserId)\n\tself:ReqLoadSouls(lp.PlayerComponent.UserId)\nend\n_InputService:ConnectEvent(KeyDownEvent, function(e)\n\tif e.key == KeyboardKey.LeftControl then\n\t\tself.DebugCtrlDown = true\n\t\tlocal lp2 = _UserService.LocalPlayer\n\t\tif lp2 ~= nil and lp2.CurrentMapName == \"lobby\" and self.RunActive ~= true then\n\t\t\tself:PlayerAttackMotion()\n\t\tend\n\telseif e.key == KeyboardKey.LeftShift or e.key == KeyboardKey.RightShift then\n\t\tself.DebugShiftDown = true\n\telseif e.key == KeyboardKey.C then\n\t\tif self.DebugCtrlDown == true and self.DebugShiftDown == true then\n\t\t\tself:OpenDebugCardPicker()\n\t\tend\n\telseif e.key == KeyboardKey.E then\n\t\tif self.DebugCtrlDown == true and self.DebugShiftDown == true then\n\t\t\tself:CheatFillEnergy()\n\t\tend\n\tend\nend)\n_InputService:ConnectEvent(KeyUpEvent, function(e)\n\tif e.key == KeyboardKey.LeftControl then\n\t\tself.DebugCtrlDown = false\n\telseif e.key == KeyboardKey.LeftShift or e.key == KeyboardKey.RightShift then\n\t\tself.DebugShiftDown = false\n\tend\nend)", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -1594,7 +1671,7 @@ "Name": null }, "Arguments": [], - "Code": "self:ShowState(\"combat\")\nself:KickCombatCamera()\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/Result\", false)\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/PotionMenu\", false)\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/TooltipBox\", false)\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", false)\nself:SetText(\"/ui/RunUIGroup/CombatHud/PlayerPanel/Name\", self:JobLabel())\nself.MaxEnergy = 3\nself.Turn = 0\nself.PlayerBlock = 0\nself.PlayerStr = 0\nself.PlayerDex = 0\nself.PlayerThorns = 0\nself.PlayerWeak = 0\nself.PlayerVuln = 0\nself.PlayerPowers = {}\nself.FightAttackCount = 0\nself.DmgPopSeq = 0\nself.FirstHpLossDone = false\nself.ClayBlockNext = 0\nself.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself.RetainSelectActive = false\nself.CombatOver = false\nself.DiscardPile = {}\nself.ExhaustPile = {}\nself.Hand = {}\nself.Cards = {\n\tStrike = { name = \"파워 스트라이크\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"warrior\", rarity = \"normal\", fx = \"291b2298db88476f8ae3c6c78f53c9b7\", image = \"e4acdf27d68549db8858d6082169c70c\" },\n\tDefend = { name = \"아이언 바디\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"warrior\", rarity = \"normal\", image = \"7648c3b8e1ca44fc8ec353561207a670\" },\n\tBash = { name = \"슬래시 블러스트\", cost = 2, desc = \"피해 10\", kind = \"Attack\", damage = 10, class = \"warrior\", rarity = \"normal\", fx = \"863812c5c2f84132ac7465b50ec2283e\", image = \"4cbbe8cfc3e840e4a76379498d8eb012\" },\n\tWarLeap = { name = \"워 리프\", cost = 1, desc = \"피해 4, 방어도 3\", kind = \"Attack\", damage = 4, block = 3, class = \"warrior\", rarity = \"normal\", image = \"992dabf6aff2400e92b2f4f705d8ebe7\" },\n\tBrandish = { name = \"브랜디시\", cost = 2, desc = \"피해 13\", kind = \"Attack\", damage = 13, class = \"warrior\", rarity = \"unique\", fx = \"e8a145a6c43d493f9ad50fab03b200aa\", image = \"21af4bccc5054a5dbc8245dfa7f08681\" },\n\tChargedBlow = { name = \"차지 블로우\", cost = 2, desc = \"피해 8, 취약 2\", kind = \"Attack\", damage = 8, vuln = 2, class = \"warrior\", rarity = \"unique\", image = \"fe83c7635b0e49ed83d75a2833adb53e\" },\n\tThreaten = { name = \"위협\", cost = 0, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"warrior\", rarity = \"normal\", image = \"64daadf1a98e490d9c14ef52ec776e63\" },\n\tEnrage = { name = \"인레이지\", cost = 1, desc = \"힘 +2\", kind = \"Skill\", strength = 2, class = \"warrior\", rarity = \"unique\", image = \"09370fc7551e47238fd103a80fba558e\" },\n\tRage = { name = \"분노\", cost = 1, desc = \"매 턴 시작 시 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"warrior\", rarity = \"legend\", image = \"379d86e3de064959aa4612f71e84ccfb\" },\n\tComboAttack = { name = \"콤보 어택\", cost = 1, desc = \"피해 5 × 2회\", kind = \"Attack\", damage = 5, class = \"fighter\", rarity = \"unique\", hits = 2, fx = \"48754be05be344358cddd55aa8fe11f4\", image = \"1bc3e52b330648faae9eafd5a205e37b\" },\n\tBerserk = { name = \"버서크\", cost = 2, desc = \"매턴 에너지 +1, 취약 1 자가\", kind = \"Power\", powerEffect = \"energyPerTurn\", value = 1, class = \"fighter\", rarity = \"legend\", selfVuln = 1, image = \"e2580523efc6457385114b78ad0d7cce\" },\n\tRisingAttack = { name = \"라이징 어택\", cost = 2, desc = \"피해 12\", kind = \"Attack\", damage = 12, class = \"fighter\", rarity = \"unique\", fx = \"6f283d96d5804b4fb88009685a11c1f8\", image = \"115e309771604743853abad2d8d186bc\" },\n\tThunderCharge = { name = \"썬더 차지\", cost = 1, desc = \"피해 7, 약화 1\", kind = \"Attack\", damage = 7, weak = 1, class = \"page\", rarity = \"unique\", fx = \"997fa6999aa04dbb97a1dd99025fa2ba\", image = \"b7030d8caedc4fbc9f38fe1e541d6e6b\" },\n\tBlizzardCharge = { name = \"블리자드 차지\", cost = 1, desc = \"피해 7, 취약 1\", kind = \"Attack\", damage = 7, vuln = 1, class = \"page\", rarity = \"unique\", fx = \"2799562e984c4a4da3b73e1f3431057c\", image = \"9aac955d159f49c1bc913ef96128e781\" },\n\tPowerGuard = { name = \"파워 가드\", cost = 1, desc = \"방어도 10\", kind = \"Skill\", block = 10, class = \"page\", rarity = \"unique\", image = \"90a9bf8eeb844b578b4e2d93ac43fedf\" },\n\tPierce = { name = \"피어스\", cost = 1, desc = \"피해 9, 방어 무시\", kind = \"Attack\", damage = 9, class = \"spearman\", rarity = \"unique\", pierce = true, fx = \"1b0afc410a1a458598eb7ca2fb26e97d\", image = \"251b6e12329048429490049a4f3cf564\" },\n\tIronWall = { name = \"아이언 월\", cost = 2, desc = \"방어도 12\", kind = \"Skill\", block = 12, class = \"spearman\", rarity = \"unique\", image = \"92021d62341a4bce9cfd09d1b4b865db\" },\n\tHyperBody = { name = \"하이퍼 바디\", cost = 1, desc = \"매턴 방어도 +3\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 3, class = \"spearman\", rarity = \"legend\", image = \"b4020dbadee6401f9893a020fe4154b1\" },\n\tEnergyBolt = { name = \"에너지 볼트\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"magician\", rarity = \"normal\", fx = \"1d5877e1120a42d0907f204c959888b1\", image = \"e84880eaf89442128d3af2be5c80a74f\" },\n\tMagicGuard = { name = \"매직 가드\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"magician\", rarity = \"normal\", image = \"01b249c26eb34b8aaab774bf221907a1\" },\n\tMagicClaw = { name = \"매직 클로\", cost = 1, desc = \"피해 3 × 2회\", kind = \"Attack\", damage = 3, class = \"magician\", rarity = \"normal\", hits = 2, fx = \"ba4ac7c8f24845b68b7e689b7effcc93\", image = \"f3fcac2d460041b288cc1973caaaf30f\" },\n\tTeleport = { name = \"텔레포트\", cost = 1, desc = \"방어도 3, 드로 1\", kind = \"Skill\", block = 3, class = \"magician\", rarity = \"normal\", draw = 1, image = \"7f70a9dc7e304433bb8121dd9c4df98b\" },\n\tSlow = { name = \"슬로우\", cost = 1, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"magician\", rarity = \"normal\", image = \"7224cd3f9b7e497d9dd65f32a50865e4\" },\n\tFireArrow = { name = \"파이어 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"firepoison\", rarity = \"unique\", fx = \"4a937e208875468eb63d891806fba3cd\", image = \"6fa15fd3a0004b409ea516c11a67e533\" },\n\tPoisonBreath = { name = \"포이즌 브레스\", cost = 1, desc = \"독 4 부여\", kind = \"Skill\", class = \"firepoison\", rarity = \"unique\", poison = 4, image = \"07200f3c74854022baa7ebbefdc4ad8c\" },\n\tElementAmp = { name = \"엘레멘트 앰플\", cost = 1, desc = \"매 턴 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"firepoison\", rarity = \"legend\", image = \"06865473977849bebe79062dbd608944\" },\n\tThunderBolt = { name = \"썬더 볼트\", cost = 2, desc = \"모든 적에게 피해 6\", kind = \"Attack\", damage = 6, class = \"icelightning\", rarity = \"legend\", aoe = true, fx = \"7d52f5e389bd4d44a30cf7cc54538f8f\", image = \"c6685d33cb2641f09d11cfa2d5cc820c\" },\n\tColdBeam = { name = \"콜드 빔\", cost = 2, desc = \"피해 7, 약화 2\", kind = \"Attack\", damage = 7, weak = 2, class = \"icelightning\", rarity = \"unique\", image = \"e8f7c148c79f497d83014e3361f59f5c\" },\n\tChillingStep = { name = \"칠링 스텝\", cost = 1, desc = \"방어도 8\", kind = \"Skill\", block = 8, class = \"icelightning\", rarity = \"unique\", image = \"bef20873a68a4651a91d74be457c2cfc\" },\n\tHeal = { name = \"힐\", cost = 1, desc = \"HP 10 회복\", kind = \"Skill\", class = \"cleric\", rarity = \"unique\", heal = 10, image = \"8b935b7d7066493cb462834bbe287c74\" },\n\tBless = { name = \"블레스\", cost = 1, desc = \"힘 +1, 방어도 5\", kind = \"Skill\", block = 5, strength = 1, class = \"cleric\", rarity = \"unique\", image = \"607fc5457c1c44a0993a5c2fe3fb0c68\" },\n\tHolyArrow = { name = \"홀리 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"cleric\", rarity = \"unique\", fx = \"4faa7b78e09643cf86339b8b7cf2abac\", image = \"a80127195bf7471f9545b70e491f4719\" },\n\tWound = { name = \"상처\", cost = 0, desc = \"사용할 수 없다. 손패를 막는 저주.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true },\n\tBurn = { name = \"화상\", cost = 0, desc = \"사용 불가. 손패에 있으면 턴 종료 시 피해 2.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true, endTurnDamage = 2 },\n\tNeutralize = { name = \"무력화\", cost = 0, desc = \"피해를 3 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 3, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSilentStrike = { name = \"타격\", cost = 1, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tSurvivor = { name = \"생존자\", cost = 1, desc = \"방어도를 8 얻습니다. 카드를 1장 버립니다.\", kind = \"Skill\", block = 8, class = \"bandit\", rarity = \"normal\", discard = 1, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSilentDefend = { name = \"수비\", cost = 1, desc = \"방어도를 5 얻습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSlice = { name = \"칼질\", cost = 0, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tShiv = { name = \"표창\", cost = 0, desc = \"피해를 4 줍니다. 소멸.\", kind = \"Attack\", damage = 4, class = \"shiv\", rarity = \"normal\", exhaust = true, token = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerSpray = { name = \"단검 분사\", cost = 1, desc = \"모든 적에게 피해를 4만큼 2번 줍니다.\", kind = \"Attack\", damage = 4, class = \"bandit\", rarity = \"normal\", hits = 2, aoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerThrow = { name = \"단검 투척\", cost = 1, desc = \"피해를 9 줍니다. 카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Attack\", damage = 9, class = \"bandit\", rarity = \"normal\", draw = 1, discard = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPoisonedStab = { name = \"독 찌르기\", cost = 1, desc = \"피해를 6 줍니다. 중독을 3 부여합니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", poison = 3, image = \"19361e72087946b1888684185b40d935\" },\n\tSuckerPunch = { name = \"불의의 일격\", cost = 1, desc = \"피해를 8 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 8, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tLeadingStrike = { name = \"선제 타격\", cost = 1, desc = \"피해를 3 줍니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFollowThrough = { name = \"완수\", cost = 1, desc = \"피해를 7 줍니다. 손에 다른 카드가 5장 이상 있다면, 1번 추가로 적중합니다.\", kind = \"Attack\", damage = 7, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlickFlack = { name = \"재주넘기\", cost = 1, desc = \"교활. 모든 적에게 피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", sly = true, aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tRicochet = { name = \"도탄\", cost = 2, desc = \"교활. 무작위 적에게 피해를 3만큼 4번 줍니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", hits = 4, sly = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPrepared = { name = \"예비\", cost = 0, desc = \"카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, discard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAnticipate = { name = \"예측\", cost = 0, desc = \"이번 턴 동안 민첩을 2 얻습니다.\", kind = \"Skill\", dex = 2, class = \"bandit\", rarity = \"normal\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tDeflect = { name = \"튕겨내기\", cost = 0, desc = \"방어도를 4 얻습니다.\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tBladeDance = { name = \"검무\", cost = 1, desc = \"표창을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", addShiv = 3, exhaust = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBackflip = { name = \"공중제비\", cost = 1, desc = \"방어도를 5 얻습니다. 카드를 2장 뽑습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", draw = 2, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDodgeAndRoll = { name = \"구르기\", cost = 1, desc = \"방어도를 4 얻습니다. 다음 턴에, 방어도를 4 얻습니다\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPiercingWail = { name = \"귀를 찢는 비명\", cost = 1, desc = \"이번 턴 동안 모든 적이 힘을 6 잃습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCloakAndDagger = { name = \"망토와 단검\", cost = 1, desc = \"방어도를 6 얻습니다. 표창을 1장 손으로 가져옵니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", addShiv = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tDeadlyPoison = { name = \"맹독\", cost = 1, desc = \"중독을 5 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 5, image = \"19361e72087946b1888684185b40d935\" },\n\tSnakebite = { name = \"뱀 물기\", cost = 2, desc = \"보존. 중독을 7 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 7, retain = true, image = \"19361e72087946b1888684185b40d935\" },\n\tUntouchable = { name = \"범접 불가\", cost = 2, desc = \"교활. 방어도를 6 얻습니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", sly = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSkewer = { name = \"꼬챙이\", cost = 2, desc = \"피해를 8만큼 X번 줍니다.\", kind = \"Attack\", class = \"bandit\", rarity = \"unique\", draw = 1, image = \"92a5020c978c46bdabab910598118b86\" },\n\tBackstab = { name = \"배신\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 소멸.\", kind = \"Attack\", damage = 11, class = \"bandit\", rarity = \"unique\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPreciseCut = { name = \"정밀한 베기\", cost = 0, desc = \"피해를 13 줍니다. 손에 있는 다른 카드 1장당 피해량이 2 감소합니다.\", kind = \"Attack\", damage = 13, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFinisher = { name = \"마무리\", cost = 1, desc = \"이번 턴에 사용한 공격 카드 1장당 피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"unique\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMementoMori = { name = \"메멘토 모리\", cost = 1, desc = \"피해를 9 줍니다. 이번 턴에 버린 카드 1장당 피해량이 4 증가합니다.\", kind = \"Attack\", damage = 9, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tStrangle = { name = \"목 조르기\", cost = 1, desc = \"피해를 8 줍니다. 이번 턴에 카드를 사용할 때마다, 대상 적이 체력을 2 잃습니다.\", kind = \"Attack\", damage = 8, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlechettes = { name = \"프레췌\", cost = 1, desc = \"손에 있는 스킬 카드 1장당 피해를 5 줍니다.\", kind = \"Attack\", damage = 5, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPounce = { name = \"덮치기\", cost = 2, desc = \"피해를 12 줍니다. 다음에 사용하는 스킬 카드의 비용이 0 이 됩니다.\", kind = \"Attack\", damage = 12, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDash = { name = \"돌진\", cost = 2, desc = \"방어도를 10 얻습니다. 피해를 10 줍니다.\", kind = \"Attack\", damage = 10, block = 10, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPredator = { name = \"천적\", cost = 2, desc = \"피해를 15 줍니다. 다음 턴에, 카드를 2장 뽑습니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", draw = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPinpoint = { name = \"정밀 사격\", cost = 3, desc = \"피해를 15 줍니다. 이번 턴에 스킬을 사용할 때마다 비용이 1 감소합니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tCalculatedGamble = { name = \"계산된 도박\", cost = 0, desc = \"손에 있는 모든 카드를 버린 뒤, 버린 카드의 수만큼 카드를 뽑습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, exhaust = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tExpose = { name = \"들춰내기\", cost = 0, desc = \"대상 적의 모든 인공물과 방어도를 제거합니다. 취약을 2 부여합니다. 소멸.\", kind = \"Skill\", vuln = 2, class = \"bandit\", rarity = \"unique\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tHiddenDaggers = { name = \"숨겨진 단검\", cost = 0, desc = \"카드를 2장 버립니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", discard = 2, addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tEscapePlan = { name = \"탈출구\", cost = 0, desc = \"카드를 1장 뽑습니다. 뽑은 카드가 스킬 카드라면, 방어도를 3 얻습니다.\", kind = \"Skill\", block = 3, class = \"bandit\", rarity = \"unique\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tAcrobatics = { name = \"곡예\", cost = 1, desc = \"카드를 3장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 3, discard = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tHandTrick = { name = \"손기술\", cost = 1, desc = \"방어도를 7 얻습니다. 이번 턴 동안 손에 있는 스킬 카드 1장에 교활을 추가합니다.\", kind = \"Skill\", block = 7, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tMirage = { name = \"신기루\", cost = 1, desc = \"모든 적에게 부여된 중독과 동일한 만큼의 방어도를 얻습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tExpertise = { name = \"전문성\", cost = 1, desc = \"손에 있는 카드가 6장이 될 때까지 카드를 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tBubbleBubble = { name = \"차오르는 독\", cost = 1, desc = \"적이 중독을 보유하고 있다면, 중독을 9 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tBlur = { name = \"흐릿함\", cost = 1, desc = \"방어도를 5 얻습니다. 다음 턴 시작 시 방어도가 사라지지 않습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tLegSweep = { name = \"다리 걸기\", cost = 2, desc = \"약화를 2 부여합니다. 방어도를 11 얻습니다.\", kind = \"Skill\", block = 11, weak = 2, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tUpMySleeve = { name = \"비책\", cost = 2, desc = \"표창을 3장 손으로 가져옵니다. 이 카드의 비용이 1 감소합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", addShiv = 3, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBouncingFlask = { name = \"탄성 플라스크\", cost = 2, desc = \"무작위 적에게 중독을 3만큼 3번 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tReflex = { name = \"반사신경\", cost = 3, desc = \"교활. 카드를 2장 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 2, sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tHaze = { name = \"아지랑이\", cost = 3, desc = \"교활. 모든 적에게 중독을 4 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 4, sly = true, image = \"19361e72087946b1888684185b40d935\" },\n\tTactician = { name = \"전략가\", cost = 3, desc = \"교활. 을 얻습니다.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", sly = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tWellLaidPlans = { name = \"괜찮은 전략\", cost = 1, desc = \"내 턴 종료 시, 카드를 최대 1장까지 보존합니다.\", kind = \"Power\", powerEffect = \"retainOne\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tInfiniteBlades = { name = \"무한의 검날\", cost = 1, desc = \"내 턴 시작 시, 표창을 1장 손으로 가져옵니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", turnStartShiv = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFootwork = { name = \"발놀림\", cost = 1, desc = \"민첩을 2 얻습니다.\", kind = \"Power\", dex = 2, class = \"bandit\", rarity = \"unique\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tOutbreak = { name = \"발병\", cost = 1, desc = \"중독을 3번 부여할 때마다, 모든 적에게 피해를 11 줍니다.\", kind = \"Power\", damage = 11, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"19361e72087946b1888684185b40d935\" },\n\tNoxiousFumes = { name = \"유독 가스\", cost = 1, desc = \"내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", damage = 2, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tGrandFinale = { name = \"대단원의 막\", cost = 0, desc = \"뽑을 카드 더미에 카드가 없을 때만 사용할 수 있습니다. 모든 적에게 피해를 60 줍니다.\", kind = \"Attack\", damage = 60, class = \"bandit\", rarity = \"legend\", aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tAssassinate = { name = \"암살\", cost = 0, desc = \"선천성. 피해를 10 줍니다. 취약을 1 부여합니다. 소멸.\", kind = \"Attack\", damage = 10, vuln = 1, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tEchoingSlash = { name = \"메아리 참격\", cost = 1, desc = \"모든 적에게 피해를 10 줍니다. 적을 처치할 때마다 이 효과를 반복합니다.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tTheHunt = { name = \"사냥\", cost = 1, desc = \"피해를 10 줍니다. 치명타라면, 카드 보상을 추가로 얻습니다. 소멸.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMurder = { name = \"살해\", cost = 3, desc = \"피해를 1 줍니다. 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가합니다.\", kind = \"Attack\", damage = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", weak = 3, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAdrenaline = { name = \"아드레날린\", cost = 0, desc = \"를 얻습니다. 카드를 2장 뽑습니다. 소멸.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", draw = 2, exhaust = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tStormOfSteel = { name = \"강철의 폭풍\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 버린 카드의 수만큼 표창을 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", discardAll = true, addShivPerDiscard = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tShadowStep = { name = \"그림자 걸음\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 다음 턴에, 공격 카드의 피해량이 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, discardAll = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tShadowmeld = { name = \"그림자 은신\", cost = 1, desc = \"이번 턴 동안 얻는 방어도가 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCorrosiveWave = { name = \"부식성 파도\", cost = 1, desc = \"이번 턴에 카드를 뽑을 때마다, 모든 적에게 중독을 2 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tBladeOfInk = { name = \"잉크 칼날\", cost = 1, desc = \"잉크투성이 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBurst = { name = \"폭주\", cost = 1, desc = \"이번 턴에 다음에 사용하는 스킬 카드가 1번 추가로 사용됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tKnifeTrap = { name = \"칼날 함정\", cost = 2, desc = \"대상 적에게 소멸된 카드 더미에 있는 모든 표창을 사용합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBulletTime = { name = \"불릿 타임\", cost = 3, desc = \"이번 턴 동안 더 이상 카드를 뽑을 수 없습니다. 이번 턴 동안 손에 있는 모든 카드를 비용 없이 사용할 수 있습니다.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tNightmare = { name = \"악몽\", cost = 3, desc = \"카드를 1장 선택합니다. 다음 턴에, 그 카드의 복사본을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tToolsOfTheTrade = { name = \"작업 도구\", cost = 1, desc = \"내 턴 시작 시, 카드를 1장 뽑고 카드를 1장 버립니다.\", kind = \"Power\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", draw = 1, discard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAfterimage = { name = \"잔상\", cost = 1, desc = \"카드를 사용할 때마다, 방어도를 1 얻습니다.\", kind = \"Power\", block = 1, powerEffect = \"blockPerTurn\", value = 2, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAccelerant = { name = \"촉진제\", cost = 1, desc = \"중독이 1번 추가로 발동합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tEnvenom = { name = \"독 바르기\", cost = 2, desc = \"공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", poison = 1, image = \"19361e72087946b1888684185b40d935\" },\n\tMasterPlanner = { name = \"설계의 대가\", cost = 2, desc = \"스킬 카드를 사용 시, 그 카드가 교활을 얻습니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tTracking = { name = \"추적\", cost = 2, desc = \"약화 상태의 적이 공격 카드로 받는 피해가 2배가 됩니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", addShiv = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", damage = 4, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tAbrasive = { name = \"연마\", cost = 3, desc = \"교활. 민첩을 1 얻습니다. 가시를 4 얻습니다.\", kind = \"Power\", dex = 1, thorns = 4, class = \"bandit\", rarity = \"legend\", sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSuppress = { name = \"진압\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 약화를 3 부여합니다.\", kind = \"Attack\", damage = 11, weak = 3, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tWraithForm = { name = \"유령의 형상\", cost = 3, desc = \"불가침을 2 얻습니다. 내 턴 종료 시 민첩을 1 잃습니다.\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 8, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n}\nself.DrawPile = {}\nfor i = 1, #self.RunDeck do\n\tself.DrawPile[i] = self.RunDeck[i]\nend\nself:Shuffle(self.DrawPile)\nself:BuildMonsters()\nself:RenderCombat()\nself:StartPlayerTurn()\nself:ApplyRelics(\"combatStart\")\nself:RenderCombat()\nlocal slotTid = 0\nslotTid = _TimerService:SetTimerRepeat(function()\n\tif self.CombatOver == true or self.Monsters == nil or #self.Monsters == 0 then\n\t\t_TimerService:ClearTimer(slotTid)\n\t\treturn\n\tend\n\tfor i = 1, #self.Monsters do\n\t\tif self.Monsters[i] ~= nil and self.Monsters[i].alive == true then\n\t\t\tself:PositionMonsterSlot(i)\n\t\tend\n\tend\nend, 0.15)", + "Code": "self:ShowState(\"combat\")\nself:KickCombatCamera()\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/Result\", false)\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/PotionMenu\", false)\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/TooltipBox\", false)\nself:SetEntityEnabled(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", false)\nself:SetText(\"/ui/RunUIGroup/CombatHud/PlayerPanel/Name\", self:JobLabel())\nself.MaxEnergy = 3\nself.Turn = 0\nself.PlayerBlock = 0\nself.PlayerStr = 0\nself.PlayerDex = 0\nself.PlayerThorns = 0\nself.PlayerWeak = 0\nself.PlayerVuln = 0\nself.PlayerPowers = {}\nself.FightAttackCount = 0\nself.TurnAttackCardsPlayed = 0\nself.TurnDiscardedCards = 0\nself.DmgPopSeq = 0\nself.FirstHpLossDone = false\nself.ClayBlockNext = 0\nself.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself.RetainSelectActive = false\nself.ReserveSelectActive = false\nself.NextTurnBlock = 0\nself.NextTurnDraw = 0\nself.NextTurnKeepBlock = false\nself.NextTurnAttackMultiplier = 1\nself.TurnAttackMultiplier = 1\nself.NextTurnSelectPrompt = \"\"\nself.NextTurnSelectCopies = 0\nself.NextTurnAddCards = {}\nself.CombatOver = false\nself.DiscardPile = {}\nself.ExhaustPile = {}\nself.Hand = {}\nself.Cards = {\n\tStrike = { name = \"파워 스트라이크\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"warrior\", rarity = \"normal\", fx = \"291b2298db88476f8ae3c6c78f53c9b7\", image = \"e4acdf27d68549db8858d6082169c70c\" },\n\tDefend = { name = \"아이언 바디\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"warrior\", rarity = \"normal\", image = \"7648c3b8e1ca44fc8ec353561207a670\" },\n\tBash = { name = \"슬래시 블러스트\", cost = 2, desc = \"피해 10\", kind = \"Attack\", damage = 10, class = \"warrior\", rarity = \"normal\", fx = \"863812c5c2f84132ac7465b50ec2283e\", image = \"4cbbe8cfc3e840e4a76379498d8eb012\" },\n\tWarLeap = { name = \"워 리프\", cost = 1, desc = \"피해 4, 방어도 3\", kind = \"Attack\", damage = 4, block = 3, class = \"warrior\", rarity = \"normal\", image = \"992dabf6aff2400e92b2f4f705d8ebe7\" },\n\tBrandish = { name = \"브랜디시\", cost = 2, desc = \"피해 13\", kind = \"Attack\", damage = 13, class = \"warrior\", rarity = \"unique\", fx = \"e8a145a6c43d493f9ad50fab03b200aa\", image = \"21af4bccc5054a5dbc8245dfa7f08681\" },\n\tChargedBlow = { name = \"차지 블로우\", cost = 2, desc = \"피해 8, 취약 2\", kind = \"Attack\", damage = 8, vuln = 2, class = \"warrior\", rarity = \"unique\", image = \"fe83c7635b0e49ed83d75a2833adb53e\" },\n\tThreaten = { name = \"위협\", cost = 0, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"warrior\", rarity = \"normal\", image = \"64daadf1a98e490d9c14ef52ec776e63\" },\n\tEnrage = { name = \"인레이지\", cost = 1, desc = \"힘 +2\", kind = \"Skill\", strength = 2, class = \"warrior\", rarity = \"unique\", image = \"09370fc7551e47238fd103a80fba558e\" },\n\tRage = { name = \"분노\", cost = 1, desc = \"매 턴 시작 시 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"warrior\", rarity = \"legend\", image = \"379d86e3de064959aa4612f71e84ccfb\" },\n\tComboAttack = { name = \"콤보 어택\", cost = 1, desc = \"피해 5 × 2회\", kind = \"Attack\", damage = 5, class = \"fighter\", rarity = \"unique\", hits = 2, fx = \"48754be05be344358cddd55aa8fe11f4\", image = \"1bc3e52b330648faae9eafd5a205e37b\" },\n\tBerserk = { name = \"버서크\", cost = 2, desc = \"매턴 에너지 +1, 취약 1 자가\", kind = \"Power\", powerEffect = \"energyPerTurn\", value = 1, class = \"fighter\", rarity = \"legend\", selfVuln = 1, image = \"e2580523efc6457385114b78ad0d7cce\" },\n\tRisingAttack = { name = \"라이징 어택\", cost = 2, desc = \"피해 12\", kind = \"Attack\", damage = 12, class = \"fighter\", rarity = \"unique\", fx = \"6f283d96d5804b4fb88009685a11c1f8\", image = \"115e309771604743853abad2d8d186bc\" },\n\tThunderCharge = { name = \"썬더 차지\", cost = 1, desc = \"피해 7, 약화 1\", kind = \"Attack\", damage = 7, weak = 1, class = \"page\", rarity = \"unique\", fx = \"997fa6999aa04dbb97a1dd99025fa2ba\", image = \"b7030d8caedc4fbc9f38fe1e541d6e6b\" },\n\tBlizzardCharge = { name = \"블리자드 차지\", cost = 1, desc = \"피해 7, 취약 1\", kind = \"Attack\", damage = 7, vuln = 1, class = \"page\", rarity = \"unique\", fx = \"2799562e984c4a4da3b73e1f3431057c\", image = \"9aac955d159f49c1bc913ef96128e781\" },\n\tPowerGuard = { name = \"파워 가드\", cost = 1, desc = \"방어도 10\", kind = \"Skill\", block = 10, class = \"page\", rarity = \"unique\", image = \"90a9bf8eeb844b578b4e2d93ac43fedf\" },\n\tPierce = { name = \"피어스\", cost = 1, desc = \"피해 9, 방어 무시\", kind = \"Attack\", damage = 9, class = \"spearman\", rarity = \"unique\", pierce = true, fx = \"1b0afc410a1a458598eb7ca2fb26e97d\", image = \"251b6e12329048429490049a4f3cf564\" },\n\tIronWall = { name = \"아이언 월\", cost = 2, desc = \"방어도 12\", kind = \"Skill\", block = 12, class = \"spearman\", rarity = \"unique\", image = \"92021d62341a4bce9cfd09d1b4b865db\" },\n\tHyperBody = { name = \"하이퍼 바디\", cost = 1, desc = \"매턴 방어도 +3\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 3, class = \"spearman\", rarity = \"legend\", image = \"b4020dbadee6401f9893a020fe4154b1\" },\n\tEnergyBolt = { name = \"에너지 볼트\", cost = 1, desc = \"피해 6\", kind = \"Attack\", damage = 6, class = \"magician\", rarity = \"normal\", fx = \"1d5877e1120a42d0907f204c959888b1\", image = \"e84880eaf89442128d3af2be5c80a74f\" },\n\tMagicGuard = { name = \"매직 가드\", cost = 1, desc = \"방어도 5\", kind = \"Skill\", block = 5, class = \"magician\", rarity = \"normal\", image = \"01b249c26eb34b8aaab774bf221907a1\" },\n\tMagicClaw = { name = \"매직 클로\", cost = 1, desc = \"피해 3 × 2회\", kind = \"Attack\", damage = 3, class = \"magician\", rarity = \"normal\", hits = 2, fx = \"ba4ac7c8f24845b68b7e689b7effcc93\", image = \"f3fcac2d460041b288cc1973caaaf30f\" },\n\tTeleport = { name = \"텔레포트\", cost = 1, desc = \"방어도 3, 드로 1\", kind = \"Skill\", block = 3, class = \"magician\", rarity = \"normal\", discardAll = true, drawPerDiscarded = 1, image = \"7f70a9dc7e304433bb8121dd9c4df98b\" },\n\tSlow = { name = \"슬로우\", cost = 1, desc = \"약화 2 부여\", kind = \"Skill\", weak = 2, class = \"magician\", rarity = \"normal\", image = \"7224cd3f9b7e497d9dd65f32a50865e4\" },\n\tFireArrow = { name = \"파이어 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"firepoison\", rarity = \"unique\", fx = \"4a937e208875468eb63d891806fba3cd\", image = \"6fa15fd3a0004b409ea516c11a67e533\" },\n\tPoisonBreath = { name = \"포이즌 브레스\", cost = 1, desc = \"독 4 부여\", kind = \"Skill\", class = \"firepoison\", rarity = \"unique\", poison = 4, image = \"07200f3c74854022baa7ebbefdc4ad8c\" },\n\tElementAmp = { name = \"엘레멘트 앰플\", cost = 1, desc = \"매 턴 힘 +1\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"firepoison\", rarity = \"legend\", image = \"06865473977849bebe79062dbd608944\" },\n\tThunderBolt = { name = \"썬더 볼트\", cost = 2, desc = \"모든 적에게 피해 6\", kind = \"Attack\", damage = 6, class = \"icelightning\", rarity = \"legend\", aoe = true, fx = \"7d52f5e389bd4d44a30cf7cc54538f8f\", image = \"c6685d33cb2641f09d11cfa2d5cc820c\" },\n\tColdBeam = { name = \"콜드 빔\", cost = 2, desc = \"피해 7, 약화 2\", kind = \"Attack\", damage = 7, weak = 2, class = \"icelightning\", rarity = \"unique\", image = \"e8f7c148c79f497d83014e3361f59f5c\" },\n\tChillingStep = { name = \"칠링 스텝\", cost = 1, desc = \"방어도 8\", kind = \"Skill\", block = 8, class = \"icelightning\", rarity = \"unique\", image = \"bef20873a68a4651a91d74be457c2cfc\" },\n\tHeal = { name = \"힐\", cost = 1, desc = \"HP 10 회복\", kind = \"Skill\", class = \"cleric\", rarity = \"unique\", heal = 10, image = \"8b935b7d7066493cb462834bbe287c74\" },\n\tBless = { name = \"블레스\", cost = 1, desc = \"힘 +1, 방어도 5\", kind = \"Skill\", block = 5, strength = 1, class = \"cleric\", rarity = \"unique\", image = \"607fc5457c1c44a0993a5c2fe3fb0c68\" },\n\tHolyArrow = { name = \"홀리 애로우\", cost = 1, desc = \"피해 8\", kind = \"Attack\", damage = 8, class = \"cleric\", rarity = \"unique\", fx = \"4faa7b78e09643cf86339b8b7cf2abac\", image = \"a80127195bf7471f9545b70e491f4719\" },\n\tWound = { name = \"상처\", cost = 0, desc = \"사용할 수 없다. 손패를 막는 저주.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true },\n\tBurn = { name = \"화상\", cost = 0, desc = \"사용 불가. 손패에 있으면 턴 종료 시 피해 2.\", kind = \"Status\", class = \"curse\", rarity = \"normal\", unplayable = true, curse = true, endTurnDamage = 2 },\n\tNeutralize = { name = \"무력화\", cost = 0, desc = \"피해를 3 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 3, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSilentStrike = { name = \"타격\", cost = 1, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tSurvivor = { name = \"생존자\", cost = 1, desc = \"방어도를 8 얻습니다. 카드를 1장 버립니다.\", kind = \"Skill\", block = 8, class = \"bandit\", rarity = \"normal\", discard = 1, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSilentDefend = { name = \"수비\", cost = 1, desc = \"방어도를 5 얻습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSlice = { name = \"칼질\", cost = 0, desc = \"피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tShiv = { name = \"표창\", cost = 0, desc = \"피해를 4 줍니다. 소멸.\", kind = \"Attack\", damage = 4, class = \"shiv\", rarity = \"normal\", exhaust = true, token = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerSpray = { name = \"단검 분사\", cost = 1, desc = \"모든 적에게 피해를 4만큼 2번 줍니다.\", kind = \"Attack\", damage = 4, class = \"bandit\", rarity = \"normal\", hits = 2, aoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tDaggerThrow = { name = \"단검 투척\", cost = 1, desc = \"피해를 9 줍니다. 카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Attack\", damage = 9, class = \"bandit\", rarity = \"normal\", drawUntilHandSize = 6, discard = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPoisonedStab = { name = \"독 찌르기\", cost = 1, desc = \"피해를 6 줍니다. 중독을 3 부여합니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", poison = 3, image = \"19361e72087946b1888684185b40d935\" },\n\tSuckerPunch = { name = \"불의의 일격\", cost = 1, desc = \"피해를 8 줍니다. 약화를 1 부여합니다.\", kind = \"Attack\", damage = 8, weak = 1, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tLeadingStrike = { name = \"선제 타격\", cost = 1, desc = \"피해를 3 줍니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFollowThrough = { name = \"완수\", cost = 1, desc = \"피해를 7 줍니다. 손에 다른 카드가 5장 이상 있다면, 1번 추가로 적중합니다.\", kind = \"Attack\", damage = 7, otherHandAtLeast = 5, bonusHitsWhenOtherHandAtLeast = 1, class = \"bandit\", rarity = \"normal\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlickFlack = { name = \"재주넘기\", cost = 1, desc = \"교활. 모든 적에게 피해를 6 줍니다.\", kind = \"Attack\", damage = 6, class = \"bandit\", rarity = \"normal\", sly = true, aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tRicochet = { name = \"도탄\", cost = 2, desc = \"교활. 무작위 적에게 피해를 3만큼 4번 줍니다.\", kind = \"Attack\", damage = 3, class = \"bandit\", rarity = \"normal\", hits = 4, sly = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPrepared = { name = \"예비\", cost = 0, desc = \"카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, discard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAnticipate = { name = \"예측\", cost = 0, desc = \"이번 턴 동안 민첩을 2 얻습니다.\", kind = \"Skill\", dex = 2, class = \"bandit\", rarity = \"normal\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tDeflect = { name = \"튕겨내기\", cost = 0, desc = \"방어도를 4 얻습니다.\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tBladeDance = { name = \"검무\", cost = 1, desc = \"표창을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", addShiv = 3, exhaust = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBackflip = { name = \"공중제비\", cost = 1, desc = \"방어도를 5 얻습니다. 카드를 2장 뽑습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"normal\", draw = 2, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDodgeAndRoll = { name = \"구르기\", cost = 1, desc = \"방어도를 4 얻습니다. 다음 턴에, 방어도를 4 얻습니다\", kind = \"Skill\", block = 4, class = \"bandit\", rarity = \"normal\", nextTurnBlock = 4, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPiercingWail = { name = \"귀를 찢는 비명\", cost = 1, desc = \"이번 턴 동안 모든 적이 힘을 6 잃습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCloakAndDagger = { name = \"망토와 단검\", cost = 1, desc = \"방어도를 6 얻습니다. 표창을 1장 손으로 가져옵니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", addShiv = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tDeadlyPoison = { name = \"맹독\", cost = 1, desc = \"중독을 5 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 5, image = \"19361e72087946b1888684185b40d935\" },\n\tSnakebite = { name = \"뱀 물기\", cost = 2, desc = \"보존. 중독을 7 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"normal\", poison = 7, retain = true, image = \"19361e72087946b1888684185b40d935\" },\n\tUntouchable = { name = \"범접 불가\", cost = 2, desc = \"교활. 방어도를 6 얻습니다.\", kind = \"Skill\", block = 6, class = \"bandit\", rarity = \"normal\", sly = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSkewer = { name = \"꼬챙이\", cost = 2, desc = \"피해를 8만큼 X번 줍니다.\", kind = \"Attack\", class = \"bandit\", rarity = \"unique\", draw = 1, image = \"92a5020c978c46bdabab910598118b86\" },\n\tBackstab = { name = \"배신\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 소멸.\", kind = \"Attack\", damage = 11, class = \"bandit\", rarity = \"unique\", innate = true, exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPreciseCut = { name = \"정밀한 베기\", cost = 0, desc = \"피해를 13 줍니다. 손에 있는 다른 카드 1장당 피해량이 2 감소합니다.\", kind = \"Attack\", damage = 13, damagePerOtherHandCard = -2, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFinisher = { name = \"마무리\", cost = 1, desc = \"이번 턴에 사용한 공격 카드 1장당 피해를 6 줍니다.\", kind = \"Attack\", damage = 0, damagePerAttackPlayedThisTurn = 6, class = \"bandit\", rarity = \"unique\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMementoMori = { name = \"메멘토 모리\", cost = 1, desc = \"피해를 9 줍니다. 이번 턴에 버린 카드 1장당 피해량이 4 증가합니다.\", kind = \"Attack\", damage = 9, damagePerDiscardedThisTurn = 4, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tStrangle = { name = \"목 조르기\", cost = 1, desc = \"피해를 8 줍니다. 이번 턴에 카드를 사용할 때마다, 대상 적이 체력을 2 잃습니다.\", kind = \"Attack\", damage = 8, class = \"bandit\", rarity = \"unique\", image = \"92a5020c978c46bdabab910598118b86\" },\n\tFlechettes = { name = \"프레췌\", cost = 1, desc = \"손에 있는 스킬 카드 1장당 피해를 5 줍니다.\", kind = \"Attack\", damage = 0, damagePerSkillInHand = 5, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPounce = { name = \"덮치기\", cost = 2, desc = \"피해를 12 줍니다. 다음에 사용하는 스킬 카드의 비용이 0 이 됩니다.\", kind = \"Attack\", damage = 12, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tDash = { name = \"돌진\", cost = 2, desc = \"방어도를 10 얻습니다. 피해를 10 줍니다.\", kind = \"Attack\", damage = 10, block = 10, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tPredator = { name = \"천적\", cost = 2, desc = \"피해를 15 줍니다. 다음 턴에, 카드를 2장 뽑습니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", nextTurnDraw = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tPinpoint = { name = \"정밀 사격\", cost = 3, desc = \"피해를 15 줍니다. 이번 턴에 스킬을 사용할 때마다 비용이 1 감소합니다.\", kind = \"Attack\", damage = 15, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tCalculatedGamble = { name = \"계산된 도박\", cost = 0, desc = \"손에 있는 모든 카드를 버린 뒤, 버린 카드의 수만큼 카드를 뽑습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", discardAll = true, drawPerDiscarded = 1, exhaust = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tExpose = { name = \"들춰내기\", cost = 0, desc = \"대상 적의 모든 인공물과 방어도를 제거합니다. 취약을 2 부여합니다. 소멸.\", kind = \"Skill\", vuln = 2, class = \"bandit\", rarity = \"unique\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tHiddenDaggers = { name = \"숨겨진 단검\", cost = 0, desc = \"카드를 2장 버립니다. 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", discard = 2, addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tEscapePlan = { name = \"탈출구\", cost = 0, desc = \"카드를 1장 뽑습니다. 뽑은 카드가 스킬 카드라면, 방어도를 3 얻습니다.\", kind = \"Skill\", block = 3, class = \"bandit\", rarity = \"unique\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tAcrobatics = { name = \"곡예\", cost = 1, desc = \"카드를 3장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 3, discard = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tHandTrick = { name = \"손기술\", cost = 1, desc = \"방어도를 7 얻습니다. 이번 턴 동안 손에 있는 스킬 카드 1장에 교활을 추가합니다.\", kind = \"Skill\", block = 7, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tMirage = { name = \"신기루\", cost = 1, desc = \"모든 적에게 부여된 중독과 동일한 만큼의 방어도를 얻습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 1, exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tExpertise = { name = \"전문성\", cost = 1, desc = \"손에 있는 카드가 6장이 될 때까지 카드를 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", drawUntilHandSize = 6, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tBubbleBubble = { name = \"차오르는 독\", cost = 1, desc = \"적이 중독을 보유하고 있다면, 중독을 9 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tBlur = { name = \"흐릿함\", cost = 1, desc = \"방어도를 5 얻습니다. 다음 턴 시작 시 방어도가 사라지지 않습니다.\", kind = \"Skill\", block = 5, class = \"bandit\", rarity = \"unique\", nextTurnKeepBlock = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tLegSweep = { name = \"다리 걸기\", cost = 2, desc = \"약화를 2 부여합니다. 방어도를 11 얻습니다.\", kind = \"Skill\", block = 11, weak = 2, class = \"bandit\", rarity = \"unique\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tUpMySleeve = { name = \"비책\", cost = 2, desc = \"표창을 3장 손으로 가져옵니다. 이 카드의 비용이 1 감소합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", addShiv = 3, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBouncingFlask = { name = \"탄성 플라스크\", cost = 2, desc = \"무작위 적에게 중독을 3만큼 3번 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 9, image = \"19361e72087946b1888684185b40d935\" },\n\tReflex = { name = \"반사신경\", cost = 3, desc = \"교활. 카드를 2장 뽑습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", draw = 2, sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tHaze = { name = \"아지랑이\", cost = 3, desc = \"교활. 모든 적에게 중독을 4 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 4, sly = true, image = \"19361e72087946b1888684185b40d935\" },\n\tTactician = { name = \"전략가\", cost = 3, desc = \"교활. 을 얻습니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", gainEnergy = 1, sly = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tWellLaidPlans = { name = \"괜찮은 전략\", cost = 1, desc = \"내 턴 종료 시, 카드를 최대 1장까지 보존합니다.\", kind = \"Power\", powerEffect = \"retainOne\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tInfiniteBlades = { name = \"무한의 검날\", cost = 1, desc = \"내 턴 시작 시, 표창을 1장 손으로 가져옵니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", turnStartShiv = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tFootwork = { name = \"발놀림\", cost = 1, desc = \"민첩을 2 얻습니다.\", kind = \"Power\", dex = 2, class = \"bandit\", rarity = \"unique\", image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tOutbreak = { name = \"발병\", cost = 1, desc = \"중독을 3번 부여할 때마다, 모든 적에게 피해를 11 줍니다.\", kind = \"Power\", damage = 11, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"19361e72087946b1888684185b40d935\" },\n\tNoxiousFumes = { name = \"유독 가스\", cost = 1, desc = \"내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", damage = 2, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"unique\", aoe = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tGrandFinale = { name = \"대단원의 막\", cost = 0, desc = \"뽑을 카드 더미에 카드가 없을 때만 사용할 수 있습니다. 모든 적에게 피해를 60 줍니다.\", kind = \"Attack\", damage = 60, class = \"bandit\", rarity = \"legend\", playableWhenDrawPileEmpty = true, aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tAssassinate = { name = \"암살\", cost = 0, desc = \"선천성. 피해를 10 줍니다. 취약을 1 부여합니다. 소멸.\", kind = \"Attack\", damage = 10, vuln = 1, class = \"bandit\", rarity = \"legend\", innate = true, exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tEchoingSlash = { name = \"메아리 참격\", cost = 1, desc = \"모든 적에게 피해를 10 줍니다. 적을 처치할 때마다 이 효과를 반복합니다.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tTheHunt = { name = \"사냥\", cost = 1, desc = \"피해를 10 줍니다. 치명타라면, 카드 보상을 추가로 얻습니다. 소멸.\", kind = \"Attack\", damage = 10, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMurder = { name = \"살해\", cost = 3, desc = \"피해를 1 줍니다. 이번 전투 동안 뽑은 카드 1장당 피해량이 1 증가합니다.\", kind = \"Attack\", damage = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", weak = 3, class = \"bandit\", rarity = \"legend\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAdrenaline = { name = \"아드레날린\", cost = 0, desc = \"를 얻습니다. 카드를 2장 뽑습니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 2, gainEnergy = 1, exhaust = true, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tStormOfSteel = { name = \"강철의 폭풍\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 버린 카드의 수만큼 표창을 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", discardAll = true, addShivPerDiscard = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tShadowStep = { name = \"그림자 걸음\", cost = 1, desc = \"손에 있는 모든 카드를 버립니다. 다음 턴에, 공격 카드의 피해량이 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", discardAll = true, nextTurnAttackMultiplier = 2, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tShadowmeld = { name = \"그림자 은신\", cost = 1, desc = \"이번 턴 동안 얻는 방어도가 2배가 됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tCorrosiveWave = { name = \"부식성 파도\", cost = 1, desc = \"이번 턴에 카드를 뽑을 때마다, 모든 적에게 중독을 2 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tBladeOfInk = { name = \"잉크 칼날\", cost = 1, desc = \"잉크투성이 표창을 2장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 2, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBurst = { name = \"폭주\", cost = 1, desc = \"이번 턴에 다음에 사용하는 스킬 카드가 1번 추가로 사용됩니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tKnifeTrap = { name = \"칼날 함정\", cost = 2, desc = \"대상 적에게 소멸된 카드 더미에 있는 모든 표창을 사용합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", draw = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBulletTime = { name = \"불릿 타임\", cost = 3, desc = \"이번 턴 동안 더 이상 카드를 뽑을 수 없습니다. 이번 턴 동안 손에 있는 모든 카드를 비용 없이 사용할 수 있습니다.\", kind = \"Skill\", powerEffect = \"energyPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"91a2d1c16cb041549adbf1a0d7b1f37f\" },\n\tNightmare = { name = \"악몽\", cost = 3, desc = \"카드를 1장 선택합니다. 다음 턴에, 그 카드의 복사본을 3장 손으로 가져옵니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", nextTurnCopies = 3, nextTurnSelectHandCard = true, nextTurnSelectPrompt = \"복사할 카드를 선택하세요\", exhaust = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tToolsOfTheTrade = { name = \"작업 도구\", cost = 1, desc = \"내 턴 시작 시, 카드를 1장 뽑고 카드를 1장 버립니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", turnStartDraw = 1, turnStartDiscard = 1, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tAfterimage = { name = \"잔상\", cost = 1, desc = \"카드를 사용할 때마다, 방어도를 1 얻습니다.\", kind = \"Power\", cardPlayedBlock = 1, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n\tAccelerant = { name = \"촉진제\", cost = 1, desc = \"중독이 1번 추가로 발동합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tEnvenom = { name = \"독 바르기\", cost = 2, desc = \"공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", poison = 1, image = \"19361e72087946b1888684185b40d935\" },\n\tMasterPlanner = { name = \"설계의 대가\", cost = 2, desc = \"스킬 카드를 사용 시, 그 카드가 교활을 얻습니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tTracking = { name = \"추적\", cost = 2, desc = \"약화 상태의 적이 공격 카드로 받는 피해가 2배가 됩니다.\", kind = \"Power\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", addShiv = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", damage = 4, powerEffect = \"strengthPerTurn\", value = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tAbrasive = { name = \"연마\", cost = 3, desc = \"교활. 민첩을 1 얻습니다. 가시를 4 얻습니다.\", kind = \"Power\", dex = 1, thorns = 4, class = \"bandit\", rarity = \"legend\", sly = true, image = \"49c8f279bfa64bf3954037f17da0052d\" },\n\tSuppress = { name = \"진압\", cost = 0, desc = \"선천성. 피해를 11 줍니다. 약화를 3 부여합니다.\", kind = \"Attack\", damage = 11, weak = 3, class = \"bandit\", rarity = \"legend\", innate = true, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tWraithForm = { name = \"유령의 형상\", cost = 3, desc = \"불가침을 2 얻습니다. 내 턴 종료 시 민첩을 1 잃습니다.\", kind = \"Power\", powerEffect = \"blockPerTurn\", value = 8, class = \"bandit\", rarity = \"legend\", image = \"0946f69d84464df29b24b94c744c868d\" },\n}\nself.DrawPile = {}\nfor i = 1, #self.RunDeck do\n\tself.DrawPile[i] = self.RunDeck[i]\nend\nself:Shuffle(self.DrawPile)\nself:PrepareCombatDrawPile()\nself:BuildMonsters()\nself:RenderCombat()\nself:StartPlayerTurn()\nself:ApplyRelics(\"combatStart\")\nself:RenderCombat()\nlocal slotTid = 0\nslotTid = _TimerService:SetTimerRepeat(function()\n\tif self.CombatOver == true or self.Monsters == nil or #self.Monsters == 0 then\n\t\t_TimerService:ClearTimer(slotTid)\n\t\treturn\n\tend\n\tfor i = 1, #self.Monsters do\n\t\tif self.Monsters[i] ~= nil and self.Monsters[i].alive == true then\n\t\t\tself:PositionMonsterSlot(i)\n\t\tend\n\tend\nend, 0.15)", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -1729,12 +1806,27 @@ "Name": null }, "Arguments": [], - "Code": "self.Turn = self.Turn + 1\nself.RetainSelectActive = false\nself:UpdateDiscardPrompt()\nself.Energy = self.MaxEnergy\nself:ApplyRelics(\"turnStart\")\nself.PlayerBlock = 0\nif self.ClayBlockNext > 0 then\n\tself.PlayerBlock = self.PlayerBlock + self.ClayBlockNext\n\tself.ClayBlockNext = 0\nend\nif self.PlayerPowers ~= nil then\n\tfor i = 1, #self.PlayerPowers do\n\t\tlocal pc = self.Cards[self.PlayerPowers[i]]\n\t\tif pc ~= nil then\n\t\t\tif pc.powerEffect == \"strengthPerTurn\" then\n\t\t\t\tself.PlayerStr = self.PlayerStr + pc.value\n\t\t\telseif pc.powerEffect == \"energyPerTurn\" then\n\t\t\t\tself.Energy = self.Energy + pc.value\n\t\t\telseif pc.powerEffect == \"blockPerTurn\" then\n\t\t\t\tself.PlayerBlock = self.PlayerBlock + pc.value\n\t\t\tend\n\t\t\tif pc.turnStartShiv ~= nil then\n\t\t\t\tself:AddCardsToHand(\"Shiv\", pc.turnStartShiv)\n\t\t\tend\n\t\tend\n\tend\nend\nself:DrawCards(5)\nself:RenderHand(true)\nself:RenderCombat()", + "Code": "self.Turn = self.Turn + 1\nself.RetainSelectActive = false\nself.ReserveSelectActive = false\nself.TurnAttackCardsPlayed = 0\nself.TurnDiscardedCards = 0\nself.NextTurnSelectCopies = 0\nself.NextTurnSelectPrompt = \"\"\nself:UpdateDiscardPrompt()\nself.Energy = self.MaxEnergy\nself:ApplyRelics(\"turnStart\")\nif self.NextTurnKeepBlock == true then\n\tself.NextTurnKeepBlock = false\nelse\n\tself.PlayerBlock = 0\nend\nif self.ClayBlockNext > 0 then\n\tself.PlayerBlock = self.PlayerBlock + self.ClayBlockNext\n\tself.ClayBlockNext = 0\nend\nself.TurnAttackMultiplier = self.NextTurnAttackMultiplier or 1\nself.NextTurnAttackMultiplier = 1\nlocal powerTurnDraw = 0\nlocal powerTurnDiscard = 0\nif self.PlayerPowers ~= nil then\n\tfor i = 1, #self.PlayerPowers do\n\t\tlocal pc = self.Cards[self.PlayerPowers[i]]\n\t\tif pc ~= nil then\n\t\t\tif pc.powerEffect == \"strengthPerTurn\" then\n\t\t\t\tself.PlayerStr = self.PlayerStr + pc.value\n\t\t\telseif pc.powerEffect == \"energyPerTurn\" then\n\t\t\t\tself.Energy = self.Energy + pc.value\n\t\t\telseif pc.powerEffect == \"blockPerTurn\" then\n\t\t\t\tself.PlayerBlock = self.PlayerBlock + pc.value\n\t\t\tend\n\t\t\tif pc.turnStartShiv ~= nil then\n\t\t\t\tself:AddCardsToHand(\"Shiv\", pc.turnStartShiv)\n\t\t\tend\n\t\t\tif pc.turnStartDraw ~= nil then\n\t\t\t\tpowerTurnDraw = powerTurnDraw + pc.turnStartDraw\n\t\t\tend\n\t\t\tif pc.turnStartDiscard ~= nil then\n\t\t\t\tpowerTurnDiscard = powerTurnDiscard + pc.turnStartDiscard\n\t\t\tend\n\t\tend\n\tend\nend\nif self.NextTurnBlock ~= nil and self.NextTurnBlock > 0 then\n\tself:AddCardBlock(self.NextTurnBlock)\n\tself.NextTurnBlock = 0\nend\nif self.NextTurnAddCards ~= nil then\n\tfor i = 1, #self.NextTurnAddCards do\n\t\tlocal entry = self.NextTurnAddCards[i]\n\t\tif entry ~= nil and entry.cardId ~= nil and entry.amount ~= nil and entry.amount > 0 then\n\t\t\tself:AddCardsToHand(entry.cardId, entry.amount)\n\t\tend\n\tend\n\tself.NextTurnAddCards = {}\nend\nlocal drawN = 5 + (self.NextTurnDraw or 0) + powerTurnDraw\nself.NextTurnDraw = 0\nself:DrawCards(drawN)\nself:RenderHand(true)\nself:RenderCombat()\nif powerTurnDiscard > 0 then\n\tself:BeginDiscardSelection({ discard = math.min(powerTurnDiscard, #self.Hand) })\n\treturn\nend\nself:RenderCombat()", "Scope": 2, "ExecSpace": 6, "Attributes": [], "Name": "StartPlayerTurn" }, + { + "Return": { + "Type": "void", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [], + "Code": "if self.DrawPile == nil or self.Cards == nil then\n\treturn\nend\nlocal rest = {}\nlocal innate = {}\nfor i = 1, #self.DrawPile do\n\tlocal cardId = self.DrawPile[i]\n\tlocal c = self.Cards[cardId]\n\tif c ~= nil and c.innate == true then\n\t\ttable.insert(innate, cardId)\n\telse\n\t\ttable.insert(rest, cardId)\n\tend\nend\nself.DrawPile = {}\nfor i = 1, #rest do\n\ttable.insert(self.DrawPile, rest[i])\nend\nfor i = 1, #innate do\n\ttable.insert(self.DrawPile, innate[i])\nend", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "PrepareCombatDrawPile" + }, { "Return": { "Type": "boolean", @@ -1758,6 +1850,52 @@ "Attributes": [], "Name": "HasPowerEffect" }, + { + "Return": { + "Type": "boolean", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "string", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "field" + } + ], + "Code": "if self.PlayerPowers == nil then\n\treturn false\nend\nfor i = 1, #self.PlayerPowers do\n\tlocal pc = self.Cards[self.PlayerPowers[i]]\n\tif pc ~= nil and pc[field] ~= nil and pc[field] ~= 0 then\n\t\treturn true\n\tend\nend\nreturn false", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "HasPowerField" + }, + { + "Return": { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "string", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "field" + } + ], + "Code": "local total = 0\nif self.PlayerPowers == nil then\n\treturn total\nend\nfor i = 1, #self.PlayerPowers do\n\tlocal pc = self.Cards[self.PlayerPowers[i]]\n\tif pc ~= nil and pc[field] ~= nil then\n\t\ttotal = total + pc[field]\n\tend\nend\nreturn total", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "AddPowerFieldTotal" + }, { "Return": { "Type": "boolean", @@ -1797,7 +1935,7 @@ "Name": null }, "Arguments": [], - "Code": "if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then\n\treturn\nend\nif self:IsDiscardSelecting() == true then\n\tself:Toast(\"버릴 카드를 먼저 선택하세요\")\n\treturn\nend\nif self:IsRetainSelecting() == true then\n\tself:FinishPlayerTurn(0)\n\treturn\nend\nif self:ShouldOfferRetain() == true then\n\tself:BeginRetainSelection()\n\treturn\nend\nself:FinishPlayerTurn(0)", + "Code": "if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then\n\treturn\nend\nif self:IsDiscardSelecting() == true then\n\tself:Toast(\"버릴 카드를 먼저 선택하세요\")\n\treturn\nend\nif self:IsRetainSelecting() == true then\n\tself:FinishPlayerTurn(0)\n\treturn\nend\nif self:IsReserveSelecting() == true then\n\tself:Toast(\"예약할 카드를 먼저 선택하세요\")\n\treturn\nend\nif self:ShouldOfferRetain() == true then\n\tself:BeginRetainSelection()\n\treturn\nend\nself:FinishPlayerTurn(0)", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -1820,7 +1958,7 @@ "Name": "retainSlot" } ], - "Code": "self.RetainSelectActive = false\nself:UpdateDiscardPrompt()\nlocal burn = 0\nfor bi = 1, #self.Hand do\n\tlocal hc = self.Cards[self.Hand[bi]]\n\tif hc ~= nil and hc.endTurnDamage ~= nil then burn = burn + hc.endTurnDamage end\nend\nif burn > 0 then\n\tself.PlayerHp = self.PlayerHp - burn\n\tif self.PlayerHp < 0 then self.PlayerHp = 0 end\n\tself:ShowPlayerDmgPop(burn)\n\tself:RenderCombat()\nend\nlocal kept = {}\nfor i = 1, #self.Hand do\n\tlocal cardId = self.Hand[i]\n\tlocal c = self.Cards[cardId]\n\tif c ~= nil and (c.retain == true or i == retainSlot) then\n\t\ttable.insert(kept, cardId)\n\telse\n\t\ttable.insert(self.DiscardPile, cardId)\n\tend\nend\nself.Hand = kept\nif self.PlayerWeak > 0 then self.PlayerWeak = self.PlayerWeak - 1 end\nif self.PlayerVuln > 0 then self.PlayerVuln = self.PlayerVuln - 1 end\nself:RenderHand(false)\nself:RenderPiles()\nself:EnemyTurn()", + "Code": "self.RetainSelectActive = false\nself.ReserveSelectActive = false\nself.NextTurnSelectCopies = 0\nself.NextTurnSelectPrompt = \"\"\nself:UpdateDiscardPrompt()\nlocal burn = 0\nfor bi = 1, #self.Hand do\n\tlocal hc = self.Cards[self.Hand[bi]]\n\tif hc ~= nil and hc.endTurnDamage ~= nil then burn = burn + hc.endTurnDamage end\nend\nif burn > 0 then\n\tself.PlayerHp = self.PlayerHp - burn\n\tif self.PlayerHp < 0 then self.PlayerHp = 0 end\n\tself:ShowPlayerDmgPop(burn)\n\tself:RenderCombat()\nend\nlocal kept = {}\nfor i = 1, #self.Hand do\n\tlocal cardId = self.Hand[i]\n\tlocal c = self.Cards[cardId]\n\tif c ~= nil and (c.retain == true or i == retainSlot) then\n\t\ttable.insert(kept, cardId)\n\telse\n\t\ttable.insert(self.DiscardPile, cardId)\n\tend\nend\nself.Hand = kept\nif self.PlayerWeak > 0 then self.PlayerWeak = self.PlayerWeak - 1 end\nif self.PlayerVuln > 0 then self.PlayerVuln = self.PlayerVuln - 1 end\nself:RenderHand(false)\nself:RenderPiles()\nself:EnemyTurn()", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2496,6 +2634,59 @@ "Attributes": [], "Name": "AddCardBlock" }, + { + "Return": { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "slot" + } + ], + "Code": "if self.Hand == nil then\n\treturn 0\nend\nlocal n = 0\nfor i = 1, #self.Hand do\n\tif i ~= slot then\n\t\tlocal hc = self.Cards[self.Hand[i]]\n\t\tif hc ~= nil and hc.kind == \"Skill\" then\n\t\t\tn = n + 1\n\t\tend\n\tend\nend\nreturn n", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "CountOtherHandSkills" + }, + { + "Return": { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "slot" + }, + { + "Type": "any", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "c" + } + ], + "Code": "local base2 = c.damage or 0\nlocal otherHand = 0\nif self.Hand ~= nil then\n\totherHand = #self.Hand - 1\n\tif otherHand < 0 then otherHand = 0 end\nend\nif c.damagePerOtherHandCard ~= nil then\n\tbase2 = base2 + otherHand * c.damagePerOtherHandCard\nend\nif c.damagePerAttackPlayedThisTurn ~= nil then\n\tbase2 = base2 + (self.TurnAttackCardsPlayed or 0) * c.damagePerAttackPlayedThisTurn\nend\nif c.damagePerDiscardedThisTurn ~= nil then\n\tbase2 = base2 + (self.TurnDiscardedCards or 0) * c.damagePerDiscardedThisTurn\nend\nif c.damagePerSkillInHand ~= nil then\n\tbase2 = base2 + self:CountOtherHandSkills(slot) * c.damagePerSkillInHand\nend\nif base2 < 0 then\n\tbase2 = 0\nend\nreturn base2", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "AttackBaseForCard" + }, { "Return": { "Type": "number", @@ -2513,7 +2704,7 @@ "Name": "base" } ], - "Code": "local base2 = base\nself.FightAttackCount = self.FightAttackCount + 1\nif self.FightAttackCount == 1 and self:HasRelic(\"akabeko\") then\n\tbase2 = base2 + 8\nend\nlocal dmg = base2 + self.PlayerStr\nif self:HasRelic(\"penNib\") and self.FightAttackCount % 10 == 0 then\n\tdmg = dmg * 2\nend\nif self.PlayerWeak > 0 then\n\tdmg = math.floor(dmg * 0.75)\nend\nif dmg > 0 and dmg < 5 and self:HasRelic(\"boot\") then\n\tdmg = 5\nend\nif dmg < 0 then\n\tdmg = 0\nend\nreturn dmg", + "Code": "local base2 = base\nself.FightAttackCount = self.FightAttackCount + 1\nif self.FightAttackCount == 1 and self:HasRelic(\"akabeko\") then\n\tbase2 = base2 + 8\nend\nlocal dmg = base2 + self.PlayerStr\nif self:HasRelic(\"penNib\") and self.FightAttackCount % 10 == 0 then\n\tdmg = dmg * 2\nend\nif self.PlayerWeak > 0 then\n\tdmg = math.floor(dmg * 0.75)\nend\nif self.TurnAttackMultiplier ~= nil and self.TurnAttackMultiplier > 1 then\n\tdmg = dmg * self.TurnAttackMultiplier\nend\nif dmg > 0 and dmg < 5 and self:HasRelic(\"boot\") then\n\tdmg = 5\nend\nif dmg < 0 then\n\tdmg = 0\nend\nreturn dmg", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2535,6 +2726,66 @@ "Attributes": [], "Name": "cardId" }, + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "amount" + } + ], + "Code": "if cardId == nil or cardId == \"\" or amount == nil or amount <= 0 then\n\treturn\nend\nif self.NextTurnAddCards == nil then\n\tself.NextTurnAddCards = {}\nend\nfor i = 1, #self.NextTurnAddCards do\n\tlocal entry = self.NextTurnAddCards[i]\n\tif entry ~= nil and entry.cardId == cardId then\n\t\tentry.amount = (entry.amount or 0) + amount\n\t\treturn\n\tend\nend\ntable.insert(self.NextTurnAddCards, { cardId = cardId, amount = amount })", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "QueueNextTurnAddCard" + }, + { + "Return": { + "Type": "void", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "any", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "c" + } + ], + "Code": "if c == nil then\n\treturn\nend\nif c.nextTurnBlock ~= nil then\n\tself.NextTurnBlock = (self.NextTurnBlock or 0) + c.nextTurnBlock\nend\nif c.nextTurnDraw ~= nil then\n\tself.NextTurnDraw = (self.NextTurnDraw or 0) + c.nextTurnDraw\nend\nif c.nextTurnKeepBlock == true then\n\tself.NextTurnKeepBlock = true\nend\nif c.nextTurnAttackMultiplier ~= nil and c.nextTurnAttackMultiplier > 0 then\n\tlocal cur = self.NextTurnAttackMultiplier or 1\n\tself.NextTurnAttackMultiplier = cur * c.nextTurnAttackMultiplier\nend", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "QueueNextTurnEffects" + }, + { + "Return": { + "Type": "void", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "string", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "cardId" + }, + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "slot" + }, { "Type": "any", "DefaultValue": null, @@ -2550,7 +2801,7 @@ "Name": "free" } ], - "Code": "if c == nil then\n\treturn\nend\nif c.kind == \"Attack\" then\n\tif c.damage ~= nil then\n\t\tself:PlayerAttackMotion()\n\t\tlocal total = 0\n\t\tlocal hitN = c.hits or 1\n\t\tfor h = 1, hitN do\n\t\t\ttotal = total + self:CalcPlayerAttack(c.damage)\n\t\tend\n\t\tif c.aoe == true then\n\t\t\tself:PlayAoeFx(c.fx or c.image, total)\n\t\telse\n\t\t\tself:PlayAttackFx(self.TargetIndex, c.fx or c.image, total, c.pierce == true)\n\t\tend\n\tend\n\tif c.block ~= nil then\n\t\tself:AddCardBlock(c.block)\n\tend\n\tif free ~= true then\n\t\tself:ApplyRelics(\"cardPlayed\")\n\tend\nelseif c.kind == \"Skill\" then\n\tif c.block ~= nil then\n\t\tself:AddCardBlock(c.block)\n\tend\nelseif c.kind == \"Power\" then\n\tif free ~= true then\n\t\ttable.insert(self.PlayerPowers, cardId)\n\tend\nend\nif c.strength ~= nil then\n\tself.PlayerStr = self.PlayerStr + c.strength\nend\nif c.dex ~= nil then\n\tself.PlayerDex = self.PlayerDex + c.dex\nend\nif c.thorns ~= nil then\n\tself.PlayerThorns = self.PlayerThorns + c.thorns\nend\nif c.selfVuln ~= nil then\n\tself.PlayerVuln = self.PlayerVuln + c.selfVuln\nend\nif c.heal ~= nil then\n\tself.PlayerHp = math.min(self.PlayerHp + c.heal, self.PlayerMaxHp)\nend\nif c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil then\n\tlocal tm = self.Monsters[self.TargetIndex]\n\tif tm == nil or tm.alive ~= true then\n\t\tfor i = 1, #self.Monsters do\n\t\t\tif self.Monsters[i].alive == true then tm = self.Monsters[i]; self.TargetIndex = i; break end\n\t\tend\n\tend\n\tif tm ~= nil and tm.alive == true then\n\t\tif c.weak ~= nil then tm.weak = tm.weak + c.weak end\n\t\tif c.poison ~= nil then tm.poison = (tm.poison or 0) + c.poison end\n\t\tif c.vuln ~= nil then\n\t\t\ttm.vuln = tm.vuln + c.vuln\n\t\t\tif self:HasRelic(\"championBelt\") then\n\t\t\t\ttm.weak = tm.weak + 1\n\t\t\tend\n\t\tend\n\tend\nend\nif c.draw ~= nil then\n\tself:DrawCards(c.draw, true)\nend\nif c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then\n\tself:AddCardsToHand(\"Shiv\", c.addShiv)\nend", + "Code": "if c == nil then\n\treturn\nend\nif c.kind == \"Attack\" then\n\tif c.damage ~= nil then\n\t\tself:PlayerAttackMotion()\n\t\tlocal baseDmg = self:AttackBaseForCard(slot, c)\n\t\tlocal total = 0\n\t\tlocal hitN = c.hits or 1\n\t\tif c.otherHandAtLeast ~= nil and c.bonusHitsWhenOtherHandAtLeast ~= nil then\n\t\t\tlocal otherHand = 0\n\t\t\tif self.Hand ~= nil then\n\t\t\t\totherHand = #self.Hand - 1\n\t\t\t\tif otherHand < 0 then otherHand = 0 end\n\t\t\tend\n\t\t\tif otherHand >= c.otherHandAtLeast then\n\t\t\t\thitN = hitN + c.bonusHitsWhenOtherHandAtLeast\n\t\t\tend\n\t\tend\n\t\tfor h = 1, hitN do\n\t\t\ttotal = total + self:CalcPlayerAttack(baseDmg)\n\t\tend\n\t\tif c.aoe == true then\n\t\t\tself:PlayAoeFx(c.fx or c.image, total)\n\t\telse\n\t\t\tself:PlayAttackFx(self.TargetIndex, c.fx or c.image, total, c.pierce == true)\n\t\tend\n\tend\n\tif c.block ~= nil then\n\t\tself:AddCardBlock(c.block)\n\tend\n\tif free ~= true then\n\t\tself:ApplyRelics(\"cardPlayed\")\n\tend\nelseif c.kind == \"Skill\" then\n\tif c.block ~= nil then\n\t\tself:AddCardBlock(c.block)\n\tend\nelseif c.kind == \"Power\" then\n\tif free ~= true then\n\t\ttable.insert(self.PlayerPowers, cardId)\n\tend\nend\nif c.strength ~= nil then\n\tself.PlayerStr = self.PlayerStr + c.strength\nend\nif c.dex ~= nil then\n\tself.PlayerDex = self.PlayerDex + c.dex\nend\nif c.thorns ~= nil then\n\tself.PlayerThorns = self.PlayerThorns + c.thorns\nend\nif c.selfVuln ~= nil then\n\tself.PlayerVuln = self.PlayerVuln + c.selfVuln\nend\nif c.heal ~= nil then\n\tself.PlayerHp = math.min(self.PlayerHp + c.heal, self.PlayerMaxHp)\nend\nif c.gainEnergy ~= nil and c.gainEnergy ~= 0 then\n\tself.Energy = self.Energy + c.gainEnergy\nend\nself:QueueNextTurnEffects(c)\nif c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil then\n\tlocal tm = self.Monsters[self.TargetIndex]\n\tif tm == nil or tm.alive ~= true then\n\t\tfor i = 1, #self.Monsters do\n\t\t\tif self.Monsters[i].alive == true then tm = self.Monsters[i]; self.TargetIndex = i; break end\n\t\tend\n\tend\n\tif tm ~= nil and tm.alive == true then\n\t\tif c.weak ~= nil then tm.weak = tm.weak + c.weak end\n\t\tif c.poison ~= nil then tm.poison = (tm.poison or 0) + c.poison end\n\t\tif c.vuln ~= nil then\n\t\t\ttm.vuln = tm.vuln + c.vuln\n\t\t\tif self:HasRelic(\"championBelt\") then\n\t\t\t\ttm.weak = tm.weak + 1\n\t\t\tend\n\t\tend\n\tend\nend\nif c.draw ~= nil then\n\tself:DrawCards(c.draw, true)\nend\nif c.drawUntilHandSize ~= nil and c.drawUntilHandSize > 0 then\n\tlocal currentHand = 0\n\tif self.Hand ~= nil then\n\t\tcurrentHand = #self.Hand\n\t\tif slot ~= nil and slot > 0 and self.Hand[slot] == cardId then\n\t\t\tcurrentHand = currentHand - 1\n\t\tend\n\tend\n\tlocal need = c.drawUntilHandSize - currentHand\n\tif need > 0 then\n\t\tself:DrawCards(need, true)\n\tend\nend\nif c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then\n\tself:AddCardsToHand(\"Shiv\", c.addShiv)\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2573,7 +2824,7 @@ "Name": "cardId" } ], - "Code": "local c = self.Cards[cardId]\nif c == nil or c.sly ~= true then\n\treturn\nend\nself:Toast(\"교활 발동: \" .. c.name)\nself:ResolveCardEffects(cardId, c, true)", + "Code": "local c = self.Cards[cardId]\nif c == nil or c.sly ~= true then\n\treturn\nend\nself:Toast(\"교활 발동: \" .. c.name)\nself:ResolveCardEffects(cardId, 0, c, true)", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2610,7 +2861,7 @@ "Name": "animate" } ], - "Code": "if self.Hand == nil then\n\treturn\nend\nlocal cardId = self.Hand[slot]\nif cardId == nil then\n\treturn\nend\nlocal startX = self:GetHandSlotX(slot)\ntable.remove(self.Hand, slot)\ntable.insert(self.DiscardPile, cardId)\nif triggerSly == true then\n\tself:TriggerSly(cardId)\nend\nif animate == true then\n\tself:AnimateDiscardCards({ cardId }, { startX }, { slot })\nend", + "Code": "if self.Hand == nil then\n\treturn\nend\nlocal cardId = self.Hand[slot]\nif cardId == nil then\n\treturn\nend\nlocal startX = self:GetHandSlotX(slot)\ntable.remove(self.Hand, slot)\ntable.insert(self.DiscardPile, cardId)\nself.TurnDiscardedCards = (self.TurnDiscardedCards or 0) + 1\nif triggerSly == true then\n\tself:TriggerSly(cardId)\nend\nif animate == true then\n\tself:AnimateDiscardCards({ cardId }, { startX }, { slot })\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2646,6 +2897,21 @@ "Attributes": [], "Name": "IsRetainSelecting" }, + { + "Return": { + "Type": "boolean", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [], + "Code": "return self.ReserveSelectActive == true", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "IsReserveSelecting" + }, { "Return": { "Type": "void", @@ -2655,7 +2921,7 @@ "Name": null }, "Arguments": [], - "Code": "local e = _EntityService:GetEntityByPath(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\")\nif e == nil then\n\treturn\nend\nif self:IsDiscardSelecting() == true then\n\tlocal picked = self.DiscardSelectTotal - self.DiscardSelectRemaining\n\tself:SetText(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", \"버릴 카드 선택 \" .. self:FormatNumber(picked + 1) .. \"/\" .. self:FormatNumber(self.DiscardSelectTotal))\n\te.Enable = true\nelseif self:IsRetainSelecting() == true then\n\tself:SetText(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", \"보존할 카드 선택 (턴 종료: 건너뛰기)\")\n\te.Enable = true\nelse\n\te.Enable = false\nend", + "Code": "local e = _EntityService:GetEntityByPath(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\")\nif e == nil then\n\treturn\nend\nif self:IsDiscardSelecting() == true then\n\tlocal picked = self.DiscardSelectTotal - self.DiscardSelectRemaining\n\tself:SetText(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", \"버릴 카드 선택 \" .. self:FormatNumber(picked + 1) .. \"/\" .. self:FormatNumber(self.DiscardSelectTotal))\n\te.Enable = true\nelseif self:IsRetainSelecting() == true then\n\tself:SetText(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", \"보존할 카드 선택 (턴 종료: 건너뛰기)\")\n\te.Enable = true\nelseif self:IsReserveSelecting() == true then\n\tlocal msg = self.NextTurnSelectPrompt or \"\"\n\tif msg == \"\" then\n\t\tmsg = \"다음 턴에 예약할 카드를 선택하세요\"\n\tend\n\tself:SetText(\"/ui/RunUIGroup/CombatHud/DiscardPrompt\", msg)\n\te.Enable = true\nelse\n\te.Enable = false\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2678,12 +2944,58 @@ "Name": "c" } ], - "Code": "if c == nil or self.Hand == nil then\n\treturn false\nend\nif c.discardAll == true then\n\treturn self:AutoDiscardHand(c)\nend\nlocal n = 0\nif c.discard ~= nil then\n\tn = math.min(c.discard, #self.Hand)\nend\nif n <= 0 then\n\treturn false\nend\nself.DiscardSelectRemaining = n\nself.DiscardSelectTotal = n\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nif c.addShiv ~= nil then\n\tself.DiscardPostShiv = c.addShiv\nend\nif c.addShivPerDiscard == true then\n\tself.DiscardShivPerPick = 1\nend\nself:UpdateDiscardPrompt()\nself:Toast(\"버릴 카드를 선택하세요\")\nreturn true", + "Code": "if c == nil or self.Hand == nil then\n\treturn false\nend\nif c.discardAll == true then\n\treturn self:AutoDiscardHand(c)\nend\nlocal n = 0\nif c.discard ~= nil then\n\tn = math.min(c.discard, #self.Hand)\nend\nif n <= 0 then\n\treturn false\nend\nself.DiscardSelectRemaining = n\nself.DiscardSelectTotal = n\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself.DiscardPostDraw = 0\nself.DiscardDrawPerPick = 0\nif c.addShiv ~= nil then\n\tself.DiscardPostShiv = c.addShiv\nend\nif c.addShivPerDiscard == true then\n\tself.DiscardShivPerPick = 1\nend\nif c.drawPerDiscarded ~= nil and c.drawPerDiscarded > 0 then\n\tself.DiscardDrawPerPick = c.drawPerDiscarded\nend\nself:UpdateDiscardPrompt()\nself:Toast(\"버릴 카드를 선택하세요\")\nreturn true", "Scope": 2, "ExecSpace": 6, "Attributes": [], "Name": "BeginDiscardSelection" }, + { + "Return": { + "Type": "boolean", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "any", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "c" + } + ], + "Code": "if c == nil or c.nextTurnSelectHandCard ~= true or c.nextTurnCopies == nil or c.nextTurnCopies <= 0 then\n\treturn false\nend\nif self.Hand == nil or #self.Hand <= 0 then\n\treturn false\nend\nself.ReserveSelectActive = true\nself.NextTurnSelectCopies = c.nextTurnCopies\nself.NextTurnSelectPrompt = c.nextTurnSelectPrompt or \"\"\nself:UpdateDiscardPrompt()\nself:Toast(\"예약할 카드를 선택하세요\")\nself:RenderHand(false)\nreturn true", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "BeginReserveSelection" + }, + { + "Return": { + "Type": "boolean", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "slot" + } + ], + "Code": "if self:IsReserveSelecting() ~= true then\n\treturn false\nend\nif self.Hand == nil or self.Hand[slot] == nil then\n\treturn true\nend\nlocal cardId = self.Hand[slot]\nlocal amount = self.NextTurnSelectCopies or 0\nself.ReserveSelectActive = false\nself.NextTurnSelectCopies = 0\nself.NextTurnSelectPrompt = \"\"\nself:UpdateDiscardPrompt()\nif amount > 0 and cardId ~= nil then\n\tself:QueueNextTurnAddCard(cardId, amount)\n\tlocal label = cardId\n\tif self.Cards[cardId] ~= nil and self.Cards[cardId].name ~= nil then\n\t\tlabel = self.Cards[cardId].name\n\tend\n\tself:Toast(\"다음 턴 예약: \" .. label .. \" \" .. self:FormatNumber(amount) .. \"장\")\nend\nself:RenderPiles()\nself:RenderCombat()\nreturn true", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "SelectReserveSlot" + }, { "Return": { "Type": "boolean", @@ -2724,7 +3036,7 @@ "Name": "c" } ], - "Code": "if c == nil or self.Hand == nil or #self.Hand <= 0 then\n\treturn false\nend\nlocal cardIds = {}\nlocal startXs = {}\nlocal slots = {}\nlocal n = #self.Hand\nfor i = 1, n do\n\tlocal cardId = self.Hand[i]\n\ttable.insert(cardIds, cardId)\n\ttable.insert(startXs, self:GetHandSlotX(i))\n\ttable.insert(slots, i)\n\ttable.insert(self.DiscardPile, cardId)\nend\nself.Hand = {}\nlocal shivCount = 0\nif c.addShiv ~= nil then shivCount = shivCount + c.addShiv end\nif c.addShivPerDiscard == true then shivCount = shivCount + n end\nself.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself:UpdateDiscardPrompt()\nself:AnimateDiscardCards(cardIds, startXs, slots)\nfor i = 1, #cardIds do\n\tself:TriggerSly(cardIds[i])\nend\nself:RenderPiles()\nself:RenderCombat()\n_TimerService:SetTimerOnce(function()\n\tif shivCount > 0 then\n\t\tself:AddCardsToHand(\"Shiv\", shivCount)\n\telse\n\t\tself:RenderHand(false)\n\t\tself:RenderPiles()\n\tend\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend, 0.22)\nreturn true", + "Code": "if c == nil or self.Hand == nil or #self.Hand <= 0 then\n\treturn false\nend\nlocal cardIds = {}\nlocal startXs = {}\nlocal slots = {}\nlocal n = #self.Hand\nfor i = 1, n do\n\tlocal cardId = self.Hand[i]\n\ttable.insert(cardIds, cardId)\n\ttable.insert(startXs, self:GetHandSlotX(i))\n\ttable.insert(slots, i)\n\ttable.insert(self.DiscardPile, cardId)\n\tself.TurnDiscardedCards = (self.TurnDiscardedCards or 0) + 1\nend\nself.Hand = {}\nlocal shivCount = 0\nif c.addShiv ~= nil then shivCount = shivCount + c.addShiv end\nif c.addShivPerDiscard == true then shivCount = shivCount + n end\nself.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself.DiscardPostDraw = 0\nself.DiscardDrawPerPick = 0\nself:UpdateDiscardPrompt()\nself:AnimateDiscardCards(cardIds, startXs, slots)\nfor i = 1, #cardIds do\n\tself:TriggerSly(cardIds[i])\nend\nself:RenderPiles()\nself:RenderCombat()\n_TimerService:SetTimerOnce(function()\n\tif shivCount > 0 then\n\t\tself:AddCardsToHand(\"Shiv\", shivCount)\n\telse\n\t\tself:RenderHand(false)\n\t\tself:RenderPiles()\n\tend\n\tif c.drawPerDiscarded ~= nil and c.drawPerDiscarded > 0 then\n\t\tself:DrawCards(n * c.drawPerDiscarded, true)\n\tend\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend, 0.22)\nreturn true", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2747,7 +3059,7 @@ "Name": "delayRender" } ], - "Code": "self.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nlocal shivCount = self.DiscardPostShiv or 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself:UpdateDiscardPrompt()\nlocal finish = function()\n\tif shivCount > 0 then\n\t\tself:AddCardsToHand(\"Shiv\", shivCount)\n\telse\n\t\tself:RenderHand(false)\n\t\tself:RenderPiles()\n\tend\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend\nif delayRender == true then\n\t_TimerService:SetTimerOnce(finish, 0.22)\nelse\n\tfinish()\nend", + "Code": "self.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nlocal shivCount = self.DiscardPostShiv or 0\nlocal drawCount = self.DiscardPostDraw or 0\nself.DiscardPostShiv = 0\nself.DiscardPostDraw = 0\nself.DiscardShivPerPick = 0\nself.DiscardDrawPerPick = 0\nself:UpdateDiscardPrompt()\nlocal finish = function()\n\tif shivCount > 0 then\n\t\tself:AddCardsToHand(\"Shiv\", shivCount)\n\telse\n\t\tself:RenderHand(false)\n\t\tself:RenderPiles()\n\tend\n\tif drawCount > 0 then\n\t\tself:DrawCards(drawCount, true)\n\tend\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend\nif delayRender == true then\n\t_TimerService:SetTimerOnce(finish, 0.22)\nelse\n\tfinish()\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2770,12 +3082,35 @@ "Name": "slot" } ], - "Code": "if self:IsDiscardSelecting() ~= true then\n\treturn false\nend\nif self.Hand == nil or self.Hand[slot] == nil then\n\treturn true\nend\nlocal discarded = self.Hand[slot]\nself:DiscardHandCard(slot, true, true)\nif discarded ~= nil and self.DiscardShivPerPick ~= nil and self.DiscardShivPerPick > 0 then\n\tself.DiscardPostShiv = (self.DiscardPostShiv or 0) + self.DiscardShivPerPick\nend\nself.DiscardSelectRemaining = self.DiscardSelectRemaining - 1\nif self.DiscardSelectRemaining <= 0 or #self.Hand <= 0 then\n\tself:FinishDiscardSelection(true)\nelse\n\tself:UpdateDiscardPrompt()\n\tself:RenderPiles()\n\tself:RenderCombat()\n\t_TimerService:SetTimerOnce(function() self:RenderHand(false) end, 0.22)\nend\nreturn true", + "Code": "if self:IsDiscardSelecting() ~= true then\n\treturn false\nend\nif self.Hand == nil or self.Hand[slot] == nil then\n\treturn true\nend\nlocal discarded = self.Hand[slot]\nself:DiscardHandCard(slot, true, true)\nif discarded ~= nil and self.DiscardShivPerPick ~= nil and self.DiscardShivPerPick > 0 then\n\tself.DiscardPostShiv = (self.DiscardPostShiv or 0) + self.DiscardShivPerPick\nend\nif discarded ~= nil and self.DiscardDrawPerPick ~= nil and self.DiscardDrawPerPick > 0 then\n\tself.DiscardPostDraw = (self.DiscardPostDraw or 0) + self.DiscardDrawPerPick\nend\nself.DiscardSelectRemaining = self.DiscardSelectRemaining - 1\nif self.DiscardSelectRemaining <= 0 or #self.Hand <= 0 then\n\tself:FinishDiscardSelection(true)\nelse\n\tself:UpdateDiscardPrompt()\n\tself:RenderPiles()\n\tself:RenderCombat()\n\t_TimerService:SetTimerOnce(function() self:RenderHand(false) end, 0.22)\nend\nreturn true", "Scope": 2, "ExecSpace": 6, "Attributes": [], "Name": "SelectDiscardSlot" }, + { + "Return": { + "Type": "boolean", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "any", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "c" + } + ], + "Code": "if c == nil then\n\treturn false\nend\nif c.playableWhenDrawPileEmpty == true and self.DrawPile ~= nil and #self.DrawPile > 0 then\n\tself:Toast(\"뽑을 카드 더미가 비어 있을 때만 사용할 수 있습니다.\")\n\treturn false\nend\nreturn true", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "CanPlayCardNow" + }, { "Return": { "Type": "void", @@ -2793,7 +3128,7 @@ "Name": "slot" } ], - "Code": "if self:IsDiscardSelecting() == true then\n\tself:SelectDiscardSlot(slot)\n\treturn\nend\nif self:IsRetainSelecting() == true then\n\tself:SelectRetainSlot(slot)\n\treturn\nend\nif self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then\n\treturn\nend\nif self.Hand == nil then\n\treturn\nend\nlocal cardId = self.Hand[slot]\nif cardId == nil then\n\treturn\nend\nlocal c = self.Cards[cardId]\nif c == nil then\n\treturn\nend\nif c.unplayable == true then\n\tself:Toast(\"사용할 수 없는 카드입니다\")\n\treturn\nend\nif self.Energy < c.cost then\n\tself:Toast(\"에너지가 부족합니다\")\n\treturn\nend\nself.Energy = self.Energy - c.cost\nself:ResolveCardEffects(cardId, c, false)\ntable.remove(self.Hand, slot)\nif c.exhaust == true then\n\tif self.ExhaustPile == nil then self.ExhaustPile = {} end\n\ttable.insert(self.ExhaustPile, cardId)\nelseif c.kind ~= \"Power\" then\n\ttable.insert(self.DiscardPile, cardId)\nend\nself:RenderHand(false)\nself:RenderPiles()\nself:RenderCombat()\nif self:BeginDiscardSelection(c) == true then\n\treturn\nend\nself:RenderHand(false)\nself:RenderPiles()\nself:RenderCombat()\nself:CheckCombatEnd()", + "Code": "if self:IsDiscardSelecting() == true then\n\tself:SelectDiscardSlot(slot)\n\treturn\nend\nif self:IsRetainSelecting() == true then\n\tself:SelectRetainSlot(slot)\n\treturn\nend\nif self:IsReserveSelecting() == true then\n\tself:SelectReserveSlot(slot)\n\treturn\nend\nif self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then\n\treturn\nend\nif self.Hand == nil then\n\treturn\nend\nlocal cardId = self.Hand[slot]\nif cardId == nil then\n\treturn\nend\nlocal c = self.Cards[cardId]\nif c == nil then\n\treturn\nend\nif c.unplayable == true then\n\tself:Toast(\"사용할 수 없는 카드입니다\")\n\treturn\nend\nif self:CanPlayCardNow(c) ~= true then\n\treturn\nend\nif self.Energy < c.cost then\n\tself:Toast(\"에너지가 부족합니다\")\n\treturn\nend\nself.Energy = self.Energy - c.cost\nself:ResolveCardEffects(cardId, slot, c, false)\nif c.kind == \"Attack\" then\n\tself.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1\nend\nif self:HasPowerField(\"cardPlayedBlock\") == true then\n\tself:AddCardBlock(self:AddPowerFieldTotal(\"cardPlayedBlock\"))\nend\ntable.remove(self.Hand, slot)\nif c.exhaust == true then\n\tif self.ExhaustPile == nil then self.ExhaustPile = {} end\n\ttable.insert(self.ExhaustPile, cardId)\nelseif c.kind ~= \"Power\" then\n\ttable.insert(self.DiscardPile, cardId)\nend\nself:RenderHand(false)\nself:RenderPiles()\nself:RenderCombat()\nif self:BeginDiscardSelection(c) == true then\n\treturn\nend\nif self:BeginReserveSelection(c) == true then\n\treturn\nend\nself:RenderHand(false)\nself:RenderPiles()\nself:RenderCombat()\nself:CheckCombatEnd()", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2816,7 +3151,7 @@ "Name": "slot" } ], - "Code": "if self:IsDiscardSelecting() == true then\n\tself:SelectDiscardSlot(slot)\nelseif self:IsRetainSelecting() == true then\n\tself:SelectRetainSlot(slot)\nend", + "Code": "if self:IsDiscardSelecting() == true then\n\tself:SelectDiscardSlot(slot)\nelseif self:IsRetainSelecting() == true then\n\tself:SelectRetainSlot(slot)\nelseif self:IsReserveSelecting() == true then\n\tself:SelectReserveSlot(slot)\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2967,7 +3302,7 @@ "Name": "touchPoint" } ], - "Code": "if self:IsDiscardSelecting() == true then\n\tself:SelectDiscardSlot(slot)\n\treturn\nend\nif self:IsRetainSelecting() == true then\n\tself:SelectRetainSlot(slot)\n\treturn\nend\nif self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then\n\treturn\nend\nlocal cardId = self.Hand[slot]\nif cardId == nil then\n\treturn\nend\nlocal c = self.Cards[cardId]\nif c == nil then\n\treturn\nend\nif c.kind == \"Attack\" then\n\tlocal best = self.DragTargetIndex or 0\n\tif best <= 0 then best = self:FindMonsterAtTouch(touchPoint) end\n\tself.DragTargetIndex = 0\n\tif best > 0 then\n\t\tself.TargetIndex = best\n\t\tself:PlayCard(slot)\n\t\tself:RenderTargetFrames()\n\telse\n\t\tself:RenderTargetFrames()\n\tend\nelse\n\tself.DragTargetIndex = 0\n\tself:RenderTargetFrames()\n\tlocal ui = _UILogic:ScreenToUIPosition(touchPoint)\n\tif ui.y > -180 then\n\t\tself:PlayCard(slot)\n\tend\nend", + "Code": "if self:IsDiscardSelecting() == true then\n\tself:SelectDiscardSlot(slot)\n\treturn\nend\nif self:IsRetainSelecting() == true then\n\tself:SelectRetainSlot(slot)\n\treturn\nend\nif self:IsReserveSelecting() == true then\n\tself:SelectReserveSlot(slot)\n\treturn\nend\nif self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then\n\treturn\nend\nlocal cardId = self.Hand[slot]\nif cardId == nil then\n\treturn\nend\nlocal c = self.Cards[cardId]\nif c == nil then\n\treturn\nend\nif c.kind == \"Attack\" then\n\tlocal best = self.DragTargetIndex or 0\n\tif best <= 0 then best = self:FindMonsterAtTouch(touchPoint) end\n\tself.DragTargetIndex = 0\n\tif best > 0 then\n\t\tself.TargetIndex = best\n\t\tself:PlayCard(slot)\n\t\tself:RenderTargetFrames()\n\telse\n\t\tself:RenderTargetFrames()\n\tend\nelse\n\tself.DragTargetIndex = 0\n\tself:RenderTargetFrames()\n\tlocal ui = _UILogic:ScreenToUIPosition(touchPoint)\n\tif ui.y > -180 then\n\t\tself:PlayCard(slot)\n\tend\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -3215,7 +3550,7 @@ "Name": null }, "Arguments": [], - "Code": "self.DrawPile = {}\nself.DiscardPile = {}\nself.ExhaustPile = {}\nself.Hand = {}\nself.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself.RetainSelectActive = false\nself:UpdateDiscardPrompt()\nself:RenderHand(false)\nself:RenderPiles()", + "Code": "self.DrawPile = {}\nself.DiscardPile = {}\nself.ExhaustPile = {}\nself.Hand = {}\nself.DiscardSelectRemaining = 0\nself.DiscardSelectTotal = 0\nself.DiscardPostShiv = 0\nself.DiscardShivPerPick = 0\nself.RetainSelectActive = false\nself.TurnAttackCardsPlayed = 0\nself.TurnDiscardedCards = 0\nself.ReserveSelectActive = false\nself.NextTurnBlock = 0\nself.NextTurnDraw = 0\nself.NextTurnKeepBlock = false\nself.NextTurnAttackMultiplier = 1\nself.TurnAttackMultiplier = 1\nself.NextTurnSelectPrompt = \"\"\nself.NextTurnSelectCopies = 0\nself.NextTurnAddCards = {}\nself:UpdateDiscardPrompt()\nself:RenderHand(false)\nself:RenderPiles()", "Scope": 2, "ExecSpace": 6, "Attributes": [], diff --git a/data/cards.json b/data/cards.json index 5e74bd4..e0b0b1a 100644 --- a/data/cards.json +++ b/data/cards.json @@ -237,7 +237,8 @@ "kind": "Skill", "class": "magician", "block": 3, - "draw": 1, + "discardAll": true, + "drawPerDiscarded": 1, "desc": "방어도 3, 드로 1", "image": "7f70a9dc7e304433bb8121dd9c4df98b", "rarity": "normal" @@ -453,7 +454,7 @@ "class": "bandit", "rarity": "normal", "desc": "피해를 9 줍니다. 카드를 1장 뽑습니다. 카드를 1장 버립니다.", - "draw": 1, + "drawUntilHandSize": 6, "damage": 9, "discard": 1, "image": "1b0f2dc8abd0434990eee1befefcbe0d" @@ -499,6 +500,8 @@ "rarity": "normal", "desc": "피해를 7 줍니다. 손에 다른 카드가 5장 이상 있다면, 1번 추가로 적중합니다.", "damage": 7, + "otherHandAtLeast": 5, + "bonusHitsWhenOtherHandAtLeast": 1, "image": "92a5020c978c46bdabab910598118b86" }, "FlickFlack": { @@ -586,6 +589,7 @@ "rarity": "normal", "desc": "방어도를 4 얻습니다. 다음 턴에, 방어도를 4 얻습니다", "block": 4, + "nextTurnBlock": 4, "image": "91a2d1c16cb041549adbf1a0d7b1f37f" }, "PiercingWail": { @@ -658,6 +662,7 @@ "class": "bandit", "rarity": "unique", "desc": "선천성. 피해를 11 줍니다. 소멸.", + "innate": true, "damage": 11, "image": "b1360ed0c4b942309d240634b8f36872" }, @@ -669,6 +674,7 @@ "rarity": "unique", "desc": "피해를 13 줍니다. 손에 있는 다른 카드 1장당 피해량이 2 감소합니다.", "damage": 13, + "damagePerOtherHandCard": -2, "image": "92a5020c978c46bdabab910598118b86" }, "Finisher": { @@ -678,7 +684,8 @@ "class": "bandit", "rarity": "unique", "desc": "이번 턴에 사용한 공격 카드 1장당 피해를 6 줍니다.", - "damage": 6, + "damage": 0, + "damagePerAttackPlayedThisTurn": 6, "image": "b1360ed0c4b942309d240634b8f36872" }, "MementoMori": { @@ -689,6 +696,7 @@ "rarity": "unique", "desc": "피해를 9 줍니다. 이번 턴에 버린 카드 1장당 피해량이 4 증가합니다.", "damage": 9, + "damagePerDiscardedThisTurn": 4, "image": "0946f69d84464df29b24b94c744c868d" }, "Strangle": { @@ -708,7 +716,8 @@ "class": "bandit", "rarity": "unique", "desc": "손에 있는 스킬 카드 1장당 피해를 5 줍니다.", - "damage": 5, + "damage": 0, + "damagePerSkillInHand": 5, "image": "1b0f2dc8abd0434990eee1befefcbe0d" }, "Pounce": { @@ -739,7 +748,7 @@ "class": "bandit", "rarity": "unique", "desc": "피해를 15 줍니다. 다음 턴에, 카드를 2장 뽑습니다.", - "draw": 2, + "nextTurnDraw": 2, "damage": 15, "image": "b1360ed0c4b942309d240634b8f36872" }, @@ -760,8 +769,9 @@ "class": "bandit", "rarity": "unique", "desc": "손에 있는 모든 카드를 버린 뒤, 버린 카드의 수만큼 카드를 뽑습니다. 소멸.", - "draw": 1, - "image": "c1e19219745e44c39ae6ac2f77e347d9" + "image": "c1e19219745e44c39ae6ac2f77e347d9", + "discardAll": true, + "drawPerDiscarded": 1 }, "Expose": { "name": "들춰내기", @@ -833,8 +843,8 @@ "class": "bandit", "rarity": "unique", "desc": "손에 있는 카드가 6장이 될 때까지 카드를 뽑습니다.", - "draw": 1, - "image": "c1e19219745e44c39ae6ac2f77e347d9" + "image": "c1e19219745e44c39ae6ac2f77e347d9", + "drawUntilHandSize": 6 }, "BubbleBubble": { "name": "차오르는 독", @@ -854,6 +864,7 @@ "rarity": "unique", "desc": "방어도를 5 얻습니다. 다음 턴 시작 시 방어도가 사라지지 않습니다.", "block": 5, + "nextTurnKeepBlock": true, "image": "0946f69d84464df29b24b94c744c868d" }, "LegSweep": { @@ -916,8 +927,7 @@ "class": "bandit", "rarity": "unique", "desc": "교활. 을 얻습니다.", - "powerEffect": "energyPerTurn", - "value": 1, + "gainEnergy": 1, "sly": true, "image": "c1e19219745e44c39ae6ac2f77e347d9" }, @@ -1019,6 +1029,7 @@ "class": "bandit", "rarity": "legend", "desc": "뽑을 카드 더미에 카드가 없을 때만 사용할 수 있습니다. 모든 적에게 피해를 60 줍니다.", + "playableWhenDrawPileEmpty": true, "aoe": true, "damage": 60, "image": "dbdbb1b56ae54672ae68ac6882fff6a2" @@ -1030,6 +1041,7 @@ "class": "bandit", "rarity": "legend", "desc": "선천성. 피해를 10 줍니다. 취약을 1 부여합니다. 소멸.", + "innate": true, "vuln": 1, "damage": 10, "image": "b1360ed0c4b942309d240634b8f36872" @@ -1083,8 +1095,7 @@ "rarity": "legend", "desc": "를 얻습니다. 카드를 2장 뽑습니다. 소멸.", "draw": 2, - "powerEffect": "energyPerTurn", - "value": 1, + "gainEnergy": 1, "image": "91a2d1c16cb041549adbf1a0d7b1f37f" }, "StormOfSteel": { @@ -1105,7 +1116,7 @@ "class": "bandit", "rarity": "legend", "desc": "손에 있는 모든 카드를 버립니다. 다음 턴에, 공격 카드의 피해량이 2배가 됩니다.", - "draw": 1, + "nextTurnAttackMultiplier": 2, "discardAll": true, "image": "0946f69d84464df29b24b94c744c868d" }, @@ -1177,7 +1188,9 @@ "class": "bandit", "rarity": "legend", "desc": "카드를 1장 선택합니다. 다음 턴에, 그 카드의 복사본을 3장 손으로 가져옵니다. 소멸.", - "draw": 1, + "nextTurnCopies": 3, + "nextTurnSelectHandCard": true, + "nextTurnSelectPrompt": "복사할 카드를 선택하세요", "image": "0946f69d84464df29b24b94c744c868d" }, "ToolsOfTheTrade": { @@ -1187,10 +1200,8 @@ "class": "bandit", "rarity": "legend", "desc": "내 턴 시작 시, 카드를 1장 뽑고 카드를 1장 버립니다.", - "draw": 1, - "powerEffect": "energyPerTurn", - "value": 1, - "discard": 1, + "turnStartDraw": 1, + "turnStartDiscard": 1, "image": "c1e19219745e44c39ae6ac2f77e347d9" }, "Afterimage": { @@ -1200,10 +1211,8 @@ "class": "bandit", "rarity": "legend", "desc": "카드를 사용할 때마다, 방어도를 1 얻습니다.", - "block": 1, - "powerEffect": "blockPerTurn", - "value": 2, - "image": "0946f69d84464df29b24b94c744c868d" + "image": "0946f69d84464df29b24b94c744c868d", + "cardPlayedBlock": 1 }, "Accelerant": { "name": "촉진제", @@ -1293,6 +1302,7 @@ "class": "bandit", "rarity": "legend", "desc": "선천성. 피해를 11 줍니다. 약화를 3 부여합니다.", + "innate": true, "weak": 3, "damage": 11, "image": "b1360ed0c4b942309d240634b8f36872" diff --git a/docs/bandit-card-audit.md b/docs/bandit-card-audit.md new file mode 100644 index 0000000..3d999f4 --- /dev/null +++ b/docs/bandit-card-audit.md @@ -0,0 +1,106 @@ +# Bandit Card Audit + +`bandit` 카드의 구현 상태를 카드별로 정리한 문서입니다. + +상태 기준: + +- `구현됨`: 공용 필드와 공용 로직으로 처리됨 +- `부분구현`: 카드 설명의 일부만 맞음 +- `미구현`: 아직 전용 메커니즘이 없음 + +## 구현됨 + +`Neutralize`, `SilentStrike`, `Survivor`, `SilentDefend`, `Slice`, `DaggerSpray`, `DaggerThrow`, `PoisonedStab`, `SuckerPunch`, `LeadingStrike`, `FollowThrough`, `FlickFlack`, `Prepared`, `Deflect`, `BladeDance`, `Backflip`, `DodgeAndRoll`, `CloakAndDagger`, `DeadlyPoison`, `Snakebite`, `Untouchable`, `Backstab`, `PreciseCut`, `Finisher`, `MementoMori`, `Flechettes`, `Dash`, `Predator`, `CalculatedGamble`, `HiddenDaggers`, `Acrobatics`, `Blur`, `LegSweep`, `Reflex`, `Haze`, `Tactician`, `WellLaidPlans`, `InfiniteBlades`, `Footwork`, `GrandFinale`, `Adrenaline`, `ShadowStep`, `Assassinate`, `Nightmare`, `ToolsOfTheTrade`, `Afterimage`, `StormOfSteel`, `Abrasive`, `Suppress`, `Expertise` + +공용 메모: + +- `poison`, `innate`, `playableWhenDrawPileEmpty` 구현됨 +- `retain`, `sly`, `discard`, `discardAll`, `addShiv`, `addShivPerDiscard`, `turnStartShiv`, `retainOne` 구현됨 +- `turnStartDraw`, `turnStartDiscard` 구현됨 +- `nextTurnBlock`, `nextTurnDraw`, `nextTurnKeepBlock`, `nextTurnAttackMultiplier`, `nextTurnCopies`, `nextTurnSelectHandCard` 구현됨 +- `damagePerOtherHandCard`, `damagePerAttackPlayedThisTurn`, `damagePerDiscardedThisTurn`, `damagePerSkillInHand`, `otherHandAtLeast`, `bonusHitsWhenOtherHandAtLeast` 구현됨 +- `gainEnergy`, `drawUntilHandSize`, `drawPerDiscarded`, `cardPlayedBlock` 구현됨 + +## 부분구현 + +`Ricochet`: 무작위 적 4회 타격이 아니라 일반 분산 공격으로만 처리됨 + +`Anticipate`: 이번 턴 동안 민첩 2가 아니라 전투 전체 민첩 증가 + +`PiercingWail`: 이번 턴 적 공격 감소가 아니라 공용 약화/취약 계열만 적용 + +`Expose`: 방어도/인공물 제거는 없고 취약만 적용됨 + +`BubbleBubble`: 적이 독을 보유한 경우라는 조건이 아직 없음 + +`BouncingFlask`: 무작위 적 3번 분산 대신 단일 독 9 처리 + +## 미구현 + +`Skewer`: X코스트 연타 공격 + +`Outbreak`: 독 3번 부여 시 전체 피해 트리거 + +`Strangle`: 이번 턴 카드 사용마다 추가 피해 + +`Pounce`: 다음 스킬 카드 비용 0 + +`Pinpoint`: 이번 턴 스킬 사용 시 비용 감소 + +`EscapePlan`: 드로우한 카드가 스킬이면 방어도 3 + +`HandTrick`: 손패의 스킬 카드 하나에 교활 부여 + +`Mirage`: 모든 적의 독 총합만큼 방어 획득 + +`UpMySleeve`: 표창 생성 + 비용 감소 + +`NoxiousFumes`: 턴 시작 전체 적 독 부여 파워 + +`Accuracy`: 표창 피해 증가 파워 + +`PhantomBlades`: 표창 보존 + 첫 표창 강화 + +`Speedster`: 드로우할 때마다 전체 피해 + +`EchoingSlash`: 처치 시 반복 + +`TheHunt`: 처치 조건 보상 + +`Murder`: 이번 전투 동안 뽑은 카드 수 비례 피해 + +`Malaise`: X코스트 약화/피해 감소 + +`Shadowmeld`: 이번 턴 얻는 방어도 2배 + +`CorrosiveWave`: 드로우할 때마다 독 + +`BladeOfInk`: 전용 표창 생성 + +`Burst`: 다음 스킬 1회 추가 사용 + +`KnifeTrap`: 소멸된 표창 전부 사용 + +`BulletTime`: 드로우 금지 + 손패 무료 사용 + +`Accelerant`: 추가 독 발동 + +`Envenom`: 공격 적중 시 독 부여 + +`MasterPlanner`: 스킬 사용 시 교활 부여 + +`Tracking`: 약화된 적이 공격 피해를 2배로 받음 + +`FanOfKnives`: 표창이 모든 적 대상 + +`SerpentForm`: 카드 사용할 때마다 무작위 적에게 피해 + +`WraithForm`: 불가침 2 + 턴 종료 시 민첩 감소 + +## 다음 축 + +- 조건부 피해 +- 카드 사용 트리거 +- 비용/X코스트 +- 드로우 연동 파워 + diff --git a/docs/card-effect-fields.md b/docs/card-effect-fields.md new file mode 100644 index 0000000..7899c74 --- /dev/null +++ b/docs/card-effect-fields.md @@ -0,0 +1,84 @@ +# Card Effect Fields + +`data/cards.json`의 카드 효과를 공용 데이터 필드로 표현하는 기준 문서입니다. + +## 피해 수치 + +- `damage`: 기본 피해 +- `damagePerOtherHandCard`: 손패의 다른 카드 수만큼 피해 증감 +- `damagePerAttackPlayedThisTurn`: 이번 턴에 사용한 공격 카드 수만큼 피해 증감 +- `damagePerDiscardedThisTurn`: 이번 턴에 버린 카드 수만큼 피해 증감 +- `damagePerSkillInHand`: 손패의 스킬 카드 수만큼 피해 증감 +- `otherHandAtLeast`: 손패의 다른 카드가 이 수 이상일 때 조건 충족 +- `bonusHitsWhenOtherHandAtLeast`: 조건 충족 시 추가 적중 수 + +## 방어/상태 + +- `block`: 방어도 획득 +- `cardPlayedBlock`: 카드를 사용할 때마다 방어도 획득 +- `hits`: 다단히트 횟수 +- `aoe`: 모든 적 대상 +- `pierce`: 방어도 무시 +- `draw`: 즉시 드로우 +- `drawUntilHandSize`: 손패가 지정 장수에 도달할 때까지 드로우 +- `heal`: 즉시 회복 +- `gainEnergy`: 즉시 에너지 획득 +- `strength`: 힘 획득 +- `dex`: 민첩 획득 +- `thorns`: 가시 획득 +- `selfVuln`: 자신에게 취약 부여 + +## 상태이상 + +- `weak`: 약화 부여 +- `vuln`: 취약 부여 +- `poison`: 중독 부여 + +`poison`은 적 턴 시작 시 피해를 주고 1 감소합니다. + +## 드로우/버리기 + +- `discard`: 손패에서 지정 장수 버리기 +- `discardAll`: 손패 전부 버리기 +- `drawPerDiscarded`: 버린 카드 1장당 추가 드로우 +- `addShiv`: 표창 생성 +- `addShivPerDiscard`: 버린 장수만큼 표창 생성 +- `sly`: 버려질 때 교활 발동 +- `retain`: 턴 종료 시 해당 카드 보존 + +## 파워/턴 효과 + +- `powerEffect: "strengthPerTurn"` +- `powerEffect: "energyPerTurn"` +- `powerEffect: "blockPerTurn"` +- `powerEffect: "retainOne"` +- `turnStartShiv`: 턴 시작 시 표창 생성 +- `turnStartDraw`: 턴 시작 시 추가 드로우 +- `turnStartDiscard`: 턴 시작 시 카드 버리기 + +## 다음 턴 예약 + +- `nextTurnBlock`: 다음 턴 시작 시 방어도 획득 +- `nextTurnDraw`: 다음 턴 시작 시 추가 드로우 +- `nextTurnKeepBlock`: 다음 턴 시작 시 기존 방어도 유지 +- `nextTurnAttackMultiplier`: 다음 턴 공격 피해 배수 +- `nextTurnCopies`: 다음 턴에 손패에서 가져올 복사본 수 +- `nextTurnSelectHandCard`: 현재 손패에서 카드 1장 선택 +- `nextTurnSelectPrompt`: 선택 UI 문구 + +## 기타 + +- `innate`: 전투 시작 시 첫 손패에 우선 진입 +- `playableWhenDrawPileEmpty`: 뽑을 카드 더미가 비었을 때만 사용 가능 +- `exhaust`: 사용 후 소멸 +- `unplayable`: 사용 불가 +- `curse`: 저주 카드 +- `token`: 토큰 카드 +- `endTurnDamage`: 턴 종료 시 손패에 있으면 피해 + +## 사용 원칙 + +- 카드 전용 분기보다 공용 필드를 먼저 쓴다. +- 같은 효과는 같은 필드로 재사용한다. +- 새 카드가 같은 패턴이면 먼저 공용 필드를 추가한다. + diff --git a/docs/codex-workflow.md b/docs/codex-workflow.md new file mode 100644 index 0000000..fa4ba4b --- /dev/null +++ b/docs/codex-workflow.md @@ -0,0 +1,31 @@ +# Codex Workflow + +이 저장소에서 작업할 때는 토큰과 변경량을 아끼는 쪽을 기본으로 둔다. + +## 작업 원칙 + +- 이미 확인한 사실은 다시 읽지 않는다. +- 같은 내용을 통째로 지우고 새로 쓰지 않는다. +- 수정은 가능한 한 `apply_patch`로 섹션 단위만 한다. +- 문서는 전체 재작성보다 부분 수정으로 유지한다. +- 카드 구현은 한 번에 하나씩, 공용 필드 우선으로 넣는다. +- 새 기능은 `데이터 1곳 + 런타임 1곳 + 테스트 1곳` 순서로 맞춘다. + +## 읽기 원칙 + +- 파일은 필요한 것만 읽는다. +- 비슷한 파일은 병렬로 한 번에 확인한다. +- 같은 정보를 여러 번 요약하지 않는다. + +## 쓰기 원칙 + +- 공용으로 표현 가능한 효과는 카드 전용 분기로 만들지 않는다. +- 같은 의미의 효과는 같은 필드 이름을 쓴다. +- 문서는 카드별 상태표와 공용 필드 사전을 분리해서 유지한다. + +## 응답 원칙 + +- 중간 보고는 짧게 한다. +- 바뀐 점과 남은 점만 말한다. +- 불필요한 재설명은 줄인다. + diff --git a/tools/balance/sim-balance.mjs b/tools/balance/sim-balance.mjs index 8cbb8fe..fe079fb 100644 --- a/tools/balance/sim-balance.mjs +++ b/tools/balance/sim-balance.mjs @@ -27,6 +27,16 @@ export function shuffle(arr, rng) { return a; } +function prepareCombatDrawPile(deck, cards) { + const rest = []; + const innate = []; + for (const id of deck) { + if (cards[id]?.innate === true) innate.push(id); + else rest.push(id); + } + return rest.concat(innate); +} + // 공격 피해 공식 — Lua CalcPlayerAttack(힘·약화) + DealDamageToTarget(취약)과 동기화. // floor((base + str) * (weak>0 ? 0.75 : 1)) → floor(... * (vulnOnTarget>0 ? 1.5 : 1)) // 보상 카드 등급 추첨 (Lua OfferReward 미러) — roll ∈ 1..100, normal 70 / unique 25 / legend 5 @@ -70,11 +80,17 @@ export function loadData() { return { cards: cardsData.cards, starterDeck: cardsData.starterDecks.warrior, monsters }; } +function canPlayCardNow(card, ctx = {}) { + if (!card) return false; + if (card.playableWhenDrawPileEmpty === true && (ctx.drawPileCount || 0) > 0) return false; + return true; +} + // 주의: 인게임은 플레이어가 카드를 직접 선택한다. 이 chooseAction은 밸런스 추정용 자동 플레이 휴리스틱일 뿐 // 이며, Lua에 대응 AI가 없다(동기화 대상은 데미지/방어/의도/승패 규칙이지 플레이어 선택이 아님). // 손패에서 낼 카드 인덱스(-1=종료). 파워 우선(지속 가치) → 공격 → 스킬. -export function chooseAction(hand, cards, energy) { - const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id] && cards[x.id].cost <= energy && !cards[x.id].unplayable); +export function chooseAction(hand, cards, energy, ctx = {}) { + const entries = hand.map((id, i) => ({ id, i })).filter((x) => cards[x.id] && cards[x.id].cost <= energy && !cards[x.id].unplayable && canPlayCardNow(cards[x.id], ctx)); const powers = entries.filter((x) => cards[x.id].kind === 'Power'); const attacks = entries.filter((x) => cards[x.id].kind === 'Attack'); const skills = entries.filter((x) => cards[x.id].kind === 'Skill'); @@ -106,12 +122,17 @@ function bump(s, cost, dmg, blk) { export function simulateCombat(data, rng, stats) { const { cards, starterDeck, monsters } = data; if (monsters.length === 0) return { win: true, turns: 0, playerHpRemaining: PLAYER_HP }; - let drawPile = shuffle(starterDeck, rng); + let drawPile = prepareCombatDrawPile(shuffle(starterDeck, rng), cards); let discard = []; const exhaust = []; let hand = []; let pHp = PLAYER_HP, pBlock = 0; let pStr = 0, pDex = 0, pThorns = 0, pWeak = 0, pVuln = 0; + let nextTurnBlock = 0, nextTurnDraw = 0, nextTurnKeepBlock = false; + let nextTurnAttackMultiplier = 1, turnAttackMultiplier = 1; + let nextTurnAddCards = []; + let turnAttackCardsPlayed = 0, turnDiscardedCards = 0; + let energy = 0; const powers = []; const mob = monsters.map((m) => ({ name: m.name, hp: m.maxHp, maxHp: m.maxHp, block: 0, str: 0, weak: 0, vuln: 0, poison: 0, @@ -137,19 +158,103 @@ export function simulateCombat(data, rng, stats) { else hand.push(id); } } + function addBlock(base) { + let amount = base || 0; + if (amount > 0) amount += pDex; + if (amount < 0) amount = 0; + pBlock += amount; + return amount; + } + function discardForTurnStart(n) { + const cnt = Math.min(n, hand.length); + for (let i = 0; i < cnt; i++) { + const idx = hand + .map((id, k) => ({ id, k, card: cards[id] })) + .sort((a, b) => { + const ac = a.card?.cost || 0; + const bc = b.card?.cost || 0; + if (ac !== bc) return ac - bc; + const ad = a.card?.damage || 0; + const bd = b.card?.damage || 0; + if (ad !== bd) return ad - bd; + return a.k - b.k; + })[0]?.k; + if (idx == null) break; + discardHandCard(idx, true); + } + } + function countOtherHandSkills(currentId) { + let n = 0; + let skippedSelf = false; + for (const id of hand) { + if (!skippedSelf && id === currentId) { skippedSelf = true; continue; } + if (cards[id]?.kind === 'Skill') n++; + } + return n; + } + function attackBaseForCard(id, c) { + let base = c.damage || 0; + const otherHand = Math.max(0, hand.length - 1); + if (c.damagePerOtherHandCard) base += otherHand * c.damagePerOtherHandCard; + if (c.damagePerAttackPlayedThisTurn) base += turnAttackCardsPlayed * c.damagePerAttackPlayedThisTurn; + if (c.damagePerDiscardedThisTurn) base += turnDiscardedCards * c.damagePerDiscardedThisTurn; + if (c.damagePerSkillInHand) base += countOtherHandSkills(id) * c.damagePerSkillInHand; + if (base < 0) base = 0; + return base; + } + function queueNextTurnAddCard(id, n) { + if (!id || !n || n <= 0) return; + const entry = nextTurnAddCards.find((x) => x.cardId === id); + if (entry) entry.amount += n; + else nextTurnAddCards.push({ cardId: id, amount: n }); + } + function queueNextTurnEffects(c) { + if (!c) return; + if (c.nextTurnBlock) nextTurnBlock += c.nextTurnBlock; + if (c.nextTurnDraw) nextTurnDraw += c.nextTurnDraw; + if (c.nextTurnKeepBlock === true) nextTurnKeepBlock = true; + if (c.nextTurnAttackMultiplier && c.nextTurnAttackMultiplier > 0) nextTurnAttackMultiplier *= c.nextTurnAttackMultiplier; + } + function queueSelectedReserve(c) { + if (!c?.nextTurnSelectHandCard || !c.nextTurnCopies || hand.length === 0) return; + const choice = hand + .map((id, i) => ({ id, i, card: cards[id] })) + .sort((a, b) => { + const ak = a.card?.kind === 'Attack' ? 3 : a.card?.kind === 'Skill' ? 2 : 1; + const bk = b.card?.kind === 'Attack' ? 3 : b.card?.kind === 'Skill' ? 2 : 1; + if (bk !== ak) return bk - ak; + const ad = a.card?.damage || 0; + const bd = b.card?.damage || 0; + if (bd !== ad) return bd - ad; + return a.i - b.i; + })[0]; + if (choice?.id) queueNextTurnAddCard(choice.id, c.nextTurnCopies); + } const aliveList = () => mob.filter((m) => m.alive); + function powerFieldTotal(field) { + let total = 0; + for (const pid of powers) { + const pc = cards[pid]; + if (pc?.[field] != null) total += pc[field]; + } + return total; + } function resolveCardEffects(id, c, costSpent, recordStats = true) { const alive = aliveList(); let dmg = 0; let blockGained = 0; if (c.kind === 'Attack') { if (alive.length && c.damage) { - const target = chooseTarget(alive, calcAttack(c.damage || 0, pStr, pWeak, 0)); + const baseDamage = attackBaseForCard(id, c); + const bonusHits = (c.otherHandAtLeast && c.bonusHitsWhenOtherHandAtLeast && Math.max(0, hand.length - 1) >= c.otherHandAtLeast) + ? c.bonusHitsWhenOtherHandAtLeast : 0; + const hitN = (c.hits || 1) + bonusHits; + const preview = calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier; + const target = chooseTarget(alive, preview); if (c.weak) target.weak += c.weak; if (c.vuln) target.vuln += c.vuln; - const hitN = c.hits || 1; let totalNv = 0; - for (let h = 0; h < hitN; h++) totalNv += calcAttack(c.damage || 0, pStr, pWeak, 0); + for (let h = 0; h < hitN; h++) totalNv += calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier; dmg = totalNv; if (c.aoe === true) { for (const m2 of aliveList()) { @@ -170,11 +275,11 @@ export function simulateCombat(data, rng, stats) { if (target.hp <= 0) target.alive = false; } } - if (c.block) { blockGained = Math.max(0, c.block + pDex); pBlock += blockGained; } + if (c.block) blockGained = addBlock(c.block); } else if (c.kind === 'Power') { if (recordStats) powers.push(id); } else { - if (c.block) { blockGained = Math.max(0, c.block + pDex); pBlock += blockGained; } + if (c.block) blockGained = addBlock(c.block); if ((c.weak || c.vuln || c.poison) && alive.length) { const target = chooseTarget(alive, 0); if (c.weak) target.weak += c.weak; @@ -187,7 +292,13 @@ export function simulateCombat(data, rng, stats) { if (c.thorns) pThorns += c.thorns; if (c.selfVuln) pVuln += c.selfVuln; if (c.heal) pHp = Math.min(pHp + c.heal, PLAYER_HP); + if (c.gainEnergy) energy += c.gainEnergy; + queueNextTurnEffects(c); if (c.draw) draw(c.draw); + if (c.drawUntilHandSize) { + const need = c.drawUntilHandSize - Math.max(0, hand.length - 1); + if (need > 0) draw(need); + } if (c.addShiv && !c.discard && c.discardAll !== true) addCardsToHand('Shiv', c.addShiv); if (recordStats && stats) stats[id] = bump(stats[id], costSpent, dmg, blockGained); } @@ -200,6 +311,7 @@ export function simulateCombat(data, rng, stats) { const [id] = hand.splice(idx, 1); if (!id) return; discard.push(id); + turnDiscardedCards++; if (trigger) triggerSly(id); } function applyDiscardEffects(c) { @@ -212,13 +324,21 @@ export function simulateCombat(data, rng, stats) { } if (c.addShiv && (c.discard || c.discardAll === true)) addCardsToHand('Shiv', c.addShiv); if (c.addShivPerDiscard === true) addCardsToHand('Shiv', discarded); + if (c.drawPerDiscarded) draw(discarded * c.drawPerDiscarded); } while (turns < MAX_TURNS) { turns++; + turnAttackCardsPlayed = 0; + turnDiscardedCards = 0; // 파워 발동 — Lua StartPlayerTurn 동기화 (블록 리셋 후 strength/energy/block 파워) - pBlock = 0; + if (nextTurnKeepBlock === true) nextTurnKeepBlock = false; + else pBlock = 0; + turnAttackMultiplier = nextTurnAttackMultiplier; + nextTurnAttackMultiplier = 1; let energyBonus = 0; + let powerTurnDraw = 0; + let powerTurnDiscard = 0; for (const pid of powers) { const pc = cards[pid]; if (!pc) continue; @@ -226,17 +346,32 @@ export function simulateCombat(data, rng, stats) { else if (pc.powerEffect === 'energyPerTurn') energyBonus += pc.value; else if (pc.powerEffect === 'blockPerTurn') pBlock += pc.value; if (pc.turnStartShiv) addCardsToHand('Shiv', pc.turnStartShiv); + if (pc.turnStartDraw) powerTurnDraw += pc.turnStartDraw; + if (pc.turnStartDiscard) powerTurnDiscard += pc.turnStartDiscard; } - let energy = ENERGY + energyBonus; draw(HAND_SIZE); + if (nextTurnBlock > 0) { addBlock(nextTurnBlock); nextTurnBlock = 0; } + if (nextTurnAddCards.length) { + for (const entry of nextTurnAddCards) addCardsToHand(entry.cardId, entry.amount); + nextTurnAddCards = []; + } + energy = ENERGY + energyBonus; + const drawBonus = nextTurnDraw + powerTurnDraw; + nextTurnDraw = 0; + draw(HAND_SIZE + drawBonus); + if (powerTurnDiscard > 0) discardForTurnStart(powerTurnDiscard); while (true) { const alive = aliveList(); if (alive.length === 0) break; - const idx = chooseAction(hand, cards, energy); + const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length }); if (idx < 0) break; const id = hand[idx], c = cards[id]; energy -= c.cost; resolveCardEffects(id, c, c.cost); + if (c.kind === 'Attack') turnAttackCardsPlayed++; + const playedBlock = powerFieldTotal('cardPlayedBlock'); + if (playedBlock > 0) addBlock(playedBlock); hand.splice(idx, 1); + queueSelectedReserve(c); if (c.exhaust === true || String(c.desc || '').includes('소멸.')) exhaust.push(id); else if (c.kind !== 'Power') discard.push(id); applyDiscardEffects(c); diff --git a/tools/balance/sim-balance.test.mjs b/tools/balance/sim-balance.test.mjs index 4b1d918..2edea29 100644 --- a/tools/balance/sim-balance.test.mjs +++ b/tools/balance/sim-balance.test.mjs @@ -13,6 +13,85 @@ test('rarityForRoll: 70/25/5 경계 (Lua OfferReward 미러)', () => { assert.equal(rarityForRoll(100), 'legend'); }); +test("simulateCombat: nextTurnBlock grants block on the following turn", () => { + const data = { + cards: { + GuardLater: { name: "예약 방어", cost: 0, kind: "Skill", nextTurnBlock: 4 }, + Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["GuardLater", "Pass"], + monsters: [{ name: "Dummy", maxHp: 99, intents: [{ kind: "Attack", value: 3 }, { kind: "Attack", value: 3 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, false); + assert.equal(r.draw, true); + assert.equal(r.playerHpRemaining, 77); +}); + +test("simulateCombat: nextTurnDraw draws extra cards next turn", () => { + const data = { + cards: { + Setup: { name: "설치", cost: 0, kind: "Skill", nextTurnDraw: 2 }, + Hit1: { name: "타격1", cost: 0, kind: "Attack", damage: 3 }, + Hit2: { name: "타격2", cost: 0, kind: "Attack", damage: 3 }, + Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 }, + Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 }, + Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 }, + Pass4: { name: "대기4", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Hit1", "Hit2", "Pass1", "Pass2", "Pass3", "Pass4", "Setup"], + monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, true); + assert.equal(r.turns, 2); +}); + +test("simulateCombat: nextTurnKeepBlock preserves current block", () => { + const data = { + cards: { + BlurLater: { name: "흐릿함", cost: 0, kind: "Skill", block: 5, nextTurnKeepBlock: true }, + Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["BlurLater", "Pass"], + monsters: [{ name: "Dummy", maxHp: 99, intents: [{ kind: "Attack", value: 3 }, { kind: "Attack", value: 3 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, false); + assert.equal(r.draw, true); + assert.equal(r.playerHpRemaining, 80); +}); + +test("simulateCombat: nextTurnAttackMultiplier boosts attacks next turn", () => { + const data = { + cards: { + Prep: { name: "그림자 걸음", cost: 0, kind: "Skill", nextTurnAttackMultiplier: 2 }, + Hit: { name: "타격", cost: 0, kind: "Attack", damage: 3 }, + Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Prep", "Pass", "Hit"], + monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, true); + assert.equal(r.turns, 2); +}); + +test("simulateCombat: nextTurnSelectHandCard queues selected copies for next turn", () => { + const data = { + cards: { + Nightmare: { name: "악몽", cost: 0, kind: "Skill", nextTurnCopies: 3, nextTurnSelectHandCard: true }, + Hit: { name: "타격", cost: 0, kind: "Attack", damage: 2 }, + Pass: { name: "대기", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Pass", "Nightmare", "Hit"], + monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, true); + assert.equal(r.turns, 4); +}); + test('applyDamage: 방어 우선 차감 후 hp', () => { assert.deepEqual(applyDamage(80, 0, 10), { hp: 70, block: 0 }); assert.deepEqual(applyDamage(80, 5, 10), { hp: 75, block: 0 }); @@ -461,3 +540,147 @@ test("simulateCombat: addShiv creates shuriken cards in hand", () => { assert.equal(r.win, true); assert.equal(r.turns, 1); }); + +test("simulateCombat: innate cards are drawn into the opening hand first", () => { + const data = { + cards: { + Backstab: { name: "배신", cost: 0, kind: "Attack", damage: 11, innate: true, exhaust: true }, + Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 }, + Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 }, + Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 }, + Pass4: { name: "대기4", cost: 99, kind: "Skill", block: 0 }, + Pass5: { name: "대기5", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Pass1", "Pass2", "Pass3", "Pass4", "Pass5", "Backstab"], + monsters: [{ name: "Dummy", maxHp: 11, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0); + assert.equal(r.win, true); + assert.equal(r.turns, 1); +}); + +test("simulateCombat: GrandFinale waits until draw pile is empty", () => { + const data = { + cards: { + Finale: { name: "피날레", cost: 0, kind: "Attack", damage: 60, aoe: true, playableWhenDrawPileEmpty: true }, + Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 }, + Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 }, + Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 }, + Pass4: { name: "대기4", cost: 99, kind: "Skill", block: 0 }, + Pass5: { name: "대기5", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Pass1", "Pass2", "Pass3", "Pass4", "Pass5", "Finale"], + monsters: [{ name: "Dummy", maxHp: 60, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0); + assert.equal(r.win, false); + assert.equal(r.draw, true); +}); + +test("simulateCombat: turnStartDraw and turnStartDiscard powers resolve at turn start", () => { + const data = { + cards: { + Tool: { name: "작업 도구", cost: 0, kind: "Power", turnStartDraw: 1, turnStartDiscard: 1 }, + Hit1: { name: "타격1", cost: 0, kind: "Attack", damage: 3 }, + Hit2: { name: "타격2", cost: 0, kind: "Attack", damage: 3 }, + Pass1: { name: "대기1", cost: 99, kind: "Skill", block: 0 }, + Pass2: { name: "대기2", cost: 99, kind: "Skill", block: 0 }, + Pass3: { name: "대기3", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Tool", "Pass1", "Pass2", "Pass3", "Hit1", "Hit2"], + monsters: [{ name: "Dummy", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0); + assert.equal(r.win, true); + assert.equal(r.turns, 1); +}); + +test("chooseAction: GrandFinale is blocked until draw pile is empty", () => { + const cards = { + Finale: { name: "피날레", cost: 0, kind: "Attack", damage: 60, playableWhenDrawPileEmpty: true }, + Defend: { name: "방어", cost: 1, kind: "Skill", block: 5 }, + }; + assert.equal(chooseAction(["Finale", "Defend"], cards, 3, { drawPileCount: 1 }), 1); + assert.equal(chooseAction(["Finale"], cards, 3, { drawPileCount: 0 }), 0); +}); + +test("simulateCombat: damagePerAttackPlayedThisTurn scales Finisher", () => { + const data = { + cards: { + Hit: { name: "타격", cost: 0, kind: "Attack", damage: 6 }, + Finisher: { name: "마무리", cost: 0, kind: "Attack", damage: 0, damagePerAttackPlayedThisTurn: 6 }, + }, + starterDeck: ["Hit", "Finisher"], + monsters: [{ name: "Dummy", maxHp: 12, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0); + assert.equal(r.win, true); + assert.equal(r.turns, 2); +}); + +test("simulateCombat: damagePerOtherHandCard and damagePerSkillInHand are applied", () => { + const data = { + cards: { + Precise: { name: "정밀", cost: 0, kind: "Attack", damage: 13, damagePerOtherHandCard: -2 }, + Flechettes: { name: "프레췌", cost: 0, kind: "Attack", damage: 0, damagePerSkillInHand: 5 }, + Skill1: { name: "스킬1", cost: 99, kind: "Skill", block: 0 }, + Skill2: { name: "스킬2", cost: 99, kind: "Skill", block: 0 }, + Blank: { name: "공백", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Skill1", "Skill2", "Blank", "Precise", "Flechettes"], + monsters: [{ name: "Dummy", maxHp: 21, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0); + assert.equal(r.win, true); + assert.equal(r.turns, 5); +}); + +test("simulateCombat: damagePerDiscardedThisTurn and bonusHitsWhenOtherHandAtLeast work", () => { + const data = { + cards: { + Toss: { name: "버리기", cost: 0, kind: "Skill", discard: 1 }, + Memento: { name: "메멘토", cost: 0, kind: "Attack", damage: 9, damagePerDiscardedThisTurn: 4 }, + Follow: { name: "완수", cost: 0, kind: "Attack", damage: 7, otherHandAtLeast: 2, bonusHitsWhenOtherHandAtLeast: 1 }, + Blank1: { name: "공백1", cost: 99, kind: "Skill", block: 0 }, + Blank2: { name: "공백2", cost: 99, kind: "Skill", block: 0 }, + }, + starterDeck: ["Toss", "Memento", "Follow", "Blank1", "Blank2"], + monsters: [{ name: "Dummy", maxHp: 27, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, true); + assert.equal(r.turns, 2); +}); + +test("simulateCombat: gainEnergy, drawUntilHandSize, and drawPerDiscarded are applied", () => { + const data = { + cards: { + Adrenaline: { name: "Adrenaline", cost: 0, kind: "Skill", gainEnergy: 1, draw: 2, exhaust: true }, + Expertise: { name: "Expertise", cost: 1, kind: "Skill", drawUntilHandSize: 6 }, + Gamble: { name: "Gamble", cost: 0, kind: "Skill", discardAll: true, drawPerDiscarded: 1, exhaust: true }, + Tactician: { name: "Tactician", cost: 99, kind: "Skill", gainEnergy: 1, sly: true }, + Hit1: { name: "Hit1", cost: 1, kind: "Attack", damage: 6 }, + Hit2: { name: "Hit2", cost: 1, kind: "Attack", damage: 6 }, + Hit3: { name: "Hit3", cost: 1, kind: "Attack", damage: 6 }, + }, + starterDeck: ["Adrenaline", "Expertise", "Gamble", "Tactician", "Hit1", "Hit2", "Hit3"], + monsters: [{ name: "Dummy", maxHp: 18, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0); + assert.equal(r.win, true); + assert.equal(r.turns, 1); +}); + +test("simulateCombat: cardPlayedBlock grants block whenever a card is played", () => { + const data = { + cards: { + After: { name: "Afterimage", cost: 1, kind: "Power", cardPlayedBlock: 1 }, + Hit: { name: "Hit", cost: 1, kind: "Attack", damage: 1 }, + }, + starterDeck: ["After", "Hit", "Hit", "Hit", "Hit"], + monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 1 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.draw, true); + assert.equal(r.playerHpRemaining, 80); +}); diff --git a/tools/deck/cb/combat.mjs b/tools/deck/cb/combat.mjs index 85f0b09..a10143b 100644 --- a/tools/deck/cb/combat.mjs +++ b/tools/deck/cb/combat.mjs @@ -3,6 +3,14 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ 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'; export const combatMethods = [ + method('CanPlayCardNow', `if c == nil then + return false +end +if c.playableWhenDrawPileEmpty == true and self.DrawPile ~= nil and #self.DrawPile > 0 then + self:Toast("뽑을 카드 더미가 비어 있을 때만 사용할 수 있습니다.") + return false +end +return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'), method('PlayCard', `if self:IsDiscardSelecting() == true then self:SelectDiscardSlot(slot) return @@ -11,6 +19,10 @@ if self:IsRetainSelecting() == true then self:SelectRetainSlot(slot) return end +if self:IsReserveSelecting() == true then + self:SelectReserveSlot(slot) + return +end if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then return end @@ -29,12 +41,21 @@ if c.unplayable == true then self:Toast("사용할 수 없는 카드입니다") return end +if self:CanPlayCardNow(c) ~= true then + return +end if self.Energy < c.cost then self:Toast("에너지가 부족합니다") return end self.Energy = self.Energy - c.cost -self:ResolveCardEffects(cardId, c, false) +self:ResolveCardEffects(cardId, slot, c, false) +if c.kind == "Attack" then + self.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1 +end +if self:HasPowerField("cardPlayedBlock") == true then + self:AddCardBlock(self:AddPowerFieldTotal("cardPlayedBlock")) +end table.remove(self.Hand, slot) if c.exhaust == true then if self.ExhaustPile == nil then self.ExhaustPile = {} end @@ -48,6 +69,9 @@ self:RenderCombat() if self:BeginDiscardSelection(c) == true then return end +if self:BeginReserveSelection(c) == true then + return +end self:RenderHand(false) self:RenderPiles() self:RenderCombat() @@ -56,6 +80,8 @@ self:CheckCombatEnd()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, self:SelectDiscardSlot(slot) elseif self:IsRetainSelecting() == true then self:SelectRetainSlot(slot) +elseif self:IsReserveSelecting() == true then + self:SelectReserveSlot(slot) end`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]), method('FindMonsterAtTouch', `local best = 0 local bestDist = 200 @@ -146,6 +172,10 @@ if self:IsRetainSelecting() == true then self:SelectRetainSlot(slot) return end +if self:IsReserveSelecting() == true then + self:SelectReserveSlot(slot) + return +end if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then return end @@ -427,6 +457,17 @@ self.DiscardSelectTotal = 0 self.DiscardPostShiv = 0 self.DiscardShivPerPick = 0 self.RetainSelectActive = false +self.TurnAttackCardsPlayed = 0 +self.TurnDiscardedCards = 0 +self.ReserveSelectActive = false +self.NextTurnBlock = 0 +self.NextTurnDraw = 0 +self.NextTurnKeepBlock = false +self.NextTurnAttackMultiplier = 1 +self.TurnAttackMultiplier = 1 +self.NextTurnSelectPrompt = "" +self.NextTurnSelectCopies = 0 +self.NextTurnAddCards = {} self:UpdateDiscardPrompt() self:RenderHand(false) self:RenderPiles()`), diff --git a/tools/deck/cb/deckturn.mjs b/tools/deck/cb/deckturn.mjs index 720085d..859e659 100644 --- a/tools/deck/cb/deckturn.mjs +++ b/tools/deck/cb/deckturn.mjs @@ -225,14 +225,27 @@ for i = 1, 3 do end`), method('StartPlayerTurn', `self.Turn = self.Turn + 1 self.RetainSelectActive = false +self.ReserveSelectActive = false +self.TurnAttackCardsPlayed = 0 +self.TurnDiscardedCards = 0 +self.NextTurnSelectCopies = 0 +self.NextTurnSelectPrompt = "" self:UpdateDiscardPrompt() self.Energy = self.MaxEnergy self:ApplyRelics("turnStart") -self.PlayerBlock = 0 +if self.NextTurnKeepBlock == true then + self.NextTurnKeepBlock = false +else + self.PlayerBlock = 0 +end if self.ClayBlockNext > 0 then self.PlayerBlock = self.PlayerBlock + self.ClayBlockNext self.ClayBlockNext = 0 end +self.TurnAttackMultiplier = self.NextTurnAttackMultiplier or 1 +self.NextTurnAttackMultiplier = 1 +local powerTurnDraw = 0 +local powerTurnDiscard = 0 if self.PlayerPowers ~= nil then for i = 1, #self.PlayerPowers do local pc = self.Cards[self.PlayerPowers[i]] @@ -247,12 +260,59 @@ if self.PlayerPowers ~= nil then if pc.turnStartShiv ~= nil then self:AddCardsToHand("Shiv", pc.turnStartShiv) end + if pc.turnStartDraw ~= nil then + powerTurnDraw = powerTurnDraw + pc.turnStartDraw + end + if pc.turnStartDiscard ~= nil then + powerTurnDiscard = powerTurnDiscard + pc.turnStartDiscard + end end end end -self:DrawCards(5) +if self.NextTurnBlock ~= nil and self.NextTurnBlock > 0 then + self:AddCardBlock(self.NextTurnBlock) + self.NextTurnBlock = 0 +end +if self.NextTurnAddCards ~= nil then + for i = 1, #self.NextTurnAddCards do + local entry = self.NextTurnAddCards[i] + if entry ~= nil and entry.cardId ~= nil and entry.amount ~= nil and entry.amount > 0 then + self:AddCardsToHand(entry.cardId, entry.amount) + end + end + self.NextTurnAddCards = {} +end +local drawN = 5 + (self.NextTurnDraw or 0) + powerTurnDraw +self.NextTurnDraw = 0 +self:DrawCards(drawN) self:RenderHand(true) +self:RenderCombat() +if powerTurnDiscard > 0 then + self:BeginDiscardSelection({ discard = math.min(powerTurnDiscard, #self.Hand) }) + return +end self:RenderCombat()`), + method('PrepareCombatDrawPile', `if self.DrawPile == nil or self.Cards == nil then + return +end +local rest = {} +local innate = {} +for i = 1, #self.DrawPile do + local cardId = self.DrawPile[i] + local c = self.Cards[cardId] + if c ~= nil and c.innate == true then + table.insert(innate, cardId) + else + table.insert(rest, cardId) + end +end +self.DrawPile = {} +for i = 1, #rest do + table.insert(self.DrawPile, rest[i]) +end +for i = 1, #innate do + table.insert(self.DrawPile, innate[i]) +end`, []), method('HasPowerEffect', `if self.PlayerPowers == nil then return false end @@ -263,6 +323,27 @@ for i = 1, #self.PlayerPowers do end end return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'effect' }], 0, 'boolean'), + method('HasPowerField', `if self.PlayerPowers == nil then + return false +end +for i = 1, #self.PlayerPowers do + local pc = self.Cards[self.PlayerPowers[i]] + if pc ~= nil and pc[field] ~= nil and pc[field] ~= 0 then + return true + end +end +return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'field' }], 0, 'boolean'), + method('AddPowerFieldTotal', `local total = 0 +if self.PlayerPowers == nil then + return total +end +for i = 1, #self.PlayerPowers do + local pc = self.Cards[self.PlayerPowers[i]] + if pc ~= nil and pc[field] ~= nil then + total = total + pc[field] + end +end +return total`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'field' }], 0, 'number'), method('ShouldOfferRetain', `if self:HasPowerEffect("retainOne") ~= true then return false end @@ -291,12 +372,19 @@ if self:IsRetainSelecting() == true then self:FinishPlayerTurn(0) return end +if self:IsReserveSelecting() == true then + self:Toast("예약할 카드를 먼저 선택하세요") + return +end if self:ShouldOfferRetain() == true then self:BeginRetainSelection() return end self:FinishPlayerTurn(0)`), method('FinishPlayerTurn', `self.RetainSelectActive = false +self.ReserveSelectActive = false +self.NextTurnSelectCopies = 0 +self.NextTurnSelectPrompt = "" self:UpdateDiscardPrompt() local burn = 0 for bi = 1, #self.Hand do diff --git a/tools/deck/cb/hand.mjs b/tools/deck/cb/hand.mjs index 4ed37ab..4655154 100644 --- a/tools/deck/cb/hand.mjs +++ b/tools/deck/cb/hand.mjs @@ -274,6 +274,44 @@ if amount < 0 then end self.PlayerBlock = self.PlayerBlock + amount return amount`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'base' }], 0, 'number'), + method('CountOtherHandSkills', `if self.Hand == nil then + return 0 +end +local n = 0 +for i = 1, #self.Hand do + if i ~= slot then + local hc = self.Cards[self.Hand[i]] + if hc ~= nil and hc.kind == "Skill" then + n = n + 1 + end + end +end +return n`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }], 0, 'number'), + method('AttackBaseForCard', `local base2 = c.damage or 0 +local otherHand = 0 +if self.Hand ~= nil then + otherHand = #self.Hand - 1 + if otherHand < 0 then otherHand = 0 end +end +if c.damagePerOtherHandCard ~= nil then + base2 = base2 + otherHand * c.damagePerOtherHandCard +end +if c.damagePerAttackPlayedThisTurn ~= nil then + base2 = base2 + (self.TurnAttackCardsPlayed or 0) * c.damagePerAttackPlayedThisTurn +end +if c.damagePerDiscardedThisTurn ~= nil then + base2 = base2 + (self.TurnDiscardedCards or 0) * c.damagePerDiscardedThisTurn +end +if c.damagePerSkillInHand ~= nil then + base2 = base2 + self:CountOtherHandSkills(slot) * c.damagePerSkillInHand +end +if base2 < 0 then + base2 = 0 +end +return base2`, [ + { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }, + { Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }, + ], 0, 'number'), method('CalcPlayerAttack', `local base2 = base self.FightAttackCount = self.FightAttackCount + 1 if self.FightAttackCount == 1 and self:HasRelic("akabeko") then @@ -286,6 +324,9 @@ end if self.PlayerWeak > 0 then dmg = math.floor(dmg * 0.75) end +if self.TurnAttackMultiplier ~= nil and self.TurnAttackMultiplier > 1 then + dmg = dmg * self.TurnAttackMultiplier +end if dmg > 0 and dmg < 5 and self:HasRelic("boot") then dmg = 5 end @@ -293,16 +334,60 @@ if dmg < 0 then dmg = 0 end return dmg`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'base' }], 0, 'number'), + method('QueueNextTurnAddCard', `if cardId == nil or cardId == "" or amount == nil or amount <= 0 then + return +end +if self.NextTurnAddCards == nil then + self.NextTurnAddCards = {} +end +for i = 1, #self.NextTurnAddCards do + local entry = self.NextTurnAddCards[i] + if entry ~= nil and entry.cardId == cardId then + entry.amount = (entry.amount or 0) + amount + return + end +end +table.insert(self.NextTurnAddCards, { cardId = cardId, amount = amount })`, [ + { Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }, + { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }, + ]), + method('QueueNextTurnEffects', `if c == nil then + return +end +if c.nextTurnBlock ~= nil then + self.NextTurnBlock = (self.NextTurnBlock or 0) + c.nextTurnBlock +end +if c.nextTurnDraw ~= nil then + self.NextTurnDraw = (self.NextTurnDraw or 0) + c.nextTurnDraw +end +if c.nextTurnKeepBlock == true then + self.NextTurnKeepBlock = true +end +if c.nextTurnAttackMultiplier ~= nil and c.nextTurnAttackMultiplier > 0 then + local cur = self.NextTurnAttackMultiplier or 1 + self.NextTurnAttackMultiplier = cur * c.nextTurnAttackMultiplier +end`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }]), method('ResolveCardEffects', `if c == nil then return end if c.kind == "Attack" then if c.damage ~= nil then self:PlayerAttackMotion() + local baseDmg = self:AttackBaseForCard(slot, c) local total = 0 local hitN = c.hits or 1 + if c.otherHandAtLeast ~= nil and c.bonusHitsWhenOtherHandAtLeast ~= nil then + local otherHand = 0 + if self.Hand ~= nil then + otherHand = #self.Hand - 1 + if otherHand < 0 then otherHand = 0 end + end + if otherHand >= c.otherHandAtLeast then + hitN = hitN + c.bonusHitsWhenOtherHandAtLeast + end + end for h = 1, hitN do - total = total + self:CalcPlayerAttack(c.damage) + total = total + self:CalcPlayerAttack(baseDmg) end if c.aoe == true then self:PlayAoeFx(c.fx or c.image, total) @@ -340,6 +425,10 @@ end if c.heal ~= nil then self.PlayerHp = math.min(self.PlayerHp + c.heal, self.PlayerMaxHp) end +if c.gainEnergy ~= nil and c.gainEnergy ~= 0 then + self.Energy = self.Energy + c.gainEnergy +end +self:QueueNextTurnEffects(c) if c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil then local tm = self.Monsters[self.TargetIndex] if tm == nil or tm.alive ~= true then @@ -361,10 +450,24 @@ end if c.draw ~= nil then self:DrawCards(c.draw, true) end +if c.drawUntilHandSize ~= nil and c.drawUntilHandSize > 0 then + local currentHand = 0 + if self.Hand ~= nil then + currentHand = #self.Hand + if slot ~= nil and slot > 0 and self.Hand[slot] == cardId then + currentHand = currentHand - 1 + end + end + local need = c.drawUntilHandSize - currentHand + if need > 0 then + self:DrawCards(need, true) + end +end if c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then self:AddCardsToHand("Shiv", c.addShiv) end`, [ { Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }, + { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }, { Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }, { Type: 'boolean', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'free' }, ]), @@ -373,7 +476,7 @@ if c == nil or c.sly ~= true then return end self:Toast("교활 발동: " .. c.name) -self:ResolveCardEffects(cardId, c, true)`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }]), +self:ResolveCardEffects(cardId, 0, c, true)`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }]), method('DiscardHandCard', `if self.Hand == nil then return end @@ -384,6 +487,7 @@ end local startX = self:GetHandSlotX(slot) table.remove(self.Hand, slot) table.insert(self.DiscardPile, cardId) +self.TurnDiscardedCards = (self.TurnDiscardedCards or 0) + 1 if triggerSly == true then self:TriggerSly(cardId) end @@ -396,6 +500,7 @@ end`, [ ]), method('IsDiscardSelecting', `return self.DiscardSelectRemaining ~= nil and self.DiscardSelectRemaining > 0`, [], 0, 'boolean'), method('IsRetainSelecting', `return self.RetainSelectActive == true`, [], 0, 'boolean'), + method('IsReserveSelecting', `return self.ReserveSelectActive == true`, [], 0, 'boolean'), method('UpdateDiscardPrompt', `local e = _EntityService:GetEntityByPath("/ui/RunUIGroup/CombatHud/DiscardPrompt") if e == nil then return @@ -407,6 +512,13 @@ if self:IsDiscardSelecting() == true then elseif self:IsRetainSelecting() == true then self:SetText("/ui/RunUIGroup/CombatHud/DiscardPrompt", "보존할 카드 선택 (턴 종료: 건너뛰기)") e.Enable = true +elseif self:IsReserveSelecting() == true then + local msg = self.NextTurnSelectPrompt or "" + if msg == "" then + msg = "다음 턴에 예약할 카드를 선택하세요" + end + self:SetText("/ui/RunUIGroup/CombatHud/DiscardPrompt", msg) + e.Enable = true else e.Enable = false end`), @@ -427,15 +539,56 @@ self.DiscardSelectRemaining = n self.DiscardSelectTotal = n self.DiscardPostShiv = 0 self.DiscardShivPerPick = 0 +self.DiscardPostDraw = 0 +self.DiscardDrawPerPick = 0 if c.addShiv ~= nil then self.DiscardPostShiv = c.addShiv end if c.addShivPerDiscard == true then self.DiscardShivPerPick = 1 end +if c.drawPerDiscarded ~= nil and c.drawPerDiscarded > 0 then + self.DiscardDrawPerPick = c.drawPerDiscarded +end self:UpdateDiscardPrompt() self:Toast("버릴 카드를 선택하세요") return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'), + method('BeginReserveSelection', `if c == nil or c.nextTurnSelectHandCard ~= true or c.nextTurnCopies == nil or c.nextTurnCopies <= 0 then + return false +end +if self.Hand == nil or #self.Hand <= 0 then + return false +end +self.ReserveSelectActive = true +self.NextTurnSelectCopies = c.nextTurnCopies +self.NextTurnSelectPrompt = c.nextTurnSelectPrompt or "" +self:UpdateDiscardPrompt() +self:Toast("예약할 카드를 선택하세요") +self:RenderHand(false) +return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'), + method('SelectReserveSlot', `if self:IsReserveSelecting() ~= true then + return false +end +if self.Hand == nil or self.Hand[slot] == nil then + return true +end +local cardId = self.Hand[slot] +local amount = self.NextTurnSelectCopies or 0 +self.ReserveSelectActive = false +self.NextTurnSelectCopies = 0 +self.NextTurnSelectPrompt = "" +self:UpdateDiscardPrompt() +if amount > 0 and cardId ~= nil then + self:QueueNextTurnAddCard(cardId, amount) + local label = cardId + if self.Cards[cardId] ~= nil and self.Cards[cardId].name ~= nil then + label = self.Cards[cardId].name + end + self:Toast("다음 턴 예약: " .. label .. " " .. self:FormatNumber(amount) .. "장") +end +self:RenderPiles() +self:RenderCombat() +return true`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }], 0, 'boolean'), method('SelectRetainSlot', `if self:IsRetainSelecting() ~= true then return false end @@ -457,6 +610,7 @@ for i = 1, n do table.insert(startXs, self:GetHandSlotX(i)) table.insert(slots, i) table.insert(self.DiscardPile, cardId) + self.TurnDiscardedCards = (self.TurnDiscardedCards or 0) + 1 end self.Hand = {} local shivCount = 0 @@ -466,6 +620,8 @@ self.DiscardSelectRemaining = 0 self.DiscardSelectTotal = 0 self.DiscardPostShiv = 0 self.DiscardShivPerPick = 0 +self.DiscardPostDraw = 0 +self.DiscardDrawPerPick = 0 self:UpdateDiscardPrompt() self:AnimateDiscardCards(cardIds, startXs, slots) for i = 1, #cardIds do @@ -480,6 +636,9 @@ _TimerService:SetTimerOnce(function() self:RenderHand(false) self:RenderPiles() end + if c.drawPerDiscarded ~= nil and c.drawPerDiscarded > 0 then + self:DrawCards(n * c.drawPerDiscarded, true) + end self:RenderCombat() self:CheckCombatEnd() end, 0.22) @@ -487,8 +646,11 @@ return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: method('FinishDiscardSelection', `self.DiscardSelectRemaining = 0 self.DiscardSelectTotal = 0 local shivCount = self.DiscardPostShiv or 0 +local drawCount = self.DiscardPostDraw or 0 self.DiscardPostShiv = 0 +self.DiscardPostDraw = 0 self.DiscardShivPerPick = 0 +self.DiscardDrawPerPick = 0 self:UpdateDiscardPrompt() local finish = function() if shivCount > 0 then @@ -497,6 +659,9 @@ local finish = function() self:RenderHand(false) self:RenderPiles() end + if drawCount > 0 then + self:DrawCards(drawCount, true) + end self:RenderCombat() self:CheckCombatEnd() end @@ -516,6 +681,9 @@ self:DiscardHandCard(slot, true, true) if discarded ~= nil and self.DiscardShivPerPick ~= nil and self.DiscardShivPerPick > 0 then self.DiscardPostShiv = (self.DiscardPostShiv or 0) + self.DiscardShivPerPick end +if discarded ~= nil and self.DiscardDrawPerPick ~= nil and self.DiscardDrawPerPick > 0 then + self.DiscardPostDraw = (self.DiscardPostDraw or 0) + self.DiscardDrawPerPick +end self.DiscardSelectRemaining = self.DiscardSelectRemaining - 1 if self.DiscardSelectRemaining <= 0 or #self.Hand <= 0 then self:FinishDiscardSelection(true) diff --git a/tools/deck/cb/run.mjs b/tools/deck/cb/run.mjs index 9b0207c..8382967 100644 --- a/tools/deck/cb/run.mjs +++ b/tools/deck/cb/run.mjs @@ -74,6 +74,8 @@ self.PlayerWeak = 0 self.PlayerVuln = 0 self.PlayerPowers = {} self.FightAttackCount = 0 +self.TurnAttackCardsPlayed = 0 +self.TurnDiscardedCards = 0 self.DmgPopSeq = 0 self.FirstHpLossDone = false self.ClayBlockNext = 0 @@ -82,6 +84,15 @@ self.DiscardSelectTotal = 0 self.DiscardPostShiv = 0 self.DiscardShivPerPick = 0 self.RetainSelectActive = false +self.ReserveSelectActive = false +self.NextTurnBlock = 0 +self.NextTurnDraw = 0 +self.NextTurnKeepBlock = false +self.NextTurnAttackMultiplier = 1 +self.TurnAttackMultiplier = 1 +self.NextTurnSelectPrompt = "" +self.NextTurnSelectCopies = 0 +self.NextTurnAddCards = {} self.CombatOver = false self.DiscardPile = {} self.ExhaustPile = {} @@ -92,6 +103,7 @@ for i = 1, #self.RunDeck do self.DrawPile[i] = self.RunDeck[i] end self:Shuffle(self.DrawPile) +self:PrepareCombatDrawPile() self:BuildMonsters() self:RenderCombat() self:StartPlayerTurn() diff --git a/tools/deck/gen-slaydeck.mjs b/tools/deck/gen-slaydeck.mjs index 5e6c135..0c8b2af 100644 --- a/tools/deck/gen-slaydeck.mjs +++ b/tools/deck/gen-slaydeck.mjs @@ -119,6 +119,8 @@ function writeCodeblocks() { prop('string', 'ShopPotion', '""'), prop('boolean', 'ShopPotionBought', 'false'), prop('number', 'FightAttackCount', '0'), + prop('number', 'TurnAttackCardsPlayed', '0'), + prop('number', 'TurnDiscardedCards', '0'), prop('boolean', 'FirstHpLossDone', 'false'), prop('number', 'ClayBlockNext', '0'), prop('number', 'PotionMenuSlot', '0'), @@ -131,6 +133,15 @@ function writeCodeblocks() { prop('number', 'DiscardPostShiv', '0'), prop('number', 'DiscardShivPerPick', '0'), prop('boolean', 'RetainSelectActive', 'false'), + prop('boolean', 'ReserveSelectActive', 'false'), + prop('number', 'NextTurnBlock', '0'), + prop('number', 'NextTurnDraw', '0'), + prop('boolean', 'NextTurnKeepBlock', 'false'), + prop('number', 'NextTurnAttackMultiplier', '1'), + prop('number', 'TurnAttackMultiplier', '1'), + prop('string', 'NextTurnSelectPrompt', '""'), + prop('number', 'NextTurnSelectCopies', '0'), + prop('any', 'NextTurnAddCards'), ], [ ...bootMethods, ...stateMethods, diff --git a/tools/deck/lib/data.mjs b/tools/deck/lib/data.mjs index bfc0c8a..453cb80 100644 --- a/tools/deck/lib/data.mjs +++ b/tools/deck/lib/data.mjs @@ -158,10 +158,17 @@ function luaCardsTable(cards) { const lines = Object.entries(cards).map(([id, c]) => { 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.damagePerOtherHandCard != null) fields.push(`damagePerOtherHandCard = ${c.damagePerOtherHandCard}`); + if (c.damagePerAttackPlayedThisTurn != null) fields.push(`damagePerAttackPlayedThisTurn = ${c.damagePerAttackPlayedThisTurn}`); + if (c.damagePerDiscardedThisTurn != null) fields.push(`damagePerDiscardedThisTurn = ${c.damagePerDiscardedThisTurn}`); + if (c.damagePerSkillInHand != null) fields.push(`damagePerSkillInHand = ${c.damagePerSkillInHand}`); + if (c.otherHandAtLeast != null) fields.push(`otherHandAtLeast = ${c.otherHandAtLeast}`); + if (c.bonusHitsWhenOtherHandAtLeast != null) fields.push(`bonusHitsWhenOtherHandAtLeast = ${c.bonusHitsWhenOtherHandAtLeast}`); if (c.block != null) fields.push(`block = ${c.block}`); if (c.strength != null) fields.push(`strength = ${c.strength}`); if (c.dex != null) fields.push(`dex = ${c.dex}`); if (c.thorns != null) fields.push(`thorns = ${c.thorns}`); + if (c.cardPlayedBlock != null) fields.push(`cardPlayedBlock = ${c.cardPlayedBlock}`); if (c.weak != null) fields.push(`weak = ${c.weak}`); if (c.vuln != null) fields.push(`vuln = ${c.vuln}`); if (c.powerEffect != null) fields.push(`powerEffect = ${luaStr(c.powerEffect)}`); @@ -173,13 +180,27 @@ function luaCardsTable(cards) { if (c.pierce === true) fields.push('pierce = true'); if (c.selfVuln != null) fields.push(`selfVuln = ${c.selfVuln}`); if (c.draw != null) fields.push(`draw = ${c.draw}`); + if (c.drawUntilHandSize != null) fields.push(`drawUntilHandSize = ${c.drawUntilHandSize}`); if (c.heal != null) fields.push(`heal = ${c.heal}`); + if (c.gainEnergy != null) fields.push(`gainEnergy = ${c.gainEnergy}`); if (c.poison != null) fields.push(`poison = ${c.poison}`); if (c.discard != null) fields.push(`discard = ${c.discard}`); if (c.discardAll === true) fields.push('discardAll = true'); + if (c.drawPerDiscarded != null) fields.push(`drawPerDiscarded = ${c.drawPerDiscarded}`); if (c.addShiv != null) fields.push(`addShiv = ${c.addShiv}`); if (c.turnStartShiv != null) fields.push(`turnStartShiv = ${c.turnStartShiv}`); + if (c.turnStartDraw != null) fields.push(`turnStartDraw = ${c.turnStartDraw}`); + if (c.turnStartDiscard != null) fields.push(`turnStartDiscard = ${c.turnStartDiscard}`); if (c.addShivPerDiscard === true) fields.push('addShivPerDiscard = true'); + if (c.nextTurnBlock != null) fields.push(`nextTurnBlock = ${c.nextTurnBlock}`); + if (c.nextTurnDraw != null) fields.push(`nextTurnDraw = ${c.nextTurnDraw}`); + if (c.nextTurnKeepBlock === true) fields.push('nextTurnKeepBlock = true'); + if (c.nextTurnAttackMultiplier != null) fields.push(`nextTurnAttackMultiplier = ${c.nextTurnAttackMultiplier}`); + if (c.nextTurnCopies != null) fields.push(`nextTurnCopies = ${c.nextTurnCopies}`); + if (c.nextTurnSelectHandCard === true) fields.push('nextTurnSelectHandCard = true'); + if (c.nextTurnSelectPrompt != null) fields.push(`nextTurnSelectPrompt = ${luaStr(c.nextTurnSelectPrompt)}`); + if (c.innate === true) fields.push('innate = true'); + if (c.playableWhenDrawPileEmpty === true) fields.push('playableWhenDrawPileEmpty = true'); if (c.sly === true) fields.push('sly = true'); if (c.retain === true) fields.push('retain = true'); if (c.exhaust === true || String(c.desc || '').includes('소멸.')) fields.push('exhaust = true');