#ifndef SECTION_BUFF_H_ #define SECTION_BUFF_H_ #define buff_EX1_371\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_EX1_371_FLAG, FLAG_ISSET)) {\ hsl_divine_shield(HSL_defender); \ } #define buff_CS2_011\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_011_FLAG, FLAG_ISSET)) {\ hsl_add_attachment(HSL_player, HSL_attacker, HSL_defender, 2); \ } #define buff_OG_223\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_OG_223_FLAG, FLAG_ISSET)) {\ int change = HSL_defender->attack; hsl_buff_attack_expire(1, HSL_defender, change); hsl_add_attachment(HSL_player, HSL_attacker, HSL_defender, 1); \ } #define buff_OG_101\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_OG_101_FLAG, FLAG_ISSET)) {\ hsl_destroy(HSL_deck_player, HSL_defender); int i; for(i = 0; i < 2; i++) { hsl_summon_card(HSL_deck_player, CN_EIDOLON, cardholder); } \ } #define buff_CS2_108\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_108_FLAG, FLAG_ISSET)) {\ if(HSL_defender->controller == HSL_deck_player->controller) { hsl_destroy(HSL_deck_player, HSL_defender); } else { hsl_destroy(HSL_deck_opponent, HSL_defender); } \ } #define buff_NEW1_036\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_NEW1_036_FLAG, FLAG_ISSET)) {\ def(card_list_s, all); all = hsl_board_friendly_cards(HSL_deck_player, HSL_attacker->id, HSL_heroes_excluded); def(card_list_s, itm); foreach(itm, all) { hsl_buff_attack_expire(1, itm->card, 1); hsl_add_attachment(HSL_player, HSL_attacker, itm->card, 1); hsl_add_defender(itm->card, holder); } \ } #define buff_CS2_077\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_077_FLAG, FLAG_ISSET)) {\ hsl_draw_cards(HSL_player, HSL_deck_player, draw_card, 4); \ } #define buff_CS2_023\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_023_FLAG, FLAG_ISSET)) {\ hsl_draw_cards(HSL_player, HSL_deck_player, draw_card, 2) \ } #define buff_LOEA16_9\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_LOEA16_9_FLAG, FLAG_ISSET)) {\ hsl_refresh_mana(HSL_deck_player, 3); \ } #define buff_CS2_234\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_234_FLAG, FLAG_ISSET)) {\ hsl_destroy(hsl_deck(HSL_defender),HSL_defender); \ } #define buff_PRO_001c\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_PRO_001c_FLAG, FLAG_ISSET)) {\ def(card_list_s, allcards); allcards = hsl_board_friendly_cards(HSL_deck_player, HSL_no_attacker, HSL_heroes_excluded); def(card_list_s, cl); foreach(cl, allcards) { hsl_set_exhausted(card(cl)); } \ } #define buff_CS2_063\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_063_FLAG, FLAG_ISSET)) {\ hsl_buff_corrupt_expire(2, HSL_defender); hsl_add_attachment(HSL_player, HSL_attacker, HSL_defender, 2); \ } #define buff_CS2_076\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_076_FLAG, FLAG_ISSET)) {\ hsl_destroy(HSL_deck_opponent, HSL_defender); \ } #define buff_AT_074\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_AT_074_FLAG, FLAG_ISSET)) {\ hsl_add_attachment(HSL_player, HSL_attacker, HSL_defender, 2); hsl_set_magic_immunity(HSL_defender); \ } #define buff_EX1_607\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_EX1_607_FLAG, FLAG_ISSET)) {\ hsl_add_single_attachment(HSL_player, HSL_deck_player, HSL_attacker, HSL_defender); \ } #define buff_OG_090\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_OG_090_FLAG, FLAG_ISSET)) {\ hsl_refresh_mana(HSL_deck_player, 3); \ } #define buff_EX1_581\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_EX1_581_FLAG, FLAG_ISSET)) {\ hsl_return_to_hand(HSL_defender); \ } #define buff_LOEA06_03\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_LOEA06_03_FLAG, FLAG_ISSET)) {\ int count = hsl_count_attachments(hsl_deck(HSL_defender), NULL, HSL_defender, CN_DESOLATOR_BONUS); if(count == 0) { hsl_add_single_attachment(HSL_player, hsl_deck(HSL_defender), HSL_attacker, HSL_defender); } \ } #define buff_CS2_022\ if(HSL_attacker && flag(&(HSL_attacker->state), buff_CS2_022_FLAG, FLAG_ISSET)) {\ hsl_transform(HSL_deck_player, HSL_attacker, HSL_defender, "CS2_tk1"); \ } #define __SECTION_BUFF\ buff_EX1_371\ buff_CS2_011\ buff_OG_223\ buff_OG_101\ buff_CS2_108\ buff_NEW1_036\ buff_CS2_077\ buff_CS2_023\ buff_LOEA16_9\ buff_CS2_234\ buff_PRO_001c\ buff_CS2_063\ buff_CS2_076\ buff_AT_074\ buff_EX1_607\ buff_OG_090\ buff_EX1_581\ buff_LOEA06_03\ buff_CS2_022\ #endif