Gamemaster719
2016-06-02T20:35:33Z
Ok so i have this question on how is it possible to make the initial activation of a pendulum monster unnegateable?

I have the problem of the pendulum monster getting negated and destroyed by Magic Jammer. It has an effect that while in the pendulum zone is immune to spell and traps but upon its initial activation still isn't safe from say magic Jammer, aftet activation its immune tho. But was trying out different constants and everything ive tried hasnt worked- anyone got any ideas or suggestions-??
Michael Lawrence Dee
2016-06-03T00:41:35Z
SetProperty (CANNOT_DISABLE or something)
Now this is how I play:
Gamemaster719
2016-06-03T01:35:50Z
Originally Posted by: Michael Lawrence Dee 

SetProperty (CANNOT_DISABLE or something)




ive tried this already a few different ways and well with just spell cards its easy but pendulum monster not so easy...


this was what my last attempts effect looked like-


--cannot disable
local e10=Effect.CreateEffect(c)
e10:SetType(EFFECT_TYPE_ACTIVATE)
e10:SetCode(EFFECT_FREE_CHAIN)
e10:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_CANNOT_DISABLE)
e10:SetRange(0x200)
c:RegisterEffect(e10)
Michael Lawrence Dee
2016-06-03T03:02:17Z
Why CARD_TARGET? Why SetRange? Maybe you meant "Cannot be chained" not "Cannot be negated" because that script is already unnegateable.
Now this is how I play:
Gamemaster719
2016-06-05T01:11:33Z
ok im home now so gonna mess with this... so i should try a cannot be chained effect? i just figured it cause problems when i attempted chain other effect to the card later...
Tegardee
2016-06-05T12:28:11Z
why EFFECT_FREE_CHAIN? its totally wrong. is EVENT_FREE_CHAIN to activate a Spell/Trap or Pendulum.
Gamemaster719
2016-06-07T07:34:16Z
Ummm well guessing i got that totally wrong but still confused on how to properly do it and or write that script effect I mean really like let me bust out my little radio with the Jeopardy music im stumpped.. and still don't know how to properly do the effect for it not to be chained
(*sigh*)

I was just experimenting.. I figured maybe they worked like both spell and monster but yeah no failed attempt.. Like # 15 or so lol..
Gamemaster719
2016-06-09T19:58:03Z
Everyone's quiet I'm guessing that it's really simple and it's basically a stupid question... But I was also thinking that possibly if I tried making it where the summoning of the monster couldn't be negated does that also count for pendulum summoning?? Hmmm
.

( im working on the deck masters since i know MLD is stretched thin with so many things- and funny one the last things one i need fixed is initial activation- its funny but also fustrating-)

And the lose the duel effect is the final touch..
urielkama
2016-06-10T07:56:44Z
My expirience is there exist no unchainable function or Code, effects are unegatable or uncopyable, the only Thing you could do is that your Opponent can't activate his effects in Response to the pendulum activation or summoning.
Gamemaster719
2016-06-10T12:42:53Z
Originally Posted by: urielkama 

My expirience is there exist no unchainable function or Code, effects are unegatable or uncopyable, the only Thing you could do is that your Opponent can't activate his effects in Response to the pendulum activation or summoning.




Ahh i think i understand... Thanks thats a big help- so if i understand right, a way possibly to do this is to try an effect like the god cards- when they are summoned cards cant be activated in responce- that effect maybe?

How does uncopyable work? Im unfamiluar with what it actually does.. Or i should say i dont understand its purpose..
urielkama
2016-06-10T23:10:55Z
Originally Posted by: Gamemaster719 

Originally Posted by: urielkama 

My expirience is there exist no unchainable function or Code, effects are unegatable or uncopyable, the only Thing you could do is that your Opponent can't activate his effects in Response to the pendulum activation or summoning.




Ahh i think i understand... Thanks thats a big help- so if i understand right, a way possibly to do this is to try an effect like the god cards- when they are summoned cards cant be activated in responce- that effect maybe?

How does uncopyable work? Im unfamiluar with what it actually does.. Or i should say i dont understand its purpose..



Well.. some Cards copy the effect of some other Cards..., Cards with Code parts of uncopyable can't be copied.., like cannot disabled prevents a Cards acitvation or effect to be negated.
Gamemaster719
2016-06-11T00:57:54Z
Originally Posted by: urielkama 

My expirience is there exist no unchainable function or Code, effects are unegatable or uncopyable, the only Thing you could do is that your Opponent can't activate his effects in Response to the pendulum activation or summoning.



OK well i thought i knew what i was talking about and or thinking and well that did not work... so thought about it and it probably help if i put a spoiler with the effects i got so far...






and about the having opponent not be able to chain cards off its activation well i understand how it works when say a monster gets normal summoned not being able to activate in responce but i cant think or find a card that would be simmaluar for a pendulum summon activation... so guess im saying still confused.... ughh [:wall:]
urielkama
2016-06-11T11:55:00Z
Originally Posted by: Gamemaster719 

Originally Posted by: urielkama 

My expirience is there exist no unchainable function or Code, effects are unegatable or uncopyable, the only Thing you could do is that your Opponent can't activate his effects in Response to the pendulum activation or summoning.



OK well i thought i knew what i was talking about and or thinking and well that did not work... so thought about it and it probably help if i put a spoiler with the effects i got so far...






and about the having opponent not be able to chain cards off its activation well i understand how it works when say a monster gets normal summoned not being able to activate in responce but i cant think or find a card that would be simmaluar for a pendulum summon activation... so guess im saying still confused.... ughh [:wall:]



For Pendulum Summon there still exist no Card yet,that pervents that your Opponent chain a Card effect, until you script a custom pendulum procedure which include that, but for the activation it should be possible, check the egyptian god Cards as example, instead of there summoning your Opponent cant activate in Response you use it for the activation of an effect.
MaxAngelo149
2016-06-12T05:32:54Z
Okay, so I gave a go at this. And I got it to work easily. It was the Property thing that Michael Lawrence Dee mentioned...

Here is my script...



I tested it against Magic Jammer, and it couldn't be negated. Also the "cost" part is there to make it immune during activation, meaning even MST can't destroy it during activation like with most other spell/trap cards.
Gamemaster719
2016-06-12T05:38:20Z
ok cool im gonna check it out now... im excited to see this 🙂
Gamemaster719
2016-06-12T06:05:50Z
Yes it works thank you very much MaxAngelo149.. Hahaha its funny i never would have guessed it needed a cost...
MaxAngelo149
2016-06-12T06:19:02Z
Originally Posted by: Gamemaster719 

Yes it works thank you very much MaxAngelo149.. Hahaha its funny i never would have guessed it needed a cost...



No problem. [:smile:]

Also if I didn't make it clear before, you really don't need the cost there to prevent it's activation from being negated.
urielkama
2016-06-12T09:26:33Z
Originally Posted by: MaxAngelo149 

Originally Posted by: Gamemaster719 

Yes it works thank you very much MaxAngelo149.. Hahaha its funny i never would have guessed it needed a cost...



No problem. [:smile:]

Also if I didn't make it clear before, you really don't need the cost there to prevent it's activation from being negated.



--Activate
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_ACTIVATE)
e0:SetCode(EVENT_FREE_CHAIN)
e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
end

sure you don't Need the highlighted part is the one which does the prevention.
MaxAngelo149
2016-06-13T01:20:21Z
Originally Posted by: urielkama 


--Activate
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_ACTIVATE)
e0:SetCode(EVENT_FREE_CHAIN)
e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
end

sure you don't Need the highlighted part is the one which does the prevention.



Yep.

What the cost does in my script is it makes the card immune to Spell/Trap effects during it's activation. Because even tho the activation cannot be negated, your opponent could still chain a card like MST to it, and destroy it. The cost prevents that. There's another way to do that, which is more common, that is to prevent other cards and effects to be able to activate in response to it.

Heck, in theory, the cost I made should be able to protect the card from cards like Magic Jammer without the need of "e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)". Because the cost makes it immune to other Spell/Trap cards during activation, so while Magic Jammer would be able to activate in response to the card, it should have no affect on the card. I didn't test that theory, but maybe I will later.
Gamemaster719
2016-06-13T05:10:54Z
Originally Posted by: MaxAngelo149 

Originally Posted by: urielkama 


--Activate
local e0=Effect.CreateEffect(c)
e0:SetType(EFFECT_TYPE_ACTIVATE)
e0:SetCode(EVENT_FREE_CHAIN)
e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)
end

sure you don't Need the highlighted part is the one which does the prevention.



Yep.

What the cost does in my script is it makes the card immune to Spell/Trap effects during it's activation. Because even tho the activation cannot be negated, your opponent could still chain a card like MST to it, and destroy it. The cost prevents that. There's another way to do that, which is more common, that is to prevent other cards and effects to be able to activate in response to it.

Heck, in theory, the cost I made should be able to protect the card from cards like Magic Jammer without the need of "e0:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)". Because the cost makes it immune to other Spell/Trap cards during activation, so while Magic Jammer would be able to activate in response to the card, it should have no affect on the card. I didn't test that theory, but maybe I will later.


Ya id be intrested if you do try it later.. Let me know..

Thanks for taking the time to explain how it works MaxAngelo .. I learned something... Cause yeah i seen that happen before immune spell cards getting destroyed by a mst during activation thanks for covering all the bases.. And you definatly impressed me.. Your quite intelligent- ") cause i never would have figured it out how to solve it, i tried quite a few things lol.. Haha we all have are strengths and well what we are not so good at..