TGAP-Trixie
Member Title : Trixie does not even... Posts : 273 Join date : 2014-04-17
| Subject: Darkness Begins... Mon May 19, 2014 8:41 pm | |
| Taking a break from mlp cards (still have a few more to update my pack with, so I'll do that when I can be bothered xD), I've started on a... pack. Not archetype, just a pack of cards for random support, however all (or most, not sure yet) will share a theme. That is, fusions without polymerization, requiring tributes to summon. If you've used Chimeratech Fortress Dragon... kinda like that. Except they require the levels to be equal or greater, kinda like ritual summons. You can check these examples if that's still too confusing; I don't really think I explained it right anyways. - Fantasia Prima Dark Guardian:
- Dark Divine Phoenix:
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VB99
Member Title : Legendary Planet Posts : 368 Join date : 2013-11-10
| Subject: Re: Darkness Begins... Mon May 19, 2014 11:04 pm | |
| Kinda seems like synchro to me... just way more complicated... |
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StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Darkness Begins... Tue May 20, 2014 2:30 am | |
| - VB99 wrote:
- Kinda seems like synchro to me... just way more complicated...
Seen this type of Fusion before, if I remember right it is called Contact Fusion in the show. Rather than use Polymerization you simply fuse with material on your field or in this case both sides. |
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TGAP-Trixie
Member Title : Trixie does not even... Posts : 273 Join date : 2014-04-17
| Subject: Re: Darkness Begins... Tue May 20, 2014 6:43 am | |
| Yeah, but I don't think they ever tell you what happens to the fusion material monsters in the anime. In the actual game, they're shuffled into the deck. That's why I mentioned Chimeratech Fortress Dragon; it's the closest thing I could think of. There's others that don't require poly that require some other form of cost, and from what I've seen, there's really only 3 types so far. Contact which shuffles into the deck (E heroes, Glad Beasts), banishing cards you control (VWXYZ) and sending them to grave as costs (Chimeratech). Chimeratech's sending to grave cost is the closest thing to tributes. I do want them to be tributes at one point and not sending to the GY, just in case of that new e hero/macro cosmos/d fissure/the banishers. Here's what I have so far. - Fantasia Prima:
- Code:
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function c65000005.initial_effect(c) --fusion material c:EnableReviveLimit() aux.AddFusionProcCodeFun(c,aux.FilterBoolFunction(Card.IsCode,65000005)) --spsummon condition local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e1:SetCode(EFFECT_SPSUMMON_CONDITION) e1:SetValue(c65000005.splimit) c:RegisterEffect(e1) --special summon rule local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_SPSUMMON_PROC) e2:SetProperty(EFFECT_FLAG_UNCOPYABLE) e2:SetRange(LOCATION_EXTRA) e2:SetCondition(c65000005.sprcon) e2:SetOperation(c65000005.sprop) c:RegisterEffect(e2) end function c65000005.splimit(e,se,sp,st) return e:GetHandler():GetLocation()~=LOCATION_EXTRA end function c65000005.spfilter1(c,tp,ft) if c:IsRace(RACE_FAIRY) and c:IsAbleToGraveAsCost() and c:IsCanBeFusionMaterial(true) and (c:IsControler(tp) or c:IsFaceup()) then if ft>0 or (c:IsControler(tp) and c:IsLocation(LOCATION_MZONE)) then return Duel.IsExistingMatchingCard(c65000005.spfilter2,tp,LOCATION_MZONE,LOCATION_MZONE,1,c,tp) else return Duel.IsExistingMatchingCard(c65000005.spfilter2,tp,LOCATION_MZONE,0,1,c,tp) end else return false end end function c65000005.spfilter2(c,tp) return c:IsRace(RACE_FAIRY) and c:IsAbleToGraveAsCost() and c:IsCanBeFusionMaterial() and (c:IsControler(tp) or c:IsFaceup()) end function c65000005.sprcon(e,c) if c==nil then return true end local tp=c:GetControler() local ft=Duel.GetLocationCount(tp,LOCATION_MZONE) return ft>-1 and Duel.IsExistingMatchingCard(c65000005.spfilter1,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,nil,tp,ft) end function c65000005.sprop(e,tp,eg,ep,ev,re,r,rp,c) local ft=Duel.GetLocationCount(tp,LOCATION_MZONE) Duel.Hint(HINT_SELECTMSG,tp,aux.Stringid(65000005,0)) local g1=Duel.SelectMatchingCard(tp,c65000005.spfilter1,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,nil,tp,ft) local tc=g1:GetFirst() local g=Duel.GetMatchingGroup(c65000005.spfilter2,tp,LOCATION_MZONE,LOCATION_MZONE,tc,tp) local g2=nil Duel.Hint(HINT_SELECTMSG,tp,aux.Stringid(65000005,1)) if ft>0 or (tc:IsControler(tp) and tc:IsLocation(LOCATION_MZONE)) then g2=g:Select(tp,1,10,nil) else g2=g:FilterSelect(tp,Card.IsControler,1,1,nil,tp) if g:GetCount()>1 and Duel.SelectYesNo(tp,210) then Duel.Hint(HINT_SELECTMSG,tp,aux.Stringid(65000005,1)) local g3=g:Select(tp,1,9,g2:GetFirst()) g2:Merge(g3) end end g1:Merge(g2) Duel.Release(g1,REASON_COST) --spsummon condition local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetRange(LOCATION_MZONE) e1:SetCode(EFFECT_DESTROY_REPLACE) c:RegisterEffect(e1) end
Just need to figure out how to get it to check the levels of the monsters and make them add up to whatever the text requires (in this case 8 ) and changing the cost to tributes which seems overly complicated. This does actually work and you can stop at 2 if you want, or go further. Not that there's a point to using more than 2 atm. |
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