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| How to negate effect when Token leaves field? | |
| Author | Message |
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clamiborn
Member Title : Ultimate Pet Dragon Posts : 6 Join date : 2014-08-21
| Subject: How to negate effect when Token leaves field? Thu Aug 21, 2014 10:11 pm | |
| Hi everyone, I'm very new to scripting, but I was doing pretty well and had created a few working effects before I ran into this issue. Here's the effect I'm trying to create: -- Once per turn, during your Main Phase 1, you can reduce this card’s attack by half until the End Phase to Special Summon 1 “Prank Token” (Fiend-Type/Wind/Level 1/ ATK 500/DEF 500). These tokens cannot declare an attack. When a “Prank Token” leaves the field, you can target 1 card your opponent controls and negate its effects until the End Phase. --So far, I can Summon the Token with its ATK restriction just fine, but I can't get the negation effect to activate at all. That effect is just a modified version of Contrast HERO Chaos' negation effect, and when I apply it to a regular Effect monster as a LEAVE_FIELD trigger effect, it works just fine. Therefore, I expect the problem has something to do with the way I'm translating the effect to the Token, rather than the Handler. It's just seemingly impossible to find Tokens with very complicated trigger effects (like beyond that of Ojama Trio), so I can't find a good reference. Here is the code I've got at the moment: - Code:
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function c413.initial_effect(c) --token local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(413,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOKEN) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetCountLimit(1) e1:SetRange(LOCATION_MZONE) e1:SetCondition(c413.condition) e1:SetTarget(c413.sptg) e1:SetCost(c413.atkcost) e1:SetOperation(c413.operation) c:RegisterEffect(e1) end function c413.condition(e,tp,eg,ep,ev,re,r,rp) return Duel.GetCurrentPhase()==PHASE_MAIN1 end function c413.atkcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end local c=e:GetHandler() if c:IsRelateToEffect(e) and c:IsFaceup() then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SET_ATTACK) e1:SetValue(c:GetAttack()/2) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) c:RegisterEffect(e1) end end function c413.value(e,c) return c:GetAttack()/2 end function c413.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsPlayerCanSpecialSummonMonster(tp,414,0,0x4011,500,500,1,RACE_FIEND,ATTRIBUTE_WIND) end Duel.SetOperationInfo(0,CATEGORY_TOKEN,nil,1,0,0) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,0,0) end function c413.operation(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end if not Duel.IsPlayerCanSpecialSummonMonster(tp,414,0,0x4011,500,500,1,RACE_FIEND,ATTRIBUTE_WIND) then return end local token=Duel.CreateToken(tp,414) Duel.SpecialSummonStep(token,0,tp,tp,false,false,POS_FACEUP) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_CANNOT_ATTACK_ANNOUNCE) e1:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e1,true) local e2=Effect.CreateEffect(e:GetHandler()) e2:SetDescription(aux.Stringid(413,0)) e2:SetCategory(CATEGORY_DISABLE) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetCode(EVENT_LEAVE_FIELD) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP) e2:SetTarget(c413.target) e2:SetOperation(c413.negop) e2:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e2,true) end function c413.filter(c) return c:IsFaceup() and not c:IsDisabled()and not c:IsType(TYPE_NORMAL) end function c413.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsControler(1-tp) and chkc:IsOnField() and c413.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c413.filter,tp,0,LOCATION_ONFIELD,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP) local g=Duel.SelectTarget(tp,c413.filter,tp,0,LOCATION_ONFIELD,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DISABLE,g,1,0,0) end function c413.negop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsDisabled() and tc:IsControler(1-tp)then Duel.NegateRelatedChain(tc,RESET_TURN_SET) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DISABLE) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_DISABLE_EFFECT) e2:SetValue(RESET_TURN_SET) e2:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e2) if tc:IsType(TYPE_TRAPMONSTER) then local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_SINGLE) e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e3:SetCode(EFFECT_DISABLE_TRAPMONSTER) tc:RegisterEffect(e3) end end end I appreciate any advice I can get on this one. Thanks! |
| | | Project Leviamon
Member Title : Busy with high school sadly Posts : 320 Join date : 2013-08-03 Age : 25 Location : Digital World
| Subject: Re: How to negate effect when Token leaves field? Fri Aug 22, 2014 1:47 am | |
| I'm not exactly sure how tokens work, but the leave field condition doesn't work because they don't exist anymore after being removed from the field. Try the when destroyed condition, and make sure if it triggers when sent to hand/deck with card effects. |
| | | clamiborn
Member Title : Ultimate Pet Dragon Posts : 6 Join date : 2014-08-21
| Subject: Re: How to negate effect when Token leaves field? Fri Aug 22, 2014 3:23 am | |
| Unfortunately, none of the "destroyed" conditions seem to trigger the effect, though they do when scripting the exact same effect to an Effect monster. It seems like it's gotta be a token thing... |
| | | AoO
Member Title : Noob4ever Posts : 241 Join date : 2014-04-25 Location : I only know that it is dark :/
| Subject: Re: How to negate effect when Token leaves field? Fri Aug 22, 2014 11:11 am | |
| I replaced your part, when the tokens leave the field with the one of Ojamas Trio, but also replaced the operation with the one of effect veiler. I'm not sure whether it works, but I hope so^^' - Code:
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function c413.initial_effect(c) --token local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(413,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOKEN) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetCountLimit(1) e1:SetRange(LOCATION_MZONE) e1:SetCondition(c413.condition) e1:SetTarget(c413.sptg) e1:SetCost(c413.atkcost) e1:SetOperation(c413.operation) c:RegisterEffect(e1) end function c413.condition(e,tp,eg,ep,ev,re,r,rp) return Duel.GetCurrentPhase()==PHASE_MAIN1 end function c413.atkcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end local c=e:GetHandler() if c:IsRelateToEffect(e) and c:IsFaceup() then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SET_ATTACK) e1:SetValue(c:GetAttack()/2) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) c:RegisterEffect(e1) end end function c413.value(e,c) return c:GetAttack()/2 end function c413.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsPlayerCanSpecialSummonMonster(tp,414,0,0x4011,500,500,1,RACE_FIEND,ATTRIBUTE_WIND) end Duel.SetOperationInfo(0,CATEGORY_TOKEN,nil,1,0,0) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,0,0) end function c413.operation(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end if not Duel.IsPlayerCanSpecialSummonMonster(tp,414,0,0x4011,500,500,1,RACE_FIEND,ATTRIBUTE_WIND) then return end local token=Duel.CreateToken(tp,414) Duel.SpecialSummonStep(token,0,tp,tp,false,false,POS_FACEUP) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_CANNOT_ATTACK_ANNOUNCE) e1:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e1,true) local e2=Effect.CreateEffect(e:GetHandler()) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS) e2:SetCode(EVENT_DESTROY) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e2:SetOperation(c413.operation) e2:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e2,true) end function c413.filter(c) return c:IsFaceup() and not c:IsDisabled()and not c:IsType(TYPE_NORMAL) end function c413.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsControler(1-tp) and chkc:IsOnField() and c413.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c413.filter,tp,0,LOCATION_ONFIELD,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP) local g=Duel.SelectTarget(tp,c413.filter,tp,0,LOCATION_ONFIELD,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DISABLE,g,1,0,0) end function c413.operation(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsDisabled() and tc:IsControler(1-tp)then Duel.NegateRelatedChain(tc,RESET_TURN_SET) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DISABLE) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_DISABLE_EFFECT) e2:SetValue(RESET_TURN_SET) e2:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e2) end end
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| | | clamiborn
Member Title : Ultimate Pet Dragon Posts : 6 Join date : 2014-08-21
| Subject: Re: How to negate effect when Token leaves field? Fri Aug 22, 2014 6:39 pm | |
| Hmmm. Now no matter what I do, everything is fine until the Token is destroyed and I get "[Script error:] [string "./script/c413.lua"]:74: attempt to index local 'tc' (a nil value)". Now, your Ojama Trio setup didn't include a SetTarget, which Veiler's effect needs, and it had two instances of "c413.operation" instead of "c413.negop" for the second part, so I changed it thinking that that might be the issue... and I got the same message. I then swapped out my Contrast Hero Chaos code for the Veiler one, just because I've had better success with it... and the same error occurred! Why, why won't it seem to accept the target effect? Both Veiler's and CHC's negations work fine on non-Tokens... Thanks very much for the help though. At least now it seems to be initiating SOMEthing when the Tokens are destroyed. I suspect that had something to do with the only major setup change being "EFFECT_TYPE_CONTINUOUS" rather than "EFFECT_TYPE_TRIGGER_O" in the Ojama Trio function... which I just learned must be because the Tokens have "Lingering" effects, not Trigger effects. D'oh. So, progress has been made! Just need to know why that "tc" is being so sneaky. Here's the error-producing code as it stands now. - Code:
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function c413.initial_effect(c) --token local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(413,0)) e1:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_TOKEN) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetCountLimit(1) e1:SetRange(LOCATION_MZONE) e1:SetCondition(c413.condition) e1:SetTarget(c413.sptg) e1:SetCost(c413.atkcost) e1:SetOperation(c413.operation) c:RegisterEffect(e1) end function c413.condition(e,tp,eg,ep,ev,re,r,rp) return Duel.GetCurrentPhase()==PHASE_MAIN1 end function c413.atkcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end local c=e:GetHandler() if c:IsRelateToEffect(e) and c:IsFaceup() then local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_SET_ATTACK) e1:SetValue(c:GetAttack()/2) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) c:RegisterEffect(e1) end end function c413.value(e,c) return c:GetAttack()/2 end function c413.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsPlayerCanSpecialSummonMonster(tp,414,0,0x4011,500,500,1,RACE_FIEND,ATTRIBUTE_WIND) end Duel.SetOperationInfo(0,CATEGORY_TOKEN,nil,1,0,0) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,0,0) end function c413.operation(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end if not Duel.IsPlayerCanSpecialSummonMonster(tp,414,0,0x4011,500,500,1,RACE_FIEND,ATTRIBUTE_WIND) then return end local token=Duel.CreateToken(tp,414) Duel.SpecialSummonStep(token,0,tp,tp,false,false,POS_FACEUP) local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_CANNOT_ATTACK_ANNOUNCE) e1:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e1,true) local e2=Effect.CreateEffect(e:GetHandler()) e2:SetDescription(aux.Stringid(413,0)) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS) e2:SetCategory(CATEGORY_DISABLE) e2:SetCode(EVENT_DESTROY) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_CARD_TARGET) e2:SetTarget(c413.target) e2:SetOperation(c413.negop) e2:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e2,true) end function c413.filter(c) return c:IsFaceup() and not c:IsDisabled()and not c:IsType(TYPE_NORMAL) end function c413.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsControler(1-tp) and chkc:IsOnField() and c413.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c413.filter,tp,0,LOCATION_ONFIELD,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP) local g=Duel.SelectTarget(tp,c413.filter,tp,0,LOCATION_ONFIELD,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_DISABLE,g,1,0,0) end function c413.negop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local tc=Duel.GetFirstTarget() if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsDisabled() and tc:IsControler(1-tp)then Duel.NegateRelatedChain(tc,RESET_TURN_SET) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DISABLE) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_DISABLE_EFFECT) e2:SetValue(RESET_TURN_SET) e2:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e2) end end
EDIT: Just learned that the error message actually tells you which line is screwed up. So, here's line 74 of this code: - Code:
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if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsDisabled() and tc:IsControler(1-tp)then EDIT 2: I realized I was missing the "Duel.SpecialSummonComplete()," which apparently, among other things, prevents your Tokens from changing position during their Summon turn. |
| | | Project Leviamon
Member Title : Busy with high school sadly Posts : 320 Join date : 2013-08-03 Age : 25 Location : Digital World
| Subject: Re: How to negate effect when Token leaves field? Sat Aug 23, 2014 9:35 am | |
| add tc to - Code:
-
function c413.negop(e,tp,eg,ep,ev,re,r,rp) |
| | | clamiborn
Member Title : Ultimate Pet Dragon Posts : 6 Join date : 2014-08-21
| Subject: Re: How to negate effect when Token leaves field? Sat Aug 23, 2014 6:34 pm | |
| Trying it...
Darn. That does nothing to help activate the effect or eliminate the error. Thanks for the idea though, I thought that was it for sure... |
| | | AoO
Member Title : Noob4ever Posts : 241 Join date : 2014-04-25 Location : I only know that it is dark :/
| Subject: Re: How to negate effect when Token leaves field? Wed Aug 27, 2014 1:19 pm | |
| I just copied your script and paste it in my luaEdit and noticed, that the part, where you said, that the error occurs there is, in line 73, but not 74. I've got in line 74 "Duel.NegateRelatedChain(tc,RESET_TURN_SET)" What you can try is, that you can put a "nil", "1" or "2" there and see, what happens then, because the line you gave seems ok to me. Sorry that I post is so late, but I was somewhere else last week^^' If you already fixed it, could you please tell, what you changed?? I would like to know, so that I can improve my scripting skills a little bit |
| | | clamiborn
Member Title : Ultimate Pet Dragon Posts : 6 Join date : 2014-08-21
| Subject: Re: How to negate effect when Token leaves field? Thu Aug 28, 2014 4:49 am | |
| Argh, you know, I actually just forgot to copy the card's name at the top of the script, so the line I gave is indeed line 73 listed here, but it's still 74 in my lua file. Sorry about that. X_x I've made no real progress. At the moment I've conceded and replaced the script with Crazy Box's negation effect, which does not target, only "selects and negates," so I can test the deck. I really wanted the card to have to target, so it's not ideal, but it's ok for now. The Crazy Box part of the function looks like this: - Code:
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local e2=Effect.CreateEffect(e:GetHandler()) e2:SetDescription(aux.Stringid(413,0)) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS) e2:SetCode(EVENT_DESTROY) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e2:SetOperation(c413.negop) e2:SetReset(RESET_EVENT+0x1fe0000) token:RegisterEffect(e2,true) end function c413.negop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FACEUP) local g=Duel.SelectMatchingCard(tp,Card.IsFaceup,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,1,nil) if g:GetCount()>0 then Duel.HintSelection(g) local tc=g:GetFirst() local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetCode(EFFECT_DISABLE) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e1) local e2=Effect.CreateEffect(e:GetHandler()) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e2:SetCode(EFFECT_DISABLE_EFFECT) e2:SetValue(RESET_TURN_SET) e2:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+RESET_END) tc:RegisterEffect(e2) end end As you can see, there are a few differences, a big one being that the first one I tried ultimately uses "Duel.SelectTarget," while the new one uses "Duel.SelectMatchingCard." Thus, nothing is being set as the "FirstTarget" that I couldn't obtain to make "tc" work before. There's also no "EFFECT_FLAG_CARD_TARGET" under SetProperty. Basically, it's just me cutting out confusing variables that don't work when transposed to Tokens. The true effect has to be a matter of making the Targeting effect come from the Handler, through some more complex variable substitution than I can figure out at the moment. It's 413's effect, not the Token's, and it has to be coded as such, somehow. Sigh. |
| | | AoO
Member Title : Noob4ever Posts : 241 Join date : 2014-04-25 Location : I only know that it is dark :/
| Subject: Re: How to negate effect when Token leaves field? Thu Aug 28, 2014 8:46 am | |
| Ok, sorry about that, but did you try to put an "nil", "1" or "2" in there?? Sometimes the error occurs on places, which have nothing to do with the mistake, but are only a consequensce of another mistake (just try it out and leave an "end" within a script and see where the error occurs;D). |
| | | outlaw1994
Admin
Member Title : Red-Eyes Lord Posts : 797 Join date : 2013-07-09 Age : 30 Location : bundaberg qld australia
| Subject: Re: How to negate effect when Token leaves field? Thu Aug 28, 2014 4:43 pm | |
| also on this line if tc:IsFaceup() and tc:IsRelateToEffect(e) and not tc:IsDisabled() and tc:IsControler(1-tp)then there should be a space b4 then will take a good look tomorrow as its late here and m tired |
| | | clamiborn
Member Title : Ultimate Pet Dragon Posts : 6 Join date : 2014-08-21
| Subject: Re: How to negate effect when Token leaves field? Sat Aug 30, 2014 11:06 pm | |
| No luck with those solutions, I'm afraid. This is a sneaky one... |
| | | AoO
Member Title : Noob4ever Posts : 241 Join date : 2014-04-25 Location : I only know that it is dark :/
| Subject: Re: How to negate effect when Token leaves field? Sat Aug 30, 2014 11:09 pm | |
| Well outlaw said, that he will take a look on it, so I guess everything will be fine^^' I hope it at least XD |
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