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ygopro-core
Commits
256d78bf
Commit
256d78bf
authored
Dec 26, 2019
by
DailyShana
Committed by
GitHub
Dec 26, 2019
Browse files
Options
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Plain Diff
both/also battle damage (#263)
add EFFECT_BOTH_BATTLE_DAMAGE and EFFECT_ALSO_BATTLE_DAMAGE
parent
bf74fbb6
Changes
2
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Side-by-side
Showing
2 changed files
with
156 additions
and
97 deletions
+156
-97
effect.h
effect.h
+2
-0
processor.cpp
processor.cpp
+154
-97
No files found.
effect.h
View file @
256d78bf
...
@@ -363,6 +363,8 @@ inline effect_flag operator|(effect_flag flag1, effect_flag flag2)
...
@@ -363,6 +363,8 @@ inline effect_flag operator|(effect_flag flag1, effect_flag flag2)
#define EFFECT_PIERCE 203
#define EFFECT_PIERCE 203
#define EFFECT_BATTLE_DESTROY_REDIRECT 204
#define EFFECT_BATTLE_DESTROY_REDIRECT 204
#define EFFECT_BATTLE_DAMAGE_TO_EFFECT 205
#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_COIN_REPLACE 220
#define EFFECT_TOSS_DICE_REPLACE 221
#define EFFECT_TOSS_DICE_REPLACE 221
#define EFFECT_FUSION_MATERIAL 230
#define EFFECT_FUSION_MATERIAL 230
...
...
processor.cpp
View file @
256d78bf
...
@@ -3264,6 +3264,7 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
...
@@ -3264,6 +3264,7 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
effect
*
damchange
=
0
;
effect
*
damchange
=
0
;
card
*
reason_card
=
0
;
card
*
reason_card
=
0
;
uint8
bd
[
2
]
=
{
FALSE
,
FALSE
};
uint8
bd
[
2
]
=
{
FALSE
,
FALSE
};
bool
pierce
=
false
;
core
.
battle_damage
[
0
]
=
core
.
battle_damage
[
1
]
=
0
;
core
.
battle_damage
[
0
]
=
core
.
battle_damage
[
1
]
=
0
;
if
(
core
.
attacker
->
is_position
(
POS_FACEUP_DEFENSE
))
{
if
(
core
.
attacker
->
is_position
(
POS_FACEUP_DEFENSE
))
{
effect
*
defattack
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_DEFENSE_ATTACK
);
effect
*
defattack
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_DEFENSE_ATTACK
);
...
@@ -3277,46 +3278,14 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
...
@@ -3277,46 +3278,14 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
if
(
core
.
attack_target
->
is_position
(
POS_ATTACK
))
{
if
(
core
.
attack_target
->
is_position
(
POS_ATTACK
))
{
d
=
da
;
d
=
da
;
if
(
a
>
d
)
{
if
(
a
>
d
)
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pd
;
damp
=
pd
;
core
.
battle_damage
[
damp
]
=
a
-
d
;
core
.
battle_damage
[
damp
]
=
a
-
d
;
reason_card
=
core
.
attacker
;
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
;
}
}
bd
[
1
]
=
TRUE
;
bd
[
1
]
=
TRUE
;
}
else
if
(
a
<
d
)
{
}
else
if
(
a
<
d
)
{
damchange
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pa
;
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
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
;
}
}
bd
[
0
]
=
TRUE
;
bd
[
0
]
=
TRUE
;
}
else
{
}
else
{
if
(
a
!=
0
)
{
if
(
a
!=
0
)
{
...
@@ -3328,35 +3297,16 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
...
@@ -3328,35 +3297,16 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
d
=
dd
;
d
=
dd
;
if
(
a
>
d
)
{
if
(
a
>
d
)
{
effect_set
eset
;
effect_set
eset
;
uint8
dp
[
2
];
dp
[
0
]
=
dp
[
1
]
=
0
;
core
.
attacker
->
filter_effect
(
EFFECT_PIERCE
,
&
eset
);
core
.
attacker
->
filter_effect
(
EFFECT_PIERCE
,
&
eset
);
if
(
eset
.
size
()
&&
!
core
.
attacker
->
is_affected_by_effect
(
EFFECT_NO_BATTLE_DAMAGE
)
if
(
eset
.
size
())
{
&&
!
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_AVOID_BATTLE_DAMAGE
,
core
.
attacker
))
{
pierce
=
true
;
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
uint8
dp
[
2
]
=
{};
for
(
uint32
i
=
0
;
i
<
eset
.
size
();
++
i
)
dp
[
1
-
eset
[
i
]
->
get_handler_player
()]
=
1
;
dp
[
1
-
eset
[
i
]
->
get_handler_player
()]
=
1
;
if
(
dp
[
0
]
&&
is_player_affected_by_effect
(
0
,
EFFECT_AVOID_BATTLE_DAMAGE
))
if
(
dp
[
0
])
dp
[
0
]
=
0
;
core
.
battle_damage
[
0
]
=
a
-
d
;
if
(
dp
[
1
]
&&
is_player_affected_by_effect
(
1
,
EFFECT_AVOID_BATTLE_DAMAGE
))
if
(
dp
[
1
])
dp
[
1
]
=
0
;
core
.
battle_damage
[
1
]
=
a
-
d
;
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
;
bool
double_damage
=
false
;
bool
double_damage
=
false
;
//bool half_damage = false;
//bool half_damage = false;
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
{
for
(
int32
i
=
0
;
i
<
eset
.
size
();
++
i
)
{
...
@@ -3381,48 +3331,155 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
...
@@ -3381,48 +3331,155 @@ void field::calculate_battle_damage(effect** pdamchange, card** preason_card, ui
// if(dp[1])
// if(dp[1])
// core.battle_damage[1] /= 2;
// 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
;
reason_card
=
core
.
attacker
;
}
}
bd
[
1
]
=
TRUE
;
bd
[
1
]
=
TRUE
;
}
else
if
(
a
<
d
)
{
}
else
if
(
a
<
d
)
{
damchange
=
core
.
attack_target
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
damchange
)
{
damp
=
pa
;
damp
=
pa
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
core
.
battle_damage
[
damp
]
=
d
-
a
;
reason_card
=
core
.
attack_target
;
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
{
}
else
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
if
(
a
!=
0
)
{
if
(
damchange
)
{
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
;
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
;
core
.
battle_damage
[
damp
]
=
a
;
reason_card
=
core
.
attacker
;
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
)
if
(
pdamchange
)
*
pdamchange
=
damchange
;
*
pdamchange
=
damchange
;
if
(
preason_card
)
if
(
preason_card
)
...
...
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