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hsmod_original/hm_gameserver/script/mechanics/include/section_buff.h
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5.5 KiB
C

#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 __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\
#endif