TGAP-Trixie
Member Title : Trixie does not even... Posts : 273 Join date : 2014-04-17
| Subject: Anti mlp cards Wed Feb 18, 2015 11:39 pm | |
| These are more like side deck cards really. Made to specifically counter 1 MLP archetype each Anti-sirens. Their fields get pretty clogged depending on how hard they plus so this can easily be summoned against them. They can't use their change control effect on this. I forget why I put the cards on the field cannot be returned to the hand or deck effect. But they can't abuse siren rock and counter traps in grave. And it'll always run the strongest monster over since it's not affected by anything. In retrospect it's pretty good against a lot of decks. Looking at it right now idk how you're supposed to take this guy down, maybe I'm just getting bad at this game. Anti-Timberwolves. Very simple, no SB phase, no timberwolf spam. Most other decks don't care about standby phases anyways so it really screws them while doing nothing to you. That bonus effect cause why not. Meant to be anti-radicals as you can just keep moving the turn count backwards and they can never get out Tenebrous because of her special summon condition. But I couldn't get it to work and as such, I don't have the script for this one. Besides I have a better out to Tenebrous (for Pegasi) anyways. There's also synchroing a monster with dr whooves and negating Tenebrous that way, since it returns to the extra deck and it can only be special summoned from the extra deck once per duel. Emptiness but for normal summons. Anti-pegasi. But honestly it was laziness, I probably could have thought of something better against them. Not to mention this and emptiness in shadolls or a flip monster based deck would be really damn good possibly. I won't post the script for this, just look at emptiness and change spsummon to summon. - Scripts:
Apocalyptic Guardian: - Code:
-
function c70000002.initial_effect(c) c:SetStatus(STATUS_UNSUMMONABLE_CARD,true) c:SetUniqueOnField(1,0,70000002) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e1:SetRange(LOCATION_MZONE) e1:SetCode(EFFECT_CANNOT_CHANGE_CONTROL) c:RegisterEffect(e1) -- cannot return to hand or deck local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_CANNOT_TO_DECK) e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE+EFFECT_FLAG_SET_AVAILABLE) e2:SetRange(LOCATION_MZONE) e2:SetTargetRange(LOCATION_ONFIELD,LOCATION_ONFIELD) c:RegisterEffect(e2) local e3=e2:Clone() e3:SetCode(EFFECT_CANNOT_TO_HAND) c:RegisterEffect(e3) --cannot send cards from deck to gy local e4=Effect.CreateEffect(c) e4:SetType(EFFECT_TYPE_FIELD) e4:SetCode(EFFECT_CANNOT_TO_GRAVE) e4:SetRange(LOCATION_MZONE) e4:SetTargetRange(LOCATION_DECK,LOCATION_DECK) c:RegisterEffect(e4) -- local e5=Effect.CreateEffect(c) e5:SetType(EFFECT_TYPE_FIELD) e5:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e5:SetCode(EFFECT_CANNOT_DISCARD_DECK) e5:SetRange(LOCATION_MZONE) e5:SetTargetRange(1,1) c:RegisterEffect(e5) --cannot send cards from graveyard to deck local e6=Effect.CreateEffect(c) e6:SetType(EFFECT_TYPE_FIELD) e6:SetCode(EFFECT_CANNOT_TO_DECK) e6:SetRange(LOCATION_MZONE) e6:SetTargetRange(LOCATION_GRAVE,LOCATION_GRAVE) c:RegisterEffect(e6) --atk local e7=Effect.CreateEffect(c) e7:SetType(EFFECT_TYPE_SINGLE) e7:SetCode(EFFECT_SET_ATTACK_FINAL) e7:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e7:SetRange(LOCATION_MZONE) e7:SetValue(c70000002.adval) c:RegisterEffect(e7) local e8=e7:Clone() e8:SetCode(EFFECT_SET_DEFENCE_FINAL) c:RegisterEffect(e8) --unaffected local e9=Effect.CreateEffect(c) e9:SetType(EFFECT_TYPE_SINGLE) e9:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e9:SetRange(LOCATION_MZONE) e9:SetCode(EFFECT_IMMUNE_EFFECT) e9:SetValue(c70000002.unafilter) c:RegisterEffect(e9) --special summon local e10=Effect.CreateEffect(c) e10:SetCategory(CATEGORY_SPECIAL_SUMMON) e10:SetType(EFFECT_TYPE_QUICK_O) e10:SetCode(EVENT_FREE_CHAIN) e10:SetHintTiming(0,0x1c0+TIMING_MAIN_END) e10:SetRange(LOCATION_HAND) e10:SetCountLimit(1,70000002) e10:SetCondition(c70000002.sccon) e10:SetTarget(c70000002.sctarg) e10:SetOperation(c70000002.scop) c:RegisterEffect(e10) end function c70000002.filter(c) return c:IsFaceup() and c:GetCode()~=70000002 end function c70000002.adval(e,c) local g=Duel.GetMatchingGroup(c70000002.filter,0,LOCATION_MZONE,LOCATION_MZONE,nil) if g:GetCount()==0 then return 100 else local tg,val=g:GetMaxGroup(Card.GetAttack) return val+100 end end function c70000002.unafilter(e,te) return te:GetOwner()~=e:GetOwner() end function c70000002.sccon(e,tp,eg,ep,ev,re,r,rp) return not e:GetHandler():IsStatus(STATUS_CHAINING) and Duel.GetTurnPlayer()~=tp and (Duel.GetCurrentPhase()==PHASE_MAIN1 or Duel.GetCurrentPhase()==PHASE_MAIN2) and Duel.GetFieldGroupCount(tp,0,LOCATION_ONFIELD)>4 end function c70000002.sctarg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,tp,LOCATION_HAND) end function c70000002.scop(e,tp,eg,ep,ev,re,r,rp) Duel.SpecialSummon(e:GetHandler(),0,tp,tp,false,false,POS_FACEUP) end Rushed Preparations: - Code:
-
function c70000001.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --skip local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e2:SetRange(LOCATION_SZONE) e2:SetTargetRange(1,1) e2:SetCode(EFFECT_SKIP_SP) c:RegisterEffect(e2) --set cont trap local e3=Effect.CreateEffect(c) e3:SetCategory(CATEGORY_TODECK+CATEGORY_RECOVER) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP) e3:SetCode(EVENT_DESTROYED) e3:SetTarget(c70000001.settg) e3:SetOperation(c70000001.setop) c:RegisterEffect(e3) end function c70000001.setfilter(c) return c:IsType(TYPE_CONTINUOUS) and c:IsType(TYPE_TRAP) and not c:IsCode(70000001) and c:IsSSetable() end function c70000001.settg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_SZONE)>0 and Duel.IsExistingMatchingCard(c70000001.setfilter,tp,LOCATION_DECK,0,1,nil) end end function c70000001.setop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SET) local g=Duel.SelectMatchingCard(tp,c70000001.setfilter,tp,LOCATION_DECK,0,1,1,nil) if g:GetCount()>0 then Duel.SSet(tp,g:GetFirst()) Duel.ConfirmCards(1-tp,g) end end
|
|
cane_63106
Member Title : D.D. Dragon Kaiser Posts : 454 Join date : 2013-07-23 Location : St. Louis, MO
| Subject: Re: Anti mlp cards Sat Feb 21, 2015 2:30 pm | |
| if you ever figure out a turn count script, please lmk |
|
StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Anti mlp cards Sat Feb 21, 2015 4:58 pm | |
| Why just turn count? I'm hunting around for a phase counter one. I think for turn counting you could snoop around in cards like Swords Of Revealing Light and Final Countdown and see what part does the counting. Also Pyro Clock of Destiny might be the best and only one that directly affects the Turn Count on cards. All you'd have to do is toss it in reverse. Now as for full turn counter itself being turned back I got no idea. |
|
TGAP-Trixie
Member Title : Trixie does not even... Posts : 273 Join date : 2014-04-17
| Subject: Re: Anti mlp cards Sun Feb 22, 2015 5:42 pm | |
| Yeah pyro clock doesn't work at all. You can activate it but the turn count won't move forward, at least not on my ygopro. I even waited a few turns in case there was any "lag" but it never went forward +1 than the actual turn count.
I would use time jump and mischief of the time goddess but they don't actually move it forward, they skip the turns.
I'll try to see if I can make pyro clock work, at least for forward, but that'll be low priority |
|
StormWing0
Member Title : Over Creative Card Ideas Posts : 451 Join date : 2013-07-14 Age : 32 Location : Tacoma, WA
| Subject: Re: Anti mlp cards Sun Feb 22, 2015 8:12 pm | |
| I think from what I've seen Pyro Clock moves the turn count of cards forward but not the actual turn count of the game forward. So cards like sword of revealing light would have their turn counters move forward because of it. |
|
cane_63106
Member Title : D.D. Dragon Kaiser Posts : 454 Join date : 2013-07-23 Location : St. Louis, MO
| Subject: Re: Anti mlp cards Mon Feb 23, 2015 12:19 am | |
| yeah. i have a d.d. dragon from my story that would basically take the game back to turn 0 lol |
|
Sponsored content
| Subject: Re: Anti mlp cards | |
| |
|