리뷰 발견 수정: 게임버그 6 + 시뮬 충실도 3 + 설명/데이터 정정 (Lua↔JS 동기화) #96

Merged
gahusb merged 11 commits from fix/review-findings into main 2026-06-29 21:46:45 +09:00
4 changed files with 59 additions and 37 deletions
Showing only changes of commit d7813f9912 - Show all commits

File diff suppressed because one or more lines are too long

View File

@@ -682,7 +682,10 @@ self.NextTurnAddCards = {}
self:UpdateDiscardPrompt()
self:RenderHand(false)
self:RenderPiles()`),
method('CheckCombatEnd', `local anyAlive = false
method('CheckCombatEnd', `if self.CombatOver == true then
return
end
local anyAlive = false
for i = 1, #self.Monsters do
if self.Monsters[i].alive == true then anyAlive = true; break end
end

View File

@@ -475,6 +475,7 @@ for i = 1, amount do
\tlocal cardId = table.remove(self.DrawPile)
\ttable.insert(drawnCards, cardId)
\tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1
\tself:ApplyDrawTrigger()
\tif #self.Hand >= 10 then
\t\ttable.insert(self.DiscardPile, cardId)
\t\tself:TriggerSly(cardId)

View File

@@ -3,6 +3,42 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_
import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
export const handMethods = [
method('ApplyDrawTrigger', `if self.Monsters == nil then
return
end
local drawDamage = self:AddPowerFieldTotal("drawDamage") + (self.DrawDamageThisTurn or 0)
local drawPoison = self:AddPowerFieldTotal("drawPoison") + (self.DrawPoisonThisTurn or 0)
if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then
for mi = 1, #self.Monsters do
local m2 = self.Monsters[mi]
if m2 ~= nil and m2.alive == true then
local dmg = drawDamage or 0
if m2.vuln > 0 then
dmg = math.floor(dmg * 1.5)
end
if m2.block > 0 then
local absorbed = math.min(m2.block, dmg)
m2.block = m2.block - absorbed
dmg = dmg - absorbed
end
if drawPoison ~= nil and drawPoison > 0 then
self:ApplyPoisonToMonster(m2, drawPoison)
end
if dmg > 0 then
m2.hp = m2.hp - dmg
self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg
end
self:ShowDmgPop(mi, dmg)
self:MonsterHitMotion(mi)
if m2.hp <= 0 then
m2.hp = 0
self:KillMonster(m2.slot)
end
end
end
self:RenderCombat()
self:CheckCombatEnd()
end`),
method('GetHandSlotX', `local n = 0
if self.Hand ~= nil then
n = #self.Hand
@@ -681,39 +717,6 @@ if c.drawSkillBlock ~= nil and c.drawSkillBlock > 0 then
end
end
end
local drawDamage = self:AddPowerFieldTotal("drawDamage") + (self.DrawDamageThisTurn or 0)
local drawPoison = self:AddPowerFieldTotal("drawPoison") + (self.DrawPoisonThisTurn or 0)
if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then
for mi = 1, #self.Monsters do
local m2 = self.Monsters[mi]
if m2 ~= nil and m2.alive == true then
local dmg = drawDamage or 0
if m2.vuln > 0 then
dmg = math.floor(dmg * 1.5)
end
if m2.block > 0 then
local absorbed = math.min(m2.block, dmg)
m2.block = m2.block - absorbed
dmg = dmg - absorbed
end
if drawPoison ~= nil and drawPoison > 0 then
self:ApplyPoisonToMonster(m2, drawPoison)
end
if dmg > 0 then
m2.hp = m2.hp - dmg
self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg
end
self:ShowDmgPop(mi, dmg)
self:MonsterHitMotion(mi)
if m2.hp <= 0 then
m2.hp = 0
self:KillMonster(m2.slot)
end
end
end
self:RenderCombat()
self:CheckCombatEnd()
end
if c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then
self:AddCardsToHand("Shiv", c.addShiv)
end`, [