キーワード一覧
Keyword List
全37件のキーワード・アフリクション・エンチャントを掲載。
カードキーワード Card Keywords
エセリアル (Ethereal)
このターンの終了時にこのカードが手札にある場合、廃棄される。
スライ (Sly)
自分のターン終了前にこのカードが手札から捨てられた場合、コストを支払わずにプレイする。
プレイ不可 (Unplayable)
プレイ不可のカードはプレイできない。
永劫 (Eternal)
デッキから削除、または変化させることができない
天賦 (Innate)
このカードが手札にある状態で戦闘を開始する。
廃棄 (Exhaust)
戦闘終了時まで取り除かれる。
保留 (Retain)
保留されたカードは、ターン終了時に捨て札にならない。
アフリクション Afflictions
スモッグ (Smog)
このターン、これ以上スキルをプレイできない。ターン終了時に解除される。
dev This Affliction has no logic of its own. All logic lives in SmoggyPower.
汚染 (Tainted)
プレイした時、汚染[Amount]を受ける。
汚染[Amount]を受ける。
dev Most of this Affliction's logic lives in TaintedPower.
呪詛 (Hexed)
このカードにエセリアルを付与する。
dev Most of this Affliction's logic lives in HexPower.
束縛 (Bound)
1ターンにプレイできる束縛状態のカードは1枚のみ。ターン終了時に束縛は解除される。
束縛
dev Most of this Affliction's logic lives in ChainsOfBindingPower.
帯電 (Galvanized)
このカードをプレイした時、[Amount]ダメージを受ける。
[Amount]ダメージを受ける。
dev Most of this Affliction's logic lives in GalvanicPower.
鳴動 (Ringing)
このターン、カードを1枚しかプレイできない。
鳴動
dev Most of this Affliction's logic lives in RingingPower.
絡みつき (Entangled)
コストが[Amount]増加する。
絡みつき
dev This Affliction has no logic of its own. All logic lives in TangledPower.
エンチャント Enchantments
クローン (Clone)
このカードは休憩所で複製できる。
dev This enchantment doesn't actually do anything on its own. Instead it is reference by cloneRestSiteOption when its looking for cards to duplicate.
スリザー (Slither)
このカードを引いた時、コストが0から3の間でランダムに変化する。
テスカタラの残り火 (Tezcatara's Ember)
コストが0になり、追加ダメージ[Damage]と永劫を得る。
べとべと (Goopy)
廃棄を得る。プレイ時、このカードのブロックが永続的に1増加する。
このカードのブロックが永続的に1増加する。
モメンタム (Momentum)
プレイ時、この戦闘中に限りこのカードのダメージが[Amount]増加する。
この戦闘中、ダメージが[Amount]増加する。
らせん (Spiral)
リプレイ1を得る。
安定性 (Steady)
保留を得る。
鋭利 (Sharp)
ダメージが[Amount]増加する。
王室認可 (Royally Approved)
天賦と保留を得る。
芽吹き (Sown)
各戦闘で初めてプレイした時、[Amount]を得る。
[Amount]を得る。
活気 (Vigorous)
各戦闘で初めてプレイした時、[Amount]の追加ダメージを与える。
完璧な適合 (Perfect Fit)
山札にシャッフルされる際、代わりに山札の一番上に置く。
ぴったり。
巧妙 (Adroit)
[Block]ブロックを得る。
[Block]ブロックを得る。
刻印 (Imbued)
戦闘開始時、自動的にプレイする。
刻印されている。
魂力 (Soul's Power)
廃棄を失う。
削除済み (Deprecated)
このエンチャントはゲームから削除されました。
蝕み (Corrupted)
ダメージが50%増加するが、HPを2失う。
HPを2失う。
身軽 (Nimble)
このカードから得るブロックが[Amount]増加する。
迅速 (Swift)
各戦闘で初めてプレイした時、カードを[Amount]枚引く。
初めてプレイした時、カードを[Amount]枚引く。
墨塗り (Inky)
このカードは脱力[WeakPower]を付与する。
[TargetType]脱力[WeakPower]を付与する。
本能 (Instinct)
このカードのアタックダメージが2倍になる。
魅惑 (Glam)
各戦闘につき1回、リプレイを得る。
眠れる真髄 (Slumbering Essence)
ターン終了時に手札にある場合、プレイするまでコストが1下がる。
パワー(開発者ノート) Powers
sts2.xml の開発者ノート(英語のみ・ローカライズ無し)。
Accelerant Power
This power doesn't actually do anything on its own. Instead, the Poison power checks for this power and re-triggers itself if it's there.
Back Attack Left Power
This is just a marker power for SurroundedPower to check for.
Back Attack Right Power
This is just a marker power for SurroundedPower to check for.
Clarity Power
Draw an extra card at the beginning of your next N turns. This is distinct from DrawCardsNextTurnPower due to its stacking behavior.
Draw Cards Next Turn Power
Draw an extra N cards at the beginning of your next turn. This is distinct from ClarityPower due to its stacking behavior.
Escape Artist Power
Just a visual timer for when ThievingHopper will escape.
Fan Of Knives Power
This power doesn't actually do anything on its own. Instead, the Shiv card checks for its existence and modifies its targeting.
Hibernate Power
This power doesn't actually do anything on its own. Instead, Frost orbs check for this power and change their behavior based off of that
Parry Power
This power doesn't actually do anything on its own. Instead, the SovereignBlade card checks for its existence and modifies its block.
Seeking Edge Power
This power doesn't actually do anything on its own. Instead, Sovereign blade cards checks for this power and and changes its behavior based off of that
Temporary Dexterity Power
This class represents a buff/debuff that gives/takes dexterity. We never instantiate this directly. See TemporaryStrengthPower for context around how this is used.
Temporary Focus Power
This class represents a buff/debuff that gives/takes focus. We never instantiate this directly. See TemporaryStrengthPower for context around how this is used.
Temporary Strength Power
This class represents a buff/debuff that gives/takes strength. This class is never instantiated directly. Instead, it is subclassed and those classes represent the buff/debuff. Every model that grants a temporary strength power creates an associated power that subclasses this. For example, FlexPotion has FlexPotionPower which grants strength and then takes it away at the end of the turn. This used to be called Strength Down (or Restore Strength for negative strength) and be its own power. We switched to this model so make the UX more clear for players; both Strength and Temporary Strength are a buff.
The Hunt Power
This power acts as a visual indicator to the player that the Hunt card was successful. The actual behavior lives in TheHunt .
カード系 enum Card Enums
sts2.xml の開発者ノート(英語のみ・ローカライズ無し)。
CardCostColor.Decreased
The current cost is modified to at/below normal. Colored green.
CardCostColor.Increased
The current cost is modified to above normal. Colored blue.
CardCostColor.InsufficientResources
The card cannot be played because the player does not have enough resources.
CardCostColor.Unmodified
"Normal" cost. Colored white.
CardEnergyCost._localModifiers
This card's local cost modifiers. See LocalCostModifier for details on how this works.
CardKeywordOrder.afterDescription
All the keywords that should be added after the card's description. Order matters here. If a card has multiple keywords, they will appear in this order.
CardKeywordOrder.beforeDescription
All the keywords that should be added before the card's description. Order matters here. If a card has multiple keywords, they will appear in this order.
CardPileAddResult.cardAdded
The card that was added to a pile.
CardPileAddResult.modifyingModels
The models that were involved in modifying the result pile.
CardPileAddResult.oldPile
The old pile of the card, if any. If null, the card may have been generated anew.
CardPileAddResult.success
Whether we were successful in adding the card to a pile.
CardPileAddResult.targetPile
The target pile we tried to add the card to. Currently, the only way this is different from cardAdded.Pile.Type is when we tried to add the card to a full hand and it got sent to the discard.
CardPreviewMode.MultiCreatureTargeting
Calculate previews as if multiple creatures were being targeted at once. This is relevant for cards that target all/random enemies, where all those enemies may have the same power that would apply to the card. For example, if all enemies have VulnerablePower, attacks should preview the extra damage. If one enemy has it and another does not, attacks should not preview the extra damage. This is used in NCardPlay and similar areas.
CardPreviewMode.None
Do not calculate any previews. This should be used on the backend when doing actual value calculations.
CardPreviewMode.Normal
Calculate the "normal" previews (extra damage from StrengthPower, etc.) This should be the default when calculating a card's visuals.
CardPreviewMode.Upgrade
Calculate previews as if the card were being upgraded. This is used in NUpgradePreview and similar areas.
CardScope.Combat
A card that exists for a single combat. Cards in the player's draw/discard/exhaust/hand piles have the Combat scope, as do cards generated by effects like AttackPotion, shown in the upgrade preview for Armaments, etc.
CardScope.None
A card that has no scope. Used in places like the Card Library. Should never be used during a run (even things like upgrade previews should have a scope).
CardScope.Run
A card that exists for an entire run. Cards in the player's deck have the Run scope, as do cards offered at the merchant, during end-of-combat rewards, shown in the upgrade preview at the rest site, etc.
CardTag.Defend
Makes this card a "Defend" card (DefendIronclad, DefendSilent, etc). Used by effects that apply to Defends, generally in tandem with a Basic rarity check (like PandorasBox), but also sometimes without (like Fasten).
CardTag.Minion
Makes this card a "Minion" card (MinionDiveBomb, MinionSacrifice, etc). Used by effects that apply to Minion cards, like VitruvianMinion.
CardTag.OstyAttack
Makes this card an "Osty Attack" card (Poke, Flatten, etc).
CardTag.Shiv
Makes this card a "Shiv" card (Shiv).
CardTag.Strike
Makes this card a "Strike" card (StrikeIronclad, PommelStrike, etc). Used by effects that apply to Strikes, generally in tandem with a Basic rarity check (like PandorasBox), but also sometimes without (like PerfectedStrike and Hellraiser).
CostModifiers.All
Include all modifiers.
CostModifiers.Global
Include any modifiers that are persistently applied by other models in the global game state, and that may change or wear off based on changes to other models in the game state.
CostModifiers.Local
Include any modifiers that have been applied directly to the card. These modifiers live locally on the card itself, and will persist regardless of changes to other models in the combat state.
CostModifiers.None
No modifiers at all. This will just return the card's unmodified energy cost. What is the difference between this and Canonical? A card's canonical cost is what would be "printed" on the card if it was printed out on paper, which means it cannot include _permanent_ modifications. The most prolific permanent modification is an upgrade; cards like Apotheosis reduce their cost by 1 when upgraded. This change will be reflected when using None, but not when calling Canonical.
KeywordSources.All
Include all sources.
KeywordSources.Global
Include keywords that are persistently granted by other models in the combat state, and that wear off when that source changes or leaves. These are never stored on the card; they are computed on demand. HexPower grants Ethereal this way for as long as it exists.
KeywordSources.Local
Include keywords that have been applied directly to the card. These live locally on the card itself (canonical keywords plus local CardKeyword) minus local CardKeyword)), and persist regardless of changes to other models in the combat state. MusicBox applies Ethereal this way.
KeywordSources.None
No sources at all. This returns an empty set.
LocalCostModifierExpiration.EndOfCombat
This modifier should wear off when combat ends. Used for effects like Enlightenment and KinglyKick.
LocalCostModifierExpiration.EndOfTurn
This modifier should wear off when the turn ends. Used for effects like BulletTime and Pinpoint.
LocalCostModifierExpiration.WhenPlayed
This modifier should wear off when the card is played. Used for effects like Eidolon.
LocalCostType.Absolute
The card's local cost should be reset to this specific value.
LocalCostType.Relative
The card's current local cost should be offset by this amount.
PileType.Deck
Where cards live between rooms. When a new combat starts, all cards in here are cloned into your draw pile, so modifications to cards in combat won't modify cards in here.
PileType.Discard
Where cards are discarded/flushed to.
PileType.Draw
Where cards are drawn from.
PileType.Exhaust
Where cards are exhausted to.
PileType.Hand
Where cards are manually played from.
PileType.Play
A temporary pile that a card lives in while it's mid-play, so that it isn't counted towards your hand or your discard pile.
TargetType.AllAllies
Targets all allies. No target selection.
TargetType.AllEnemies
Targets all enemies. No target selection.
TargetType.AnyAlly
Targets any ally (any player excluding itself). In multiplayer, target selection is performed to determine the player. You should not see this in singleplayer.
TargetType.AnyEnemy
Can target any enemy. Target selection is performed to determine the enemy.
TargetType.AnyPlayer
Targets any player. In multiplayer, target selection is performed to determine the player. In singleplayer, no target selection is performed.
TargetType.Osty
Targets the local player's Osty
TargetType.RandomEnemy
Targets all enemies. No target selection.
TargetType.Self
Can only target self. No target selection.
TargetType.TargetedNoCreature
Target selection is performed, but no creature target is expected. Currently only used by FoulPotion to target the merchant, which is not a creature.
UnplayableReason.BlockedByCardLogic
The card itself has a built-in reason that is blocking its play, like how Grand Finale can't be played unless your draw pile is empty.
UnplayableReason.BlockedByHook
Something like Normality is blocking the card from being played.
UnplayableReason.EnergyCostTooHigh
You don't have enough energy to play the card.
UnplayableReason.HasUnplayableKeyword
The card has the Unplayable keyword, or its UnplayableThisTurn flag is set to true.
UnplayableReason.NoLivingAllies
You have no living allies you can target.
UnplayableReason.StarCostTooHigh
You don't have enough stars to play the card.