밴딧 공용 효과와 문서 정리
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@@ -3,6 +3,14 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const combatMethods = [
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method('CanPlayCardNow', `if c == nil then
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return false
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end
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if c.playableWhenDrawPileEmpty == true and self.DrawPile ~= nil and #self.DrawPile > 0 then
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self:Toast("뽑을 카드 더미가 비어 있을 때만 사용할 수 있습니다.")
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return false
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end
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return true`, [{ Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'c' }], 0, 'boolean'),
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method('PlayCard', `if self:IsDiscardSelecting() == true then
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self:SelectDiscardSlot(slot)
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return
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@@ -11,6 +19,10 @@ if self:IsRetainSelecting() == true then
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self:SelectRetainSlot(slot)
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return
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end
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if self:IsReserveSelecting() == true then
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self:SelectReserveSlot(slot)
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return
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end
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if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then
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return
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end
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@@ -29,12 +41,21 @@ if c.unplayable == true then
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self:Toast("사용할 수 없는 카드입니다")
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return
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end
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if self:CanPlayCardNow(c) ~= true then
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return
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end
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if self.Energy < c.cost then
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self:Toast("에너지가 부족합니다")
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return
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end
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self.Energy = self.Energy - c.cost
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self:ResolveCardEffects(cardId, c, false)
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self:ResolveCardEffects(cardId, slot, c, false)
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if c.kind == "Attack" then
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self.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1
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end
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if self:HasPowerField("cardPlayedBlock") == true then
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self:AddCardBlock(self:AddPowerFieldTotal("cardPlayedBlock"))
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end
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table.remove(self.Hand, slot)
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if c.exhaust == true then
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if self.ExhaustPile == nil then self.ExhaustPile = {} end
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@@ -48,6 +69,9 @@ self:RenderCombat()
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if self:BeginDiscardSelection(c) == true then
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return
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end
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if self:BeginReserveSelection(c) == true then
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return
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end
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self:RenderHand(false)
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self:RenderPiles()
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self:RenderCombat()
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@@ -56,6 +80,8 @@ self:CheckCombatEnd()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0,
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self:SelectDiscardSlot(slot)
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elseif self:IsRetainSelecting() == true then
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self:SelectRetainSlot(slot)
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elseif self:IsReserveSelecting() == true then
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self:SelectReserveSlot(slot)
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end`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]),
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method('FindMonsterAtTouch', `local best = 0
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local bestDist = 200
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@@ -146,6 +172,10 @@ if self:IsRetainSelecting() == true then
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self:SelectRetainSlot(slot)
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return
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end
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if self:IsReserveSelecting() == true then
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self:SelectReserveSlot(slot)
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return
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end
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if self.CombatOver == true or self.FxBusy == true or self.TurnBusy == true then
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return
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end
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@@ -427,6 +457,17 @@ self.DiscardSelectTotal = 0
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self.DiscardPostShiv = 0
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self.DiscardShivPerPick = 0
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self.RetainSelectActive = false
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self.TurnAttackCardsPlayed = 0
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self.TurnDiscardedCards = 0
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self.ReserveSelectActive = false
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self.NextTurnBlock = 0
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self.NextTurnDraw = 0
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self.NextTurnKeepBlock = false
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self.NextTurnAttackMultiplier = 1
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self.TurnAttackMultiplier = 1
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self.NextTurnSelectPrompt = ""
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self.NextTurnSelectCopies = 0
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self.NextTurnAddCards = {}
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self:UpdateDiscardPrompt()
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self:RenderHand(false)
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self:RenderPiles()`),
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