Maliku_Ishutaru
2017-05-30T00:17:07Z
http://yugioh.wikia.com/wiki/Underworld_Circle 
While ygopro does have this card in game, I am trying to make it more op and have it function as stupidly as it did in the anime with anime logic. However, there are 2 aspects in this card I cannot get to work the way I want them to (I am a noob so I apologize in advance).

"While this card is on the field, you can ignore the Summoning conditions required for Normal and Special Summons"

Ygopro's version only ignores the summoning conditions for special summons, not normal summons (is ignoring the normal summoning conditions even possible to script?). Also, I want the anime logic ignoring summoning conditions. I tried changing the part that I stole form pro's underworld circle to "true,true" and it lets me select cards like Horakhty and a BLS I didn't summon properly first, but they won't come back to the field (lets me pick then nothing happens, no bp select).

"When a monster Normal or Special Summoned by this effect is destroyed, remove it from play instead of sending it to the Graveyard."

I'm not sure why what I did isn't working, so can someone explain to me what I did wrong? I looked at a phantom knights' sword and thought it would be enough but it doesn't seem to work. I attempted to make it "Once per turn, each player can Special Summon 1 monster from their Graveyard, but banish it when it is destroyed." as a temporary solution.
Also would it be possible to incorporate a monster normal summoned due to this effect? Or is that too anime logic to script.

Normal by this effect = summoning a monster in a way that normally wouldn't work (like tributing 2 monsters for Obelisk)

If anyone could help me incorporate those two effects into the script like how I described (basically just like it is in the wikia link, but anime logic ignoring conditions and i set it to work on either player's turn cuz that's how it was in anime), I'd really appreciate it (if the normal summon thing is too obscure to script, then I don't mind if that part gets omitted).
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Hippocampus1901
2017-05-30T16:17:08Z
Hi Maliku_Ishutaru,

The first effect is definitely scriptable. Look at the script for Duelist Kingdom (anime) where you can play Level 5+ monsters from your hand without Tributing for them, specifically these parts:

In order to make monsters Special Summonable ignoring their Summoning conditions, you have to change "false" to "true" both inside the filter AND inside the operation. So basically this line:
and this line:
need to be changed.

For the 2nd effect, try changing your function recon to this:
Hope this helps!
Maliku_Ishutaru
2017-05-30T23:11:05Z
Hello Hippocampus1901, thanks for replying.

Originally Posted by: Hippocampus1901 

The first effect is definitely scriptable. Look at the script for Duelist Kingdom (anime) where you can play Level 5+ monsters from your hand without Tributing for them, specifically these parts:



When I say ignoring the summoning conditions for normal summons, I don't exactly mean summon them without tributing. I mean is it possible to script it so that monsters with effects like "This card cannot be normal summoned/set" become able to be normal summoned by tributing (2 tributes for 7 stars of higher regardless of what the text says)

Originally Posted by: Hippocampus1901 

In order to make monsters Special Summonable ignoring their Summoning conditions, you have to change "false" to "true" both inside the filter AND inside the operation.



Well, the special summon effect itself as written in the anime text does not ignore the summoning conditions. It is a separate continuous effect that ignores the summoning conditions for the player who has the circle. I tried copying something from ygopro's at the top where I wrote --Ignore and it doesn't seem to fully work. Did I do something wrong there? Or is this too contradictory for the script to handle (having it ignore at the top but the operation not ignoring)?

Originally Posted by: Hippocampus1901 

For the 2nd effect, try changing your function recon to this:



I tried what you gave me and it didn't seem to work Did I perhaps do something wrong in my if then statement/forget to include something?

Also I noticed that for some reason I can bring monsters back but the opponent isn't asked to...would you mind looking at the ss operation for the opponent's monster?

I've attached the current script again
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Hippocampus1901
2017-05-31T17:30:56Z
Originally Posted by: Maliku_Ishutaru 

When I say ignoring the summoning conditions for normal summons, I don't exactly mean summon them without tributing. I mean is it possible to script it so that monsters with effects like "This card cannot be normal summoned/set" become able to be normal summoned by tributing (2 tributes for 7 stars of higher regardless of what the text says)

Ohhhhhhh yeah I don't think that's possible, unfortunately. In order for a monster to not be able to be Normal Summoned/Set, it just has the line "c:EnableReviveLimit()" inside its initial_effect, and I don't believe that can be disabled by any card effect.

Originally Posted by: Maliku_Ishutaru 

Well, the special summon effect itself as written in the anime text does not ignore the summoning conditions. It is a separate continuous effect that ignores the summoning conditions for the player who has the circle. I tried copying something from ygopro's at the top where I wrote --Ignore and it doesn't seem to fully work. Did I do something wrong there? Or is this too contradictory for the script to handle (having it ignore at the top but the operation not ignoring)?

Well then just change it to true for you and false for your opponent? Idk, I've never seen anything like that "--Ignore" part before so maybe you copied that wrong.

Originally Posted by: Maliku_Ishutaru 

I tried what you gave me and it didn't seem to work Did I perhaps do something wrong in my if then statement/forget to include something?

Hmm, in that case you might have to use labels here. Something like adding "e3:SetLabelObject(e2)" inside your special summon function and calling "e:GetLabel()" as part of your removal function's condition. If you can't figure it out I'll work on it later tonight and show you what I mean.

Originally Posted by: Maliku_Ishutaru 

Also I noticed that for some reason I can bring monsters back but the opponent isn't asked to...would you mind looking at the ss operation for the opponent's monster?

I see an error here. In line 86 you have "9111115" when it should be "91111115". Fix that first and let me know if it's still messed-up.
Maliku_Ishutaru
2017-06-01T01:31:16Z
Originally Posted by: Hippocampus1901 

Ohhhhhhh yeah I don't think that's possible, unfortunately. In order for a monster to not be able to be Normal Summoned/Set, it just has the line "c:EnableReviveLimit()" inside its initial_effect, and I don't believe that can be disabled by any card effect.



Ah, alright, If that's the case then I'll just not worry about it.

Originally Posted by: Hippocampus1901 

Well then just change it to true for you and false for your opponent? Idk, I've never seen anything like that "--Ignore" part before so maybe you copied that wrong.



Perhaps I did, there was a bit more written in the script that I did not copy because it was relating to a custom effect for the card that I did not want to include. I'll attach it to this post in case you don't mind taking a look. If you'd rather not get involved with it, I will make it just ignore for me as a temporary solution. The ignoring the summoning condition the card uses is just 1 true though, so it only brings back stuff that was properly summoned first, which is not retarded enough for me :P

The effect in ygopro's version of this card according to the cdb is: Destroy all monsters on the field and banish all monsters in both players' Decks. Once per turn: the turn player can activate this effect; each player can Special Summon 1 monster from their Graveyard. If you would Special Summon, you can ignore the Summoning Conditions. When a monster you Normal or Special Summoned while this card is on the field is destroyed, banish it instead of sending it to the Graveyard.

Keep in mind this is not the effect I want as it has some differences/nerfs than the actual anime effect. If you could figure out how to implement "If you would Special Summon, you can ignore the Summoning Conditions" with anime logic ignoring, that'd be great.

Originally Posted by: Hippocampus1901 

Hmm, in that case you might have to use labels here. Something like adding "e3:SetLabelObject(e2)" inside your special summon function and calling "e:GetLabel()" as part of your removal function's condition. If you can't figure it out I'll work on it later tonight and show you what I mean.



I have not tried working with labels and am rather noobish, so if you could show me what it is supposed to look like I would appreciate it.

Originally Posted by: Hippocampus1901 

I see an error here. In line 86 you have "9111115" when it should be "91111115". Fix that first and let me know if it's still messed-up.



Oh, fail even for me. I changed it and it still seems to be not working though. Strange considering that it was working fine a couple of days ago...Maybe I screwed something when I was testing stuff out >.<

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Hippocampus1901
2017-06-02T00:33:55Z
Originally Posted by: Maliku_Ishutaru 

Perhaps I did, there was a bit more written in the script that I did not copy because it was relating to a custom effect for the card that I did not want to include. I'll attach it to this post in case you don't mind taking a look. If you'd rather not get involved with it, I will make it just ignore for me as a temporary solution. The ignoring the summoning condition the card uses is just 1 true though, so it only brings back stuff that was properly summoned first, which is not retarded enough for me :P

The effect in ygopro's version of this card according to the cdb is: Destroy all monsters on the field and banish all monsters in both players' Decks. Once per turn: the turn player can activate this effect; each player can Special Summon 1 monster from their Graveyard. If you would Special Summon, you can ignore the Summoning Conditions. When a monster you Normal or Special Summoned while this card is on the field is destroyed, banish it instead of sending it to the Graveyard.

Keep in mind this is not the effect I want as it has some differences/nerfs than the actual anime effect. If you could figure out how to implement "If you would Special Summon, you can ignore the Summoning Conditions" with anime logic ignoring, that'd be great.

Are you sure you attached the right card here, mate? I downloaded the script file and it looks just like the effect of Shock Master [:confu:]

Anyway I'm pretty sure you can change it to 2 trues and it will work as you want it to? As long as you also change it in the operation as well in as the filter. The stuff you included in the "--Ignore" tab seems to be better suited not inside the initial_effect(c)...

Originally Posted by: Maliku_Ishutaru 

I have not tried working with labels and am rather noobish, so if you could show me what it is supposed to look like I would appreciate it.

Originally Posted by: Maliku_Ishutaru 

Oh, fail even for me. I changed it and it still seems to be not working though. Strange considering that it was working fine a couple of days ago...Maybe I screwed something when I was testing stuff out >.<

Okay, one more thing before I try this myself: go to lines 81 and 98, and they both should say "tc:RegisterEffect(e1,true)", right? Change them both to "c:RegisterEffect(e1)" and see what happens.
Maliku_Ishutaru
2017-06-02T02:35:29Z
Originally Posted by: Hippocampus1901 

Are you sure you attached the right card here, mate? I downloaded the script file and it looks just like the effect of Shock Master [:confu:]



Huh? [:wall:] I have no idea how that happened. I'll just copy and paste the version in ygopro's script here:


Originally Posted by: Hippocampus1901 

Anyway I'm pretty sure you can change it to 2 trues and it will work as you want it to? As long as you also change it in the operation as well in as the filter. The stuff you included in the "--Ignore" tab seems to be better suited not inside the initial_effect(c)...



Well, I can do that except then it wouldn't be exactly as the poorly written card was intended to function. According to the anime text, the special summon itself does not ignore the conditions. It's a separate effect that enables all of my special summons to ignore summoning conditions. So along with the summons from this card ignoring the conditions for me, I SHOULD also be able to special summon other stuff ignoring the summoning conditions if going by the anime wording. The ygopro one got it to work with irl ruling ignoring conditions, while I probably screwed something up when i was copying. If you have the patience, please take a look and if it's too anime stupid logic then I will just make it ignore conditions for me in the operation.

Originally Posted by: Hippocampus1901 

Okay, one more thing before I try this myself: go to lines 81 and 98, and they both should say "tc:RegisterEffect(e1,true)", right? Change them both to "c:RegisterEffect(e1)" and see what happens.



It doesn't seem to be working as whenever I used ygopro's circle against the ai the ai would always summon but when I use mine it won't. I'm under the impression at this point the if then statements I added might have screwed something up since I think before then it was working fine. So uh....help me plz?

I appreciate all the help you've given me, but if this card is 2stupid then at the very least I'd like to get the "When a monster Special Summoned by this effect is destroyed, remove it from play instead of sending it to the Graveyard" effect working (as well as figuring out why the opp can't ss ofc.)
Hippocampus1901
2017-06-02T18:12:43Z
Originally Posted by: Maliku_Ishutaru 

Well, I can do that except then it wouldn't be exactly as the poorly written card was intended to function. According to the anime text, the special summon itself does not ignore the conditions. It's a separate effect that enables all of my special summons to ignore summoning conditions. So along with the summons from this card ignoring the conditions for me, I SHOULD also be able to special summon other stuff ignoring the summoning conditions if going by the anime wording. The ygopro one got it to work with irl ruling ignoring conditions, while I probably screwed something up when i was copying. If you have the patience, please take a look and if it's too anime stupid logic then I will just make it ignore conditions for me in the operation.

Ohhhhhh okay I get what you want now. That effect... is also probably not implementable, or if it is then I don't fully know how to do it. The thing I can think of is that you'd have to make another effect inside your initial_effect(c), since this is unrelated to the special summon, that is an EFFECT_TYPE_FIELD targeting only you, and the SetCode should be EFFECT_SPSUMMON_PROC, but I'm not sure what to add for the condition/target/operation.

Originally Posted by: Maliku_Ishutaru 

It doesn't seem to be working as whenever I used ygopro's circle against the ai the ai would always summon but when I use mine it won't. I'm under the impression at this point the if then statements I added might have screwed something up since I think before then it was working fine. So uh....help me plz?

I appreciate all the help you've given me, but if this card is 2stupid then at the very least I'd like to get the "When a monster Special Summoned by this effect is destroyed, remove it from play instead of sending it to the Graveyard" effect working (as well as figuring out why the opp can't ss ofc.)

I'm not giving up on this just yet, haha. Let me try something here and I'll get back to you later. Thanks for giving me the right script, at least XD
Hippocampus1901
2017-06-03T05:54:29Z
Okay. I'm not 100% sure if this will work, and if it doesn't then I will have to pass the torch to someone else here. But try this, and let me know what happens:

Side note, I deleted the "Ignore" part because I now know why it doesn't work. The Underworld Circle script in Ygopro has a global effect that it calls to check whether or not the monsters are summoned by this effect. Your version doesn't have this global effect, thus the variables there aren't calling on anything. This is also why your recon function didn't work before too - the condition "Duel.IsPlayerAffectedByEffect(c:GetSummonPlayer(),513000118)" is calling this global function which doesn't exist in your script.
Maliku_Ishutaru
2017-06-04T00:55:44Z
Originally Posted by: Hippocampus1901 

Okay. I'm not 100% sure if this will work, and if it doesn't then I will have to pass the torch to someone else here. But try this, and let me know what happens



Thanks for your hard work. The special summon effect works properly now, but the banishing effect is still not working. When I put my mouse over the monsters and the circle, it does show the continuous symbol indicating the two are connected at least. I tried changing the "c44887817" left at the bottom in the recon to c91111115 but it didn't do the trick. Any last minute ideas or had enough of this? I completely understand if at this point you'd rather give up lol.

Originally Posted by: Hippocampus1901 

Side note, I deleted the "Ignore" part because I now know why it doesn't work. The Underworld Circle script in Ygopro has a global effect that it calls to check whether or not the monsters are summoned by this effect. Your version doesn't have this global effect, thus the variables there aren't calling on anything. This is also why your recon function didn't work before too - the condition "Duel.IsPlayerAffectedByEffect(c:GetSummonPlayer(),513000118)" is calling this global function which doesn't exist in your script.



Oh, I see. That's somewhat odd considering that the underworld circle in ygopro banishes any monster you normal/special summon after the card is activated instead of just monsters summoned exclusively by the circle. Maybe it was originally intended to be scripted differently.