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ygopro
Commits
22b2334e
Commit
22b2334e
authored
Feb 18, 2015
by
VanillaSalt
Browse files
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fix
parent
a3d6af60
Changes
14
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Showing
14 changed files
with
192 additions
and
182 deletions
+192
-182
ocgcore/field.h
ocgcore/field.h
+1
-0
ocgcore/processor.cpp
ocgcore/processor.cpp
+164
-146
script/c12644061.lua
script/c12644061.lua
+4
-2
script/c14001430.lua
script/c14001430.lua
+3
-4
script/c16674846.lua
script/c16674846.lua
+2
-1
script/c23171610.lua
script/c23171610.lua
+4
-6
script/c24268052.lua
script/c24268052.lua
+2
-1
script/c29389368.lua
script/c29389368.lua
+1
-16
script/c40640057.lua
script/c40640057.lua
+2
-1
script/c47432275.lua
script/c47432275.lua
+2
-1
script/c48868994.lua
script/c48868994.lua
+1
-1
script/c60953118.lua
script/c60953118.lua
+2
-1
script/c83682725.lua
script/c83682725.lua
+2
-1
script/c99733359.lua
script/c99733359.lua
+2
-1
No files found.
ocgcore/field.h
View file @
22b2334e
...
...
@@ -425,6 +425,7 @@ public:
int32
process_idle_command
(
uint16
step
);
int32
process_battle_command
(
uint16
step
);
int32
process_damage_step
(
uint16
step
);
void
field
::
calculate_battle_damage
(
effect
**
pdamchange
,
card
**
preason_card
,
uint8
*
battle_destroyed
);
int32
process_turn
(
uint16
step
,
uint8
turn_player
);
int32
add_chain
(
uint16
step
);
...
...
ocgcore/processor.cpp
View file @
22b2334e
...
...
@@ -3424,6 +3424,7 @@ int32 field::process_battle_command(uint16 step) {
}
case
24
:
{
infos
.
phase
=
PHASE_DAMAGE_CAL
;
calculate_battle_damage
(
0
,
0
,
0
);
raise_single_event
(
core
.
attacker
,
0
,
EVENT_PRE_DAMAGE_CALCULATE
,
0
,
0
,
0
,
0
,
0
);
if
(
core
.
attack_target
)
raise_single_event
(
core
.
attack_target
,
0
,
EVENT_PRE_DAMAGE_CALCULATE
,
0
,
0
,
0
,
0
,
1
);
...
...
@@ -3463,162 +3464,21 @@ int32 field::process_battle_command(uint16 step) {
}
case
26
:
{
uint32
aa
=
core
.
attacker
->
get_attack
(),
ad
=
core
.
attacker
->
get_defence
();
uint32
da
=
0
,
dd
=
0
;
core
.
attacker
->
q_cache
.
attack
=
aa
;
core
.
attacker
->
q_cache
.
defence
=
ad
;
uint32
da
=
0
,
dd
=
0
,
a
=
aa
,
d
;
uint8
pa
=
core
.
attacker
->
current
.
controler
,
pd
;
uint8
damp
=
0
;
effect
*
damchange
=
0
;
core
.
battle_damage
[
0
]
=
core
.
battle_damage
[
1
]
=
0
;
card
*
reason_card
=
0
;
uint8
bd
[
2
]
=
{
FALSE
};
core
.
attacker
->
set_status
(
STATUS_BATTLE_DESTROYED
,
FALSE
);
if
(
core
.
attacker
->
is_position
(
POS_FACEUP_DEFENCE
))
{
effect
*
defattack
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_DEFENCE_ATTACK
);
if
(
defattack
&&
defattack
->
get_value
(
core
.
attacker
))
a
=
ad
;
}
if
(
core
.
attack_target
)
{
da
=
core
.
attack_target
->
get_attack
();
dd
=
core
.
attack_target
->
get_defence
();
core
.
attack_target
->
q_cache
.
attack
=
da
;
core
.
attack_target
->
q_cache
.
defence
=
dd
;
core
.
attack_target
->
set_status
(
STATUS_BATTLE_DESTROYED
,
FALSE
);
pd
=
core
.
attack_target
->
current
.
controler
;
if
(
pa
!=
pd
){
core
.
attacker
->
set_status
(
STATUS_OPPO_BATTLE
,
TRUE
);
core
.
attack_target
->
set_status
(
STATUS_OPPO_BATTLE
,
TRUE
);
}
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
;
}
}
if
(
core
.
attack_target
->
is_destructable_by_battle
(
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
;
}
}
if
(
core
.
attacker
->
is_destructable_by_battle
(
core
.
attack_target
))
bd
[
0
]
=
TRUE
;
}
else
{
if
(
a
!=
0
)
{
if
(
core
.
attack_target
->
is_destructable_by_battle
(
core
.
attacker
))
bd
[
1
]
=
TRUE
;
if
(
core
.
attacker
->
is_destructable_by_battle
(
core
.
attack_target
))
bd
[
0
]
=
TRUE
;
}
}
}
else
{
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
)
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
;
reason_card
=
core
.
attacker
;
}
if
(
core
.
attack_target
->
is_destructable_by_battle
(
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
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
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
;
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
;
}
}
}
effect
*
damchange
=
0
;
card
*
reason_card
=
0
;
uint8
bd
[
2
];
calculate_battle_damage
(
&
damchange
,
&
reason_card
,
bd
);
if
(
bd
[
0
])
core
.
attacker
->
set_status
(
STATUS_BATTLE_DESTROYED
,
TRUE
);
if
(
bd
[
1
])
...
...
@@ -3989,6 +3849,164 @@ int32 field::process_damage_step(uint16 step) {
}
return
TRUE
;
}
void
field
::
calculate_battle_damage
(
effect
**
pdamchange
,
card
**
preason_card
,
uint8
*
battle_destroyed
)
{
uint32
aa
=
core
.
attacker
->
get_attack
(),
ad
=
core
.
attacker
->
get_defence
();
uint32
da
=
0
,
dd
=
0
,
a
=
aa
,
d
;
uint8
pa
=
core
.
attacker
->
current
.
controler
,
pd
;
uint8
damp
=
0
;
effect
*
damchange
=
0
;
card
*
reason_card
=
0
;
uint8
bd
[
2
]
=
{
FALSE
,
FALSE
};
core
.
battle_damage
[
0
]
=
core
.
battle_damage
[
1
]
=
0
;
if
(
core
.
attacker
->
is_position
(
POS_FACEUP_DEFENCE
))
{
effect
*
defattack
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_DEFENCE_ATTACK
);
if
(
defattack
&&
defattack
->
get_value
(
core
.
attacker
))
a
=
ad
;
}
if
(
core
.
attack_target
)
{
da
=
core
.
attack_target
->
get_attack
();
dd
=
core
.
attack_target
->
get_defence
();
pd
=
core
.
attack_target
->
current
.
controler
;
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
;
}
}
if
(
core
.
attack_target
->
is_destructable_by_battle
(
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
;
}
}
if
(
core
.
attacker
->
is_destructable_by_battle
(
core
.
attack_target
))
bd
[
0
]
=
TRUE
;
}
else
{
if
(
a
!=
0
)
{
if
(
core
.
attack_target
->
is_destructable_by_battle
(
core
.
attacker
))
bd
[
1
]
=
TRUE
;
if
(
core
.
attacker
->
is_destructable_by_battle
(
core
.
attack_target
))
bd
[
0
]
=
TRUE
;
}
}
}
else
{
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
)
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
;
reason_card
=
core
.
attacker
;
}
if
(
core
.
attack_target
->
is_destructable_by_battle
(
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
{
damchange
=
core
.
attacker
->
is_affected_by_effect
(
EFFECT_BATTLE_DAMAGE_TO_EFFECT
);
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
;
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
(
pdamchange
)
*
pdamchange
=
damchange
;
if
(
preason_card
)
*
preason_card
=
reason_card
;
if
(
battle_destroyed
)
{
battle_destroyed
[
0
]
=
bd
[
0
];
battle_destroyed
[
1
]
=
bd
[
1
];
}
}
int32
field
::
process_turn
(
uint16
step
,
uint8
turn_player
)
{
switch
(
step
)
{
case
0
:
{
...
...
script/c12644061.lua
View file @
22b2334e
...
...
@@ -55,7 +55,8 @@ end
function
c12644061
.
damcon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
a
=
Duel
.
GetAttacker
()
local
at
=
Duel
.
GetAttackTarget
()
return
ep
==
tp
and
((
a
:
IsControler
(
tp
)
and
a
:
IsSetCard
(
0x1034
))
or
(
at
and
at
:
IsControler
(
tp
)
and
at
:
IsSetCard
(
0x1034
)))
return
Duel
.
GetBattleDamage
(
tp
)
>
0
and
((
a
:
IsControler
(
tp
)
and
a
:
IsSetCard
(
0x1034
))
or
(
at
and
at
:
IsControler
(
tp
)
and
at
:
IsSetCard
(
0x1034
)))
end
function
c12644061
.
dfilter
(
c
)
return
c
:
IsSetCard
(
0x1034
)
and
c
:
IsAbleToGraveAsCost
()
...
...
@@ -74,7 +75,8 @@ function c12644061.damop(e,tp,eg,ep,ev,re,r,rp)
e1
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e1
:
SetRange
(
LOCATION_FZONE
)
e1
:
SetOperation
(
c12644061
.
dop
)
c
:
RegisterEffect
(
e1
,
tp
)
e1
:
SetReset
(
RESET_EVENT
+
0x1fe0000
+
RESET_PHASE
+
PHASE_DAMAGE
)
c
:
RegisterEffect
(
e1
)
end
function
c12644061
.
dop
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
Duel
.
ChangeBattleDamage
(
tp
,
0
)
...
...
script/c14001430.lua
View file @
22b2334e
...
...
@@ -51,12 +51,11 @@ function c14001430.reptg(e,tp,eg,ep,ev,re,r,rp,chk)
if
chk
==
0
then
return
bit
.
band
(
r
,
REASON_EFFECT
)
~=
0
and
re
and
re
:
IsActiveType
(
TYPE_MONSTER
)
and
re
:
GetHandler
():
IsSetCard
(
0x71
)
and
eg
:
IsExists
(
c14001430
.
repfilter
,
1
,
nil
,
tp
)
end
if
Duel
.
SelectYesNo
(
tp
,
aux
.
Stringid
(
14001430
,
0
))
then
local
ct
=
eg
:
FilterCount
(
c14001430
.
repfilter
,
nil
,
tp
)
local
g
=
eg
:
Filter
(
c14001430
.
repfilter
,
nil
,
tp
)
local
ct
=
g
:
GetCount
()
if
ct
>
1
then
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_RTOHAND
)
g
=
eg
:
FilterSelect
(
tp
,
c14001430
.
repfilter
,
1
,
ct
,
nil
,
tp
)
else
g
=
eg
:
Filter
(
c14001430
.
repfilter
,
nil
,
tp
)
g
=
g
:
Select
(
tp
,
1
,
ct
,
nil
)
end
Duel
.
SendtoHand
(
g
,
nil
,
REASON_EFFECT
)
Duel
.
ConfirmCards
(
1
-
tp
,
g
)
...
...
script/c16674846.lua
View file @
22b2334e
...
...
@@ -9,7 +9,7 @@ function c16674846.initial_effect(c)
c
:
RegisterEffect
(
e1
)
end
function
c16674846
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetTurnPlayer
()
~=
tp
return
Duel
.
GetTurnPlayer
()
~=
tp
and
Duel
.
GetBattleDamage
(
tp
)
>
0
end
function
c16674846
.
filter
(
c
)
return
c
:
IsDefenceBelow
(
1500
)
and
c
:
IsType
(
TYPE_TUNER
)
and
c
:
IsRace
(
RACE_WARRIOR
)
...
...
@@ -20,6 +20,7 @@ function c16674846.operation(e,tp,eg,ep,ev,re,r,rp)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e1
:
SetOperation
(
c16674846
.
damop
)
e1
:
SetReset
(
RESET_PHASE
+
PHASE_DAMAGE
)
Duel
.
RegisterEffect
(
e1
,
tp
)
local
g
=
Duel
.
GetMatchingGroup
(
c16674846
.
filter
,
tp
,
LOCATION_GRAVE
,
0
,
nil
)
if
g
:
GetCount
()
~=
0
and
Duel
.
SelectYesNo
(
tp
,
aux
.
Stringid
(
16674846
,
0
))
then
...
...
script/c23171610.lua
View file @
22b2334e
...
...
@@ -21,15 +21,13 @@ end
function
c23171610
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
Duel
.
IsExistingMatchingCard
(
c23171610
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
nil
)
end
local
g
=
Duel
.
GetMatchingGroup
(
c23171610
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
nil
)
g
:
KeepAlive
()
e
:
SetLabelObject
(
g
)
Duel
.
SetTargetCard
(
g
)
end
function
c23171610
.
filter2
(
c
,
e
,
tp
)
return
c
:
Is
Controler
(
tp
)
and
c
:
IsLocation
(
LOCATION_MZONE
)
and
c
:
IsFaceup
()
and
c
:
IsRace
(
RACE_MACHINE
)
and
not
c
:
IsImmuneToEffect
(
e
)
function
c23171610
.
filter2
(
c
,
e
)
return
c
:
Is
Faceup
()
and
c
:
IsRace
(
RACE_MACHINE
)
and
c
:
IsRelateToEffect
(
e
)
and
not
c
:
IsImmuneToEffect
(
e
)
end
function
c23171610
.
activate
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
g
=
e
:
GetLabelObject
()
local
sg
=
g
:
Filter
(
c23171610
.
filter2
,
nil
,
e
,
tp
)
local
sg
=
Duel
.
GetMatchingGroup
(
c23171610
.
filter2
,
tp
,
LOCATION_MZONE
,
0
,
nil
,
e
)
local
c
=
e
:
GetHandler
()
local
fid
=
c
:
GetFieldID
()
local
tc
=
sg
:
GetFirst
()
...
...
script/c24268052.lua
View file @
22b2334e
...
...
@@ -10,7 +10,7 @@ function c24268052.initial_effect(c)
c
:
RegisterEffect
(
e1
)
end
function
c24268052
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetTurnPlayer
()
~=
tp
return
Duel
.
GetTurnPlayer
()
~=
tp
and
Duel
.
GetBattleDamage
(
tp
)
>
0
end
function
c24268052
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
Duel
.
IsPlayerCanDraw
(
tp
,
1
)
end
...
...
@@ -21,6 +21,7 @@ function c24268052.operation(e,tp,eg,ep,ev,re,r,rp)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e1
:
SetOperation
(
c24268052
.
damop
)
e1
:
SetReset
(
RESET_PHASE
+
PHASE_DAMAGE
)
Duel
.
RegisterEffect
(
e1
,
tp
)
Duel
.
Draw
(
tp
,
1
,
REASON_EFFECT
)
end
...
...
script/c29389368.lua
View file @
22b2334e
...
...
@@ -11,22 +11,7 @@ function c29389368.initial_effect(c)
c
:
RegisterEffect
(
e1
)
end
function
c29389368
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
local
ar
=
Duel
.
GetAttacker
()
local
at
=
Duel
.
GetAttackTarget
()
local
v1
=
0
if
ar
:
IsPosition
(
POS_DEFENCE
)
and
ar
:
IsHasEffect
(
EFFECT_DEFENCE_ATTACK
)
then
v1
=
ar
:
GetDefence
()
else
v1
=
ar
:
GetAttack
()
end
if
at
then
if
at
:
IsPosition
(
POS_ATTACK
)
then
return
v1
-
at
:
GetAttack
()
>=
2000
elseif
ar
:
IsHasEffect
(
EFFECT_PIERCE
)
return
v1
-
at
:
GetDefence
()
>=
2000
else
return
false
end
else
return
v1
>=
2000
end
return
Duel
.
GetBattleDamage
(
tp
)
>=
2000
end
function
c29389368
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
true
end
...
...
script/c40640057.lua
View file @
22b2334e
...
...
@@ -12,7 +12,7 @@ function c40640057.initial_effect(c)
c
:
RegisterEffect
(
e1
)
end
function
c40640057
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetTurnPlayer
()
~=
tp
return
Duel
.
GetTurnPlayer
()
~=
tp
and
Duel
.
GetBattleDamage
(
tp
)
>
0
end
function
c40640057
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
e
:
GetHandler
():
IsDiscardable
()
end
...
...
@@ -23,6 +23,7 @@ function c40640057.op(e,tp,eg,ep,ev,re,r,rp)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e1
:
SetOperation
(
c40640057
.
damop
)
e1
:
SetReset
(
RESET_PHASE
+
PHASE_DAMAGE
)
Duel
.
RegisterEffect
(
e1
,
tp
)
end
function
c40640057
.
damop
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
script/c47432275.lua
View file @
22b2334e
...
...
@@ -14,7 +14,7 @@ function c47432275.initial_effect(c)
c
:
RegisterEffect
(
e1
)
end
function
c47432275
.
con
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetAttackTarget
()
==
e
:
GetHandler
()
return
Duel
.
GetAttackTarget
()
==
e
:
GetHandler
()
and
Duel
.
GetBattleDamage
(
tp
)
>
0
end
function
c47432275
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
true
end
...
...
@@ -29,6 +29,7 @@ function c47432275.op(e,tp,eg,ep,ev,re,r,rp)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e1
:
SetOperation
(
c47432275
.
damop
)
e1
:
SetReset
(
RESET_PHASE
+
PHASE_DAMAGE
)
Duel
.
RegisterEffect
(
e1
,
tp
)
local
p
,
d
=
Duel
.
GetChainInfo
(
0
,
CHAININFO_TARGET_PLAYER
,
CHAININFO_TARGET_PARAM
)
Duel
.
Recover
(
p
,
d
,
REASON_EFFECT
)
...
...
script/c48868994.lua
View file @
22b2334e
...
...
@@ -53,7 +53,7 @@ function c48868994.filter(c)
return
c
:
IsFaceup
()
and
c
:
IsAttackPos
()
and
c
:
IsAbleToChangeControler
()
end
function
c48868994
.
tgd
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
,
chkc
)
if
chkc
then
return
chkc
:
IsLocation
(
LOCATION_MZONE
)
and
chkc
:
IsControler
(
tp
)
and
c48868994
.
filter
(
chkc
)
end
if
chkc
then
return
chkc
:
IsLocation
(
LOCATION_MZONE
)
and
chkc
:
IsControler
(
1
-
tp
)
and
c48868994
.
filter
(
chkc
)
end
if
chk
==
0
then
return
Duel
.
GetLocationCount
(
tp
,
LOCATION_SZONE
)
>
0
and
Duel
.
IsExistingTarget
(
c48868994
.
filter
,
tp
,
0
,
LOCATION_MZONE
,
1
,
nil
)
end
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_EQUIP
)
...
...
script/c60953118.lua
View file @
22b2334e
...
...
@@ -27,7 +27,7 @@ function c60953118.initial_effect(c)
c
:
RegisterEffect
(
e4
)
end
function
c60953118
.
damcon
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
true
return
Duel
.
GetBattleDamage
(
tp
)
>
0
end
function
c60953118
.
damcost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
e
:
GetHandler
():
IsAbleToGraveAsCost
()
end
...
...
@@ -38,6 +38,7 @@ function c60953118.damop(e,tp,eg,ep,ev,re,r,rp)
e1
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e1
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e1
:
SetOperation
(
c60953118
.
dop
)
e1
:
SetReset
(
RESET_PHASE
+
PHASE_DAMAGE
)
Duel
.
RegisterEffect
(
e1
,
tp
)
end
function
c60953118
.
dop
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
...
...
script/c83682725.lua
View file @
22b2334e
...
...
@@ -17,7 +17,8 @@ end
function
c83682725
.
dfilter
(
c
,
lv
)
return
(
c
:
IsFacedown
()
or
c
:
IsLevelBelow
(
lv
-
1
))
and
c
:
IsAbleToHand
()
end
function
c83682725
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
function
c83682725
.
target
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
,
chkc
)
if
chkc
then
return
chkc
:
IsLocation
(
LOCATION_MZONE
)
and
chkc
:
IsControler
(
tp
)
and
c83682725
.
filter
(
chkc
,
tp
)
end
if
chk
==
0
then
return
Duel
.
IsExistingTarget
(
c83682725
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
nil
,
tp
)
end
Duel
.
Hint
(
HINT_SELECTMSG
,
tp
,
HINTMSG_TARGET
)
local
g
=
Duel
.
SelectTarget
(
tp
,
c83682725
.
filter
,
tp
,
LOCATION_MZONE
,
0
,
1
,
1
,
nil
,
tp
)
...
...
script/c99733359.lua
View file @
22b2334e
...
...
@@ -15,7 +15,7 @@ function c99733359.initial_effect(c)
c
:
RegisterEffect
(
e1
)
end
function
c99733359
.
condition
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
)
return
Duel
.
GetTurnPlayer
()
~=
tp
return
Duel
.
GetTurnPlayer
()
~=
tp
and
Duel
.
GetBattleDamage
(
tp
)
>
0
end
function
c99733359
.
cost
(
e
,
tp
,
eg
,
ep
,
ev
,
re
,
r
,
rp
,
chk
)
if
chk
==
0
then
return
Duel
.
CheckLPCost
(
tp
,
1000
)
end
...
...
@@ -40,6 +40,7 @@ function c99733359.operation(e,tp,eg,ep,ev,re,r,rp)
e2
:
SetType
(
EFFECT_TYPE_FIELD
+
EFFECT_TYPE_CONTINUOUS
)
e2
:
SetCode
(
EVENT_PRE_BATTLE_DAMAGE
)
e2
:
SetOperation
(
c99733359
.
damop
)
e2
:
SetReset
(
RESET_PHASE
+
PHASE_DAMAGE
)
Duel
.
RegisterEffect
(
e2
,
tp
)
end
end
...
...
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