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nanahira
ygopro
Commits
e766642c
Commit
e766642c
authored
Jul 28, 2015
by
salix5
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edit
parent
e87daca1
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4
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4 changed files
with
16 additions
and
13 deletions
+16
-13
ocgcore/effect.cpp
ocgcore/effect.cpp
+3
-2
ocgcore/operations.cpp
ocgcore/operations.cpp
+1
-0
ocgcore/processor.cpp
ocgcore/processor.cpp
+3
-2
script/constant.lua
script/constant.lua
+9
-9
No files found.
ocgcore/effect.cpp
View file @
e766642c
...
...
@@ -465,8 +465,9 @@ int32 effect::is_chainable(uint8 tp) {
}
return
TRUE
;
}
//return: this can be reset or not
//RESET_CODE can only reset single effect
//return: this can be reset by reset_level or not
//RESET_CODE can only reset single effects without EFFECT_FLAG_SINGLE_RANGE
//RESET_DISABLE is valid only when owner == handler
int32
effect
::
reset
(
uint32
reset_level
,
uint32
reset_type
)
{
switch
(
reset_type
)
{
case
RESET_EVENT
:
{
...
...
ocgcore/operations.cpp
View file @
e766642c
...
...
@@ -3199,6 +3199,7 @@ int32 field::send_to(uint16 step, group * targets, effect * reason_effect, uint3
}
else
if
(
dest
==
LOCATION_REMOVED
)
{
core
.
hint_timing
[
pcard
->
current
.
controler
]
|=
TIMING_REMOVE
;
}
//move card
if
(
pcard
->
current
.
controler
!=
playerid
||
pcard
->
current
.
location
!=
dest
)
{
pduel
->
write_buffer8
(
MSG_MOVE
);
pduel
->
write_buffer32
(
pcard
->
data
.
code
);
...
...
ocgcore/processor.cpp
View file @
e766642c
...
...
@@ -2777,7 +2777,8 @@ int32 field::process_idle_command(uint16 step) {
add_process
(
PROCESSOR_SELECT_POSITION
,
0
,
0
,
0
,
infos
.
turn_player
+
(
positions
<<
16
),
target
->
data
.
code
);
core
.
units
.
begin
()
->
step
=
12
;
return
FALSE
;
}
else
add_process
(
PROCESSOR_FLIP_SUMMON
,
0
,
0
,
(
group
*
)
target
,
target
->
current
.
controler
,
0
);
}
else
add_process
(
PROCESSOR_FLIP_SUMMON
,
0
,
0
,
(
group
*
)
target
,
target
->
current
.
controler
,
0
);
target
->
set_status
(
STATUS_FORM_CHANGED
,
TRUE
);
core
.
units
.
begin
()
->
step
=
-
1
;
return
FALSE
;
...
...
@@ -5242,7 +5243,7 @@ int32 field::adjust_step(uint16 step) {
return
FALSE
;
}
case
5
:
{
//1-
4
control
//1-
5
control
card
*
pcard
;
uint8
cur
,
ref
;
core
.
control_adjust_set
[
0
].
clear
();
...
...
script/constant.lua
View file @
e766642c
...
...
@@ -148,8 +148,8 @@ STATUS_UNION =0x100000 --同盟
STATUS_ATTACK_CANCELED
=
0x200000
--攻击取消(卷回?)
STATUS_INITIALIZING
=
0x400000
--初始化..
STATUS_ACTIVATED
=
0x800000
--效果已发动
STATUS_JUST_POS
=
0x1000000
--
STATUS_CONTINUOUS_POS
=
0x2000000
--
连续变更表示形式?
STATUS_JUST_POS
=
0x1000000
--
已改變表示形式(用於STATUS_CONTINUOUS_POS判定)
STATUS_CONTINUOUS_POS
=
0x2000000
--
改變後再次設定成其他表示形式
STATUS_IS_PUBLIC
=
0x4000000
--公开展示
STATUS_ACT_FROM_HAND
=
0x8000000
--從手牌发动
STATUS_OPPO_BATTLE
=
0x10000000
--和對手的怪兽戰鬥
...
...
@@ -193,7 +193,7 @@ CHAININFO_DISABLE_PLAYER =0x400 --无效的玩家
CHAININFO_CHAIN_ID
=
0x800
--连锁ID
CHAININFO_TYPE
=
0x1000
--连锁类型
CHAININFO_EXTTYPE
=
0x2000
--连锁额外类型
--========== Reset ========== --重置条件(注意:重置条件可以多个相加
,例如0x000c0000=0x00040000+0x00080000=RESET_TOGRAVE+RESET_REMOVE
)
--========== Reset ========== --重置条件(注意:重置条件可以多个相加)
RESET_DRAW
=
PHASE_DRAW
--抽卡阶段重置
RESET_STANDBY
=
PHASE_STANDBY
--准备阶段重置
RESET_MAIN1
=
PHASE_MAIN1
--主要阶段1重置
...
...
@@ -208,16 +208,16 @@ RESET_PHASE =0x0400 --阶段结束重置(一般和上面那些阶段配合
RESET_CHAIN
=
0x0800
--连锁结束重置
RESET_EVENT
=
0x1000
--指定的條件下重置(一般和下面这些事件配合使用)
RESET_CARD
=
0x2000
--重置Owner為指定卡片的效果
RESET_CODE
=
0x4000
--重置指定Code的
效果
RESET_CODE
=
0x4000
--重置指定Code的
single效果(不含EFFECT_FLAG_SINGLE_RANGE)
RESET_COPY
=
0x8000
--重置以复制取得的效果
RESET_DISABLE
=
0x00010000
--效果无效重置
RESET_DISABLE
=
0x00010000
--效果无效重置
(只適用於owner==handler的效果)
RESET_TURN_SET
=
0x00020000
--变里侧重置
RESET_TOGRAVE
=
0x00040000
--去墓地重置
RESET_TOGRAVE
=
0x00040000
--去墓地重置
(以下皆為事件觸發前重置)
RESET_REMOVE
=
0x00080000
--除外重置
RESET_TEMP_REMOVE
=
0x00100000
--暂时除外重置
RESET_TOHAND
=
0x00200000
--回手牌或加入手牌重置
RESET_TODECK
=
0x00400000
--回卡组重置
RESET_LEAVE
=
0x00800000
--从场上
离开
重置
RESET_LEAVE
=
0x00800000
--从场上
移到其他位置/超量叠放
重置
RESET_TOFIELD
=
0x01000000
--到场上重置
RESET_CONTROL
=
0x02000000
--控制者变更重置
RESET_OVERLAY
=
0x04000000
--超量叠放重置
...
...
@@ -234,7 +234,7 @@ EFFECT_TYPE_TRIGGER_O =0x0080 --诱发选发效果
EFFECT_TYPE_QUICK_O
=
0x0100
--诱发即时效果
EFFECT_TYPE_TRIGGER_F
=
0x0200
--诱发必发效果
EFFECT_TYPE_QUICK_F
=
0x0400
--诱发即时必发效果(熊猫龙等)
EFFECT_TYPE_CONTINUOUS
=
0x0800
--
不入连锁的必发
效果
EFFECT_TYPE_CONTINUOUS
=
0x0800
--
由事件觸發的輔助用效果/永續
效果
--========== Flags ========== --效果的特殊性质
EFFECT_FLAG_INITIAL
=
0x0001
--可以发动的
EFFECT_FLAG_FUNC_VALUE
=
0x0002
--此效果的Value属性是函数
...
...
@@ -386,7 +386,7 @@ EFFECT_UPDATE_LSCALE =134 --改变左刻度
EFFECT_CHANGE_LSCALE
=
135
--设置左刻度
EFFECT_UPDATE_RSCALE
=
136
--改变右刻度
EFFECT_CHANGE_RSCALE
=
137
--设置右刻度
EFFECT_SET_POSITION
=
140
--
改变
表示形式
EFFECT_SET_POSITION
=
140
--
設定
表示形式
EFFECT_SELF_DESTROY
=
141
--不入連鎖的破壞(罪系列等)
EFFECT_SELF_TOGRAVE
=
142
--不入連鎖的送墓
EFFECT_DOUBLE_TRIBUTE
=
150
--可以作为2个祭品
...
...
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