Other Classes - DCGO2/DCGO-Card-Scripts GitHub Wiki

The below are other useful to know classes and functions, though you will NEVER update or make changes to these classes knowing what they are and what is in them is VERY useful.

Attack Process

Handles the attack process from declaring targets to end of attack actions.

  • AttackingPermanent - Reference to the Permanent declaring attack
  • DefendingPermanent - Reference to the Permanent defending the attack
  • AttackCount - Int count of how many attacks have occurred this turn
  • IsAttacking - True/False is there currently an attacking
  • HasDefender - True/False is there an active defender
  • IsBlocking - True/False is there currently a block
  • SecurityDigimon - Reference to the Digimon Card checked in security
  • DoSecurityCheck - True/False should a security card be checked
  • IsEndAttack - True/False are you at end of attack timing
  • UsedBlitz - True/False blitz was used this attack

SetAttackerDefender

function used to set which is the attacker/defender at the start of an attack

void SetAttackerDefender(Permanent attackingPermanent, Permanent defendingPermanent)
  • attackingPermanent - Reference to the Permanent declaring attack

  • defendingPermanent - Reference to the Permanent defending the attack

Attack

function used to declare attack and proceed through declaration, battle, and end of attack processes

public IEnumerator Attack(Permanent attackingPermanent, Permanent defendingPermanent, ICardEffect attackEffect, bool withoutTap = false, Func<IEnumerator> beforeOnAttackCoroutine = null)
  • attackingPermanent - Reference to the Permanent declaring attack

  • defendingPermanent - Reference to the Permanent defending the attack

  • attackEffect - Reference to the effect declaring the attack

  • withoutTap - will attack be done without suspending attacking permanent

  • beforeOnAttackCoroutine - coroutine call back to occur before [When Attacking] timing

SwitchDefender

function used to switch the defender during an attack

public IEnumerator SwitchDefender(ICardEffect cardEffect, bool isBlock, Permanent newDefendingPermanent)
  • cardEffect - Reference to the card effect switching the defender

  • isBlock - Is this switch due to a block

  • newDefendingPermanent - Reference to the new Permanent defending the attack

Auto Processing

Handles auto processes such as rule checks, effect timings/activations, end of turns, etc.

AutoProcessCheck

function used to check through various automatic processes rules checks, end of game, card playability

public IEnumerator AutoProcessCheck()

Card Controller

Contributes many functions used throughout for various effects, focused around controlling a specific card (destroying, battle, security check, trashing, etc)

Card Effect Commons

Various functions commonly used on individual cards.

  • PlayPermanentCards
  • Plays a List as new permanents

  • PlayOptionCards
  • Plays an option card

  • PlayDelayOptionCards
  • Plays and option card, and places in battle area

  • PlayToken
  • Plays specified Token as new permanent

  • DeletePermanentAndProcessAccordingToResult
  • Delete a target Permanent and callback coroutine based on success/failure

  • BouncePermanentAndProcessAccordingToResult
  • Bounce target Permanent to hand and callback coroutine based on success/failure

  • DeckBouncePermanentAndProcessAccordingToResult
  • Bounce target Permanent to deck and callback coroutine based on success/failure

  • TrashDigivolutionCardsFromTopOrBottom
  • Trash n amount digivolution cards from the top or bottom of sources

  • OptionMainEffect
  • ActivateClass reference to this option cards [Main] effect

  • OptionSecurityEffect
  • ActivateClass reference to this option cards [Security] effect

  • AddActivateMainOptionSecurityEffect
  • Add this cards [Main] effect to the list of effects (from security)

  • DigivolveIntoHandOrTrashCard
  • Digivolves a target into a selected card from hand/trash

  • DigivolveIntoExecutingAreaCard
  • Digivolves a target into a selected card from execution area (security check/deck reveal)

  • GetCardEffectByEffectTiming
  • List of card effects with specified timing

Card Effect Factory

Various functions commonly used by other classes, that chain together multiple Card Effect Common functions

  • SetMemoryTo3TamerEffect
  • Sets memory to 3 if you have 2 or less

  • PlaySelfTamerSecurityEffect
  • Tamer play itself from security

  • PlaySelfDigimonAfterBattleSecurityEffect
  • Digimon plays itself after battle security effect

  • PlaceSelfDelayOptionSecurityEffect
  • Plays delay option into battle area security effect

  • ActivateMainOptionSecurityEffect
  • Activate the [Main] effect of option checked in security

Card Source

Functions and properties that represent an individual card within the game

Game Context

Properties of game context such as players, list of permanents, memory, etc.

Game Manager

Holds important properties for the game for use within scripts

Permanent

Functions and properties that represent an individual stack within the game

Player

Functions and properties that represent an individual player within the game

Select Attack Effect

Effect to select a target to attack and declare the attack via effect

Select Card Effect

Function to select an individual card and perform specified action (Selectable from Trash/Security/Deck)

Select Hand Effect

Function to select an individual card in hand and perform specified action

Select Permanent Effect

Function to select an individual Stack and perform specified action (Selectable from Battle Area)

Turn State Machine

Controller for the turn, proceeding through phases, effect timings during each, ending turn

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