리뷰 발견 수정: 게임버그 6 + 시뮬 충실도 3 + 설명/데이터 정정 (Lua↔JS 동기화) #96
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@@ -682,7 +682,10 @@ self.NextTurnAddCards = {}
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self:UpdateDiscardPrompt()
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self:UpdateDiscardPrompt()
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self:RenderHand(false)
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self:RenderHand(false)
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self:RenderPiles()`),
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self:RenderPiles()`),
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method('CheckCombatEnd', `local anyAlive = false
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method('CheckCombatEnd', `if self.CombatOver == true then
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return
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end
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local anyAlive = false
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for i = 1, #self.Monsters do
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for i = 1, #self.Monsters do
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if self.Monsters[i].alive == true then anyAlive = true; break end
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if self.Monsters[i].alive == true then anyAlive = true; break end
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end
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end
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@@ -475,6 +475,7 @@ for i = 1, amount do
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\tlocal cardId = table.remove(self.DrawPile)
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\tlocal cardId = table.remove(self.DrawPile)
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\ttable.insert(drawnCards, cardId)
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\ttable.insert(drawnCards, cardId)
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\tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1
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\tself.CardsDrawnThisCombat = (self.CardsDrawnThisCombat or 0) + 1
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\tself:ApplyDrawTrigger()
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\tif #self.Hand >= 10 then
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\tif #self.Hand >= 10 then
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\t\ttable.insert(self.DiscardPile, cardId)
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\t\ttable.insert(self.DiscardPile, cardId)
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\t\tself:TriggerSly(cardId)
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\t\tself:TriggerSly(cardId)
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@@ -3,6 +3,42 @@ import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const handMethods = [
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export const handMethods = [
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method('ApplyDrawTrigger', `if self.Monsters == nil then
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return
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end
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local drawDamage = self:AddPowerFieldTotal("drawDamage") + (self.DrawDamageThisTurn or 0)
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local drawPoison = self:AddPowerFieldTotal("drawPoison") + (self.DrawPoisonThisTurn or 0)
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if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then
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for mi = 1, #self.Monsters do
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local m2 = self.Monsters[mi]
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if m2 ~= nil and m2.alive == true then
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local dmg = drawDamage or 0
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if m2.vuln > 0 then
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dmg = math.floor(dmg * 1.5)
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end
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if m2.block > 0 then
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local absorbed = math.min(m2.block, dmg)
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m2.block = m2.block - absorbed
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dmg = dmg - absorbed
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end
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if drawPoison ~= nil and drawPoison > 0 then
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self:ApplyPoisonToMonster(m2, drawPoison)
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end
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if dmg > 0 then
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m2.hp = m2.hp - dmg
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self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg
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end
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self:ShowDmgPop(mi, dmg)
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self:MonsterHitMotion(mi)
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if m2.hp <= 0 then
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m2.hp = 0
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self:KillMonster(m2.slot)
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end
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end
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end
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self:RenderCombat()
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self:CheckCombatEnd()
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end`),
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method('GetHandSlotX', `local n = 0
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method('GetHandSlotX', `local n = 0
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if self.Hand ~= nil then
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if self.Hand ~= nil then
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n = #self.Hand
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n = #self.Hand
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@@ -681,39 +717,6 @@ if c.drawSkillBlock ~= nil and c.drawSkillBlock > 0 then
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end
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end
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end
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end
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end
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end
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local drawDamage = self:AddPowerFieldTotal("drawDamage") + (self.DrawDamageThisTurn or 0)
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local drawPoison = self:AddPowerFieldTotal("drawPoison") + (self.DrawPoisonThisTurn or 0)
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if (drawDamage ~= nil and drawDamage > 0) or (drawPoison ~= nil and drawPoison > 0) then
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for mi = 1, #self.Monsters do
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local m2 = self.Monsters[mi]
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if m2 ~= nil and m2.alive == true then
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local dmg = drawDamage or 0
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if m2.vuln > 0 then
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dmg = math.floor(dmg * 1.5)
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end
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if m2.block > 0 then
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local absorbed = math.min(m2.block, dmg)
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m2.block = m2.block - absorbed
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dmg = dmg - absorbed
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end
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if drawPoison ~= nil and drawPoison > 0 then
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self:ApplyPoisonToMonster(m2, drawPoison)
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end
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if dmg > 0 then
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m2.hp = m2.hp - dmg
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self.DamageDealtThisTurn = (self.DamageDealtThisTurn or 0) + dmg
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end
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self:ShowDmgPop(mi, dmg)
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self:MonsterHitMotion(mi)
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if m2.hp <= 0 then
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m2.hp = 0
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self:KillMonster(m2.slot)
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end
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end
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end
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self:RenderCombat()
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self:CheckCombatEnd()
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end
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if c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then
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if c.addShiv ~= nil and c.discard == nil and c.discardAll ~= true then
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self:AddCardsToHand("Shiv", c.addShiv)
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self:AddCardsToHand("Shiv", c.addShiv)
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end`, [
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end`, [
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