From d7813f9912d931099ece593ff98b7e26d4443351 Mon Sep 17 00:00:00 2001 From: gahusb Date: Mon, 29 Jun 2026 18:17:01 +0900 Subject: [PATCH] =?UTF-8?q?fix(deck):=20drawDamage/drawPoison=EB=A5=BC=20p?= =?UTF-8?q?er-play=E2=86=92per-draw=EB=A1=9C=20(=EC=B9=B4=EB=93=9C=20?= =?UTF-8?q?=EC=84=A4=EB=AA=85=EA=B3=BC=20=EC=9D=BC=EC=B9=98)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Speedster("카드를 뽑을 때마다 피해")·CorrosiveWave("뽑을 때마다 중독")의 효과가 Lua에서는 ResolveCardEffects 끝에서 카드를 '낼 때마다' 발동해 카드 설명·JS 미러(sim-balance draw())와 어긋났다. per-play 블록을 ApplyDrawTrigger() 메서드로 추출하고 DrawCards에서 뽑은 카드마다 호출해 per-draw로 정렬(JS와 동일). JS 미러는 이미 per-draw라 무변경 — 양쪽 일치. 부수: CheckCombatEnd에 self.CombatOver 멱등 가드 추가. per-draw로 호출이 잦아져(턴시작 5드로 등) 전멸 시 보상/골드/유물이 중복 발동할 수 있던 잠재 버그를 차단(공격+drawDamage 카드에서도 위험했음). 밸런스 영향: Speedster(Power)가 매턴 시작 드로에도 발동해 강해짐 — 값 튜닝은 sim으로 후속 조정 가능. 산출물 재생성 포함. Co-Authored-By: Claude Opus 4.8 (1M context) Claude-Session: https://claude.ai/code/session_01UUvHKjrt8jqLzDeCsRRGmj --- RootDesk/MyDesk/SlayDeckController.codeblock | 21 +++++- tools/deck/cb/combat.mjs | 5 +- tools/deck/cb/deckturn.mjs | 1 + tools/deck/cb/hand.mjs | 69 ++++++++++---------- 4 files changed, 59 insertions(+), 37 deletions(-) diff --git a/RootDesk/MyDesk/SlayDeckController.codeblock b/RootDesk/MyDesk/SlayDeckController.codeblock index 6fc1fda..315ddde 100644 --- a/RootDesk/MyDesk/SlayDeckController.codeblock +++ b/RootDesk/MyDesk/SlayDeckController.codeblock @@ -2178,7 +2178,7 @@ "Name": "animate" } ], - "Code": "local drawnSlots = {}\nlocal drawnCards = {}\nlocal drewAny = false\nif self.DrawDisabledThisTurn == true then\n\treturn drawnCards\nend\nfor i = 1, amount do\n\tif #self.DrawPile <= 0 then\n\t\tself:RecycleDiscardIntoDraw()\n\tend\n\tif #self.DrawPile <= 0 then\n\t\tbreak\n\tend\n\tlocal cardId = table.remove(self.DrawPile)\n\ttable.insert(drawnCards, cardId)\n\tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1\n\tif #self.Hand >= 10 then\n\t\ttable.insert(self.DiscardPile, cardId)\n\t\tself:TriggerSly(cardId)\n\telse\n\t\ttable.insert(self.Hand, cardId)\n\t\tdrewAny = true\n\t\ttable.insert(drawnSlots, #self.Hand)\n\tend\nend\nself:RenderPiles()\nif drewAny == true then\n\tself:RenderHand(false)\nend\nif animate == true and #drawnSlots > 0 then\n\tlocal drawStart = Vector2(-590, 8)\n\tfor i = 1, #drawnSlots do\n\t\tlocal slot = drawnSlots[i]\n\t\tself:AnimateCardFrom(slot, drawStart, Vector2(self:GetHandSlotX(slot), 0), 0.08 + i * 0.045)\n\tend\nreturn drawnCards\nend", + "Code": "local drawnSlots = {}\nlocal drawnCards = {}\nlocal drewAny = false\nif self.DrawDisabledThisTurn == true then\n\treturn drawnCards\nend\nfor i = 1, amount do\n\tif #self.DrawPile <= 0 then\n\t\tself:RecycleDiscardIntoDraw()\n\tend\n\tif #self.DrawPile <= 0 then\n\t\tbreak\n\tend\n\tlocal cardId = table.remove(self.DrawPile)\n\ttable.insert(drawnCards, cardId)\n\tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1\n\tself:ApplyDrawTrigger()\n\tif #self.Hand >= 10 then\n\t\ttable.insert(self.DiscardPile, cardId)\n\t\tself:TriggerSly(cardId)\n\telse\n\t\ttable.insert(self.Hand, cardId)\n\t\tdrewAny = true\n\t\ttable.insert(drawnSlots, #self.Hand)\n\tend\nend\nself:RenderPiles()\nif drewAny == true then\n\tself:RenderHand(false)\nend\nif animate == true and #drawnSlots > 0 then\n\tlocal drawStart = Vector2(-590, 8)\n\tfor i = 1, #drawnSlots do\n\t\tlocal slot = drawnSlots[i]\n\t\tself:AnimateCardFrom(slot, drawStart, Vector2(self:GetHandSlotX(slot), 0), 0.08 + i * 0.045)\n\tend\nreturn drawnCards\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2531,6 +2531,21 @@ "Attributes": [], "Name": "OnAllDeckCardButton" }, + { + "Return": { + "Type": "void", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [], + "Code": "if self.Monsters == nil then\n\treturn\nend\nlocal drawDamage = self:AddPowerFieldTotal(\"drawDamage\") + (self.DrawDamageThisTurn or 0)\nlocal drawPoison = self:AddPowerFieldTotal(\"drawPoison\") + (self.DrawPoisonThisTurn or 0)\nif (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then\n\tfor mi = 1, #self.Monsters do\n\t\tlocal m2 = self.Monsters[mi]\n\t\tif m2 ~= nil and m2.alive == true then\n\t\t\tlocal dmg = drawDamage or 0\n\t\t\tif m2.vuln > 0 then\n\t\t\t\tdmg = math.floor(dmg * 1.5)\n\t\t\tend\n\t\t\tif m2.block > 0 then\n\t\t\t\tlocal absorbed = math.min(m2.block, dmg)\n\t\t\t\tm2.block = m2.block - absorbed\n\t\t\t\tdmg = dmg - absorbed\n\t\t\tend\n\t\t\tif drawPoison ~= nil and drawPoison > 0 then\n\t\t\t\tself:ApplyPoisonToMonster(m2, drawPoison)\n\t\t\tend\n\t\t\tif dmg > 0 then\n\t\t\t\tm2.hp = m2.hp - dmg\n\t\t\t\tself.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg\n\t\t\tend\n\t\t\tself:ShowDmgPop(mi, dmg)\n\t\t\tself:MonsterHitMotion(mi)\n\t\t\tif m2.hp <= 0 then\n\t\t\t\tm2.hp = 0\n\t\t\t\tself:KillMonster(m2.slot)\n\t\t\tend\n\t\tend\n\tend\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "ApplyDrawTrigger" + }, { "Return": { "Type": "number", @@ -2998,7 +3013,7 @@ "Name": "energySpent" } ], - "Code": "if c == nil then\n\treturn\nend\nif c.blockGainMultiplier ~= nil and c.blockGainMultiplier > 0 then\n\tself.BlockGainMultiplier = (self.BlockGainMultiplier or 1) * c.blockGainMultiplier\nend\nif c.nextSkillCostZero == true then\n\tself.NextSkillCostZero = true\nend\nif c.nextSkillRepeatCount ~= nil and c.nextSkillRepeatCount > 0 then\n\tself.NextSkillRepeatCount = (self.NextSkillRepeatCount or 0) + c.nextSkillRepeatCount\nend\nif c.skillCostReductionThisTurn ~= nil and c.skillCostReductionThisTurn > 0 then\n\tself.SkillCostReductionThisTurn = (self.SkillCostReductionThisTurn or 0) + c.skillCostReductionThisTurn\nend\nif c.handCostZeroThisTurn == true then\n\tself.HandCostZeroThisTurn = true\nend\nif c.drawDisabledThisTurn == true then\n\tself.DrawDisabledThisTurn = true\nend\nif c.drawDamage ~= nil and c.drawDamage > 0 and c.kind ~= \"Power\" then\n\tself.DrawDamageThisTurn = (self.DrawDamageThisTurn or 0) + c.drawDamage\nend\nif c.drawPoison ~= nil and c.drawPoison > 0 and c.kind ~= \"Power\" then\n\tself.DrawPoisonThisTurn = (self.DrawPoisonThisTurn or 0) + c.drawPoison\nend\nif c.shivAoe == true and c.kind ~= \"Power\" then\n\tself.ShivAoeThisCombat = true\nend\nif c.skillSlyOnPlay == true and c.kind == \"Skill\" then\n\tif self.SkillSlyOnPlayCards == nil then\n\t\tself.SkillSlyOnPlayCards = {}\n\tend\n\tself.SkillSlyOnPlayCards[cardId] = true\nend\nif c.turnHandSlyCount ~= nil and c.turnHandSlyCount > 0 then\n\tif self.TurnSkillSlyCards == nil then\n\t\tself.TurnSkillSlyCards = {}\n\tend\n\tlocal picked = 0\n\tif self.Hand ~= nil then\n\t\tfor i = 1, #self.Hand do\n\t\t\tlocal hid = self.Hand[i]\n\t\t\tif hid ~= nil and hid ~= cardId then\n\t\t\t\tlocal hc = self.Cards[hid]\n\t\t\t\tif hc ~= nil and hc.kind == \"Skill\" and self.TurnSkillSlyCards[hid] ~= true and self.SkillSlyOnPlayCards[hid] ~= true and hc.sly ~= true then\n\t\t\t\t\tself.TurnSkillSlyCards[hid] = true\n\t\t\t\t\tpicked = picked + 1\n\t\t\t\t\tif picked >= c.turnHandSlyCount then\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\nlocal xEnergy = energySpent or 0\nlocal weakAmount = c.weak or 0\nlocal vulnAmount = c.vuln or 0\nlocal poisonAmount = c.poison or 0\nif c.xWeakPerEnergy ~= nil and c.xWeakPerEnergy > 0 then\n\tweakAmount = weakAmount + xEnergy * c.xWeakPerEnergy\nend\nif c.kind == \"Attack\" then\n\tif c.damage ~= nil or c.xDamagePerEnergy ~= nil then\n\t\tself:PlayerAttackMotion()\n\t\tlocal baseDmg = self:AttackBaseForCard(slot, c)\n\t\tself.ActiveAttackDamageVsWeakMultiplier = c.attackDamageVsWeakMultiplier or 1\n\t\tif c.xDamagePerEnergy ~= nil and c.xDamagePerEnergy > 0 then\n\t\t\tbaseDmg = xEnergy * c.xDamagePerEnergy\n\t\tend\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\tlocal useAoe = c.aoe == true\n\t\tif c.class == \"shiv\" and (self.ShivAoeThisCombat == true or self:HasPowerField(\"shivAoe\") == true) then\n\t\t\tuseAoe = true\n\t\tend\n\t\tif c.class == \"shiv\" and self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField(\"firstShivDamageBonus\") == true then\n\t\t\tself.ShivFirstDamageBonusUsed = true\n\t\tend\n\t\tlocal function countAliveMonsters()\n\t\t\tlocal n = 0\n\t\t\tif self.Monsters ~= nil then\n\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\tif om ~= nil and om.alive == true then n = n + 1 end\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn n\n\t\tend\n\t\tlocal function randomAliveMonsterIndex()\n\t\t\tlocal alive = {}\n\t\t\tif self.Monsters ~= nil then\n\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\t\t\ttable.insert(alive, mi)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif #alive <= 0 then\n\t\t\t\treturn 0\n\t\t\tend\n\t\t\treturn alive[math.random(1, #alive)]\n\t\tend\n\t\tlocal function resolveAttackRound()\n\t\t\tlocal roundKilled = false\n\t\t\tif useAoe == true then\n\t\t\t\tlocal killed = self:DealDamageToAllMonsters(total)\n\t\t\t\tif killed == true then roundKilled = true end\n\t\t\telseif c.randomTargetEachHit == true then\n\t\t\t\tfor h = 1, hitN do\n\t\t\t\t\tlocal targetIdx = randomAliveMonsterIndex()\n\t\t\t\t\tif targetIdx ~= nil and targetIdx > 0 then\n\t\t\t\t\t\tlocal prev = self.TargetIndex\n\t\t\t\t\t\tself.TargetIndex = targetIdx\n\t\t\t\t\t\tlocal killed = self:DealDamageToTarget(total / hitN, c.pierce == true)\n\t\t\t\t\t\tself.TargetIndex = prev\n\t\t\t\t\t\tif killed == true then roundKilled = true end\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal killed = self:DealDamageToTarget(total, c.pierce == true)\n\t\t\t\tif killed == true then roundKilled = true end\n\t\t\tend\n\t\t\treturn roundKilled\n\t\tend\n\t\tlocal totalDamage = 0\n\t\tlocal roundKilled = false\n\t\trepeat\n\t\t\troundKilled = resolveAttackRound()\n\t\t\ttotalDamage = totalDamage + total\n\t\tuntil c.repeatOnKill ~= true or roundKilled ~= true or countAliveMonsters() <= 0\n\t\tself.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + totalDamage\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\nif c.intangible ~= nil and c.intangible > 0 then\n\tself.PlayerIntangible = (self.PlayerIntangible or 0) + c.intangible\nend\nself.TurnCardsPlayedThisTurn = (self.TurnCardsPlayedThisTurn or 0) + 1\nif c.blockPerDamageDealtThisTurn ~= nil and c.blockPerDamageDealtThisTurn > 0 then\n\tself:AddCardBlock((self.DamageDealtThisTurn or 0) * c.blockPerDamageDealtThisTurn)\nend\nself:QueueNextTurnEffects(c)\nif c.combatCostReductionOnPlay ~= nil and c.combatCostReductionOnPlay > 0 then\n\tif self.CombatCardCostReduction == nil then\n\t\tself.CombatCardCostReduction = {}\n\tend\n\tself.CombatCardCostReduction[cardId] = (self.CombatCardCostReduction[cardId] or 0) + c.combatCostReductionOnPlay\nend\nif c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil or c.xWeakPerEnergy ~= nil or c.affectsAllEnemies == true or c.removeEnemyBlock == true or c.removeEnemyArtifact == true or (c.enemyStrengthLossThisTurn ~= nil and c.enemyStrengthLossThisTurn > 0) 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\tlocal targets = {}\n\tif c.affectsAllEnemies == true and self.Monsters ~= nil then\n\t\tfor mi = 1, #self.Monsters do\n\t\t\tlocal om = self.Monsters[mi]\n\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\ttable.insert(targets, om)\n\t\t\tend\n\t\tend\n\telseif tm ~= nil and tm.alive == true then\n\t\ttable.insert(targets, tm)\n\tend\n\tif c.enemyStrengthLossThisTurn ~= nil and c.enemyStrengthLossThisTurn > 0 then\n\t\tself.EnemyStrengthLossThisTurn = (self.EnemyStrengthLossThisTurn or 0) + c.enemyStrengthLossThisTurn\n\tend\n\tfor ti = 1, #targets do\n\t\tlocal target = targets[ti]\n\t\tif target ~= nil and target.alive == true then\n\t\t\tif c.removeEnemyBlock == true then\n\t\t\t\ttarget.block = 0\n\t\t\tend\n\t\t\tif c.removeEnemyArtifact == true then\n\t\t\t\ttarget.artifact = 0\n\t\t\tend\n\t\t\tif weakAmount ~= nil and weakAmount > 0 then\n\t\t\t\tif target.artifact ~= nil and target.artifact > 0 then\n\t\t\t\t\ttarget.artifact = target.artifact - 1\n\t\t\t\telse\n\t\t\t\t\ttarget.weak = target.weak + weakAmount\n\t\t\t\tend\n\t\t\tend\n\t\t\tif poisonAmount ~= nil and poisonAmount > 0 then\n\t\t\t\tif c.poisonIfTargetPoisoned ~= true or (target.poison ~= nil and target.poison > 0) then\n\t\t\t\t\tlocal poisonHits = c.poisonHits or 1\n\t\t\t\t\tfor pi = 1, poisonHits do\n\t\t\t\t\t\tlocal target2 = target\n\t\t\t\t\t\tif c.poisonRandomTargets == true and self.Monsters ~= nil then\n\t\t\t\t\t\t\tlocal alive = {}\n\t\t\t\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\t\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\t\t\t\t\t\ttable.insert(alive, om)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif #alive > 0 then\n\t\t\t\t\t\t\t\ttarget2 = alive[math.random(#alive)]\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif target2 ~= nil and target2.alive == true then\n\t\t\t\t\t\t\tself:ApplyPoisonToMonster(target2, poisonAmount)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif vulnAmount ~= nil and vulnAmount > 0 then\n\t\t\t\tif target.artifact ~= nil and target.artifact > 0 then\n\t\t\t\t\ttarget.artifact = target.artifact - 1\n\t\t\t\telse\n\t\t\t\t\ttarget.vuln = target.vuln + vulnAmount\n\t\t\t\t\tif self:HasRelic(\"championBelt\") then\n\t\t\t\t\t\ttarget.weak = target.weak + 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\nlocal drawnCards = {}\nif c.draw ~= nil then\n\tdrawnCards = self:DrawCards(c.draw, true) or {}\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\tlocal moreDrawnCards = self:DrawCards(need, true) or {}\n\t\tfor i = 1, #moreDrawnCards do\n\t\t\ttable.insert(drawnCards, moreDrawnCards[i])\n\t\tend\n\tend\nend\nif c.drawSkillBlock ~= nil and c.drawSkillBlock > 0 then\n\tfor i = 1, #drawnCards do\n\t\tlocal drawnCard = self.Cards[drawnCards[i]]\n\t\tif drawnCard ~= nil and drawnCard.kind == \"Skill\" then\n\t\t\tself:AddCardBlock(c.drawSkillBlock)\n\t\tend\n\tend\nend\nlocal drawDamage = self:AddPowerFieldTotal(\"drawDamage\") + (self.DrawDamageThisTurn or 0)\nlocal drawPoison = self:AddPowerFieldTotal(\"drawPoison\") + (self.DrawPoisonThisTurn or 0)\nif (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then\n\tfor mi = 1, #self.Monsters do\n\t\tlocal m2 = self.Monsters[mi]\n\t\tif m2 ~= nil and m2.alive == true then\n\t\t\tlocal dmg = drawDamage or 0\n\t\t\tif m2.vuln > 0 then\n\t\t\t\tdmg = math.floor(dmg * 1.5)\n\t\t\tend\n\t\t\tif m2.block > 0 then\n\t\t\t\tlocal absorbed = math.min(m2.block, dmg)\n\t\t\t\tm2.block = m2.block - absorbed\n\t\t\t\tdmg = dmg - absorbed\n\t\t\tend\n\t\t\tif drawPoison ~= nil and drawPoison > 0 then\n\t\t\t\tself:ApplyPoisonToMonster(m2, drawPoison)\n\t\t\tend\n\t\t\tif dmg > 0 then\n\t\t\t\tm2.hp = m2.hp - dmg\n\t\t\t\tself.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg\n\t\t\tend\n\t\t\tself:ShowDmgPop(mi, dmg)\n\t\t\tself:MonsterHitMotion(mi)\n\t\t\tif m2.hp <= 0 then\n\t\t\t\tm2.hp = 0\n\t\t\t\tself:KillMonster(m2.slot)\n\t\t\tend\n\t\tend\n\tend\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\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.blockGainMultiplier ~= nil and c.blockGainMultiplier > 0 then\n\tself.BlockGainMultiplier = (self.BlockGainMultiplier or 1) * c.blockGainMultiplier\nend\nif c.nextSkillCostZero == true then\n\tself.NextSkillCostZero = true\nend\nif c.nextSkillRepeatCount ~= nil and c.nextSkillRepeatCount > 0 then\n\tself.NextSkillRepeatCount = (self.NextSkillRepeatCount or 0) + c.nextSkillRepeatCount\nend\nif c.skillCostReductionThisTurn ~= nil and c.skillCostReductionThisTurn > 0 then\n\tself.SkillCostReductionThisTurn = (self.SkillCostReductionThisTurn or 0) + c.skillCostReductionThisTurn\nend\nif c.handCostZeroThisTurn == true then\n\tself.HandCostZeroThisTurn = true\nend\nif c.drawDisabledThisTurn == true then\n\tself.DrawDisabledThisTurn = true\nend\nif c.drawDamage ~= nil and c.drawDamage > 0 and c.kind ~= \"Power\" then\n\tself.DrawDamageThisTurn = (self.DrawDamageThisTurn or 0) + c.drawDamage\nend\nif c.drawPoison ~= nil and c.drawPoison > 0 and c.kind ~= \"Power\" then\n\tself.DrawPoisonThisTurn = (self.DrawPoisonThisTurn or 0) + c.drawPoison\nend\nif c.shivAoe == true and c.kind ~= \"Power\" then\n\tself.ShivAoeThisCombat = true\nend\nif c.skillSlyOnPlay == true and c.kind == \"Skill\" then\n\tif self.SkillSlyOnPlayCards == nil then\n\t\tself.SkillSlyOnPlayCards = {}\n\tend\n\tself.SkillSlyOnPlayCards[cardId] = true\nend\nif c.turnHandSlyCount ~= nil and c.turnHandSlyCount > 0 then\n\tif self.TurnSkillSlyCards == nil then\n\t\tself.TurnSkillSlyCards = {}\n\tend\n\tlocal picked = 0\n\tif self.Hand ~= nil then\n\t\tfor i = 1, #self.Hand do\n\t\t\tlocal hid = self.Hand[i]\n\t\t\tif hid ~= nil and hid ~= cardId then\n\t\t\t\tlocal hc = self.Cards[hid]\n\t\t\t\tif hc ~= nil and hc.kind == \"Skill\" and self.TurnSkillSlyCards[hid] ~= true and self.SkillSlyOnPlayCards[hid] ~= true and hc.sly ~= true then\n\t\t\t\t\tself.TurnSkillSlyCards[hid] = true\n\t\t\t\t\tpicked = picked + 1\n\t\t\t\t\tif picked >= c.turnHandSlyCount then\n\t\t\t\t\t\tbreak\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\nlocal xEnergy = energySpent or 0\nlocal weakAmount = c.weak or 0\nlocal vulnAmount = c.vuln or 0\nlocal poisonAmount = c.poison or 0\nif c.xWeakPerEnergy ~= nil and c.xWeakPerEnergy > 0 then\n\tweakAmount = weakAmount + xEnergy * c.xWeakPerEnergy\nend\nif c.kind == \"Attack\" then\n\tif c.damage ~= nil or c.xDamagePerEnergy ~= nil then\n\t\tself:PlayerAttackMotion()\n\t\tlocal baseDmg = self:AttackBaseForCard(slot, c)\n\t\tself.ActiveAttackDamageVsWeakMultiplier = c.attackDamageVsWeakMultiplier or 1\n\t\tif c.xDamagePerEnergy ~= nil and c.xDamagePerEnergy > 0 then\n\t\t\tbaseDmg = xEnergy * c.xDamagePerEnergy\n\t\tend\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\tlocal useAoe = c.aoe == true\n\t\tif c.class == \"shiv\" and (self.ShivAoeThisCombat == true or self:HasPowerField(\"shivAoe\") == true) then\n\t\t\tuseAoe = true\n\t\tend\n\t\tif c.class == \"shiv\" and self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField(\"firstShivDamageBonus\") == true then\n\t\t\tself.ShivFirstDamageBonusUsed = true\n\t\tend\n\t\tlocal function countAliveMonsters()\n\t\t\tlocal n = 0\n\t\t\tif self.Monsters ~= nil then\n\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\tif om ~= nil and om.alive == true then n = n + 1 end\n\t\t\t\tend\n\t\t\tend\n\t\t\treturn n\n\t\tend\n\t\tlocal function randomAliveMonsterIndex()\n\t\t\tlocal alive = {}\n\t\t\tif self.Monsters ~= nil then\n\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\t\t\ttable.insert(alive, mi)\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif #alive <= 0 then\n\t\t\t\treturn 0\n\t\t\tend\n\t\t\treturn alive[math.random(1, #alive)]\n\t\tend\n\t\tlocal function resolveAttackRound()\n\t\t\tlocal roundKilled = false\n\t\t\tif useAoe == true then\n\t\t\t\tlocal killed = self:DealDamageToAllMonsters(total)\n\t\t\t\tif killed == true then roundKilled = true end\n\t\t\telseif c.randomTargetEachHit == true then\n\t\t\t\tfor h = 1, hitN do\n\t\t\t\t\tlocal targetIdx = randomAliveMonsterIndex()\n\t\t\t\t\tif targetIdx ~= nil and targetIdx > 0 then\n\t\t\t\t\t\tlocal prev = self.TargetIndex\n\t\t\t\t\t\tself.TargetIndex = targetIdx\n\t\t\t\t\t\tlocal killed = self:DealDamageToTarget(total / hitN, c.pierce == true)\n\t\t\t\t\t\tself.TargetIndex = prev\n\t\t\t\t\t\tif killed == true then roundKilled = true end\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telse\n\t\t\t\tlocal killed = self:DealDamageToTarget(total, c.pierce == true)\n\t\t\t\tif killed == true then roundKilled = true end\n\t\t\tend\n\t\t\treturn roundKilled\n\t\tend\n\t\tlocal totalDamage = 0\n\t\tlocal roundKilled = false\n\t\trepeat\n\t\t\troundKilled = resolveAttackRound()\n\t\t\ttotalDamage = totalDamage + total\n\t\tuntil c.repeatOnKill ~= true or roundKilled ~= true or countAliveMonsters() <= 0\n\t\tself.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + totalDamage\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\nif c.intangible ~= nil and c.intangible > 0 then\n\tself.PlayerIntangible = (self.PlayerIntangible or 0) + c.intangible\nend\nself.TurnCardsPlayedThisTurn = (self.TurnCardsPlayedThisTurn or 0) + 1\nif c.blockPerDamageDealtThisTurn ~= nil and c.blockPerDamageDealtThisTurn > 0 then\n\tself:AddCardBlock((self.DamageDealtThisTurn or 0) * c.blockPerDamageDealtThisTurn)\nend\nself:QueueNextTurnEffects(c)\nif c.combatCostReductionOnPlay ~= nil and c.combatCostReductionOnPlay > 0 then\n\tif self.CombatCardCostReduction == nil then\n\t\tself.CombatCardCostReduction = {}\n\tend\n\tself.CombatCardCostReduction[cardId] = (self.CombatCardCostReduction[cardId] or 0) + c.combatCostReductionOnPlay\nend\nif c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil or c.xWeakPerEnergy ~= nil or c.affectsAllEnemies == true or c.removeEnemyBlock == true or c.removeEnemyArtifact == true or (c.enemyStrengthLossThisTurn ~= nil and c.enemyStrengthLossThisTurn > 0) 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\tlocal targets = {}\n\tif c.affectsAllEnemies == true and self.Monsters ~= nil then\n\t\tfor mi = 1, #self.Monsters do\n\t\t\tlocal om = self.Monsters[mi]\n\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\ttable.insert(targets, om)\n\t\t\tend\n\t\tend\n\telseif tm ~= nil and tm.alive == true then\n\t\ttable.insert(targets, tm)\n\tend\n\tif c.enemyStrengthLossThisTurn ~= nil and c.enemyStrengthLossThisTurn > 0 then\n\t\tself.EnemyStrengthLossThisTurn = (self.EnemyStrengthLossThisTurn or 0) + c.enemyStrengthLossThisTurn\n\tend\n\tfor ti = 1, #targets do\n\t\tlocal target = targets[ti]\n\t\tif target ~= nil and target.alive == true then\n\t\t\tif c.removeEnemyBlock == true then\n\t\t\t\ttarget.block = 0\n\t\t\tend\n\t\t\tif c.removeEnemyArtifact == true then\n\t\t\t\ttarget.artifact = 0\n\t\t\tend\n\t\t\tif weakAmount ~= nil and weakAmount > 0 then\n\t\t\t\tif target.artifact ~= nil and target.artifact > 0 then\n\t\t\t\t\ttarget.artifact = target.artifact - 1\n\t\t\t\telse\n\t\t\t\t\ttarget.weak = target.weak + weakAmount\n\t\t\t\tend\n\t\t\tend\n\t\t\tif poisonAmount ~= nil and poisonAmount > 0 then\n\t\t\t\tif c.poisonIfTargetPoisoned ~= true or (target.poison ~= nil and target.poison > 0) then\n\t\t\t\t\tlocal poisonHits = c.poisonHits or 1\n\t\t\t\t\tfor pi = 1, poisonHits do\n\t\t\t\t\t\tlocal target2 = target\n\t\t\t\t\t\tif c.poisonRandomTargets == true and self.Monsters ~= nil then\n\t\t\t\t\t\t\tlocal alive = {}\n\t\t\t\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\t\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\t\t\t\t\t\ttable.insert(alive, om)\n\t\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\t\tif #alive > 0 then\n\t\t\t\t\t\t\t\ttarget2 = alive[math.random(#alive)]\n\t\t\t\t\t\t\tend\n\t\t\t\t\t\tend\n\t\t\t\t\t\tif target2 ~= nil and target2.alive == true then\n\t\t\t\t\t\t\tself:ApplyPoisonToMonster(target2, poisonAmount)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\t\tif vulnAmount ~= nil and vulnAmount > 0 then\n\t\t\t\tif target.artifact ~= nil and target.artifact > 0 then\n\t\t\t\t\ttarget.artifact = target.artifact - 1\n\t\t\t\telse\n\t\t\t\t\ttarget.vuln = target.vuln + vulnAmount\n\t\t\t\t\tif self:HasRelic(\"championBelt\") then\n\t\t\t\t\t\ttarget.weak = target.weak + 1\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\tend\nend\nlocal drawnCards = {}\nif c.draw ~= nil then\n\tdrawnCards = self:DrawCards(c.draw, true) or {}\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\tlocal moreDrawnCards = self:DrawCards(need, true) or {}\n\t\tfor i = 1, #moreDrawnCards do\n\t\t\ttable.insert(drawnCards, moreDrawnCards[i])\n\t\tend\n\tend\nend\nif c.drawSkillBlock ~= nil and c.drawSkillBlock > 0 then\n\tfor i = 1, #drawnCards do\n\t\tlocal drawnCard = self.Cards[drawnCards[i]]\n\t\tif drawnCard ~= nil and drawnCard.kind == \"Skill\" then\n\t\t\tself:AddCardBlock(c.drawSkillBlock)\n\t\tend\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": [], @@ -3861,7 +3876,7 @@ "Name": null }, "Arguments": [], - "Code": "local anyAlive = false\nfor i = 1, #self.Monsters do\n\tif self.Monsters[i].alive == true then anyAlive = true; break end\nend\nif anyAlive == false then\n\tself.CombatOver = true\n\tself:ClearCombatCards()\n\tself.Gold = self.Gold + math.floor(25 * self:AscGoldMult())\n\tself:ApplyRelics(\"combatEnd\")\n\tself:ApplyRelics(\"combatReward\")\n\tself:MaybeDropPotion()\n\tself:RenderRun()\n\tlocal node = self.MapNodes[self.CurrentNodeId]\n\tif node ~= nil and node.type == \"elite\" then\n\t\tself.Gold = self.Gold + 15\n\t\tlocal nid = self:PickNewRelic()\n\t\tif nid ~= \"\" then\n\t\t\tself:AddRelic(nid)\n\t\t\tlocal nr = self.Relics[nid]\n\t\t\tif nr ~= nil then\n\t\t\t\tself:Toast(\"유물 획득: \" .. nr.name)\n\t\t\tend\n\t\tend\n\tend\n\tif node ~= nil and node.type == \"boss\" then\n\t\tif self.PlayerJob == \"\" and self.Floor < self.RunLength then\n\t\t\tself:ShowJobChoice()\n\t\telse\n\t\t\tif self.PlayerJob ~= \"\" then self:AwardSouls(1) end\n\t\t\tlocal bid = self:PickNewRelic()\n\t\t\tif bid ~= \"\" then\n\t\t\t\tself:AddRelic(bid)\n\t\t\t\tlocal br = self.Relics[bid]\n\t\t\t\tif br ~= nil then\n\t\t\t\t\tself:Toast(\"유물 획득: \" .. br.name)\n\t\t\t\tend\n\t\t\tend\n\t\t\tself:ContinueAfterBoss()\n\t\tend\n\telse\n\t\tself:OfferReward()\n\tend\nelseif self.PlayerHp <= 0 then\n\tself.CombatOver = true\n\tself:EndRun(\"패배...\")\nend", + "Code": "if self.CombatOver == true then\n\treturn\nend\nlocal anyAlive = false\nfor i = 1, #self.Monsters do\n\tif self.Monsters[i].alive == true then anyAlive = true; break end\nend\nif anyAlive == false then\n\tself.CombatOver = true\n\tself:ClearCombatCards()\n\tself.Gold = self.Gold + math.floor(25 * self:AscGoldMult())\n\tself:ApplyRelics(\"combatEnd\")\n\tself:ApplyRelics(\"combatReward\")\n\tself:MaybeDropPotion()\n\tself:RenderRun()\n\tlocal node = self.MapNodes[self.CurrentNodeId]\n\tif node ~= nil and node.type == \"elite\" then\n\t\tself.Gold = self.Gold + 15\n\t\tlocal nid = self:PickNewRelic()\n\t\tif nid ~= \"\" then\n\t\t\tself:AddRelic(nid)\n\t\t\tlocal nr = self.Relics[nid]\n\t\t\tif nr ~= nil then\n\t\t\t\tself:Toast(\"유물 획득: \" .. nr.name)\n\t\t\tend\n\t\tend\n\tend\n\tif node ~= nil and node.type == \"boss\" then\n\t\tif self.PlayerJob == \"\" and self.Floor < self.RunLength then\n\t\t\tself:ShowJobChoice()\n\t\telse\n\t\t\tif self.PlayerJob ~= \"\" then self:AwardSouls(1) end\n\t\t\tlocal bid = self:PickNewRelic()\n\t\t\tif bid ~= \"\" then\n\t\t\t\tself:AddRelic(bid)\n\t\t\t\tlocal br = self.Relics[bid]\n\t\t\t\tif br ~= nil then\n\t\t\t\t\tself:Toast(\"유물 획득: \" .. br.name)\n\t\t\t\tend\n\t\t\tend\n\t\t\tself:ContinueAfterBoss()\n\t\tend\n\telse\n\t\tself:OfferReward()\n\tend\nelseif self.PlayerHp <= 0 then\n\tself.CombatOver = true\n\tself:EndRun(\"패배...\")\nend", "Scope": 2, "ExecSpace": 6, "Attributes": [], diff --git a/tools/deck/cb/combat.mjs b/tools/deck/cb/combat.mjs index a35c15f..30b5568 100644 --- a/tools/deck/cb/combat.mjs +++ b/tools/deck/cb/combat.mjs @@ -682,7 +682,10 @@ self.NextTurnAddCards = {} self:UpdateDiscardPrompt() self:RenderHand(false) self:RenderPiles()`), - method('CheckCombatEnd', `local anyAlive = false + method('CheckCombatEnd', `if self.CombatOver == true then + return +end +local anyAlive = false for i = 1, #self.Monsters do if self.Monsters[i].alive == true then anyAlive = true; break end end diff --git a/tools/deck/cb/deckturn.mjs b/tools/deck/cb/deckturn.mjs index 656983f..828688c 100644 --- a/tools/deck/cb/deckturn.mjs +++ b/tools/deck/cb/deckturn.mjs @@ -475,6 +475,7 @@ for i = 1, amount do \tlocal cardId = table.remove(self.DrawPile) \ttable.insert(drawnCards, cardId) \tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1 +\tself:ApplyDrawTrigger() \tif #self.Hand >= 10 then \t\ttable.insert(self.DiscardPile, cardId) \t\tself:TriggerSly(cardId) diff --git a/tools/deck/cb/hand.mjs b/tools/deck/cb/hand.mjs index 62b98d9..bebd5b7 100644 --- a/tools/deck/cb/hand.mjs +++ b/tools/deck/cb/hand.mjs @@ -3,6 +3,42 @@ 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 handMethods = [ + method('ApplyDrawTrigger', `if self.Monsters == nil then + return +end +local drawDamage = self:AddPowerFieldTotal("drawDamage") + (self.DrawDamageThisTurn or 0) +local drawPoison = self:AddPowerFieldTotal("drawPoison") + (self.DrawPoisonThisTurn or 0) +if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then + for mi = 1, #self.Monsters do + local m2 = self.Monsters[mi] + if m2 ~= nil and m2.alive == true then + local dmg = drawDamage or 0 + if m2.vuln > 0 then + dmg = math.floor(dmg * 1.5) + end + if m2.block > 0 then + local absorbed = math.min(m2.block, dmg) + m2.block = m2.block - absorbed + dmg = dmg - absorbed + end + if drawPoison ~= nil and drawPoison > 0 then + self:ApplyPoisonToMonster(m2, drawPoison) + end + if dmg > 0 then + m2.hp = m2.hp - dmg + self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg + end + self:ShowDmgPop(mi, dmg) + self:MonsterHitMotion(mi) + if m2.hp <= 0 then + m2.hp = 0 + self:KillMonster(m2.slot) + end + end + end + self:RenderCombat() + self:CheckCombatEnd() +end`), method('GetHandSlotX', `local n = 0 if self.Hand ~= nil then n = #self.Hand @@ -681,39 +717,6 @@ if c.drawSkillBlock ~= nil and c.drawSkillBlock > 0 then end end end -local drawDamage = self:AddPowerFieldTotal("drawDamage") + (self.DrawDamageThisTurn or 0) -local drawPoison = self:AddPowerFieldTotal("drawPoison") + (self.DrawPoisonThisTurn or 0) -if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then - for mi = 1, #self.Monsters do - local m2 = self.Monsters[mi] - if m2 ~= nil and m2.alive == true then - local dmg = drawDamage or 0 - if m2.vuln > 0 then - dmg = math.floor(dmg * 1.5) - end - if m2.block > 0 then - local absorbed = math.min(m2.block, dmg) - m2.block = m2.block - absorbed - dmg = dmg - absorbed - end - if drawPoison ~= nil and drawPoison > 0 then - self:ApplyPoisonToMonster(m2, drawPoison) - end - if dmg > 0 then - m2.hp = m2.hp - dmg - self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg - end - self:ShowDmgPop(mi, dmg) - self:MonsterHitMotion(mi) - if m2.hp <= 0 then - m2.hp = 0 - self:KillMonster(m2.slot) - end - end - end - self:RenderCombat() - self:CheckCombatEnd() -end if c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then self:AddCardsToHand("Shiv", c.addShiv) end`, [