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 Dark Army archetype

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Project Leviamon

Project Leviamon


Member Title : Busy with high school sadly
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PostSubject: Dark Army archetype   Dark Army archetype Icon_minitimeFri Aug 16, 2013 1:53 pm

Dark Army archetype Slika-nove-bitne-slike-3

Dark Army is a archetype of Dark attribute Warrior-type(except for one) monsters. They focus around sending the top card of their deck to the graveyard through battle. Most monsters have effects that activate when they are sent from the deck to the graveyard that boost the users field control either by disrupting opponent's cards,destroying them or swarming the field. Most of "Dark Army" monsters also have 0 DEF, except for Defender who has 0 ATK and Spy who has even stats.






Full list in order of the pictures:


Last edited by Project Leviamon on Thu Aug 29, 2013 11:48 am; edited 8 times in total (Reason for editing : added video)
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Project Leviamon

Project Leviamon


Member Title : Busy with high school sadly
Posts : 320
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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeMon Aug 19, 2013 12:01 am

only 1 card left to script. i would appreciate any feedback, if i get none and this archetype ends up being underpowered or overpowered it will be your fault not mine lol

Here is what i'm planning(or might) to do, opinions on this would be appreciated:
-Lowering Dark Army General's ATK
-Giving Dark Army General and/or Sorcerer a milling effects
-Making Dark Army Sorcerer's first effect able to be activated whenever you want and not at start of the turn(Standby Phase) only
-Giving Dark Army Spear and Shadow a effect that triggers when they are sent to the graveyard


Last edited by Project Leviamon on Mon Aug 19, 2013 12:43 am; edited 1 time in total (Reason for editing : list of what i might do)
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cane_63106

cane_63106


Member Title : D.D. Dragon Kaiser
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Location : St. Louis, MO

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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeMon Aug 19, 2013 4:48 am

-What am I missing about the advantages of Sorcerer's Spell discarding effect? Discard to send a Dark Army monster to the grave? lol
-Maybe Spear can give its Piercing effect to another face-up Dark Army monster if sent to the grave
-General doesn't seem overpowered at all. It's a beatstick in a game with hella removal and it doesn't protect itself. at least only 2000 ATK when it hits the field...nothing too fearful
-I like how slick Spy is. cool card, seriously
-Each of your monsters really should keep the discarding effect, even if as a cost to its own effect to keep up with theme
-Defender's 2nd effect is really pushing your luck, but randomly useful. Maybe it should be able to protect something from being destroyed once per turn by sending a top card?
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Teanby

Teanby


Posts : 34
Join date : 2013-08-18

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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeMon Aug 19, 2013 4:53 am

hi could anyone script my Millenium Eye's Trick card I have made for me?
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeMon Aug 19, 2013 10:54 am

cane_63106 wrote:
-What am I missing about the advantages of Sorcerer's Spell discarding effect? Discard to send a Dark Army monster to the grave? lol
-Maybe Spear can give its Piercing effect to another face-up Dark Army monster if sent to the grave
-General doesn't seem overpowered at all. It's a beatstick in a game with hella removal and it doesn't protect itself. at least only 2000 ATK when it hits the field...nothing too fearful
-I like how slick Spy is. cool card, seriously
-Each of your monsters really should keep the discarding effect, even if as a cost to its own effect to keep up with theme
-Defender's 2nd effect is really pushing your luck, but randomly useful. Maybe it should be able to protect something from being destroyed once per turn by sending a top card?
thanks for feedback. 
-i'm not really sure why i made Sorcerer have that effect, i make it so you send 1 card from deck instead
-good idea, but i will make it last until the End Phase of your turn(or next turn)
-i make General have 2300 ATK so he won't be too strong and at the same time won't be weaker at Sorcerer
-Spy is pretty much Ceruli for Dark Army, except that it requires luck, or top decking with 2 feather of the phoenix. the Spirit effect is mostly to reuse it and frustrate your opponent(it can actually block your opponent's monster spaces if used right) and because Spirits rock
-yeah they are slow without any other already existing cards, i probably give everybody a mill effect, even General
-the fact that it is forced can be annoying yeah, i consider your effect since it fits the theme of the archetype

i wait for some more opinions before applying any of these, but most of them will probably happen
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeTue Aug 20, 2013 9:07 pm

bump, changed some effects based on Cane's feedback.
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Teanby

Teanby


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:23 pm

Project check out my new cards Very Happy
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:24 pm

i did few sec ago lol. 

what do you think of updated effs?
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Dranken




Member Title : Dranken
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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:35 pm

They look very good! Would love to use them!
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:38 pm

Dranken wrote:
They look very good! Would love to use them!
thanks, i only need to script the updated effects, they will probably in the next mackpro update
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Dranken




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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:40 pm

I'm glad
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:45 pm

Dranken wrote:
I'm glad
if you want after i finish scripting them(possibly today, if not somewhere monday because i be going somewhere from thursday to sunday) i can send you the zip file if you know how to use the card extractor which is in outlaw's card manager
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Dranken




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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 4:49 pm

Sure i would love that. Yes i know how to use it its all i use nowdays haha
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Dranken




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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 5:01 pm

can you maybe help me with this script? 
Code:
--Vegeta
function c213003.initial_effect(c)
   local e1=Effect.CreateEffect(c)
   e1:SetType(EFFECT_TYPE_SINGLE)
   e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
   e1:SetRange(LOCATION_MZONE)
   e1:SetCode(EFFECT_UPDATE_DEFFENSE)
   e1:SetValue(c213003.value)
   c:RegisterEffect(e1)
end
function c213003.filter(c)
   return c:IsFaceup() and c:IsCode(4266927)
end
function c213003.value(e,c)
   return Duel.GetMatchingGroupCount(c40453765.filter,c:GetControler(),LOCATION_MZONE,0,nil)*-400
end
 its supose to lose 400 defense if goku is on your side of the field but it does nothing.
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 5:03 pm

Dranken wrote:
can you maybe help me with this script? 
Code:
--Vegeta
function c213003.initial_effect(c)
   local e1=Effect.CreateEffect(c)
   e1:SetType(EFFECT_TYPE_SINGLE)
   e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
   e1:SetRange(LOCATION_MZONE)
   e1:SetCode(EFFECT_UPDATE_DEFFENSE)
   e1:SetValue(c213003.value)
   c:RegisterEffect(e1)
end
function c213003.filter(c)
   return c:IsFaceup() and c:IsCode(4266927)
end
function c213003.value(e,c)
   return Duel.GetMatchingGroupCount(c40453765.filter,c:GetControler(),LOCATION_MZONE,0,nil)*-400
end
 its supose to lose 400 defense if goku is on your side of the field but it does nothing.
i gtg to a shop now to buy some shoes. i be back in about a hour.  i take a look at it then(but i think i can already see the problem, just don't have time to re script it)
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Dranken




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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 5:04 pm

thanks!
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Dranken




Member Title : Dranken
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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 7:38 pm

Hey have you maybe found the mistake?
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 7:44 pm

Dranken wrote:
Hey have you maybe found the mistake?
i'm working on it right now. and having no luck drawing the card i need to test lol
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Dranken




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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 7:46 pm

do you want the pics maybe?
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 7:58 pm

Dranken wrote:
do you want the pics maybe?
nah i'm okay.

the problem is e1:SetCode(EFFECT_UPDATE_DEFFENSE)

it should be e1:SetCode(EFFECT_UPDATE_DEFENCE)

also your script will lose 400 DEF for every Goku you control, if you want i can change it to just once
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Dranken




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Posts : 34
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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 8:05 pm

thanks alot! If you can make it for one it be very apresiated alot of the cards use the same kind of effect so i really would like it to be for only one.
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Project Leviamon

Project Leviamon


Member Title : Busy with high school sadly
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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 8:14 pm

--Vegeta
function c213003.initial_effect(c)
--defdown
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetRange(LOCATION_MZONE)
e1:SetCode(EFFECT_UPDATE_DEFENCE)
e1:SetCondition(c213003.condition)
e1:SetValue(-400)
c:RegisterEffect(e1)
end
function c213003.filter(c)
return c:IsFaceup() and c:IsCode(4266927)
end
function c213003.condition(e,c)
local c=e:GetHandler()
return Duel.IsExistingMatchingCard(c41135619.filter,c:GetControler(),LOCATION_MZONE,0,1,nil)
end

here you go
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Dranken




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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 8:17 pm

Thanks so so much! If i want to make it attack up i just change the defence to attack and the - to a positive
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Project Leviamon

Project Leviamon


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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 8:23 pm

yeah that's pretty much it. gl on scripting and next time you got a problem send me a pm or something because this is a archetype thread Razz
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Dranken




Member Title : Dranken
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PostSubject: Re: Dark Army archetype   Dark Army archetype Icon_minitimeWed Aug 21, 2013 8:27 pm

i'll do that sorry and thanks
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