Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Keyboard shortcuts
?
Submit feedback
Sign in / Register
Toggle navigation
Y
ygopro-core
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Locked Files
Issues
0
Issues
0
List
Boards
Labels
Service Desk
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Security & Compliance
Security & Compliance
Dependency List
License Compliance
Packages
Packages
List
Container Registry
Analytics
Analytics
CI / CD
Code Review
Insights
Issues
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
xiaoye
ygopro-core
Commits
1852d138
Commit
1852d138
authored
Dec 29, 2019
by
nanahira
Browse files
Options
Browse Files
Download
Plain Diff
Merge branch 'master' of github.com:Fluorohydride/ygopro-core
parents
08861e17
132db217
Changes
5
Hide whitespace changes
Inline
Side-by-side
Showing
5 changed files
with
166 additions
and
101 deletions
+166
-101
effect.h
effect.h
+2
-0
interpreter.cpp
interpreter.cpp
+7
-3
libduel.cpp
libduel.cpp
+1
-1
libeffect.cpp
libeffect.cpp
+2
-0
processor.cpp
processor.cpp
+154
-97
No files found.
effect.h
View file @
1852d138
...
...
@@ -382,6 +382,8 @@ inline effect_flag operator|(effect_flag flag1, effect_flag flag2)
#define EFFECT_PIERCE 203
#define EFFECT_BATTLE_DESTROY_REDIRECT 204
#define EFFECT_BATTLE_DAMAGE_TO_EFFECT 205
#define EFFECT_BOTH_BATTLE_DAMAGE 206
#define EFFECT_ALSO_BATTLE_DAMAGE 207
#define EFFECT_TOSS_COIN_REPLACE 220
#define EFFECT_TOSS_DICE_REPLACE 221
#define EFFECT_FUSION_MATERIAL 230
...
...
interpreter.cpp
View file @
1852d138
...
...
@@ -1150,7 +1150,7 @@ int32 interpreter::get_operation_value(card* pcard, int32 findex, int32 extraarg
}
return
OPERATION_FAIL
;
}
int32
result
=
std
::
round
(
lua_tonumber
(
current_state
,
-
1
));
int32
result
=
lua_isinteger
(
current_state
,
-
1
)
?
lua_tointeger
(
current_state
,
-
1
)
:
std
::
round
(
lua_tonumber
(
current_state
,
-
1
));
lua_pop
(
current_state
,
1
);
no_action
--
;
call_depth
--
;
...
...
@@ -1169,8 +1169,10 @@ int32 interpreter::get_function_value(int32 f, uint32 param_count) {
call_depth
++
;
if
(
call_function
(
f
,
param_count
,
1
))
{
int32
result
=
0
;
if
(
lua_isboolean
(
current_state
,
-
1
))
if
(
lua_isboolean
(
current_state
,
-
1
))
result
=
lua_toboolean
(
current_state
,
-
1
);
else
if
(
lua_isinteger
(
current_state
,
-
1
))
result
=
lua_tointeger
(
current_state
,
-
1
);
else
result
=
std
::
round
(
lua_tonumber
(
current_state
,
-
1
));
lua_pop
(
current_state
,
1
);
...
...
@@ -1203,8 +1205,10 @@ int32 interpreter::get_function_value(int32 f, uint32 param_count, std::vector<i
int32
stack_newtop
=
lua_gettop
(
current_state
);
for
(
int32
index
=
stack_top
+
1
;
index
<=
stack_newtop
;
++
index
)
{
int32
return_value
=
0
;
if
(
lua_isboolean
(
current_state
,
index
))
if
(
lua_isboolean
(
current_state
,
index
))
return_value
=
lua_toboolean
(
current_state
,
index
);
else
if
(
lua_isinteger
(
current_state
,
index
))
return_value
=
lua_tointeger
(
current_state
,
index
);
else
return_value
=
std
::
round
(
lua_tonumber
(
current_state
,
index
));
result
->
push_back
(
return_value
);
...
...
libduel.cpp
View file @
1852d138
...
...
@@ -2077,7 +2077,7 @@ int32 scriptlib::duel_get_location_count_fromex(lua_State *L) {
return
0
;
duel
*
pduel
=
interpreter
::
get_duel_info
(
L
);
uint32
uplayer
=
pduel
->
game_field
->
core
.
reason_player
;
if
(
lua_gettop
(
L
)
>=
2
)
if
(
lua_gettop
(
L
)
>=
2
&&
!
lua_isnil
(
L
,
2
)
)
uplayer
=
lua_tointeger
(
L
,
2
);
bool
swapped
=
false
;
card
*
mcard
=
0
;
...
...
libeffect.cpp
View file @
1852d138
...
...
@@ -300,6 +300,8 @@ int32 scriptlib::effect_set_value(lua_State *L) {
peffect
->
flag
[
0
]
&=
~
EFFECT_FLAG_FUNC_VALUE
;
if
(
lua_isboolean
(
L
,
2
))
peffect
->
value
=
lua_toboolean
(
L
,
2
);
else
if
(
lua_isinteger
(
L
,
2
))
peffect
->
value
=
lua_tointeger
(
L
,
2
);
else
peffect
->
value
=
std
::
round
(
lua_tonumber
(
L
,
2
));
}
...
...
processor.cpp
View file @
1852d138
...
...
@@ -3276,6 +3276,7 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
effect
*
damchange
=
0
;
card
*
reason_card
=
0
;
uint8
bd
[
2
]
=
{
FALSE
,
FALSE
};
bool
pierce
=
false
;
core
.
battle_damage
[
0
]
=
core
.
battle_damage
[
1
]
=
0
;
if
(
core
.
attacker
->
is_position
(
POS_FACEUP_DEFENSE
))
{
effect
*
defattack
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_DEFENSE_ATTACK
);
...
...
@@ -3289,46 +3290,14 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
if
(
core
.
attack_target
->
is_position
(
POS_ATTACK
))
{
d
=
da
;
if
(
a
>
d
)
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pd
;
core
.
battle_damage
[
damp
]
=
a
-
d
;
reason_card
=
core
.
attacker
;
}
else
if
(
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attacker
))
damp
=
1
-
pd
;
else
damp
=
pd
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
damp
==
pd
||
(
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
)))
{
core
.
battle_damage
[
damp
]
=
a
-
d
;
reason_card
=
core
.
attacker
;
}
}
damp
=
pd
;
core
.
battle_damage
[
damp
]
=
a
-
d
;
reason_card
=
core
.
attacker
;
bd
[
1
]
=
TRUE
;
}
else
if
(
a
<
d
)
{
damchange
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
else
if
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
pa
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attack_target
))
damp
=
1
-
pa
;
else
damp
=
pa
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
damp
==
pa
||
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
)))
{
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
}
}
else
if
(
a
<
d
)
{
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
bd
[
0
]
=
TRUE
;
}
else
{
if
(
a
!=
0
)
{
...
...
@@ -3340,35 +3309,16 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
d
=
dd
;
if
(
a
>
d
)
{
effect_set
eset
;
uint8
dp
[
2
];
dp
[
0
]
=
dp
[
1
]
=
0
;
core
.
attacker
->
filter_effect
(
EFFECT_PIERCE
,
&
eset
);
if
(
eset
.
size
()
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
))
{
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
if
(
eset
.
size
())
{
pierce
=
true
;
uint8
dp
[
2
]
=
{};
for
(
uint32
i
=
0
;
i
<
eset
.
size
();
++
i
)
dp
[
1
-
eset
[
i
]
->
get_handler_player
()]
=
1
;
if
(
dp
[
0
]
&&
is_player_affected_by_effect
(
0
,
EFFECT_AVOID_BATTLE_DAMAGE
))
dp
[
0
]
=
0
;
if
(
dp
[
1
]
&&
is_player_affected_by_effect
(
1
,
EFFECT_AVOID_BATTLE_DAMAGE
))
dp
[
1
]
=
0
;
if
(
dp
[
pd
]
&&
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attacker
))
{
dp
[
pd
]
=
0
;
dp
[
1
-
pd
]
=
1
;
}
if
(
dp
[
pd
]
&&
is_player_affected_by_effect
(
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
{
dp
[
pd
]
=
0
;
dp
[
1
-
pd
]
=
1
;
}
if
(
dp
[
1
-
pd
]
&&
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
{
dp
[
pd
]
=
1
;
dp
[
1
-
pd
]
=
0
;
}
if
(
dp
[
pd
]
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
pd
]
=
a
-
d
;
if
(
dp
[
1
-
pd
]
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
1
-
pd
]
=
a
-
d
;
if
(
dp
[
0
])
core
.
battle_damage
[
0
]
=
a
-
d
;
if
(
dp
[
1
])
core
.
battle_damage
[
1
]
=
a
-
d
;
bool
double_damage
=
false
;
//bool half_damage = false;
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
{
...
...
@@ -3393,48 +3343,155 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
// if(dp[1])
// core.battle_damage[1] /= 2;
//}
bool
both
=
dp
[
0
]
&&
dp
[
1
];
if
(
!
both
)
{
damp
=
dp
[
0
]
?
0
:
1
;
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
)
||
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
))
{
core
.
battle_damage
[
1
-
damp
]
=
core
.
battle_damage
[
damp
];
both
=
true
;
}
}
effect
*
reflect
[
2
]
=
{};
if
(
!
(
reflect
[
pd
]
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attacker
)))
reflect
[
pd
]
=
is_player_affected_by_effect
(
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
if
(
!
(
reflect
[
1
-
pd
]
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attack_target
)))
reflect
[
1
-
pd
]
=
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
bool
also
[
2
]
=
{
false
,
false
};
if
(
!
both
&&
(
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
pd
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
pd
]
=
true
;
if
(
!
both
&&
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
1
-
pd
]
=
true
;
if
(
both
)
{
//turn player's effect applies first
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
else
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
}
else
{
if
(
reflect
[
damp
])
{
if
(
!
also
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
0
;
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
core
.
battle_damage
[
1
-
damp
];
}
}
else
if
(
also
[
damp
])
{
if
(
!
reflect
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
+=
core
.
battle_damage
[
1
-
damp
];
core
.
battle_damage
[
1
-
damp
]
=
0
;
}
}
}
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
||
is_player_affected_by_effect
(
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
pd
]
=
0
;
if
(
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
||
is_player_affected_by_effect
(
1
-
pd
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
1
-
pd
]
=
0
;
reason_card
=
core
.
attacker
;
}
bd
[
1
]
=
TRUE
;
}
else
if
(
a
<
d
)
{
damchange
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
else
if
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attack_target
)
&&
!
is_player_affected_by_effect
(
pa
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
if
(
core
.
attacker
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
core
.
attack_target
))
damp
=
1
-
pa
;
else
damp
=
pa
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
damp
==
pa
||
(
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
)
&&
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
)))
{
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
}
}
else
if
(
a
<
d
)
{
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
}
}
}
else
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
if
(
a
!=
0
)
{
damp
=
1
-
pa
;
core
.
battle_damage
[
damp
]
=
a
;
reason_card
=
core
.
attacker
;
}
else
if
(
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
&&
!
is_player_affected_by_effect
(
1
-
pa
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
damp
=
1
-
pa
;
if
(
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
))
damp
=
1
-
damp
;
if
(
!
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
))
{
core
.
battle_damage
[
damp
]
=
a
;
reason_card
=
core
.
attacker
;
}
}
}
if
(
reason_card
&&
!
pierce
&&
!
(
damchange
=
reason_card
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
)))
{
card
*
dam_card
=
(
reason_card
==
core
.
attacker
)
?
core
.
attack_target
:
core
.
attacker
;
bool
both
=
false
;
if
(
reason_card
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
)
||
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_BOTH_BATTLE_DAMAGE
))
{
core
.
battle_damage
[
1
-
damp
]
=
core
.
battle_damage
[
damp
];
both
=
true
;
}
effect
*
reflect
[
2
]
=
{};
if
(
!
dam_card
||
!
(
reflect
[
damp
]
=
dam_card
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
reason_card
)))
reflect
[
damp
]
=
is_player_affected_by_effect
(
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
if
(
!
(
reflect
[
1
-
damp
]
=
reason_card
->
is_affected_by_effect
(
EFFECT_REFLECT_BATTLE_DAMAGE
,
dam_card
)))
reflect
[
1
-
damp
]
=
is_player_affected_by_effect
(
1
-
damp
,
EFFECT_REFLECT_BATTLE_DAMAGE
);
bool
also
[
2
]
=
{
false
,
false
};
if
(
!
both
&&
(
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
damp
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
damp
]
=
true
;
if
(
!
both
&&
(
reason_card
->
is_affected_by_effect
(
EFFECT_ALSO_BATTLE_DAMAGE
)
||
is_player_affected_by_effect
(
1
-
damp
,
EFFECT_ALSO_BATTLE_DAMAGE
)))
also
[
1
-
damp
]
=
true
;
if
(
both
)
{
//turn player's effect applies first
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
else
if
(
reflect
[
pa
]
&&
reflect
[
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
1
-
pa
]
+=
core
.
battle_damage
[
pa
];
core
.
battle_damage
[
pa
]
=
0
;
}
else
if
(
reflect
[
1
-
pa
]
&&
reflect
[
1
-
pa
]
->
get_handler_player
()
==
1
-
pa
)
{
core
.
battle_damage
[
pa
]
+=
core
.
battle_damage
[
1
-
pa
];
core
.
battle_damage
[
1
-
pa
]
=
0
;
}
}
else
{
if
(
reflect
[
damp
])
{
if
(
!
also
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
0
;
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
=
core
.
battle_damage
[
1
-
damp
];
}
}
else
if
(
also
[
damp
])
{
if
(
!
reflect
[
1
-
damp
])
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
}
else
{
core
.
battle_damage
[
1
-
damp
]
+=
core
.
battle_damage
[
damp
];
core
.
battle_damage
[
damp
]
+=
core
.
battle_damage
[
1
-
damp
];
core
.
battle_damage
[
1
-
damp
]
=
0
;
}
}
}
if
(
reason_card
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
reason_card
)
||
is_player_affected_by_effect
(
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
damp
]
=
0
;
if
(
dam_card
&&
dam_card
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
||
reason_card
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
dam_card
)
||
is_player_affected_by_effect
(
1
-
damp
,
EFFECT_AVOID_BATTLE_DAMAGE
))
core
.
battle_damage
[
1
-
damp
]
=
0
;
}
if
(
!
core
.
battle_damage
[
damp
]
&&
!
core
.
battle_damage
[
1
-
damp
])
reason_card
=
0
;
if
(
pdamchange
)
*
pdamchange
=
damchange
;
if
(
preason_card
)
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment