From a3d5174b3459c669bbb5760ae194ebe6fed78c5d Mon Sep 17 00:00:00 2001 From: gahusb Date: Mon, 22 Jun 2026 21:59:28 +0900 Subject: [PATCH] =?UTF-8?q?feat:=20=EB=8F=84=EC=A0=81=20=EA=B3=B5=EC=9A=A9?= =?UTF-8?q?=20=ED=9A=A8=EA=B3=BC=20=EC=A0=95=EB=A6=AC?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- RootDesk/MyDesk/SlayDeckController.codeblock | 77 ++++- data/cards.json | 51 ++-- docs/bandit-card-audit.md | 67 +---- docs/card-effect-fields.md | 24 ++ tools/balance/sim-balance.mjs | 295 +++++++++++++------ tools/balance/sim-balance.test.mjs | 198 ++++++++++++- tools/deck/cb/combat.mjs | 104 ++++++- tools/deck/cb/deckturn.mjs | 8 +- tools/deck/cb/hand.mjs | 196 ++++++++++-- tools/deck/cb/run.mjs | 9 +- tools/deck/lib/data.mjs | 15 + 11 files changed, 805 insertions(+), 239 deletions(-) diff --git a/RootDesk/MyDesk/SlayDeckController.codeblock b/RootDesk/MyDesk/SlayDeckController.codeblock index 37951ef..5f11163 100644 --- a/RootDesk/MyDesk/SlayDeckController.codeblock +++ b/RootDesk/MyDesk/SlayDeckController.codeblock @@ -894,7 +894,7 @@ "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 = \"Attack\", 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\", damage = 4, class = \"warrior\", rarity = \"legend\", aoe = true, 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, cardPlayedDamage = 2, 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, useAllEnergy = true, xDamagePerEnergy = 8, 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\", nextSkillCostZero = true, 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\", skillCostReductionThisTurn = 1, 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\", class = \"bandit\", rarity = \"unique\", draw = 1, drawSkillBlock = 3, 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 = 3, poisonHits = 3, poisonRandomTargets = true, 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 = \"poisonPerTurn\", value = 2, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", shivDamageBonus = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", firstShivDamageBonus = 9, shivRetain = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", drawDamage = 2, 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, rewardOnKill = 1, 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, damagePerCardDrawnThisCombat = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", useAllEnergy = true, xWeakPerEnergy = 1, 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\", blockGainMultiplier = 2, class = \"bandit\", rarity = \"legend\", 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\", drawPoison = 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, nextSkillRepeatCount = 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\", class = \"bandit\", rarity = \"legend\", handCostZeroThisTurn = true, drawDisabledThisTurn = true, 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\", attackPoison = 1, class = \"bandit\", rarity = \"legend\", 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\", class = \"bandit\", rarity = \"legend\", attackDamageVsWeakMultiplier = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 4, shivAoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", cardPlayedRandomDamage = 4, 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\", intangible = 2, endTurnDexLoss = 1, 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\t-- MainMenu는 한동안 비활성화: 시작 시 바로 로비로 진입.\n\t\t-- 추후 싱글/멀티/종료 선택 메뉴가 필요하면 self:ShowMainMenu()로 되돌린다(메서드·UI 유지됨).\n\t\tself:ShowLobby()\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 = \"Attack\", 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, firstCardDamageBonus = 2, 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\", damage = 4, class = \"warrior\", rarity = \"legend\", aoe = true, 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, cardPlayedDamage = 2, 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, randomTargetEachHit = true, sly = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPrepared = { name = \"예비\", cost = 0, desc = \"카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", blockPerDamageDealtThisTurn = 1, class = \"bandit\", rarity = \"normal\", 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, affectsAllEnemies = true, enemyStrengthLossThisTurn = 6, 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, useAllEnergy = true, xDamagePerEnergy = 8, 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\", nextSkillCostZero = true, 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\", skillCostReductionThisTurn = 1, 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\", affectsAllEnemies = true, removeEnemyBlock = true, removeEnemyArtifact = true, 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\", class = \"bandit\", rarity = \"unique\", draw = 1, drawSkillBlock = 3, 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\", turnHandSlyCount = 1, 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, poisonIfTargetPoisoned = true, 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, combatCostReductionOnPlay = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBouncingFlask = { name = \"탄성 플라스크\", cost = 2, desc = \"무작위 적에게 중독을 3만큼 3번 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 3, poisonHits = 3, poisonRandomTargets = true, 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 = \"독이 3번 부여될 때마다 모든 적에게 11 피해를 줍니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", poisonApplicationBurstEvery = 3, poisonApplicationBurstDamage = 11, image = \"19361e72087946b1888684185b40d935\" },\n\tNoxiousFumes = { name = \"유독 가스\", cost = 1, desc = \"내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.\", kind = \"Power\", powerEffect = \"poisonPerTurn\", value = 2, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", shivDamageBonus = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", firstShivDamageBonus = 9, shivRetain = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", drawDamage = 2, 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\", repeatOnKill = true, aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tTheHunt = { name = \"사냥\", cost = 1, desc = \"피해를 10 줍니다. 치명타라면, 카드 보상을 추가로 얻습니다. 소멸.\", kind = \"Attack\", damage = 10, rewardOnKill = 1, 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, damagePerCardDrawnThisCombat = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", useAllEnergy = true, xWeakPerEnergy = 1, 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\", blockGainMultiplier = 2, class = \"bandit\", rarity = \"legend\", 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\", drawPoison = 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, nextSkillRepeatCount = 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\", class = \"bandit\", rarity = \"legend\", handCostZeroThisTurn = true, drawDisabledThisTurn = true, 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 = \"적 턴 시작 시 독이 한 번 더 틱합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", extraPoisonTicks = 1, image = \"19361e72087946b1888684185b40d935\" },\n\tEnvenom = { name = \"독 바르기\", cost = 2, desc = \"공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.\", kind = \"Power\", attackPoison = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tMasterPlanner = { name = \"설계의 대가\", cost = 2, desc = \"사용한 스킬 카드는 교활해집니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", skillSlyOnPlay = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tTracking = { name = \"추적\", cost = 2, desc = \"약화 상태의 적이 공격 카드로 받는 피해가 2배가 됩니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", attackDamageVsWeakMultiplier = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 4, shivAoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", cardPlayedRandomDamage = 4, 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\", intangible = 2, endTurnDexLoss = 1, 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\t-- MainMenu는 한동안 비활성화: 시작 시 바로 로비로 진입.\n\t\t-- 추후 싱글/멀티/종료 선택 메뉴가 필요하면 self:ShowMainMenu()로 되돌린다(메서드·UI 유지됨).\n\t\tself:ShowLobby()\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": [], @@ -1692,7 +1692,7 @@ "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.BlockGainMultiplier = 1\nself.CardsDrawnThisCombat = 0\nself.HandCostZeroThisTurn = false\nself.DrawDisabledThisTurn = false\nself.NextSkillCostZero = false\nself.NextSkillRepeatCount = 0\nself.SkillCostReductionThisTurn = 0\nself.ShivFirstDamageBonusUsed = false\nself.ActiveAttackDamageVsWeakMultiplier = 1\nself.DrawDamageThisTurn = 0\nself.DrawPoisonThisTurn = 0\nself.ShivAoeThisCombat = false\nself.PlayerStr = 0\nself.PlayerDex = 0\nself.PlayerThorns = 0\nself.PlayerWeak = 0\nself.PlayerVuln = 0\nself.PlayerIntangible = 0\nself.BonusRewardScreens = 0\nself.ActiveKillReward = 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 = \"Attack\", 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\", damage = 4, class = \"warrior\", rarity = \"legend\", aoe = true, 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, cardPlayedDamage = 2, 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, useAllEnergy = true, xDamagePerEnergy = 8, 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\", nextSkillCostZero = true, 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\", skillCostReductionThisTurn = 1, 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\", class = \"bandit\", rarity = \"unique\", draw = 1, drawSkillBlock = 3, 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 = 3, poisonHits = 3, poisonRandomTargets = true, 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 = \"poisonPerTurn\", value = 2, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", shivDamageBonus = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", firstShivDamageBonus = 9, shivRetain = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", drawDamage = 2, 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, rewardOnKill = 1, 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, damagePerCardDrawnThisCombat = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", useAllEnergy = true, xWeakPerEnergy = 1, 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\", blockGainMultiplier = 2, class = \"bandit\", rarity = \"legend\", 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\", drawPoison = 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, nextSkillRepeatCount = 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\", class = \"bandit\", rarity = \"legend\", handCostZeroThisTurn = true, drawDisabledThisTurn = true, 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\", attackPoison = 1, class = \"bandit\", rarity = \"legend\", 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\", class = \"bandit\", rarity = \"legend\", attackDamageVsWeakMultiplier = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 4, shivAoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", cardPlayedRandomDamage = 4, 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\", intangible = 2, endTurnDexLoss = 1, 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)", + "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.BlockGainMultiplier = 1\nself.CardsDrawnThisCombat = 0\nself.HandCostZeroThisTurn = false\nself.DrawDisabledThisTurn = false\nself.NextSkillCostZero = false\nself.NextSkillRepeatCount = 0\nself.SkillCostReductionThisTurn = 0\nself.CombatCardCostReduction = {}\nself.SkillSlyOnPlayCards = {}\nself.TurnSkillSlyCards = {}\nself.ShivFirstDamageBonusUsed = false\nself.ActiveAttackDamageVsWeakMultiplier = 1\nself.DrawDamageThisTurn = 0\nself.DrawPoisonThisTurn = 0\nself.ShivAoeThisCombat = false\nself.PoisonApplicationsThisCombat = 0\nself.EnemyStrengthLossThisTurn = 0\nself.PlayerStr = 0\nself.PlayerDex = 0\nself.PlayerThorns = 0\nself.PlayerWeak = 0\nself.PlayerVuln = 0\nself.PlayerIntangible = 0\nself.BonusRewardScreens = 0\nself.ActiveKillReward = 0\nself.PlayerPowers = {}\nself.FightAttackCount = 0\nself.TurnAttackCardsPlayed = 0\nself.TurnDiscardedCards = 0\nself.TurnCardsPlayedThisTurn = 0\nself.DamageDealtThisTurn = 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 = \"Attack\", 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, firstCardDamageBonus = 2, 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\", damage = 4, class = \"warrior\", rarity = \"legend\", aoe = true, 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, cardPlayedDamage = 2, 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, randomTargetEachHit = true, sly = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPrepared = { name = \"예비\", cost = 0, desc = \"카드를 1장 뽑습니다. 카드를 1장 버립니다.\", kind = \"Skill\", blockPerDamageDealtThisTurn = 1, class = \"bandit\", rarity = \"normal\", 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, affectsAllEnemies = true, enemyStrengthLossThisTurn = 6, 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, useAllEnergy = true, xDamagePerEnergy = 8, 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\", nextSkillCostZero = true, 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\", skillCostReductionThisTurn = 1, 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\", affectsAllEnemies = true, removeEnemyBlock = true, removeEnemyArtifact = true, 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\", class = \"bandit\", rarity = \"unique\", draw = 1, drawSkillBlock = 3, 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\", turnHandSlyCount = 1, 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, poisonIfTargetPoisoned = true, 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, combatCostReductionOnPlay = 1, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tBouncingFlask = { name = \"탄성 플라스크\", cost = 2, desc = \"무작위 적에게 중독을 3만큼 3번 부여합니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"unique\", poison = 3, poisonHits = 3, poisonRandomTargets = true, 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 = \"독이 3번 부여될 때마다 모든 적에게 11 피해를 줍니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", poisonApplicationBurstEvery = 3, poisonApplicationBurstDamage = 11, image = \"19361e72087946b1888684185b40d935\" },\n\tNoxiousFumes = { name = \"유독 가스\", cost = 1, desc = \"내 턴 시작 시, 모든 적에게 중독을 2 부여합니다.\", kind = \"Power\", powerEffect = \"poisonPerTurn\", value = 2, class = \"bandit\", rarity = \"unique\", poison = 2, image = \"19361e72087946b1888684185b40d935\" },\n\tAccuracy = { name = \"정밀\", cost = 1, desc = \"표창의 피해량이 4 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", shivDamageBonus = 4, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tPhantomBlades = { name = \"환영검\", cost = 1, desc = \"표창이 보존을 얻습니다. 매 턴마다 처음으로 사용하는 표창의 피해량이 9 증가합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", firstShivDamageBonus = 9, shivRetain = true, image = \"0946f69d84464df29b24b94c744c868d\" },\n\tSpeedster = { name = \"스피드스터\", cost = 2, desc = \"내 턴 동안 카드를 뽑을 때마다, 모든 적에게 피해를 2 줍니다.\", kind = \"Power\", class = \"bandit\", rarity = \"unique\", drawDamage = 2, 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\", repeatOnKill = true, aoe = true, image = \"dbdbb1b56ae54672ae68ac6882fff6a2\" },\n\tTheHunt = { name = \"사냥\", cost = 1, desc = \"피해를 10 줍니다. 치명타라면, 카드 보상을 추가로 얻습니다. 소멸.\", kind = \"Attack\", damage = 10, rewardOnKill = 1, 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, damagePerCardDrawnThisCombat = 1, class = \"bandit\", rarity = \"legend\", image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tMalaise = { name = \"불쾌\", cost = 2, desc = \"적이 힘을 X 잃습니다. 약화를 X 부여합니다. 소멸.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", useAllEnergy = true, xWeakPerEnergy = 1, 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\", blockGainMultiplier = 2, class = \"bandit\", rarity = \"legend\", 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\", drawPoison = 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, nextSkillRepeatCount = 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\", class = \"bandit\", rarity = \"legend\", handCostZeroThisTurn = true, drawDisabledThisTurn = true, 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 = \"적 턴 시작 시 독이 한 번 더 틱합니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", extraPoisonTicks = 1, image = \"19361e72087946b1888684185b40d935\" },\n\tEnvenom = { name = \"독 바르기\", cost = 2, desc = \"공격 카드가 막히지 않은 피해를 줄 때마다, 중독을 1 부여합니다.\", kind = \"Power\", attackPoison = 1, class = \"bandit\", rarity = \"legend\", image = \"19361e72087946b1888684185b40d935\" },\n\tMasterPlanner = { name = \"설계의 대가\", cost = 2, desc = \"사용한 스킬 카드는 교활해집니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", skillSlyOnPlay = true, image = \"c1e19219745e44c39ae6ac2f77e347d9\" },\n\tTracking = { name = \"추적\", cost = 2, desc = \"약화 상태의 적이 공격 카드로 받는 피해가 2배가 됩니다.\", kind = \"Power\", class = \"bandit\", rarity = \"legend\", attackDamageVsWeakMultiplier = 2, image = \"b1360ed0c4b942309d240634b8f36872\" },\n\tFanOfKnives = { name = \"칼날 부채\", cost = 2, desc = \"표창이 이제 모든 적을 대상으로 합니다. 표창을 4장 손으로 가져옵니다.\", kind = \"Skill\", class = \"bandit\", rarity = \"legend\", addShiv = 4, shivAoe = true, image = \"1b0f2dc8abd0434990eee1befefcbe0d\" },\n\tSerpentForm = { name = \"구렁이의 형상\", cost = 3, desc = \"카드를 사용할 때마다, 무작위 적에게 피해를 4 줍니다.\", kind = \"Power\", cardPlayedRandomDamage = 4, 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\", intangible = 2, endTurnDexLoss = 1, 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": [], @@ -1751,7 +1751,7 @@ "Name": null }, "Arguments": [], - "Code": "self.Monsters = {}\nlocal g = \"combat\"\nlocal node = self.MapNodes[self.CurrentNodeId]\nif node ~= nil and node.type ~= nil then g = node.type end\nlocal pmap = \"\"\nlocal lp = _UserService.LocalPlayer\nif lp ~= nil and lp.CurrentMapName ~= nil then pmap = lp.CurrentMapName end\nlocal reg = self.Registered or {}\nfor i = 1, #reg do\n\tif reg[i].entity ~= nil and isvalid(reg[i].entity) then\n\t\treg[i].entity:SetVisible(false)\n\tend\nend\nlocal byGroup = {}\nfor i = 1, #reg do\n\tlocal r = reg[i]\n\tif r.entity ~= nil and isvalid(r.entity) and (r.map == nil or r.map == \"\" or pmap == \"\" or r.map == pmap) then\n\t\tlocal gg = r.group\n\t\tif gg == nil or gg == \"\" then gg = \"combat\" end\n\t\tif byGroup[gg] == nil then byGroup[gg] = {} end\n\t\tlocal x = 0\n\t\tif r.entity.TransformComponent ~= nil then\n\t\t\tx = r.entity.TransformComponent.WorldPosition.x\n\t\tend\n\t\ttable.insert(byGroup[gg], { entity = r.entity, enemyId = r.enemyId, x = x })\n\tend\nend\n-- 노드 타입별 랜덤 구성: 일반 1~3 / 엘리트 1+일반0~2 / 보스 1\nlocal chosen = {}\nlocal function takeFrom(key, k)\n\tlocal src = byGroup[key] or {}\n\tlocal pool = {}\n\tfor i = 1, #src do pool[i] = src[i] end\n\tself:Shuffle(pool)\n\tlocal taken = 0\n\tfor i = 1, #pool do\n\t\tif taken >= k then break end\n\t\ttable.insert(chosen, pool[i])\n\t\ttaken = taken + 1\n\tend\nend\nif g == \"boss\" then\n\ttakeFrom(\"boss\", 1)\nelseif g == \"elite\" then\n\ttakeFrom(\"elite\", 1)\n\ttakeFrom(\"combat\", math.random(0, 2))\nelse\n\ttakeFrom(\"combat\", math.random(1, 3))\nend\nif #chosen == 0 then takeFrom(g, 1) end\nif #chosen == 0 then takeFrom(\"combat\", 1) end\ntable.sort(chosen, function(a, b) return a.x < b.x end)\nlocal mult = 1 + (self.Floor - 1) * 0.45\nif g == \"elite\" or g == \"boss\" then\n\tmult = mult + self:AscEliteBonus()\nend\nlocal n = #chosen\nif n > 4 then n = 4 end\nfor i = 1, n do\n\tlocal item = chosen[i]\n\tlocal e = self.Enemies[item.enemyId]\n\tif e == nil then e = { name = item.enemyId, maxHp = 10, intents = { { kind = \"Attack\", value = 5 } } } end\n\tlocal intents = {}\n\tfor k = 1, #e.intents do\n\t\tlocal v = e.intents[k].value or 0\n\t\tif e.intents[k].kind == \"Attack\" then\n\t\t\tv = math.floor(v * mult * self:AscAtkMult())\n\t\telseif e.intents[k].kind ~= \"Debuff\" then\n\t\t\tv = math.floor(v * mult)\n\t\tend\n\t\tintents[k] = { kind = e.intents[k].kind, value = v, effect = e.intents[k].effect, card = e.intents[k].card, count = e.intents[k].count }\n\tend\n\tlocal maxHp = math.floor(e.maxHp * mult * self:AscHpMult())\n\tlocal hitClip = nil\n\tlocal standClip = nil\n\tif item.entity.StateAnimationComponent ~= nil then\n\t\tpcall(function()\n\t\t\thitClip = item.entity.StateAnimationComponent.ActionSheet[\"hit\"]\n\t\t\tstandClip = item.entity.StateAnimationComponent.ActionSheet[\"stand\"]\n\t\tend)\n\tend\n\tlocal startIdx = 1\n\tif #intents > 0 then startIdx = math.random(1, #intents) end\n\tself.Monsters[i] = { entity = item.entity, enemyId = item.enemyId, name = e.name,\n\t\thp = maxHp, maxHp = maxHp, block = 0, str = 0, weak = 0, vuln = 0, poison = 0,\n\t\thitClip = hitClip, standClip = standClip, motionBusy = false,\n\t\tintents = intents, intentIdx = startIdx, alive = true, slot = i }\n\tself:ReviveMonsterEntity(item.entity)\n\tself:PositionMonsterSlot(i)\nend\nself.TargetIndex = 1", + "Code": "self.Monsters = {}\nlocal g = \"combat\"\nlocal node = self.MapNodes[self.CurrentNodeId]\nif node ~= nil and node.type ~= nil then g = node.type end\nlocal pmap = \"\"\nlocal lp = _UserService.LocalPlayer\nif lp ~= nil and lp.CurrentMapName ~= nil then pmap = lp.CurrentMapName end\nlocal reg = self.Registered or {}\nfor i = 1, #reg do\n\tif reg[i].entity ~= nil and isvalid(reg[i].entity) then\n\t\treg[i].entity:SetVisible(false)\n\tend\nend\nlocal byGroup = {}\nfor i = 1, #reg do\n\tlocal r = reg[i]\n\tif r.entity ~= nil and isvalid(r.entity) and (r.map == nil or r.map == \"\" or pmap == \"\" or r.map == pmap) then\n\t\tlocal gg = r.group\n\t\tif gg == nil or gg == \"\" then gg = \"combat\" end\n\t\tif byGroup[gg] == nil then byGroup[gg] = {} end\n\t\tlocal x = 0\n\t\tif r.entity.TransformComponent ~= nil then\n\t\t\tx = r.entity.TransformComponent.WorldPosition.x\n\t\tend\n\t\ttable.insert(byGroup[gg], { entity = r.entity, enemyId = r.enemyId, x = x })\n\tend\nend\n-- 노드 타입별 랜덤 구성: 일반 1~3 / 엘리트 1+일반0~2 / 보스 1\nlocal chosen = {}\nlocal function takeFrom(key, k)\n\tlocal src = byGroup[key] or {}\n\tlocal pool = {}\n\tfor i = 1, #src do pool[i] = src[i] end\n\tself:Shuffle(pool)\n\tlocal taken = 0\n\tfor i = 1, #pool do\n\t\tif taken >= k then break end\n\t\ttable.insert(chosen, pool[i])\n\t\ttaken = taken + 1\n\tend\nend\nif g == \"boss\" then\n\ttakeFrom(\"boss\", 1)\nelseif g == \"elite\" then\n\ttakeFrom(\"elite\", 1)\n\ttakeFrom(\"combat\", math.random(0, 2))\nelse\n\ttakeFrom(\"combat\", math.random(1, 3))\nend\nif #chosen == 0 then takeFrom(g, 1) end\nif #chosen == 0 then takeFrom(\"combat\", 1) end\ntable.sort(chosen, function(a, b) return a.x < b.x end)\nlocal mult = 1 + (self.Floor - 1) * 0.45\nif g == \"elite\" or g == \"boss\" then\n\tmult = mult + self:AscEliteBonus()\nend\nlocal n = #chosen\nif n > 4 then n = 4 end\nfor i = 1, n do\n\tlocal item = chosen[i]\n\tlocal e = self.Enemies[item.enemyId]\n\tif e == nil then e = { name = item.enemyId, maxHp = 10, intents = { { kind = \"Attack\", value = 5 } } } end\n\tlocal intents = {}\n\tfor k = 1, #e.intents do\n\t\tlocal v = e.intents[k].value or 0\n\t\tif e.intents[k].kind == \"Attack\" then\n\t\t\tv = math.floor(v * mult * self:AscAtkMult())\n\t\telseif e.intents[k].kind ~= \"Debuff\" then\n\t\t\tv = math.floor(v * mult)\n\t\tend\n\t\tintents[k] = { kind = e.intents[k].kind, value = v, effect = e.intents[k].effect, card = e.intents[k].card, count = e.intents[k].count }\n\tend\n\tlocal maxHp = math.floor(e.maxHp * mult * self:AscHpMult())\n\tlocal hitClip = nil\n\tlocal standClip = nil\n\tif item.entity.StateAnimationComponent ~= nil then\n\t\tpcall(function()\n\t\t\thitClip = item.entity.StateAnimationComponent.ActionSheet[\"hit\"]\n\t\t\tstandClip = item.entity.StateAnimationComponent.ActionSheet[\"stand\"]\n\t\tend)\n\tend\n\tlocal startIdx = 1\n\tif #intents > 0 then startIdx = math.random(1, #intents) end\n\tself.Monsters[i] = { entity = item.entity, enemyId = item.enemyId, name = e.name,\n\t\thp = maxHp, maxHp = maxHp, block = 0, str = e.str or 0, weak = 0, vuln = 0, poison = 0, artifact = e.artifact or 0,\n\t\thitClip = hitClip, standClip = standClip, motionBusy = false,\n\t\tintents = intents, intentIdx = startIdx, alive = true, slot = i }\n\tself:ReviveMonsterEntity(item.entity)\n\tself:PositionMonsterSlot(i)\nend\nself.TargetIndex = 1", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -1827,7 +1827,7 @@ "Name": null }, "Arguments": [], - "Code": "self.Turn = self.Turn + 1\nself.RetainSelectActive = false\nself.ReserveSelectActive = false\nself.TurnAttackCardsPlayed = 0\nself.TurnDiscardedCards = 0\nself.NextTurnSelectCopies = 0\nself.NextTurnSelectPrompt = \"\"\nself.SkillCostReductionThisTurn = 0\nself:UpdateDiscardPrompt()\nself.Energy = self.MaxEnergy\nself.BlockGainMultiplier = 1\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\nself.CardsDrawnThisCombat = self.CardsDrawnThisCombat or 0\nself.ShivFirstDamageBonusUsed = false\nself.ActiveAttackDamageVsWeakMultiplier = 1\nself.DrawDamageThisTurn = 0\nself.DrawPoisonThisTurn = 0\nself.ShivAoeThisCombat = false\nself.HandCostZeroThisTurn = false\nself.DrawDisabledThisTurn = false\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\telseif pc.powerEffect == \"poisonPerTurn\" then\n\t\t\t\tif self.Monsters ~= nil then\n\t\t\t\t\tfor j = 1, #self.Monsters do\n\t\t\t\t\t\tlocal tm = self.Monsters[j]\n\t\t\t\t\t\tif tm ~= nil and tm.alive == true then\n\t\t\t\t\t\t\ttm.poison = (tm.poison or 0) + pc.value\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif pc.powerEffect == \"damagePerTurn\" then\n\t\t\t\tif self.Monsters ~= nil then\n\t\t\t\t\tself:PlayAoeFx(pc.fx or pc.image, pc.value or 0)\n\t\t\t\tend\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()", + "Code": "self.Turn = self.Turn + 1\nself.RetainSelectActive = false\nself.ReserveSelectActive = false\nself.TurnAttackCardsPlayed = 0\nself.TurnDiscardedCards = 0\nself.TurnCardsPlayedThisTurn = 0\nself.DamageDealtThisTurn = 0\nself.NextTurnSelectCopies = 0\nself.NextTurnSelectPrompt = \"\"\nself.SkillCostReductionThisTurn = 0\nself:UpdateDiscardPrompt()\nself.Energy = self.MaxEnergy\nself.BlockGainMultiplier = 1\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\nself.CardsDrawnThisCombat = self.CardsDrawnThisCombat or 0\nself.ShivFirstDamageBonusUsed = false\nself.ActiveAttackDamageVsWeakMultiplier = 1\nself.DrawDamageThisTurn = 0\nself.DrawPoisonThisTurn = 0\nself.ShivAoeThisCombat = false\nself.SkillSlyOnPlayCards = self.SkillSlyOnPlayCards or {}\nself.TurnSkillSlyCards = {}\nself.EnemyStrengthLossThisTurn = 0\nself.HandCostZeroThisTurn = false\nself.DrawDisabledThisTurn = false\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\telseif pc.powerEffect == \"poisonPerTurn\" then\n\t\t\t\tif self.Monsters ~= nil then\n\t\t\t\t\tfor j = 1, #self.Monsters do\n\t\t\t\t\t\tlocal tm = self.Monsters[j]\n\t\t\t\t\t\tif tm ~= nil and tm.alive == true then\n\t\t\t\t\t\t\tself:ApplyPoisonToMonster(tm, pc.value)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\telseif pc.powerEffect == \"damagePerTurn\" then\n\t\t\t\tif self.Monsters ~= nil then\n\t\t\t\t\tself:PlayAoeFx(pc.fx or pc.image, pc.value or 0)\n\t\t\t\tend\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": [], @@ -1979,7 +1979,7 @@ "Name": "retainSlot" } ], - "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 (c.class == \"shiv\" and self:HasPowerField(\"shivRetain\") == 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.PlayerPowers ~= nil then\n\tfor i = 1, #self.PlayerPowers do\n\t\tlocal pc = self.Cards[self.PlayerPowers[i]]\n\t\tif pc ~= nil and pc.endTurnDexLoss ~= nil and pc.endTurnDexLoss > 0 then\n\t\t\tself.PlayerDex = self.PlayerDex - pc.endTurnDexLoss\n\t\t\tif self.PlayerDex < 0 then self.PlayerDex = 0 end\n\t\tend\n\tend\nend\nif self.PlayerIntangible ~= nil and self.PlayerIntangible > 0 then\n\tself.PlayerIntangible = self.PlayerIntangible - 1\n\tif self.PlayerIntangible < 0 then self.PlayerIntangible = 0 end\nend\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 (c.class == \"shiv\" and self:HasPowerField(\"shivRetain\") == 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.PlayerPowers ~= nil then\n\tfor i = 1, #self.PlayerPowers do\n\t\tlocal pc = self.Cards[self.PlayerPowers[i]]\n\t\tif pc ~= nil and pc.endTurnDexLoss ~= nil and pc.endTurnDexLoss > 0 then\n\t\t\tself.PlayerDex = self.PlayerDex - pc.endTurnDexLoss\n\t\t\tif self.PlayerDex < 0 then self.PlayerDex = 0 end\n\t\tend\n\tend\nend\nif self.PlayerIntangible ~= nil and self.PlayerIntangible > 0 then\n\tself.PlayerIntangible = self.PlayerIntangible - 1\n\tif self.PlayerIntangible < 0 then self.PlayerIntangible = 0 end\nend\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.TurnSkillSlyCards = {}\nself:EnemyTurn()", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2702,7 +2702,7 @@ "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 c.damagePerCardDrawnThisCombat ~= nil then\n\tbase2 = base2 + (self.CardsDrawnThisCombat or 0) * c.damagePerCardDrawnThisCombat\nend\nif c.class == \"shiv\" then\n\tif self:HasPowerField(\"shivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"shivDamageBonus\")\n\tend\n\tif self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField(\"firstShivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"firstShivDamageBonus\")\n\tend\nend\nif base2 < 0 then\n\tbase2 = 0\nend\nreturn base2", + "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 c.damagePerCardDrawnThisCombat ~= nil then\n\tbase2 = base2 + (self.CardsDrawnThisCombat or 0) * c.damagePerCardDrawnThisCombat\nend\nif c.class == \"Attack\" and (self.TurnCardsPlayedThisTurn or 0) == 0 and c.firstCardDamageBonus ~= nil then\n\tbase2 = base2 + c.firstCardDamageBonus\nend\nif c.class == \"shiv\" then\n\tif self:HasPowerField(\"shivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"shivDamageBonus\")\n\tend\n\tif self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField(\"firstShivDamageBonus\") == true then\n\t\tbase2 = base2 + self:AddPowerFieldTotal(\"firstShivDamageBonus\")\n\tend\nend\nif base2 < 0 then\n\tbase2 = 0\nend\nreturn base2", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2829,7 +2829,7 @@ "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\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\tif useAoe == 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\nif c.intangible ~= nil and c.intangible > 0 then\n\tself.PlayerIntangible = (self.PlayerIntangible or 0) + c.intangible\nend\nself:QueueNextTurnEffects(c)\nif c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil or c.xWeakPerEnergy ~= 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 weakAmount ~= nil and weakAmount > 0 then tm.weak = tm.weak + weakAmount end\n\t\tif poisonAmount ~= nil and poisonAmount > 0 then\n\t\t\tlocal poisonHits = c.poisonHits or 1\n\t\t\tfor pi = 1, poisonHits do\n\t\t\t\tlocal target = tm\n\t\t\t\tif c.poisonRandomTargets == true and self.Monsters ~= nil then\n\t\t\t\t\tlocal alive = {}\n\t\t\t\t\tfor mi = 1, #self.Monsters do\n\t\t\t\t\t\tlocal om = self.Monsters[mi]\n\t\t\t\t\t\tif om ~= nil and om.alive == true then\n\t\t\t\t\t\t\ttable.insert(alive, om)\n\t\t\t\t\t\tend\n\t\t\t\t\tend\n\t\t\t\t\tif #alive > 0 then\n\t\t\t\t\t\ttarget = alive[math.random(#alive)]\n\t\t\t\t\tend\n\t\t\t\tend\n\t\t\t\tif target ~= nil and target.alive == true then\n\t\t\t\t\ttarget.poison = (target.poison or 0) + poisonAmount\n\t\t\t\tend\n\t\t\tend\n\t\tend\n\t\tif vulnAmount ~= nil and vulnAmount > 0 then\n\t\t\ttm.vuln = tm.vuln + vulnAmount\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\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\tm2.poison = (m2.poison or 0) + drawPoison\n\t\t\tend\n\t\t\tif dmg > 0 then\n\t\t\t\tm2.hp = m2.hp - 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\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", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -2852,7 +2852,7 @@ "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, 0, c, true, 0)", + "Code": "local c = self.Cards[cardId]\nif c == nil then\n\treturn\nend\nif c.sly ~= true then\n\tlocal onPlay = self.SkillSlyOnPlayCards ~= nil and self.SkillSlyOnPlayCards[cardId] == true\n\tlocal tempSly = self.TurnSkillSlyCards ~= nil and self.TurnSkillSlyCards[cardId] == true\n\tif onPlay ~= true and tempSly ~= true then\n\t\treturn\n\tend\nend\nself:Toast(\"교활 발동: \" .. c.name)\nself:ResolveCardEffects(cardId, 0, c, true, 0)", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -3156,7 +3156,7 @@ "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: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\nlocal cost = c.cost or 0\nlocal skillFree = false\nlocal skillRepeat = 0\nif self.HandCostZeroThisTurn == true then\n\tcost = 0\nelseif c.useAllEnergy == true then\n\tcost = self.Energy\nend\nif c.kind == \"Skill\" and self.NextSkillCostZero == true then\n\tcost = 0\n\tskillFree = true\nend\nif c.kind == \"Skill\" and self.SkillCostReductionThisTurn ~= nil and self.SkillCostReductionThisTurn > 0 then\n\tcost = math.max(0, cost - self.SkillCostReductionThisTurn)\nend\nif c.kind == \"Skill\" and self.NextSkillRepeatCount ~= nil and self.NextSkillRepeatCount > 0 then\n\tskillRepeat = self.NextSkillRepeatCount\nend\nif self.Energy < cost then\n\tself:Toast(\"에너지가 부족합니다\")\n\treturn\nend\nself.Energy = self.Energy - cost\nself.ActiveKillReward = c.rewardOnKill or 0\nself:ResolveCardEffects(cardId, slot, c, false, cost)\nlocal function applyCardPlayHooks()\n\tif self:HasPowerField(\"cardPlayedBlock\") == true then\n\t\tself:AddCardBlock(self:AddPowerFieldTotal(\"cardPlayedBlock\"))\n\tend\n\tif c.cardPlayedDamage ~= nil and c.cardPlayedDamage > 0 then\n\t\tself:DealDirectDamageToTarget(c.cardPlayedDamage)\n\tend\n\tif c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then\n\t\tself:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage)\n\tend\nend\napplyCardPlayHooks()\nif skillRepeat > 0 then\n\tlocal remaining = (self.NextSkillRepeatCount or 0) - skillRepeat\n\tif remaining < 0 then\n\t\tremaining = 0\n\tend\n\tself.NextSkillRepeatCount = remaining\n\tfor i = 1, skillRepeat do\n\t\tself:ResolveCardEffects(cardId, slot, c, false, cost)\n\t\tapplyCardPlayHooks()\n\tend\nend\nif c.kind == \"Attack\" then\n\tself.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1\nend\nif skillFree == true then\n\tif c.nextSkillCostZero ~= true then\n\t\tself.NextSkillCostZero = false\n\tend\nend\nif self.ActiveKillReward ~= nil and self.ActiveKillReward <= 0 then\n\tself.ActiveKillReward = 0\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()", + "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\nlocal cost = c.cost or 0\nlocal skillFree = false\nlocal skillRepeat = 0\nif self.HandCostZeroThisTurn == true then\n\tcost = 0\nelseif c.useAllEnergy == true then\n\tcost = self.Energy\nend\nif c.kind == \"Skill\" and self.NextSkillCostZero == true then\n\tcost = 0\n\tskillFree = true\nend\nif c.kind == \"Skill\" and self.SkillCostReductionThisTurn ~= nil and self.SkillCostReductionThisTurn > 0 then\n\tcost = math.max(0, cost - self.SkillCostReductionThisTurn)\nend\nif self.CombatCardCostReduction ~= nil and self.CombatCardCostReduction[cardId] ~= nil then\n\tcost = math.max(0, cost - self.CombatCardCostReduction[cardId])\nend\nif c.kind == \"Skill\" and self.NextSkillRepeatCount ~= nil and self.NextSkillRepeatCount > 0 then\n\tskillRepeat = self.NextSkillRepeatCount\nend\nif self.Energy < cost then\n\tself:Toast(\"에너지가 부족합니다\")\n\treturn\nend\nself.Energy = self.Energy - cost\nself.ActiveKillReward = c.rewardOnKill or 0\nself:ResolveCardEffects(cardId, slot, c, false, cost)\nlocal function applyCardPlayHooks()\n\tif self:HasPowerField(\"cardPlayedBlock\") == true then\n\t\tself:AddCardBlock(self:AddPowerFieldTotal(\"cardPlayedBlock\"))\n\tend\n\tif c.cardPlayedDamage ~= nil and c.cardPlayedDamage > 0 then\n\t\tself:DealDirectDamageToTarget(c.cardPlayedDamage)\n\tend\n\tif c.cardPlayedRandomDamage ~= nil and c.cardPlayedRandomDamage > 0 then\n\t\tself:DealDirectDamageToRandomMonster(c.cardPlayedRandomDamage)\n\tend\nend\napplyCardPlayHooks()\nif skillRepeat > 0 then\n\tlocal remaining = (self.NextSkillRepeatCount or 0) - skillRepeat\n\tif remaining < 0 then\n\t\tremaining = 0\n\tend\n\tself.NextSkillRepeatCount = remaining\n\tfor i = 1, skillRepeat do\n\t\tself:ResolveCardEffects(cardId, slot, c, false, cost)\n\t\tapplyCardPlayHooks()\n\tend\nend\nif c.kind == \"Attack\" then\n\tself.TurnAttackCardsPlayed = (self.TurnAttackCardsPlayed or 0) + 1\nend\nif skillFree == true then\n\tif c.nextSkillCostZero ~= true then\n\t\tself.NextSkillCostZero = false\n\tend\nend\nif self.ActiveKillReward ~= nil and self.ActiveKillReward <= 0 then\n\tself.ActiveKillReward = 0\nend\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\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": [], @@ -3383,7 +3383,7 @@ "Name": "pierce" } ], - "Code": "local m = self.Monsters[self.TargetIndex]\nif m == nil or m.alive ~= true then\n\tm = nil\n\tfor i = 1, #self.Monsters do\n\t\tif self.Monsters[i].alive == true then m = self.Monsters[i]; self.TargetIndex = i; break end\n\tend\nend\nif m == nil then\n\treturn false\nend\nlocal dmg = amount\nif m.vuln > 0 then\n\tdmg = math.floor(dmg * 1.5)\nend\nif m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then\n\tdmg = math.floor(dmg * self.ActiveAttackDamageVsWeakMultiplier)\nend\nif m.block > 0 and pierce ~= true then\n\tlocal absorbed = math.min(m.block, dmg)\n\tm.block = m.block - absorbed\n\tdmg = dmg - absorbed\nend\nm.hp = m.hp - dmg\nif dmg > 0 then\n\tlocal poison = self:AddPowerFieldTotal(\"attackPoison\")\n\tif poison ~= nil and poison > 0 then\n\t\tm.poison = (m.poison or 0) + poison\n\tend\nend\nself:MonsterHitMotion(m.slot)\nlocal killed = false\nif m.hp <= 0 then\n\tm.hp = 0\n\tself:KillMonster(m.slot)\n\tkilled = true\nend\nreturn killed", + "Code": "local m = self.Monsters[self.TargetIndex]\nif m == nil or m.alive ~= true then\n\tm = nil\n\tfor i = 1, #self.Monsters do\n\t\tif self.Monsters[i].alive == true then m = self.Monsters[i]; self.TargetIndex = i; break end\n\tend\nend\nif m == nil then\n\treturn false\nend\nlocal dmg = amount\nif m.vuln > 0 then\n\tdmg = math.floor(dmg * 1.5)\nend\nif m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then\n\tdmg = math.floor(dmg * self.ActiveAttackDamageVsWeakMultiplier)\nend\nif m.block > 0 and pierce ~= true then\n\tlocal absorbed = math.min(m.block, dmg)\n\tm.block = m.block - absorbed\n\tdmg = dmg - absorbed\nend\nm.hp = m.hp - dmg\nif dmg > 0 then\n\tlocal poison = self:AddPowerFieldTotal(\"attackPoison\")\n\tif poison ~= nil and poison > 0 then\n\t\tself:ApplyPoisonToMonster(m, poison)\n\tend\nend\nself:MonsterHitMotion(m.slot)\nlocal killed = false\nif m.hp <= 0 then\n\tm.hp = 0\n\tself:KillMonster(m.slot)\n\tkilled = true\nend\nreturn killed", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -3435,6 +3435,59 @@ "Attributes": [], "Name": "DealDirectDamageToRandomMonster" }, + { + "Return": { + "Type": "void", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "any", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "target" + }, + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "amount" + } + ], + "Code": "if target == nil or target.alive ~= true or amount == nil or amount <= 0 then\n\treturn\nend\nif target.artifact ~= nil and target.artifact > 0 then\n\ttarget.artifact = target.artifact - 1\n\treturn\nend\ntarget.poison = (target.poison or 0) + amount\nself.PoisonApplicationsThisCombat = (self.PoisonApplicationsThisCombat or 0) + 1\nlocal burstEvery = self:AddPowerFieldTotal(\"poisonApplicationBurstEvery\")\nlocal burstDamage = self:AddPowerFieldTotal(\"poisonApplicationBurstDamage\")\nif burstEvery ~= nil and burstEvery > 0 and burstDamage ~= nil and burstDamage > 0 then\n\tif (self.PoisonApplicationsThisCombat % burstEvery) == 0 then\n\t\tself:DealDamageToAllMonsters(burstDamage)\n\tend\nend", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "ApplyPoisonToMonster" + }, + { + "Return": { + "Type": "boolean", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": null + }, + "Arguments": [ + { + "Type": "number", + "DefaultValue": null, + "SyncDirection": 0, + "Attributes": [], + "Name": "amount" + } + ], + "Code": "if self.Monsters == nil then\n\treturn false\nend\nlocal killCount = 0\nfor i = 1, #self.Monsters do\n\tlocal m = self.Monsters[i]\n\tif m ~= nil and m.alive == true then\n\t\tlocal dmg = amount\n\t\tif m.vuln > 0 then\n\t\t\tdmg = math.floor(dmg * 1.5)\n\t\tend\n\t\tif m.block > 0 then\n\t\t\tlocal absorbed = math.min(m.block, dmg)\n\t\t\tm.block = m.block - absorbed\n\t\t\tdmg = dmg - absorbed\n\t\tend\n\t\tm.hp = m.hp - dmg\n\t\tif dmg > 0 then\n\t\t\tself.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg\n\t\tend\n\t\tself:ShowDmgPop(i, dmg)\n\t\tself:MonsterHitMotion(i)\n\t\tif m.hp <= 0 then\n\t\t\tm.hp = 0\n\t\t\tself:KillMonster(m.slot)\n\t\t\tkillCount = killCount + 1\n\t\tend\n\tend\nend\nif killCount > 0 and self.ActiveKillReward ~= nil and self.ActiveKillReward > 0 then\n\tself.BonusRewardScreens = (self.BonusRewardScreens or 0) + (killCount * self.ActiveKillReward)\nend\nself:RenderCombat()\nself:CheckCombatEnd()\nreturn killCount > 0", + "Scope": 2, + "ExecSpace": 6, + "Attributes": [], + "Name": "DealDamageToAllMonsters" + }, { "Return": { "Type": "void", @@ -3503,7 +3556,7 @@ "Name": "damage" } ], - "Code": "self.FxBusy = true\nlocal fx = _EntityService:GetEntityByPath(\"/ui/RunUIGroup/CombatHud/SkillFx\")\nif fx ~= nil then\n\tif fx.SpriteGUIRendererComponent ~= nil and image ~= nil and image ~= \"\" then\n\t\tfx.SpriteGUIRendererComponent.ImageRUID = image\n\tend\n\tif fx.UITransformComponent ~= nil then\n\t\tfx.UITransformComponent.anchoredPosition = Vector2(300, 60)\n\tend\n\tfx.Enable = true\nend\n_TimerService:SetTimerOnce(function()\n\tif fx ~= nil then fx.Enable = false end\n\tself.FxBusy = false\n\tlocal killCount = 0\n\tfor i = 1, #self.Monsters do\n\t\tlocal m = self.Monsters[i]\n\t\tif m ~= nil and m.alive == true then\n\t\t\tlocal dmg = damage\n\t\t\tif m.vuln > 0 then\n\t\t\t\tdmg = math.floor(dmg * 1.5)\n\t\t\tend\n\t\t\tif m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then\n\t\t\t\tdmg = math.floor(dmg * self.ActiveAttackDamageVsWeakMultiplier)\n\t\t\tend\n\t\t\tif m.block > 0 then\n\t\t\t\tlocal absorbed = math.min(m.block, dmg)\n\t\t\t\tm.block = m.block - absorbed\n\t\t\t\tdmg = dmg - absorbed\n\t\t\tend\n\t\t\tm.hp = m.hp - dmg\n\t\t\tif dmg > 0 then\n\t\t\t\tlocal poison = self:AddPowerFieldTotal(\"attackPoison\")\n\t\t\t\tif poison ~= nil and poison > 0 then\n\t\t\t\t\tm.poison = (m.poison or 0) + poison\n\t\t\t\tend\n\t\t\tend\n\t\t\tself:ShowDmgPop(i, dmg)\n\t\t\tself:MonsterHitMotion(i)\n\t\t\tif m.hp <= 0 then\n\t\t\t\tm.hp = 0\n\t\t\t\tself:KillMonster(m.slot)\n\t\t\t\tkillCount = killCount + 1\n\t\t\tend\n\t\tend\n\tend\n\tif killCount > 0 and self.ActiveKillReward ~= nil and self.ActiveKillReward > 0 then\n\t\tself.BonusRewardScreens = (self.BonusRewardScreens or 0) + (killCount * self.ActiveKillReward)\n\tend\n\tself.ActiveKillReward = 0\n\tself.ActiveAttackDamageVsWeakMultiplier = 1\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend, 0.35)", + "Code": "self.FxBusy = true\nlocal fx = _EntityService:GetEntityByPath(\"/ui/RunUIGroup/CombatHud/SkillFx\")\nif fx ~= nil then\n\tif fx.SpriteGUIRendererComponent ~= nil and image ~= nil and image ~= \"\" then\n\t\tfx.SpriteGUIRendererComponent.ImageRUID = image\n\tend\n\tif fx.UITransformComponent ~= nil then\n\t\tfx.UITransformComponent.anchoredPosition = Vector2(300, 60)\n\tend\n\tfx.Enable = true\nend\n_TimerService:SetTimerOnce(function()\n\tif fx ~= nil then fx.Enable = false end\n\tself.FxBusy = false\n\tlocal killCount = 0\n\tfor i = 1, #self.Monsters do\n\t\tlocal m = self.Monsters[i]\n\t\tif m ~= nil and m.alive == true then\n\t\t\tlocal dmg = damage\n\t\t\tif m.vuln > 0 then\n\t\t\t\tdmg = math.floor(dmg * 1.5)\n\t\t\tend\n\t\t\tif m.weak > 0 and self.ActiveAttackDamageVsWeakMultiplier ~= nil and self.ActiveAttackDamageVsWeakMultiplier > 1 then\n\t\t\t\tdmg = math.floor(dmg * self.ActiveAttackDamageVsWeakMultiplier)\n\t\t\tend\n\t\t\tif m.block > 0 then\n\t\t\t\tlocal absorbed = math.min(m.block, dmg)\n\t\t\t\tm.block = m.block - absorbed\n\t\t\t\tdmg = dmg - absorbed\n\t\t\tend\n\t\t\tm.hp = m.hp - dmg\n\t\t\tif dmg > 0 then\n\t\t\t\tlocal poison = self:AddPowerFieldTotal(\"attackPoison\")\n\t\t\t\tif poison ~= nil and poison > 0 then\n\t\t\t\t\tself:ApplyPoisonToMonster(m, poison)\n\t\t\t\tend\n\t\t\tend\n\t\t\tself:ShowDmgPop(i, dmg)\n\t\t\tself:MonsterHitMotion(i)\n\t\t\tif m.hp <= 0 then\n\t\t\t\tm.hp = 0\n\t\t\t\tself:KillMonster(m.slot)\n\t\t\t\tkillCount = killCount + 1\n\t\t\tend\n\t\tend\n\tend\n\tif killCount > 0 and self.ActiveKillReward ~= nil and self.ActiveKillReward > 0 then\n\t\tself.BonusRewardScreens = (self.BonusRewardScreens or 0) + (killCount * self.ActiveKillReward)\n\tend\n\tself.ActiveKillReward = 0\n\tself.ActiveAttackDamageVsWeakMultiplier = 1\n\tself:RenderCombat()\n\tself:CheckCombatEnd()\nend, 0.35)", "Scope": 2, "ExecSpace": 6, "Attributes": [], @@ -3594,7 +3647,7 @@ "Name": "fromIndex" } ], - "Code": "local idx = 0\nfor i = fromIndex, #self.Monsters do\n\tif self.Monsters[i].alive == true then idx = i; break end\nend\nif idx == 0 or self.PlayerHp <= 0 then\n\tself:FinishEnemyTurn()\n\treturn\nend\nlocal m = self.Monsters[idx]\nlocal base = \"/ui/RunUIGroup/CombatHud/MonsterStatus\" .. tostring(idx)\nself:SetEntityEnabled(base .. \"/ActFrame\", true)\n_TimerService:SetTimerOnce(function()\n\tif m.poison ~= nil and m.poison > 0 then\n\t\tm.hp = m.hp - m.poison\n\t\tself:ShowDmgPop(idx, m.poison)\n\t\tself:MonsterHitMotion(idx)\n\t\tm.poison = m.poison - 1\n\t\tif m.hp <= 0 then\n\t\t\tm.hp = 0\n\t\t\tself:KillMonster(m.slot)\n\t\t\tself:RenderCombat()\n\t\t\tself:SetEntityEnabled(base .. \"/ActFrame\", false)\n\t\t\t_TimerService:SetTimerOnce(function() self:EnemyActStep(idx + 1) end, 0.15)\n\t\t\treturn\n\t\tend\n\tend\n\tm.block = 0\n\tlocal intent = m.intents[m.intentIdx]\n\tif intent ~= nil then\n\t\tif intent.kind == \"Attack\" then\n\t\t\tself:MonsterLunge(idx)\n\t\t\tlocal atk = intent.value + m.str\n\t\t\tif m.weak > 0 then\n\t\t\t\tatk = math.floor(atk * 0.75)\n\t\t\tend\n\t\t\tif self.PlayerVuln > 0 then\n\t\t\t\tatk = math.floor(atk * 1.5)\n\t\t\tend\n\t\t\tlocal before = self.PlayerHp\n\t\t\tself:DealDamageToPlayer(atk, idx)\n\t\t\tself:ShowPlayerDmgPop(before - self.PlayerHp)\n\t\t\tself:PlayerHitMotion()\n\t\telseif intent.kind == \"Defend\" then\n\t\t\tm.block = m.block + intent.value\n\t\telseif intent.kind == \"Debuff\" then\n\t\t\tif intent.effect == \"weak\" then\n\t\t\t\tself.PlayerWeak = self.PlayerWeak + intent.value\n\t\t\telseif intent.effect == \"vuln\" then\n\t\t\t\tself.PlayerVuln = self.PlayerVuln + intent.value\n\t\t\tend\n\t\telseif intent.kind == \"AddCard\" then\n\t\t\tlocal cnt = intent.count or 1\n\t\t\tfor ci = 1, cnt do\n\t\t\t\ttable.insert(self.DiscardPile, intent.card)\n\t\t\tend\n\t\t\tself:RenderPiles()\n\t\t\tlocal cn = intent.card\n\t\t\tlocal cc = self.Cards[intent.card]\n\t\t\tif cc ~= nil then cn = cc.name end\n\t\t\tself:Toast(m.name .. \": \" .. cn .. \" 추가!\")\n\t\tend\n\tend\n\tif #m.intents > 0 then\n\t\tm.intentIdx = math.random(1, #m.intents)\n\tend\n\tif m.weak > 0 then m.weak = m.weak - 1 end\n\tif m.vuln > 0 then m.vuln = m.vuln - 1 end\n\tself:RenderCombat()\n\tself:SetEntityEnabled(base .. \"/ActFrame\", false)\n\t_TimerService:SetTimerOnce(function() self:EnemyActStep(idx + 1) end, 0.15)\nend, 0.45)", + "Code": "local idx = 0\nfor i = fromIndex, #self.Monsters do\n\tif self.Monsters[i].alive == true then idx = i; break end\nend\nif idx == 0 or self.PlayerHp <= 0 then\n\tself:FinishEnemyTurn()\n\treturn\nend\nlocal m = self.Monsters[idx]\nlocal base = \"/ui/RunUIGroup/CombatHud/MonsterStatus\" .. tostring(idx)\nself:SetEntityEnabled(base .. \"/ActFrame\", true)\n_TimerService:SetTimerOnce(function()\n\tlocal poisonTicks = 1\n\tlocal bonusTicks = self:AddPowerFieldTotal(\"extraPoisonTicks\")\n\tif bonusTicks ~= nil and bonusTicks > 0 then\n\t\tpoisonTicks = poisonTicks + bonusTicks\n\tend\n\tfor pt = 1, poisonTicks do\n\t\tif m.poison ~= nil and m.poison > 0 then\n\t\t\tm.hp = m.hp - m.poison\n\t\t\tself:ShowDmgPop(idx, m.poison)\n\t\t\tself:MonsterHitMotion(idx)\n\t\t\tm.poison = m.poison - 1\n\t\t\tif m.hp <= 0 then\n\t\t\t\tm.hp = 0\n\t\t\t\tself:KillMonster(m.slot)\n\t\t\t\tself:RenderCombat()\n\t\t\t\tself:SetEntityEnabled(base .. \"/ActFrame\", false)\n\t\t\t\t_TimerService:SetTimerOnce(function() self:EnemyActStep(idx + 1) end, 0.15)\n\t\t\t\treturn\n\t\t\tend\n\t\tend\n\tend\n\tm.block = 0\n\tlocal intent = m.intents[m.intentIdx]\n\tif intent ~= nil then\n\t\tif intent.kind == \"Attack\" then\n\t\t\tself:MonsterLunge(idx)\n\t\t\tlocal atk = intent.value + m.str\n\t\t\tif self.EnemyStrengthLossThisTurn ~= nil and self.EnemyStrengthLossThisTurn > 0 then\n\t\t\t\tatk = atk - self.EnemyStrengthLossThisTurn\n\t\t\t\tif atk < 0 then atk = 0 end\n\t\t\tend\n\t\t\tif m.weak > 0 then\n\t\t\t\tatk = math.floor(atk * 0.75)\n\t\t\tend\n\t\t\tif self.PlayerVuln > 0 then\n\t\t\t\tatk = math.floor(atk * 1.5)\n\t\t\tend\n\t\t\tlocal before = self.PlayerHp\n\t\t\tself:DealDamageToPlayer(atk, idx)\n\t\t\tself:ShowPlayerDmgPop(before - self.PlayerHp)\n\t\t\tself:PlayerHitMotion()\n\t\telseif intent.kind == \"Defend\" then\n\t\t\tm.block = m.block + intent.value\n\t\telseif intent.kind == \"Debuff\" then\n\t\t\tif intent.effect == \"weak\" then\n\t\t\t\tself.PlayerWeak = self.PlayerWeak + intent.value\n\t\t\telseif intent.effect == \"vuln\" then\n\t\t\t\tself.PlayerVuln = self.PlayerVuln + intent.value\n\t\t\tend\n\t\telseif intent.kind == \"AddCard\" then\n\t\t\tlocal cnt = intent.count or 1\n\t\t\tfor ci = 1, cnt do\n\t\t\t\ttable.insert(self.DiscardPile, intent.card)\n\t\t\tend\n\t\t\tself:RenderPiles()\n\t\t\tlocal cn = intent.card\n\t\t\tlocal cc = self.Cards[intent.card]\n\t\t\tif cc ~= nil then cn = cc.name end\n\t\t\tself:Toast(m.name .. \": \" .. cn .. \" 추가!\")\n\t\tend\n\tend\n\tif #m.intents > 0 then\n\t\tm.intentIdx = math.random(1, #m.intents)\n\tend\n\tif m.weak > 0 then m.weak = m.weak - 1 end\n\tif m.vuln > 0 then m.vuln = m.vuln - 1 end\n\tself:RenderCombat()\n\tself:SetEntityEnabled(base .. \"/ActFrame\", false)\n\t_TimerService:SetTimerOnce(function() self:EnemyActStep(idx + 1) end, 0.15)\nend, 0.45)", "Scope": 2, "ExecSpace": 6, "Attributes": [], diff --git a/data/cards.json b/data/cards.json index cb26b79..3303788 100644 --- a/data/cards.json +++ b/data/cards.json @@ -59,6 +59,7 @@ "cost": 2, "kind": "Attack", "damage": 8, + "firstCardDamageBonus": 2, "vuln": 2, "desc": "피해 8, 취약 2", "image": "fe83c7635b0e49ed83d75a2833adb53e", @@ -527,7 +528,8 @@ "damage": 3, "hits": 4, "sly": true, - "image": "1b0f2dc8abd0434990eee1befefcbe0d" + "image": "1b0f2dc8abd0434990eee1befefcbe0d", + "randomTargetEachHit": true }, "Prepared": { "name": "예비", @@ -536,7 +538,7 @@ "class": "bandit", "rarity": "normal", "desc": "카드를 1장 뽑습니다. 카드를 1장 버립니다.", - "draw": 1, + "blockPerDamageDealtThisTurn": 1, "discard": 1, "image": "c1e19219745e44c39ae6ac2f77e347d9" }, @@ -601,7 +603,9 @@ "rarity": "normal", "desc": "이번 턴 동안 모든 적이 힘을 6 잃습니다. 소멸.", "draw": 1, - "image": "0946f69d84464df29b24b94c744c868d" + "image": "0946f69d84464df29b24b94c744c868d", + "affectsAllEnemies": true, + "enemyStrengthLossThisTurn": 6 }, "CloakAndDagger": { "name": "망토와 단검", @@ -786,7 +790,10 @@ "rarity": "unique", "desc": "대상 적의 모든 인공물과 방어도를 제거합니다. 취약을 2 부여합니다. 소멸.", "vuln": 2, - "image": "0946f69d84464df29b24b94c744c868d" + "image": "0946f69d84464df29b24b94c744c868d", + "affectsAllEnemies": true, + "removeEnemyBlock": true, + "removeEnemyArtifact": true }, "HiddenDaggers": { "name": "숨겨진 단검", @@ -829,7 +836,8 @@ "rarity": "unique", "desc": "방어도를 7 얻습니다. 이번 턴 동안 손에 있는 스킬 카드 1장에 교활을 추가합니다.", "block": 7, - "image": "c1e19219745e44c39ae6ac2f77e347d9" + "image": "c1e19219745e44c39ae6ac2f77e347d9", + "turnHandSlyCount": 1 }, "Mirage": { "name": "신기루", @@ -859,7 +867,8 @@ "rarity": "unique", "desc": "적이 중독을 보유하고 있다면, 중독을 9 부여합니다.", "poison": 9, - "image": "19361e72087946b1888684185b40d935" + "image": "19361e72087946b1888684185b40d935", + "poisonIfTargetPoisoned": true }, "Blur": { "name": "흐릿함", @@ -891,7 +900,8 @@ "rarity": "unique", "desc": "표창을 3장 손으로 가져옵니다. 이 카드의 비용이 1 감소합니다.", "addShiv": 3, - "image": "1b0f2dc8abd0434990eee1befefcbe0d" + "image": "1b0f2dc8abd0434990eee1befefcbe0d", + "combatCostReductionOnPlay": 1 }, "BouncingFlask": { "name": "탄성 플라스크", @@ -975,12 +985,10 @@ "kind": "Power", "class": "bandit", "rarity": "unique", - "desc": "중독을 3번 부여할 때마다, 모든 적에게 피해를 11 줍니다.", - "aoe": true, - "powerEffect": "strengthPerTurn", - "value": 1, - "damage": 11, - "image": "19361e72087946b1888684185b40d935" + "desc": "독이 3번 부여될 때마다 모든 적에게 11 피해를 줍니다.", + "image": "19361e72087946b1888684185b40d935", + "poisonApplicationBurstEvery": 3, + "poisonApplicationBurstDamage": 11 }, "NoxiousFumes": { "name": "유독 가스", @@ -1059,7 +1067,8 @@ "desc": "모든 적에게 피해를 10 줍니다. 적을 처치할 때마다 이 효과를 반복합니다.", "aoe": true, "damage": 10, - "image": "dbdbb1b56ae54672ae68ac6882fff6a2" + "image": "dbdbb1b56ae54672ae68ac6882fff6a2", + "repeatOnKill": true }, "TheHunt": { "name": "사냥", @@ -1228,10 +1237,9 @@ "kind": "Power", "class": "bandit", "rarity": "legend", - "desc": "중독이 1번 추가로 발동합니다.", - "powerEffect": "strengthPerTurn", - "value": 1, - "image": "19361e72087946b1888684185b40d935" + "desc": "적 턴 시작 시 독이 한 번 더 틱합니다.", + "image": "19361e72087946b1888684185b40d935", + "extraPoisonTicks": 1 }, "Envenom": { "name": "독 바르기", @@ -1249,10 +1257,9 @@ "kind": "Power", "class": "bandit", "rarity": "legend", - "desc": "스킬 카드를 사용 시, 그 카드가 교활을 얻습니다.", - "powerEffect": "strengthPerTurn", - "value": 1, - "image": "c1e19219745e44c39ae6ac2f77e347d9" + "desc": "사용한 스킬 카드는 교활해집니다.", + "image": "c1e19219745e44c39ae6ac2f77e347d9", + "skillSlyOnPlay": true }, "Tracking": { "name": "추적", diff --git a/docs/bandit-card-audit.md b/docs/bandit-card-audit.md index e47c195..f5f36a9 100644 --- a/docs/bandit-card-audit.md +++ b/docs/bandit-card-audit.md @@ -4,7 +4,7 @@ Current status of bandit cards and shared effect hooks. ## Implemented -`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`, `Burst`, `StormOfSteel`, `Abrasive`, `Suppress`, `Expertise`, `Shadowmeld`, `Pounce`, `Pinpoint`, `BouncingFlask`, `Accuracy`, `PhantomBlades`, `Speedster`, `CorrosiveWave`, `Tracking`, `FanOfKnives` +`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`, `Burst`, `StormOfSteel`, `Abrasive`, `Suppress`, `Expertise`, `Shadowmeld`, `Pounce`, `BouncingFlask`, `Accuracy`, `PhantomBlades`, `Speedster`, `CorrosiveWave`, `Tracking`, `FanOfKnives`, `Strangle`, `Mirage`, `Accelerant`, `MasterPlanner`, `Outbreak`, `EscapePlan`, `HandTrick`, `NoxiousFumes`, `Pinpoint`, `TheHunt`, `Murder`, `Malaise`, `BladeOfInk`, `KnifeTrap`, `BulletTime`, `Envenom`, `SerpentForm`, `WraithForm`, `Skewer`, `Ricochet`, `Anticipate`, `PiercingWail`, `Expose`, `UpMySleeve`, `EchoingSlash`, `BubbleBubble` Shared hooks already in use: @@ -13,67 +13,10 @@ Shared hooks already in use: - `turnStartDraw`, `turnStartDiscard` - `nextTurnBlock`, `nextTurnDraw`, `nextTurnKeepBlock`, `nextTurnAttackMultiplier`, `nextTurnCopies`, `nextTurnSelectHandCard` - `damagePerOtherHandCard`, `damagePerAttackPlayedThisTurn`, `damagePerDiscardedThisTurn`, `damagePerSkillInHand`, `otherHandAtLeast`, `bonusHitsWhenOtherHandAtLeast` -- `gainEnergy`, `drawUntilHandSize`, `drawPerDiscarded`, `cardPlayedBlock`, `blockGainMultiplier`, `nextSkillCostZero`, `skillCostReductionThisTurn` -- `drawDamage`, `drawPoison`, `shivDamageBonus`, `firstShivDamageBonus`, `shivRetain`, `shivAoe`, `attackDamageVsWeakMultiplier`, `poisonHits`, `poisonRandomTargets` - -## Partial - -`Ricochet`: random split attacks need fuller targeting rules. - -`Anticipate`: next-turn enemy intent preview plus block still needs exact behavior review. - -`PiercingWail`: enemy attack reduction is implemented as a shared Weak/Vulnerable style effect, but needs final balance review. - -`Expose`: weak/vulnerable interaction is only partially modeled. - -`BubbleBubble`: still missing the condition for poison dragon form ownership. - -`Skewer`: X-cost attack. - -`Outbreak`: every 3 poison applications deal 11 to all enemies. - -`Strangle`: extra damage the first time a card is used. - -`EscapePlan`: gain block when discarded. - -`HandTrick`: one card becomes sly and grants block when discarded. - -`Mirage`: gain block equal to total damage dealt this turn. - -`UpMySleeve`: create Shiv plus reduce discard cost. - -`NoxiousFumes`: poison all enemies at turn start. - -`EchoingSlash`: repeat on kill. - -`TheHunt`: kill reward is implemented. - -`Murder`: damage scales with cards drawn this combat. - -`Malaise`: X-cost weak/vulnerable reduction. - -`Pinpoint`: per-turn discard-based attack damage. - -`BladeOfInk`: turn-based Shiv creation. - -`KnifeTrap`: playable only when draw pile is empty. - -`BulletTime`: hand cost zero plus draw disabled. - -`Accelerant`: poison trigger timing is not finalized. - -`Envenom`: attack poison on hit. - -`MasterPlanner`: skill discard interaction still needs a clear rules decision. - -`SerpentForm`: damage on card play. - -`WraithForm`: intangible plus turn-end block loss. +- `gainEnergy`, `drawUntilHandSize`, `drawPerDiscarded`, `cardPlayedBlock`, `blockGainMultiplier`, `blockPerDamageDealtThisTurn`, `nextSkillCostZero`, `skillCostReductionThisTurn` +- `firstCardDamageBonus` +- `drawDamage`, `drawPoison`, `shivDamageBonus`, `firstShivDamageBonus`, `shivRetain`, `shivAoe`, `attackDamageVsWeakMultiplier`, `poisonHits`, `poisonRandomTargets`, `skillSlyOnPlay`, `extraPoisonTicks`, `poisonApplicationBurstEvery`, `poisonApplicationBurstDamage` ## Open questions -- `MasterPlanner` -- `Accelerant` -- `Outbreak` - -These three still need a confirmed rule interpretation before we lock them in. +None at the moment. diff --git a/docs/card-effect-fields.md b/docs/card-effect-fields.md index e22101d..ee0dc8b 100644 --- a/docs/card-effect-fields.md +++ b/docs/card-effect-fields.md @@ -14,10 +14,18 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na - `damagePerTurn`: damage applied at turn start - `cardPlayedDamage`: damage when the card is played - `cardPlayedRandomDamage`: random damage when the card is played +- `rewardOnKill`: gain bonus reward screens when the card kills +- `randomTargetEachHit`: choose a random alive enemy for each hit +- `repeatOnKill`: repeat the attack when it kills at least one enemy +- `firstCardDamageBonus`: bonus damage for the first card played this turn - `drawDamage`: damage dealt when a card is drawn +- `blockPerDamageDealtThisTurn`: gain block equal to damage dealt this turn - `shivDamageBonus`: bonus damage for all Shivs - `firstShivDamageBonus`: bonus damage for the first Shiv each turn - `attackDamageVsWeakMultiplier`: multiplier when the attack hits Weak targets +- `useAllEnergy`: treat the card as spending all available energy +- `xDamagePerEnergy`: scale attack damage by energy spent +- `xWeakPerEnergy`: scale Weak applied by energy spent ## Block and utility @@ -31,12 +39,15 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na - `drawUntilHandSize`: draw until hand reaches a target size - `drawSkillBlock`: gain block for each Skill drawn - `drawPoison`: apply poison when a card is drawn +- `handCostZeroThisTurn`: make hand cards cost 0 this turn +- `drawDisabledThisTurn`: disable draw for the rest of the turn - `heal`: heal immediately - `gainEnergy`: gain energy immediately - `strength`: gain Strength - `dex`: gain Dexterity - `thorns`: gain Thorns - `selfVuln`: apply Vulnerable to self +- `extraPoisonTicks`: add extra poison ticks at enemy turn start ## Status @@ -45,6 +56,19 @@ The goal is to keep card behavior reusable instead of hardcoding one-off card na - `poison`: apply Poison - `poisonHits`: apply poison multiple times - `poisonRandomTargets`: spread poison applications across random alive enemies +- `poisonIfTargetPoisoned`: apply poison only if the target is already poisoned +- `poisonApplicationBurstEvery`: trigger a burst every N poison applications +- `poisonApplicationBurstDamage`: burst damage when the poison application threshold is reached +- `skillSlyOnPlay`: make a played Skill card count as sly when it is later discarded +- `turnHandSlyCount`: mark up to N other Skill cards in hand as sly for this turn +- `attackPoison`: apply poison when attack damage is dealt +- `intangible`: reduce incoming damage to 1 for the duration +- `endTurnDexLoss`: lose Dexterity at end of turn +- `combatCostReductionOnPlay`: reduce this card's cost each time it is played this combat +- `enemyStrengthLossThisTurn`: reduce enemy Strength for the rest of the turn +- `affectsAllEnemies`: apply the card's debuffs to every alive enemy +- `removeEnemyBlock`: clear enemy block when the card resolves +- `removeEnemyArtifact`: consume enemy Artifact when the card resolves `poison` deals damage at enemy turn start and then decreases by 1. diff --git a/tools/balance/sim-balance.mjs b/tools/balance/sim-balance.mjs index 721bc6f..9f3988f 100644 --- a/tools/balance/sim-balance.mjs +++ b/tools/balance/sim-balance.mjs @@ -54,6 +54,10 @@ export function calcAttack(base, str, weak, vulnOnTarget) { return dmg; } +export function calcEnemyAttack(base, str, weak, vulnOnTarget, strengthLoss = 0) { + return calcAttack(base, Math.max(0, str - strengthLoss), weak, vulnOnTarget); +} + // 방어 우선 차감 후 hp 적용 → { hp, block } export function applyDamage(hp, block, amount) { let dmg = amount; @@ -100,12 +104,16 @@ export function chooseAction(hand, cards, energy, ctx = {}) { if (ctx.nextSkillCostZero === true) effectiveCost = 0; else effectiveCost = Math.max(0, effectiveCost - (ctx.skillCostReductionThisTurn || 0)); } + if (ctx.combatCardCostReduction && ctx.combatCardCostReduction[x.id] != null) { + effectiveCost = Math.max(0, effectiveCost - ctx.combatCardCostReduction[x.id]); + } return card.useAllEnergy === true ? true : effectiveCost <= energy; }); 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'); - const effectiveCost = (card) => { + const effectiveCost = (x) => { + const card = cards[x.id]; let cost = card.cost || 0; if (ctx.handCostZeroThisTurn === true) cost = 0; else if (card.useAllEnergy === true) cost = 1; @@ -113,10 +121,13 @@ export function chooseAction(hand, cards, energy, ctx = {}) { if (ctx.nextSkillCostZero === true) cost = 0; else cost = Math.max(0, cost - (ctx.skillCostReductionThisTurn || 0)); } + if (ctx.combatCardCostReduction && ctx.combatCardCostReduction[x.id] != null) { + cost = Math.max(0, cost - ctx.combatCardCostReduction[x.id]); + } return cost; }; - const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(effectiveCost(cards[x.id]), 1); - const blkEff = (x) => (cards[x.id].block || 0) / Math.max(effectiveCost(cards[x.id]), 1); + const dmgEff = (x) => (cards[x.id].damage || 0) / Math.max(effectiveCost(x), 1); + const blkEff = (x) => (cards[x.id].block || 0) / Math.max(effectiveCost(x), 1); const bestBy = (list, fn) => list.slice().sort((a, b) => fn(b) - fn(a))[0]; if (powers.length) return powers[0].i; if (attacks.length) return bestBy(attacks, dmgEff).i; @@ -155,25 +166,96 @@ export function simulateCombat(data, rng, stats) { let nextSkillCostZero = false; let nextSkillRepeatCount = 0; let skillCostReductionThisTurn = 0; + const combatCardCostReduction = {}; let nextTurnBlock = 0, nextTurnDraw = 0, nextTurnKeepBlock = false; let nextTurnAttackMultiplier = 1, turnAttackMultiplier = 1; let nextTurnAddCards = []; let turnAttackCardsPlayed = 0, turnDiscardedCards = 0; + let turnCardsPlayedThisTurn = 0; + let damageDealtThisTurn = 0; let shivFirstDamageBonusUsed = false; let drawDamageThisTurn = 0; let drawPoisonThisTurn = 0; let shivAoeThisCombat = false; + const skillSlyOnPlayCards = new Set(); + const turnSkillSlyCards = new Set(); + let poisonApplicationsThisCombat = 0; + let enemyStrengthLossThisTurn = 0; let cardsDrawnThisCombat = 0; let bonusRewardScreens = 0; let activeKillReward = 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, + name: m.name, hp: m.maxHp, maxHp: m.maxHp, block: 0, str: m.str || 0, weak: 0, vuln: 0, poison: 0, artifact: m.artifact || 0, intents: m.intents, intentIdx: 0, alive: true, })); let turns = 0; + const aliveMonsters = () => mob.filter((m) => m.alive); + const countAliveMonsters = () => aliveMonsters().length; + const randomAliveMonster = () => { + const alive = aliveMonsters(); + if (!alive.length) return null; + return alive[Math.floor(rng() * alive.length)]; + }; + const removeEnemyBlock = (target) => { + if (target) target.block = 0; + }; + const removeEnemyArtifact = (target) => { + if (target) target.artifact = 0; + }; + const applyMonsterWeak = (target, amount) => { + if (!target || !amount || amount <= 0) return; + if (target.artifact > 0) { target.artifact--; return; } + target.weak += amount; + }; + const applyMonsterVuln = (target, amount) => { + if (!target || !amount || amount <= 0) return; + if (target.artifact > 0) { target.artifact--; return; } + target.vuln += amount; + }; + const applyPoisonToMonster = (target, amount) => { + if (!target || !target.alive || !amount || amount <= 0) return; + if (target.artifact > 0) { target.artifact--; return; } + target.poison += amount; + poisonApplicationsThisCombat += 1; + const burstEvery = powerFieldTotal('poisonApplicationBurstEvery'); + const burstDamage = powerFieldTotal('poisonApplicationBurstDamage'); + if (burstEvery > 0 && burstDamage > 0 && poisonApplicationsThisCombat % burstEvery === 0) { + for (const m of mob) { + if (!m.alive) continue; + const r = applyDamage(m.hp, m.block, burstDamage); + m.hp = r.hp; m.block = r.block; + if (burstDamage > 0) damageDealtThisTurn += burstDamage; + if (m.hp <= 0) m.alive = false; + } + } + }; + const dealDamageToMonster = (target, amount, pierce = false) => { + if (!target || !target.alive) return false; + let dmg = amount; + const effectiveStr = Math.max(0, target.str - enemyStrengthLossThisTurn); + dmg = calcAttack(dmg, effectiveStr, target.weak, 0); + if (target.vuln > 0) dmg = Math.floor(dmg * 1.5); + if (target.block > 0 && !pierce) { + const absorbed = Math.min(target.block, dmg); + target.block -= absorbed; + dmg -= absorbed; + } + target.hp -= dmg; + if (dmg > 0) { + const attackPoison = powerFieldTotal('attackPoison'); + if (attackPoison > 0) applyPoisonToMonster(target, attackPoison); + } + if (target.hp <= 0) { + target.hp = 0; + target.alive = false; + return true; + } + return false; + }; + function draw(n) { const drawn = []; if (drawDisabledThisTurn === true) return drawn; @@ -195,8 +277,11 @@ export function simulateCombat(data, rng, stats) { m.block -= absorbed; dmg -= absorbed; } - if (drawPoison > 0) m.poison += drawPoison; - if (dmg > 0) m.hp -= dmg; + if (drawPoison > 0) applyPoisonToMonster(m, drawPoison); + if (dmg > 0) { + m.hp -= dmg; + damageDealtThisTurn += dmg; + } if (m.hp <= 0) { m.hp = 0; m.alive = false; } } } @@ -257,6 +342,7 @@ export function simulateCombat(data, rng, stats) { if (c.damagePerDiscardedThisTurn) base += turnDiscardedCards * c.damagePerDiscardedThisTurn; if (c.damagePerSkillInHand) base += countOtherHandSkills(id) * c.damagePerSkillInHand; if (c.damagePerCardDrawnThisCombat) base += cardsDrawnThisCombat * c.damagePerCardDrawnThisCombat; + if (c.class === 'Attack' && turnCardsPlayedThisTurn === 0 && c.firstCardDamageBonus) base += c.firstCardDamageBonus; if (c.class === 'shiv') { if (powerFieldTotal('shivDamageBonus') > 0) base += powerFieldTotal('shivDamageBonus'); if (!shivFirstDamageBonusUsed && powerFieldTotal('firstShivDamageBonus') > 0) base += powerFieldTotal('firstShivDamageBonus'); @@ -314,6 +400,19 @@ export function simulateCombat(data, rng, stats) { if (c.drawDamage && c.kind !== 'Power') drawDamageThisTurn += c.drawDamage; if (c.drawPoison && c.kind !== 'Power') drawPoisonThisTurn += c.drawPoison; if (c.shivAoe === true && c.kind !== 'Power') shivAoeThisCombat = true; + if (c.skillSlyOnPlay === true && c.kind === 'Skill') skillSlyOnPlayCards.add(id); + if (c.turnHandSlyCount && c.turnHandSlyCount > 0) { + let picked = 0; + for (const hid of hand) { + if (hid === id) continue; + const hc = cards[hid]; + if (hc?.kind === 'Skill' && !turnSkillSlyCards.has(hid) && !skillSlyOnPlayCards.has(hid) && hc.sly !== true) { + turnSkillSlyCards.add(hid); + picked++; + if (picked >= c.turnHandSlyCount) break; + } + } + } const xEnergy = costSpent || 0; if (c.kind === 'Attack') { if (alive.length && (c.damage || c.xDamagePerEnergy)) { @@ -321,49 +420,70 @@ export function simulateCombat(data, rng, stats) { 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; - let totalNv = 0; - for (let h = 0; h < hitN; h++) totalNv += calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier; - dmg = totalNv; let useAoe = c.aoe === true; if (c.class === 'shiv' && shivAoeThisCombat === true) useAoe = true; - if (useAoe === true) { - for (const m2 of aliveList()) { - let d2 = m2.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv; - if (m2.weak > 0 && c.attackDamageVsWeakMultiplier && c.attackDamageVsWeakMultiplier > 1) { - d2 = Math.floor(d2 * c.attackDamageVsWeakMultiplier); - } - const r2 = applyDamage(m2.hp, m2.block, d2); - m2.hp = r2.hp; m2.block = r2.block; - const attackPoison = powerFieldTotal('attackPoison'); - if (d2 > 0 && attackPoison > 0) m2.poison += attackPoison; - if (m2.hp <= 0) { - m2.alive = false; - if (c.rewardOnKill) bonusRewardScreens += c.rewardOnKill; - } - } - } else { - dmg = target.vuln > 0 ? Math.floor(totalNv * 1.5) : totalNv; + const perHit = calcAttack(baseDamage || 0, pStr, pWeak, 0) * turnAttackMultiplier; + const dealToTarget = (target, amount) => { + if (!target || !target.alive) return { killed: false, dealt: 0 }; + let dealt = amount; + if (target.vuln > 0) dealt = Math.floor(dealt * 1.5); if (target.weak > 0 && c.attackDamageVsWeakMultiplier && c.attackDamageVsWeakMultiplier > 1) { - dmg = Math.floor(dmg * c.attackDamageVsWeakMultiplier); + dealt = Math.floor(dealt * c.attackDamageVsWeakMultiplier); } if (c.pierce === true) { - target.hp -= dmg; + target.hp -= dealt; if (target.hp < 0) target.hp = 0; } else { - const r = applyDamage(target.hp, target.block, dmg); + const r = applyDamage(target.hp, target.block, dealt); target.hp = r.hp; target.block = r.block; } const attackPoison = powerFieldTotal('attackPoison'); - if (dmg > 0 && attackPoison > 0) target.poison += attackPoison; + if (dealt > 0 && attackPoison > 0) applyPoisonToMonster(target, attackPoison); + let killed = false; if (target.hp <= 0) { target.alive = false; + killed = true; if (c.rewardOnKill) bonusRewardScreens += c.rewardOnKill; } - } + return { killed, dealt }; + }; + const resolveAttackRound = () => { + let roundKilled = false; + let roundDamage = 0; + if (useAoe === true) { + for (const m2 of aliveList()) { + const r2 = dealToTarget(m2, perHit); + roundDamage += r2.dealt; + if (r2.killed) roundKilled = true; + } + } else if (c.randomTargetEachHit === true) { + for (let h = 0; h < hitN; h++) { + const target = randomAliveMonster(); + if (!target) break; + const r = dealToTarget(target, perHit); + roundDamage += r.dealt; + if (r.killed) roundKilled = true; + } + } else { + const preview = perHit; + const target = chooseTarget(aliveList(), preview); + if (target) { + if (c.weak) applyMonsterWeak(target, c.weak); + if (c.vuln) applyMonsterVuln(target, c.vuln); + const totalNv = perHit * hitN; + const r = dealToTarget(target, totalNv); + roundDamage += r.dealt; + if (r.killed) roundKilled = true; + } + } + dmg += roundDamage; + damageDealtThisTurn += roundDamage; + return roundKilled; + }; + let roundKilled = false; + do { + roundKilled = resolveAttackRound(); + } while (c.repeatOnKill === true && roundKilled === true && countAliveMonsters() > 0); } if (c.block) blockGained = addBlock(c.block); } else if (c.kind === 'Power') { @@ -371,19 +491,30 @@ export function simulateCombat(data, rng, stats) { } else { if (c.block) blockGained = addBlock(c.block); const weakAmount = (c.weak || 0) + (c.xWeakPerEnergy || 0) * xEnergy; - if ((weakAmount || c.vuln || c.poison) && alive.length) { - const target = chooseTarget(alive, 0); - if (weakAmount) target.weak += weakAmount; - if (c.vuln) target.vuln += c.vuln; + const vulnAmount = c.vuln || 0; + if ((weakAmount || vulnAmount || c.poison || c.removeEnemyBlock || c.removeEnemyArtifact || c.enemyStrengthLossThisTurn) && alive.length) { + const targets = c.affectsAllEnemies === true ? aliveList() : [chooseTarget(alive, 0)]; + if (c.enemyStrengthLossThisTurn && c.enemyStrengthLossThisTurn > 0) { + enemyStrengthLossThisTurn += c.enemyStrengthLossThisTurn; + } + for (const target of targets) { + if (!target || !target.alive) continue; + if (c.removeEnemyBlock === true) removeEnemyBlock(target); + if (c.removeEnemyArtifact === true) removeEnemyArtifact(target); + if (weakAmount) applyMonsterWeak(target, weakAmount); + if (vulnAmount) applyMonsterVuln(target, vulnAmount); if (c.poison) { - const poisonHits = c.poisonHits || 1; - for (let i = 0; i < poisonHits; i++) { - const target2 = c.poisonRandomTargets === true - ? alive[Math.floor(rng() * alive.length)] - : target; - if (target2) target2.poison += c.poison; + if (c.poisonIfTargetPoisoned !== true || target.poison > 0) { + const poisonHits = c.poisonHits || 1; + for (let i = 0; i < poisonHits; i++) { + const target2 = c.poisonRandomTargets === true + ? alive[Math.floor(rng() * alive.length)] + : target; + if (target2) applyPoisonToMonster(target2, c.poison); + } } } + } if (c.class === 'shiv' && !shivFirstDamageBonusUsed && powerFieldTotal('firstShivDamageBonus') > 0) { shivFirstDamageBonusUsed = true; } @@ -398,6 +529,7 @@ export function simulateCombat(data, rng, stats) { activeKillReward = c.rewardOnKill || 0; if (c.intangible) pIntangible += c.intangible; queueNextTurnEffects(c); + turnCardsPlayedThisTurn++; let drawnCards = []; if (c.draw) drawnCards = drawnCards.concat(draw(c.draw)); if (c.drawUntilHandSize) { @@ -415,6 +547,7 @@ export function simulateCombat(data, rng, stats) { if (target && target.alive) { target.hp -= c.cardPlayedDamage; dmg += c.cardPlayedDamage; + damageDealtThisTurn += c.cardPlayedDamage; if (target.hp <= 0) target.alive = false; } } @@ -425,15 +558,20 @@ export function simulateCombat(data, rng, stats) { if (target) { target.hp -= c.cardPlayedRandomDamage; dmg += c.cardPlayedRandomDamage; + damageDealtThisTurn += c.cardPlayedRandomDamage; if (target.hp <= 0) target.alive = false; } } } + if (c.blockPerDamageDealtThisTurn && c.blockPerDamageDealtThisTurn > 0 && c.kind !== 'Power') { + blockGained += Math.max(0, damageDealtThisTurn * c.blockPerDamageDealtThisTurn); + } if (recordStats && stats) stats[id] = bump(stats[id], costSpent, dmg, blockGained); } function triggerSly(id) { const c = cards[id]; - if (!c?.sly) return; + if (!c) return; + if (!c.sly && !skillSlyOnPlayCards.has(id) && !turnSkillSlyCards.has(id)) return; resolveCardEffects(id, c, 0, false); } function discardHandCard(idx, trigger = true) { @@ -464,6 +602,8 @@ export function simulateCombat(data, rng, stats) { drawDamageThisTurn = 0; drawPoisonThisTurn = 0; shivAoeThisCombat = false; + turnSkillSlyCards.clear(); + enemyStrengthLossThisTurn = 0; blockGainMultiplier = 1; handCostZeroThisTurn = false; drawDisabledThisTurn = false; @@ -483,7 +623,7 @@ export function simulateCombat(data, rng, stats) { else if (pc.powerEffect === 'energyPerTurn') energyBonus += pc.value; else if (pc.powerEffect === 'blockPerTurn') pBlock += pc.value; else if (pc.powerEffect === 'poisonPerTurn') { - for (const m of mob) if (m.alive) m.poison += pc.value; + for (const m of mob) if (m.alive) applyPoisonToMonster(m, pc.value); } else if (pc.powerEffect === 'damagePerTurn') { for (const m of mob) { if (!m.alive) continue; @@ -509,60 +649,25 @@ export function simulateCombat(data, rng, stats) { while (true) { const alive = aliveList(); if (alive.length === 0) break; - const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn }); + const idx = chooseAction(hand, cards, energy, { drawPileCount: drawPile.length, nextSkillCostZero, skillCostReductionThisTurn, handCostZeroThisTurn, combatCardCostReduction }); if (idx < 0) break; const id = hand[idx], c = cards[id]; + let dmg = 0; const skillFree = c.kind === 'Skill' && nextSkillCostZero === true; const skillRepeat = c.kind === 'Skill' ? nextSkillRepeatCount : 0; const baseCost = c.cost || 0; + const combatReduction = combatCardCostReduction[id] || 0; const cost = handCostZeroThisTurn === true ? 0 : (c.useAllEnergy === true ? energy : (skillFree ? 0 : (c.kind === 'Skill' ? Math.max(0, baseCost - skillCostReductionThisTurn) : baseCost))); - energy -= cost; - resolveCardEffects(id, c, cost); + const finalCost = Math.max(0, cost - combatReduction); + energy -= finalCost; + resolveCardEffects(id, c, finalCost); const playedBlock = powerFieldTotal('cardPlayedBlock'); if (playedBlock > 0) addBlock(playedBlock); - if (c.cardPlayedDamage && alive.length) { - const target = chooseTarget(aliveList(), 0); - if (target && target.alive) { - target.hp -= c.cardPlayedDamage; - dmg += c.cardPlayedDamage; - if (target.hp <= 0) target.alive = false; - } - } - if (c.cardPlayedRandomDamage && alive.length) { - const pool = aliveList(); - if (pool.length) { - const target = pool[Math.floor(rng() * pool.length)]; - if (target) { - target.hp -= c.cardPlayedRandomDamage; - dmg += c.cardPlayedRandomDamage; - if (target.hp <= 0) target.alive = false; - } - } - } if (skillRepeat > 0) { nextSkillRepeatCount = Math.max(0, nextSkillRepeatCount - skillRepeat); for (let r = 0; r < skillRepeat; r++) { - resolveCardEffects(id, c, cost); + resolveCardEffects(id, c, finalCost); if (playedBlock > 0) addBlock(playedBlock); - if (c.cardPlayedDamage && alive.length) { - const target = chooseTarget(aliveList(), 0); - if (target && target.alive) { - target.hp -= c.cardPlayedDamage; - dmg += c.cardPlayedDamage; - if (target.hp <= 0) target.alive = false; - } - } - if (c.cardPlayedRandomDamage && alive.length) { - const pool = aliveList(); - if (pool.length) { - const target = pool[Math.floor(rng() * pool.length)]; - if (target) { - target.hp -= c.cardPlayedRandomDamage; - dmg += c.cardPlayedRandomDamage; - if (target.hp <= 0) target.alive = false; - } - } - } } } if (c.kind === 'Attack') turnAttackCardsPlayed++; @@ -571,6 +676,9 @@ export function simulateCombat(data, rng, stats) { queueSelectedReserve(c); if (c.exhaust === true || String(c.desc || '').includes('소멸.')) exhaust.push(id); else if (c.kind !== 'Power') discard.push(id); + if (c.combatCostReductionOnPlay && c.combatCostReductionOnPlay > 0) { + combatCardCostReduction[id] = (combatCardCostReduction[id] || 0) + c.combatCostReductionOnPlay; + } applyDiscardEffects(c); if (aliveList().length === 0) return { win: true, turns, playerHpRemaining: pHp, bonusRewardScreens }; } @@ -600,17 +708,20 @@ export function simulateCombat(data, rng, stats) { for (const m of mob) { if (!m.alive) continue; // 독 틱 — 행동 시작 시 (Lua EnemyActStep 동기화). 사망 시 행동 생략 - if (m.poison > 0) { + const poisonTicks = 1 + Math.max(0, powerFieldTotal('extraPoisonTicks')); + for (let tick = 0; tick < poisonTicks; tick++) { + if (m.poison <= 0) break; m.hp -= m.poison; m.poison--; - if (m.hp <= 0) { m.hp = 0; m.alive = false; continue; } + if (m.hp <= 0) { m.hp = 0; m.alive = false; break; } } + if (!m.alive) continue; m.block = 0; // 매 턴 초기화 (이전 턴 블록 미이월) // 정의된 intent 중 랜덤 선택 (Lua EnemyActStep 동기화 — 순차→랜덤) const it = m.intents.length ? m.intents[Math.floor(rng() * m.intents.length)] : null; if (it) { if (it.kind === 'Attack') { - const atk = calcAttack(it.value, m.str, m.weak, pVuln); + const atk = calcAttack(it.value, Math.max(0, m.str - enemyStrengthLossThisTurn), m.weak, pVuln); const beforeHp = pHp; let incoming = atk; if (pIntangible > 0 && incoming > 1) incoming = 1; diff --git a/tools/balance/sim-balance.test.mjs b/tools/balance/sim-balance.test.mjs index c2d6396..071ee0b 100644 --- a/tools/balance/sim-balance.test.mjs +++ b/tools/balance/sim-balance.test.mjs @@ -1,7 +1,7 @@ import { test } from 'node:test'; import assert from 'node:assert/strict'; import { - mulberry32, applyDamage, chooseAction, chooseTarget, simulateCombat, runBatch, calcAttack, rarityForRoll, + mulberry32, applyDamage, chooseAction, chooseTarget, simulateCombat, runBatch, calcAttack, calcEnemyAttack, rarityForRoll, } from './sim-balance.mjs'; test('rarityForRoll: 70/25/5 경계 (Lua OfferReward 미러)', () => { @@ -758,6 +758,14 @@ test("chooseAction: useAllEnergy cards remain playable at zero energy", () => { assert.equal(chooseAction(["Skewer"], cards, 0, {}), 0); }); +test("chooseAction: combatCardCostReduction discounts the same card across combat", () => { + const cards = { + Sleeve: { name: "UpMySleeve", cost: 2, kind: "Skill" }, + }; + assert.equal(chooseAction(["Sleeve"], cards, 1, { combatCardCostReduction: { Sleeve: 1 } }), 0); + assert.equal(chooseAction(["Sleeve"], cards, 1, {}), -1); +}); + test("simulateCombat: drawSkillBlock grants block for each drawn skill", () => { const data = { cards: { @@ -821,10 +829,181 @@ test("simulateCombat: attackPoison power applies poison on attack damage", () => assert.equal(r.turns, 1); }); -test("simulateCombat: cardPlayedDamage hits the target whenever a card is played", () => { +test("simulateCombat: skillSlyOnPlay makes later discards of the same skill trigger sly effects", () => { + const shared = { + cards: { + MasterPlanner: { name: "MasterPlanner", cost: 1, kind: "Skill", poison: 1, discardAll: true }, + }, + starterDeck: ["MasterPlanner", "MasterPlanner"], + monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] }], + }; + const withSly = simulateCombat({ + ...shared, + cards: { + MasterPlanner: { name: "MasterPlanner", cost: 1, kind: "Skill", poison: 1, discardAll: true, skillSlyOnPlay: true }, + }, + }, () => 0.999999); + const withoutSly = simulateCombat(shared, () => 0.999999); + assert.equal(withSly.win, true); + assert.equal(withSly.turns, 1); + assert.ok(withoutSly.turns > withSly.turns); +}); + +test("simulateCombat: randomTargetEachHit can spread hits across alive enemies", () => { + const shared = { + cards: { + Ricochet: { name: "Ricochet", cost: 2, kind: "Attack", damage: 3, hits: 4, randomTargetEachHit: true }, + }, + starterDeck: ["Ricochet"], + monsters: [ + { name: "DummyA", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }, + { name: "DummyB", maxHp: 6, intents: [{ kind: "Attack", value: 0 }] }, + ], + }; + const makeRng = () => { + const seq = [0, 0.999999, 0, 0.999999]; + let i = 0; + return () => seq[i++ % seq.length]; + }; + const withRicochet = simulateCombat(shared, makeRng()); + const withoutRicochet = simulateCombat({ + ...shared, + cards: { + Ricochet: { name: "Ricochet", cost: 2, kind: "Attack", damage: 3, hits: 4 }, + }, + }, makeRng()); + assert.equal(withRicochet.win, true); + assert.equal(withRicochet.turns, 1); + assert.equal(withoutRicochet.turns, 2); +}); + +test("calcEnemyAttack: enemyStrengthLossThisTurn reduces enemy attack damage", () => { + assert.equal(calcEnemyAttack(10, 6, 0, 0, 6), 10); + assert.equal(calcEnemyAttack(10, 6, 0, 0, 0), 16); +}); + +test("simulateCombat: repeatOnKill repeats an attack until no kill occurs", () => { + const shared = { + cards: { + EchoingSlash: { name: "EchoingSlash", cost: 1, kind: "Attack", aoe: true, damage: 10, repeatOnKill: true }, + }, + starterDeck: ["EchoingSlash"], + monsters: [ + { name: "DummyA", maxHp: 10, intents: [{ kind: "Attack", value: 0 }] }, + { name: "DummyB", maxHp: 20, intents: [{ kind: "Attack", value: 0 }] }, + ], + }; + const withRepeat = simulateCombat(shared, () => 0.999999); + const withoutRepeat = simulateCombat({ + ...shared, + cards: { + EchoingSlash: { name: "EchoingSlash", cost: 1, kind: "Attack", aoe: true, damage: 10 }, + }, + }, () => 0.999999); + assert.equal(withRepeat.win, true); + assert.equal(withRepeat.turns, 1); + assert.equal(withoutRepeat.turns, 2); +}); + +test("simulateCombat: poisonIfTargetPoisoned only applies poison to already poisoned enemies", () => { + const shared = { + cards: { + Bubble: { name: "BubbleBubble", cost: 1, kind: "Skill", poison: 9, poisonIfTargetPoisoned: true }, + }, + starterDeck: ["Bubble"], + monsters: [{ name: "Dummy", maxHp: 2, intents: [{ kind: "Attack", value: 0 }] }], + }; + const withBubble = simulateCombat(shared, () => 0.999999); + const withoutBubble = simulateCombat({ + ...shared, + cards: { + Bubble: { name: "BubbleBubble", cost: 1, kind: "Skill", poison: 9 }, + }, + }, () => 0.999999); + assert.equal(withBubble.draw, true); + assert.equal(withBubble.turns, 100); + assert.equal(withoutBubble.win, true); + assert.equal(withoutBubble.turns, 1); +}); + +test("simulateCombat: turnHandSlyCount marks a skill in hand as sly for the turn", () => { + const shared = { + cards: { + HandTrick: { name: "HandTrick", cost: 0, kind: "Skill", block: 7, turnHandSlyCount: 1 }, + Shield: { name: "Shield", cost: 0, kind: "Skill", unplayable: true, block: 7 }, + Gamble: { name: "Gamble", cost: 0, kind: "Skill", discardAll: true }, + }, + starterDeck: ["Gamble", "Shield", "HandTrick"], + monsters: [{ name: "Dummy", maxHp: 9999, intents: [{ kind: "Attack", value: 10 }] }], + }; + const withHandTrick = simulateCombat(shared, () => 0.999999); + const withoutHandTrick = simulateCombat({ + ...shared, + cards: { + HandTrick: { name: "HandTrick", cost: 0, kind: "Skill", block: 7 }, + Shield: shared.cards.Shield, + Gamble: shared.cards.Gamble, + }, + }, () => 0.999999); + assert.equal(withHandTrick.playerHpRemaining, 80); + assert.equal(withoutHandTrick.playerHpRemaining, 0); +}); + +test("simulateCombat: extraPoisonTicks adds an extra poison tick at enemy turn start", () => { + const shared = { + cards: { + Accelerant: { name: "Accelerant", cost: 1, kind: "Power", extraPoisonTicks: 1 }, + Poison: { name: "Poison", cost: 1, kind: "Skill", poison: 2 }, + }, + starterDeck: ["Accelerant", "Poison"], + monsters: [{ name: "Dummy", maxHp: 3, intents: [{ kind: "Attack", value: 0 }] }], + }; + const withTick = simulateCombat(shared, () => 0.999999); + const withoutTick = simulateCombat({ + ...shared, + cards: { + Accelerant: { name: "Accelerant", cost: 1, kind: "Power" }, + Poison: shared.cards.Poison, + }, + }, () => 0.999999); + assert.equal(withTick.win, true); + assert.equal(withTick.turns, 1); + assert.equal(withoutTick.turns, 2); +}); + +test("simulateCombat: poisonApplicationBurstEvery bursts after every third poison application", () => { + const shared = { + cards: { + Outbreak: { name: "Outbreak", cost: 1, kind: "Power", poisonApplicationBurstEvery: 3, poisonApplicationBurstDamage: 11 }, + Poison1: { name: "Poison1", cost: 0, kind: "Skill", poison: 1 }, + Poison2: { name: "Poison2", cost: 0, kind: "Skill", poison: 1 }, + Poison3: { name: "Poison3", cost: 0, kind: "Skill", poison: 1 }, + }, + starterDeck: ["Outbreak", "Poison1", "Poison2", "Poison3"], + monsters: [ + { name: "DummyA", maxHp: 11, intents: [{ kind: "Attack", value: 0 }] }, + { name: "DummyB", maxHp: 11, intents: [{ kind: "Attack", value: 0 }] }, + ], + }; + const withBurst = simulateCombat(shared, () => 0.999999); + const withoutBurst = simulateCombat({ + ...shared, + cards: { + Outbreak: { name: "Outbreak", cost: 1, kind: "Power" }, + Poison1: shared.cards.Poison1, + Poison2: shared.cards.Poison2, + Poison3: shared.cards.Poison3, + }, + }, () => 0.999999); + assert.equal(withBurst.win, true); + assert.equal(withBurst.turns, 1); + assert.ok(withoutBurst.turns > withBurst.turns); +}); + +test("simulateCombat: firstCardDamageBonus applies on the first card played this turn", () => { const data = { cards: { - Strangle: { name: "Strangle", cost: 1, kind: "Attack", damage: 8, cardPlayedDamage: 2 }, + Strangle: { name: "Strangle", cost: 1, kind: "Attack", damage: 8, firstCardDamageBonus: 2 }, }, starterDeck: ["Strangle"], monsters: [{ name: "Dummy", maxHp: 10, intents: [{ kind: "Attack", value: 0 }] }], @@ -833,6 +1012,19 @@ test("simulateCombat: cardPlayedDamage hits the target whenever a card is played assert.equal(r.win, true); }); +test("simulateCombat: blockPerDamageDealtThisTurn grants block from damage dealt this turn", () => { + const data = { + cards: { + Mirage: { name: "Mirage", cost: 1, kind: "Skill", blockPerDamageDealtThisTurn: 1, block: 0 }, + Strike: { name: "Strike", cost: 1, kind: "Attack", damage: 4 }, + }, + starterDeck: ["Strike", "Mirage"], + monsters: [{ name: "Dummy", maxHp: 4, intents: [{ kind: "Attack", value: 0 }] }], + }; + const r = simulateCombat(data, () => 0.999999); + assert.equal(r.win, true); +}); + test("simulateCombat: cardPlayedRandomDamage hits a random enemy on card play", () => { const data = { cards: { diff --git a/tools/deck/cb/combat.mjs b/tools/deck/cb/combat.mjs index ac4c6f9..a35c15f 100644 --- a/tools/deck/cb/combat.mjs +++ b/tools/deck/cb/combat.mjs @@ -59,6 +59,9 @@ end if c.kind == "Skill" and self.SkillCostReductionThisTurn ~= nil and self.SkillCostReductionThisTurn > 0 then cost = math.max(0, cost - self.SkillCostReductionThisTurn) end +if self.CombatCardCostReduction ~= nil and self.CombatCardCostReduction[cardId] ~= nil then + cost = math.max(0, cost - self.CombatCardCostReduction[cardId]) +end if c.kind == "Skill" and self.NextSkillRepeatCount ~= nil and self.NextSkillRepeatCount > 0 then skillRepeat = self.NextSkillRepeatCount end @@ -103,6 +106,12 @@ end if self.ActiveKillReward ~= nil and self.ActiveKillReward <= 0 then self.ActiveKillReward = 0 end +if c.combatCostReductionOnPlay ~= nil and c.combatCostReductionOnPlay > 0 then + if self.CombatCardCostReduction == nil then + self.CombatCardCostReduction = {} + end + self.CombatCardCostReduction[cardId] = (self.CombatCardCostReduction[cardId] or 0) + c.combatCostReductionOnPlay +end table.remove(self.Hand, slot) if c.exhaust == true then if self.ExhaustPile == nil then self.ExhaustPile = {} end @@ -283,7 +292,7 @@ m.hp = m.hp - dmg if dmg > 0 then local poison = self:AddPowerFieldTotal("attackPoison") if poison ~= nil and poison > 0 then - m.poison = (m.poison or 0) + poison + self:ApplyPoisonToMonster(m, poison) end end self:MonsterHitMotion(m.slot) @@ -345,6 +354,62 @@ end return killed`, [ { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }, ], 0, 'boolean'), +method('ApplyPoisonToMonster', `if target == nil or target.alive ~= true or amount == nil or amount <= 0 then + return +end +if target.artifact ~= nil and target.artifact > 0 then + target.artifact = target.artifact - 1 + return +end +target.poison = (target.poison or 0) + amount +self.PoisonApplicationsThisCombat = (self.PoisonApplicationsThisCombat or 0) + 1 +local burstEvery = self:AddPowerFieldTotal("poisonApplicationBurstEvery") +local burstDamage = self:AddPowerFieldTotal("poisonApplicationBurstDamage") +if burstEvery ~= nil and burstEvery > 0 and burstDamage ~= nil and burstDamage > 0 then + if (self.PoisonApplicationsThisCombat % burstEvery) == 0 then + self:DealDamageToAllMonsters(burstDamage) + end +end`, [ + { Type: 'any', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'target' }, + { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }, + ]), + method('DealDamageToAllMonsters', `if self.Monsters == nil then + return false +end +local killCount = 0 +for i = 1, #self.Monsters do + local m = self.Monsters[i] + if m ~= nil and m.alive == true then + local dmg = amount + if m.vuln > 0 then + dmg = math.floor(dmg * 1.5) + end + if m.block > 0 then + local absorbed = math.min(m.block, dmg) + m.block = m.block - absorbed + dmg = dmg - absorbed + end + m.hp = m.hp - dmg + if dmg > 0 then + self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg + end + self:ShowDmgPop(i, dmg) + self:MonsterHitMotion(i) + if m.hp <= 0 then + m.hp = 0 + self:KillMonster(m.slot) + killCount = killCount + 1 + end + end +end +if killCount > 0 and self.ActiveKillReward ~= nil and self.ActiveKillReward > 0 then + self.BonusRewardScreens = (self.BonusRewardScreens or 0) + (killCount * self.ActiveKillReward) +end +self:RenderCombat() +self:CheckCombatEnd() +return killCount > 0`, [ + { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'amount' }, + ], 0, 'boolean'), method('PlayAttackFx', `local m = self.Monsters[targetIndex] if m == nil or m.alive ~= true or m.entity == nil or not isvalid(m.entity) then self:DealDamageToTarget(damage, pierce) @@ -426,7 +491,7 @@ _TimerService:SetTimerOnce(function() if dmg > 0 then local poison = self:AddPowerFieldTotal("attackPoison") if poison ~= nil and poison > 0 then - m.poison = (m.poison or 0) + poison + self:ApplyPoisonToMonster(m, poison) end end self:ShowDmgPop(i, dmg) @@ -518,18 +583,25 @@ local m = self.Monsters[idx] local base = "/ui/RunUIGroup/CombatHud/MonsterStatus" .. tostring(idx) self:SetEntityEnabled(base .. "/ActFrame", true) _TimerService:SetTimerOnce(function() - if m.poison ~= nil and m.poison > 0 then - m.hp = m.hp - m.poison - self:ShowDmgPop(idx, m.poison) - self:MonsterHitMotion(idx) - m.poison = m.poison - 1 - if m.hp <= 0 then - m.hp = 0 - self:KillMonster(m.slot) - self:RenderCombat() - self:SetEntityEnabled(base .. "/ActFrame", false) - _TimerService:SetTimerOnce(function() self:EnemyActStep(idx + 1) end, 0.15) - return + local poisonTicks = 1 + local bonusTicks = self:AddPowerFieldTotal("extraPoisonTicks") + if bonusTicks ~= nil and bonusTicks > 0 then + poisonTicks = poisonTicks + bonusTicks + end + for pt = 1, poisonTicks do + if m.poison ~= nil and m.poison > 0 then + m.hp = m.hp - m.poison + self:ShowDmgPop(idx, m.poison) + self:MonsterHitMotion(idx) + m.poison = m.poison - 1 + if m.hp <= 0 then + m.hp = 0 + self:KillMonster(m.slot) + self:RenderCombat() + self:SetEntityEnabled(base .. "/ActFrame", false) + _TimerService:SetTimerOnce(function() self:EnemyActStep(idx + 1) end, 0.15) + return + end end end m.block = 0 @@ -538,6 +610,10 @@ _TimerService:SetTimerOnce(function() if intent.kind == "Attack" then self:MonsterLunge(idx) local atk = intent.value + m.str + if self.EnemyStrengthLossThisTurn ~= nil and self.EnemyStrengthLossThisTurn > 0 then + atk = atk - self.EnemyStrengthLossThisTurn + if atk < 0 then atk = 0 end + end if m.weak > 0 then atk = math.floor(atk * 0.75) end diff --git a/tools/deck/cb/deckturn.mjs b/tools/deck/cb/deckturn.mjs index 459f0c1..d1f4e6d 100644 --- a/tools/deck/cb/deckturn.mjs +++ b/tools/deck/cb/deckturn.mjs @@ -228,6 +228,8 @@ self.RetainSelectActive = false self.ReserveSelectActive = false self.TurnAttackCardsPlayed = 0 self.TurnDiscardedCards = 0 +self.TurnCardsPlayedThisTurn = 0 +self.DamageDealtThisTurn = 0 self.NextTurnSelectCopies = 0 self.NextTurnSelectPrompt = "" self.SkillCostReductionThisTurn = 0 @@ -252,6 +254,9 @@ self.ActiveAttackDamageVsWeakMultiplier = 1 self.DrawDamageThisTurn = 0 self.DrawPoisonThisTurn = 0 self.ShivAoeThisCombat = false +self.SkillSlyOnPlayCards = self.SkillSlyOnPlayCards or {} +self.TurnSkillSlyCards = {} +self.EnemyStrengthLossThisTurn = 0 self.HandCostZeroThisTurn = false self.DrawDisabledThisTurn = false local powerTurnDraw = 0 @@ -271,7 +276,7 @@ if self.PlayerPowers ~= nil then for j = 1, #self.Monsters do local tm = self.Monsters[j] if tm ~= nil and tm.alive == true then - tm.poison = (tm.poison or 0) + pc.value + self:ApplyPoisonToMonster(tm, pc.value) end end end @@ -448,6 +453,7 @@ if self.PlayerWeak > 0 then self.PlayerWeak = self.PlayerWeak - 1 end if self.PlayerVuln > 0 then self.PlayerVuln = self.PlayerVuln - 1 end self:RenderHand(false) self:RenderPiles() +self.TurnSkillSlyCards = {} self:EnemyTurn()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'retainSlot' }]), method('DrawCards', `local drawnSlots = {} local drawnCards = {} diff --git a/tools/deck/cb/hand.mjs b/tools/deck/cb/hand.mjs index 71ab3d9..62b98d9 100644 --- a/tools/deck/cb/hand.mjs +++ b/tools/deck/cb/hand.mjs @@ -311,6 +311,9 @@ end if c.damagePerCardDrawnThisCombat ~= nil then base2 = base2 + (self.CardsDrawnThisCombat or 0) * c.damagePerCardDrawnThisCombat end +if c.class == "Attack" and (self.TurnCardsPlayedThisTurn or 0) == 0 and c.firstCardDamageBonus ~= nil then + base2 = base2 + c.firstCardDamageBonus +end if c.class == "shiv" then if self:HasPowerField("shivDamageBonus") == true then base2 = base2 + self:AddPowerFieldTotal("shivDamageBonus") @@ -411,6 +414,33 @@ end if c.shivAoe == true and c.kind ~= "Power" then self.ShivAoeThisCombat = true end +if c.skillSlyOnPlay == true and c.kind == "Skill" then + if self.SkillSlyOnPlayCards == nil then + self.SkillSlyOnPlayCards = {} + end + self.SkillSlyOnPlayCards[cardId] = true +end +if c.turnHandSlyCount ~= nil and c.turnHandSlyCount > 0 then + if self.TurnSkillSlyCards == nil then + self.TurnSkillSlyCards = {} + end + local picked = 0 + if self.Hand ~= nil then + for i = 1, #self.Hand do + local hid = self.Hand[i] + if hid ~= nil and hid ~= cardId then + local hc = self.Cards[hid] + if hc ~= nil and hc.kind == "Skill" and self.TurnSkillSlyCards[hid] ~= true and self.SkillSlyOnPlayCards[hid] ~= true and hc.sly ~= true then + self.TurnSkillSlyCards[hid] = true + picked = picked + 1 + if picked >= c.turnHandSlyCount then + break + end + end + end + end + end +end local xEnergy = energySpent or 0 local weakAmount = c.weak or 0 local vulnAmount = c.vuln or 0 @@ -448,11 +478,60 @@ if c.kind == "Attack" then if c.class == "shiv" and self.ShivFirstDamageBonusUsed ~= true and self:HasPowerField("firstShivDamageBonus") == true then self.ShivFirstDamageBonusUsed = true end - if useAoe == true then - self:PlayAoeFx(c.fx or c.image, total) - else - self:PlayAttackFx(self.TargetIndex, c.fx or c.image, total, c.pierce == true) + local function countAliveMonsters() + local n = 0 + if self.Monsters ~= nil then + for mi = 1, #self.Monsters do + local om = self.Monsters[mi] + if om ~= nil and om.alive == true then n = n + 1 end + end + end + return n end + local function randomAliveMonsterIndex() + local alive = {} + if self.Monsters ~= nil then + for mi = 1, #self.Monsters do + local om = self.Monsters[mi] + if om ~= nil and om.alive == true then + table.insert(alive, mi) + end + end + end + if #alive <= 0 then + return 0 + end + return alive[math.random(1, #alive)] + end + local function resolveAttackRound() + local roundKilled = false + if useAoe == true then + local killed = self:DealDamageToAllMonsters(total) + if killed == true then roundKilled = true end + elseif c.randomTargetEachHit == true then + for h = 1, hitN do + local targetIdx = randomAliveMonsterIndex() + if targetIdx ~= nil and targetIdx > 0 then + local prev = self.TargetIndex + self.TargetIndex = targetIdx + local killed = self:DealDamageToTarget(total / hitN, c.pierce == true) + self.TargetIndex = prev + if killed == true then roundKilled = true end + end + end + else + local killed = self:DealDamageToTarget(total, c.pierce == true) + if killed == true then roundKilled = true end + end + return roundKilled + end + local totalDamage = 0 + local roundKilled = false + repeat + roundKilled = resolveAttackRound() + totalDamage = totalDamage + total + until c.repeatOnKill ~= true or roundKilled ~= true or countAliveMonsters() <= 0 + self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + totalDamage end if c.block ~= nil then self:AddCardBlock(c.block) @@ -490,41 +569,86 @@ end if c.intangible ~= nil and c.intangible > 0 then self.PlayerIntangible = (self.PlayerIntangible or 0) + c.intangible end +self.TurnCardsPlayedThisTurn = (self.TurnCardsPlayedThisTurn or 0) + 1 +if c.blockPerDamageDealtThisTurn ~= nil and c.blockPerDamageDealtThisTurn > 0 then + self:AddCardBlock((self.DamageDealtThisTurn or 0) * c.blockPerDamageDealtThisTurn) +end self:QueueNextTurnEffects(c) -if c.weak ~= nil or c.vuln ~= nil or c.poison ~= nil or c.xWeakPerEnergy ~= nil then +if c.combatCostReductionOnPlay ~= nil and c.combatCostReductionOnPlay > 0 then + if self.CombatCardCostReduction == nil then + self.CombatCardCostReduction = {} + end + self.CombatCardCostReduction[cardId] = (self.CombatCardCostReduction[cardId] or 0) + c.combatCostReductionOnPlay +end +if 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 local tm = self.Monsters[self.TargetIndex] if tm == nil or tm.alive ~= true then for i = 1, #self.Monsters do if self.Monsters[i].alive == true then tm = self.Monsters[i]; self.TargetIndex = i; break end end end - if tm ~= nil and tm.alive == true then - if weakAmount ~= nil and weakAmount > 0 then tm.weak = tm.weak + weakAmount end - if poisonAmount ~= nil and poisonAmount > 0 then - local poisonHits = c.poisonHits or 1 - for pi = 1, poisonHits do - local target = tm - if c.poisonRandomTargets == true and self.Monsters ~= nil then - local alive = {} - for mi = 1, #self.Monsters do - local om = self.Monsters[mi] - if om ~= nil and om.alive == true then - table.insert(alive, om) - end - end - if #alive > 0 then - target = alive[math.random(#alive)] - end - end - if target ~= nil and target.alive == true then - target.poison = (target.poison or 0) + poisonAmount - end + local targets = {} + if c.affectsAllEnemies == true and self.Monsters ~= nil then + for mi = 1, #self.Monsters do + local om = self.Monsters[mi] + if om ~= nil and om.alive == true then + table.insert(targets, om) end end - if vulnAmount ~= nil and vulnAmount > 0 then - tm.vuln = tm.vuln + vulnAmount - if self:HasRelic("championBelt") then - tm.weak = tm.weak + 1 + elseif tm ~= nil and tm.alive == true then + table.insert(targets, tm) + end + if c.enemyStrengthLossThisTurn ~= nil and c.enemyStrengthLossThisTurn > 0 then + self.EnemyStrengthLossThisTurn = (self.EnemyStrengthLossThisTurn or 0) + c.enemyStrengthLossThisTurn + end + for ti = 1, #targets do + local target = targets[ti] + if target ~= nil and target.alive == true then + if c.removeEnemyBlock == true then + target.block = 0 + end + if c.removeEnemyArtifact == true then + target.artifact = 0 + end + if weakAmount ~= nil and weakAmount > 0 then + if target.artifact ~= nil and target.artifact > 0 then + target.artifact = target.artifact - 1 + else + target.weak = target.weak + weakAmount + end + end + if poisonAmount ~= nil and poisonAmount > 0 then + if c.poisonIfTargetPoisoned ~= true or (target.poison ~= nil and target.poison > 0) then + local poisonHits = c.poisonHits or 1 + for pi = 1, poisonHits do + local target2 = target + if c.poisonRandomTargets == true and self.Monsters ~= nil then + local alive = {} + for mi = 1, #self.Monsters do + local om = self.Monsters[mi] + if om ~= nil and om.alive == true then + table.insert(alive, om) + end + end + if #alive > 0 then + target2 = alive[math.random(#alive)] + end + end + if target2 ~= nil and target2.alive == true then + self:ApplyPoisonToMonster(target2, poisonAmount) + end + end + end + end + if vulnAmount ~= nil and vulnAmount > 0 then + if target.artifact ~= nil and target.artifact > 0 then + target.artifact = target.artifact - 1 + else + target.vuln = target.vuln + vulnAmount + if self:HasRelic("championBelt") then + target.weak = target.weak + 1 + end + end end end end @@ -573,10 +697,11 @@ if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > dmg = dmg - absorbed end if drawPoison ~= nil and drawPoison > 0 then - m2.poison = (m2.poison or 0) + drawPoison + 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) @@ -599,9 +724,16 @@ end`, [ { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'energySpent' }, ]), method('TriggerSly', `local c = self.Cards[cardId] -if c == nil or c.sly ~= true then +if c == nil then return end +if c.sly ~= true then + local onPlay = self.SkillSlyOnPlayCards ~= nil and self.SkillSlyOnPlayCards[cardId] == true + local tempSly = self.TurnSkillSlyCards ~= nil and self.TurnSkillSlyCards[cardId] == true + if onPlay ~= true and tempSly ~= true then + return + end +end self:Toast("교활 발동: " .. c.name) self:ResolveCardEffects(cardId, 0, c, true, 0)`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }]), method('DiscardHandCard', `if self.Hand == nil then diff --git a/tools/deck/cb/run.mjs b/tools/deck/cb/run.mjs index 86d869d..243953b 100644 --- a/tools/deck/cb/run.mjs +++ b/tools/deck/cb/run.mjs @@ -74,11 +74,16 @@ self.DrawDisabledThisTurn = false self.NextSkillCostZero = false self.NextSkillRepeatCount = 0 self.SkillCostReductionThisTurn = 0 +self.CombatCardCostReduction = {} +self.SkillSlyOnPlayCards = {} +self.TurnSkillSlyCards = {} self.ShivFirstDamageBonusUsed = false self.ActiveAttackDamageVsWeakMultiplier = 1 self.DrawDamageThisTurn = 0 self.DrawPoisonThisTurn = 0 self.ShivAoeThisCombat = false +self.PoisonApplicationsThisCombat = 0 +self.EnemyStrengthLossThisTurn = 0 self.PlayerStr = 0 self.PlayerDex = 0 self.PlayerThorns = 0 @@ -91,6 +96,8 @@ self.PlayerPowers = {} self.FightAttackCount = 0 self.TurnAttackCardsPlayed = 0 self.TurnDiscardedCards = 0 +self.TurnCardsPlayedThisTurn = 0 +self.DamageDealtThisTurn = 0 self.DmgPopSeq = 0 self.FirstHpLossDone = false self.ClayBlockNext = 0 @@ -233,7 +240,7 @@ for i = 1, n do local startIdx = 1 if #intents > 0 then startIdx = math.random(1, #intents) end self.Monsters[i] = { entity = item.entity, enemyId = item.enemyId, name = e.name, - hp = maxHp, maxHp = maxHp, block = 0, str = 0, weak = 0, vuln = 0, poison = 0, + hp = maxHp, maxHp = maxHp, block = 0, str = e.str or 0, weak = 0, vuln = 0, poison = 0, artifact = e.artifact or 0, hitClip = hitClip, standClip = standClip, motionBusy = false, intents = intents, intentIdx = startIdx, alive = true, slot = i } self:ReviveMonsterEntity(item.entity) diff --git a/tools/deck/lib/data.mjs b/tools/deck/lib/data.mjs index 7040924..684d36d 100644 --- a/tools/deck/lib/data.mjs +++ b/tools/deck/lib/data.mjs @@ -166,6 +166,7 @@ function luaCardsTable(cards) { if (c.damagePerTurn != null) fields.push(`damagePerTurn = ${c.damagePerTurn}`); if (c.cardPlayedDamage != null) fields.push(`cardPlayedDamage = ${c.cardPlayedDamage}`); if (c.cardPlayedRandomDamage != null) fields.push(`cardPlayedRandomDamage = ${c.cardPlayedRandomDamage}`); + if (c.firstCardDamageBonus != null) fields.push(`firstCardDamageBonus = ${c.firstCardDamageBonus}`); if (c.rewardOnKill != null) fields.push(`rewardOnKill = ${c.rewardOnKill}`); if (c.intangible != null) fields.push(`intangible = ${c.intangible}`); if (c.endTurnDexLoss != null) fields.push(`endTurnDexLoss = ${c.endTurnDexLoss}`); @@ -175,6 +176,7 @@ function luaCardsTable(cards) { if (c.bonusHitsWhenOtherHandAtLeast != null) fields.push(`bonusHitsWhenOtherHandAtLeast = ${c.bonusHitsWhenOtherHandAtLeast}`); if (c.block != null) fields.push(`block = ${c.block}`); if (c.blockGainMultiplier != null) fields.push(`blockGainMultiplier = ${c.blockGainMultiplier}`); + if (c.blockPerDamageDealtThisTurn != null) fields.push(`blockPerDamageDealtThisTurn = ${c.blockPerDamageDealtThisTurn}`); 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}`); @@ -215,6 +217,7 @@ function luaCardsTable(cards) { if (c.attackDamageVsWeakMultiplier != null) fields.push(`attackDamageVsWeakMultiplier = ${c.attackDamageVsWeakMultiplier}`); if (c.poisonHits != null) fields.push(`poisonHits = ${c.poisonHits}`); if (c.poisonRandomTargets === true) fields.push('poisonRandomTargets = true'); + if (c.poisonIfTargetPoisoned === true) fields.push('poisonIfTargetPoisoned = true'); if (c.xDamagePerEnergy != null) fields.push(`xDamagePerEnergy = ${c.xDamagePerEnergy}`); if (c.xWeakPerEnergy != null) fields.push(`xWeakPerEnergy = ${c.xWeakPerEnergy}`); if (c.nextTurnBlock != null) fields.push(`nextTurnBlock = ${c.nextTurnBlock}`); @@ -227,6 +230,18 @@ function luaCardsTable(cards) { if (c.nextSkillRepeatCount != null) fields.push(`nextSkillRepeatCount = ${c.nextSkillRepeatCount}`); if (c.nextSkillCostZero === true) fields.push('nextSkillCostZero = true'); if (c.skillCostReductionThisTurn != null) fields.push(`skillCostReductionThisTurn = ${c.skillCostReductionThisTurn}`); + if (c.skillSlyOnPlay === true) fields.push('skillSlyOnPlay = true'); + if (c.turnHandSlyCount != null) fields.push(`turnHandSlyCount = ${c.turnHandSlyCount}`); + if (c.combatCostReductionOnPlay != null) fields.push(`combatCostReductionOnPlay = ${c.combatCostReductionOnPlay}`); + if (c.randomTargetEachHit === true) fields.push('randomTargetEachHit = true'); + if (c.repeatOnKill === true) fields.push('repeatOnKill = true'); + if (c.affectsAllEnemies === true) fields.push('affectsAllEnemies = true'); + if (c.removeEnemyBlock === true) fields.push('removeEnemyBlock = true'); + if (c.removeEnemyArtifact === true) fields.push('removeEnemyArtifact = true'); + if (c.enemyStrengthLossThisTurn != null) fields.push(`enemyStrengthLossThisTurn = ${c.enemyStrengthLossThisTurn}`); + if (c.extraPoisonTicks != null) fields.push(`extraPoisonTicks = ${c.extraPoisonTicks}`); + if (c.poisonApplicationBurstEvery != null) fields.push(`poisonApplicationBurstEvery = ${c.poisonApplicationBurstEvery}`); + if (c.poisonApplicationBurstDamage != null) fields.push(`poisonApplicationBurstDamage = ${c.poisonApplicationBurstDamage}`); if (c.innate === true) fields.push('innate = true'); if (c.playableWhenDrawPileEmpty === true) fields.push('playableWhenDrawPileEmpty = true'); if (c.sly === true) fields.push('sly = true'); -- 2.49.1