CaptainThom
2014-04-21T09:38:56Z
I have to say that the red number is only there if the spell card last for one turn effect is active.
Why can´t I switch the position of Ra in the same turn it is summoned like Marik vs Bakura?
Which part of your script takes response for that?
lDarkDemonl
2014-04-27T16:34:53Z
Originally Posted by: YamiJustin 

Well sadly God Phoenix was used as both an attack in the original anime and as an effect during the GX episode. I myself interpreted the effect to be Ra becomes immune to everything and when it attacks a monster, it destroys it regardless of any effect that would prevent destruction, ignoring ATK and not applying battle damage. Because Ra would have to be special summoned to activate this effect, Instant Attack would allow it to attack all monsters. Although in GX it was an effect that simply destroyed all monsters.



To be honest , I actually prefer as an effect that destroy all monsters, since it has to pay 1000 Life Points to activate, I do not think correct that this be a attack. And also the ATK of the God Phoenix is 0, so it can not cause damage, therefore Summon it, pay 1000 Life Points to destroy a one monster would be useless...

"Card effects are only applied on this card until the End Phase."
This effect is the real problem, still do not know how to do this.
It's the only thing that is blocking out of me ending them now.
YamiJustin
2014-04-27T21:18:24Z
I agree that it should be an effect then. Pay 1000 Life Points = destroy all monsters your opponent controls, negating any effects that would prevent them from being negated. This would obviously work on Slifer and Obelisk.

So yea, it should remain an effect. To make things extremely simple, Ra should be immune to everything both when normal summoned and special summoned. Only cards I can think of that kill Ra is anime Pyramid of Light, and Ragnarok. It is likely that cards like Vengeful Bog Spirit would have worked on Ra when normal summoned, as Marik assumed he was safe during the turn Yami Marik special summoned Ra. But to make things simple I would be fine with Ra being simply immune. Makes things easier.
bou28
2014-05-02T14:22:49Z
I hope your god cards will be post very soon. I'm glad to play them just like in the anime !
lDarkDemonl
2014-05-02T16:11:50Z
Originally Posted by: bou28 

I hope your god cards will be post very soon. I'm glad to play them just like in the anime !



Thanks, I'm almost done, I think the next week will be all ready.
YamiJustin
2014-05-03T07:45:32Z
Originally Posted by: lDarkDemonl 

Originally Posted by: bou28 

I hope your god cards will be post very soon. I'm glad to play them just like in the anime !



Thanks, I'm almost done, I think the next week will be all ready.



Awesome. I'm assuming the effects that won't be implemented (due to restrictions within YGOPro itself) are:
1. Won't be able to attack when special summoned during 1st turn or during opponents turn, or outside the battle phase like being special summoned during Main Phase 2, etc.

2. Change the battle position of this card during the turn it is normal summoned before it attacks

3. After attacking all monsters your opponent controls when special summoned, won't be able to direct attack

Hoping it's not the case, but having your cards regardless will still be awesome. Thanks!
HRCFr34k
2014-05-03T08:17:38Z
Originally Posted by: YamiJustin 

Originally Posted by: lDarkDemonl 

Originally Posted by: bou28 

I hope your god cards will be post very soon. I'm glad to play them just like in the anime !



Thanks, I'm almost done, I think the next week will be all ready.



Awesome. I'm assuming the effects that won't be implemented (due to restrictions within YGOPro itself) are:
1. Won't be able to attack when special summoned during 1st turn or during opponents turn, or outside the battle phase like being special summoned during Main Phase 2, etc.

2. Change the battle position of this card during the turn it is normal summoned before it attacks

I never heard of this effect before o.o
So you should summon them in Defense position, because this effects will always change the battle position? xd


3. After attacking all monsters your opponent controls when special summoned, won't be able to direct attack

There are some cards, which are able to atack every monster, like Asura Priest, so I think this part should be possible.
Hoping it's not the case, but having your cards regardless will still be awesome. Thanks!



AkiyoSSJ
2014-05-03T20:21:43Z
Amazing! I'm interested about this, can't wait to see those effects in actions. Btw.. you forgot to add the De-fusion effect at Ra and Obelisk's infinity effect can be activated only if you tribute Ra and Slifer from what I know.
HRCFr34k
2014-05-03T20:34:18Z
Originally Posted by: AkiyoSSJ 

Amazing! I'm interested about this, can't wait to see those effects in actions. Btw.. you forgot to add the De-fusion effect at Ra and Obelisk's infinity effect can be activated only if you tribute Ra and Slifer from what I know.



Nope. When the Effect was activated the first time, Yugi uses some card to tribute Marik´s Monster and he uses the Egyptican God Slime, which was treated as Revival Jam and Metallic Reflect Slime. So you don´t need God Cards. But yes, the De-Fusion part happenes 2 times I think. The first time, when Marik escapes the effect of Fiend's Sanctuary and the second time was in the Duel Jaden vs Franz.
fantomcore
2014-05-04T00:40:27Z
EDIT- After watching some episodes recently I'm rethinking this suggestion after all because of the Battle City rules of a starting Life Point amount of 4000, because in the situation with Kaiba testing Obelisk on a computer AI, its Life Points remained at 4000, so when Kaiba activates Obelisk's special ability it becomes ambiguous whether he uses the "destroy all monsters + 4000 damage" or "infinity attack" but after re-watching that scene one of the analyst says Obelisk's ATK points are climbing off the charts, implying it's reaching infinity, so I guess in that scene Kaiba uses "infinity attack" version of the ability. If that's the case then "Infinite Power" should be called either "Fist of Fate OR Fist of Fury". The anime never names Obelisk other effect then... : /

EDIT 2: Never mind my suggestion, your naming gets to the point. God cards are confusing as heck >.<

EDIT 3: Watching some more episodes with Obelisk, Kaiba vs Yugi, Kaiba finally reveals the second ability of Obelisk, up until this point he had being using Obelisk infinity attack, but against Yugi he did try the other method in which he describe it as "These two sacrifices allow Obelisk to Storm the Field, dealing 4000 points of damage to everything in it's path." Maybe you should consider changing Devestation to Storm the Field perhaps.

Red=incorrect : /

Hi, I'm new here but I wanted to say how great of a job your doing on these God Cards, lDarkDemonl. Keep it up. Also I wanted to chime in on Obelisk special ability when he sacrafices 2 monsters to activate it, well I wanted to ask, are you allowed to Tribute Obelisk himself as apart of the 2 monsters to activate his effect? Also I notice in your video you name the effect "Devestation" and "Infinite Power", I'd like to point out the correct naming of those 2 effects:

"Devestation" should be called "Fist of Fate"
Why/proof - Because in the anime when Kaiba is first testing out Obelisk on a computer AI, he tributes 2 monsters, activating Obelisk's special ability and yelling "Go Obelisk, Fist of Fate" he then destroys the Blue-Eyes Ultimate Dragon (which had 4500 ATK vs Obelisk's 4000 ATK so a head-to-head Obelisk would lose that), so that is how we know Kaiba used the "destroy all opponent's monsters then inflict 4000 damage" which was the remaining balance of the AI, that lost right after a -4000 to its life points and then it overloaded.

"Infinite Power' should be called "Fist of Fury" OR "Fist of Fate"
Why/proof - Because in the beginning of the Yu-Gi-Oh! The Movie while Kaiba is running a simulation of him facing Yugi with all 3 of his God Cards, the scenario plays out with Yugi tributing both Silfer and Ra so Obelisk can gain infinite ATK, then Yugi commands Obelisk to attack and says "Fist of Fury". The infinite ATK destroys Kaiba's Blue-Eyes Ultimate Dragon and reduces his life points to 0 which then ended the simulation much to Kaiba's disappointment.


Basically Obelisk's 1 special ability can branch off to 2 separate effects and outcomes. That is why one is called "Fist of Fate" and the other is called "Fist of Fury", it has a parallel connection so to speak. Some have confused this as just being 1 effect and that they are 1 in the same, which is why some believe Fist of Fate later got renamed Fist of Fury, but I don't think that is the case, since 2 different duelist, Kaiba and Yugi activated Obelisk's special ability but used the 2 different effects and so called them 2 different things.


Consider this change here:

"Storm the Field"
Destroy all monsters your opponent controls, and inflict 4000 damage to your opponent. This card cannot declare an attack the turn this effect is activated.

"Fist of Fate" OR "Fist of Fury"
This card's ATK becomes ∞ (Infinity) until the End Phase.


Also can you clarify if you can tribute Obelisk himself as apart of the 2 monster tribute to activate either of the above effects? I ask because you can with the legal version of Obelisk.


Keep up the great work!
YamiJustin
2014-05-04T05:30:29Z
In my opinion, the actual names of the attacks and abilities like God Blaze Cannon, Instant Attack, God Phoenix, etc should not be listed on the card. Simply because no card actually names their card attacks or effects. It should simply be listed as it appears on this site:
http://wwwanimecards.blo...of-ra-anime-version.html 
http://wwwanimecards.blo...tormentor-version-2.html 
http://wwwanimecards.blo...3/slifer-sky-dragon.html 

To one of the previous posters: Ra was demonstrated to be able to change its battle position during the turn it is normal summoned. When Yami Bakura summoned Ra, Yami Malik used a trap card to render Ra with 0 ATK. Therefore, after summoning Ra, Bakura instantly switched it to defense position, regardless of already summoning it in attack. Because the cards cannot be set, it seems like this ability would be given to all the Gods. May or may not be true with Slifer and Obelisk, but this was seen in the anime.

EDIT: By the way, I very much STRONGLY advise reading these four pages I found on the internet. They basically examined every effect of the God Cards as seen in the anime and manga and attempt to deduce what are the actual effects. They explain Obelisk's "effect/attack", which I always considered the most confusing, and clarify many incorrect assumptions about it (like dealing 4000 points of damage when used). It's a great read, and presents the best attempt at describing and listing the true effects as intended by the author. Better than the wikia. :D

http://academickids.com/...Cards#The_real_God_Cards 
http://academickids.com/...hp/Obelisk_the_Tormentor 
http://academickids.com/.../The_Winged_Dragon_of_Ra 
http://academickids.com/...ifer_the_Sky_Dragon' 
(Note: I think the Slifer page requires you to login to view it, but I think it's safe to say Slifer's personal effects are by far the easiest to understand; that his summoning -2000 attack against enemy monster positions does not affect face-downs)
lDarkDemonl
2014-05-07T22:54:56Z
Finally version complete was released together with Wicked Gods
bou28
2014-05-09T15:45:17Z
Awesome Man ! But I've noticed a problem with ra when he is normal summoned and get into the the graveyard when i reborn it keeps it's defense point of the tributed monster ...
lDarkDemonl
2014-05-09T16:59:03Z
Originally Posted by: bou28 

Awesome Man ! But I've noticed a problem with ra when he is normal summoned and get into the the graveyard when i reborn it keeps it's defense point of the tributed monster ...



Thanks for reporting this, this problem has been solved. ^^
bou28
2014-05-10T16:30:24Z
sorry man but there's another problem with the egyptian god phoenix effect. it doesn't work and go straight to the graveyard when i activate it...
bou28
2014-05-10T17:05:44Z
ok nevermind it worked xD
bou28
2014-05-10T21:17:43Z
Can you help me with my version of ra. My own can used is god phoenix ability , point to point and tribute transfer when normal summoned just like in gx. But i can't afford to make the instant attack ability when special summoned. All I've been able is to make it attack all the opponent monsters.
Here is the script :
--ラーの翼神竜WCS効果
function c110000010.initial_effect(c)
--summon with 3 tribute
local e1=Effect.CreateEffect(c)
e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_LIMIT_SUMMON_PROC)
e1:SetCondition(c110000010.ttcon)
e1:SetOperation(c110000010.ttop)
e1:SetValue(SUMMON_TYPE_ADVANCE)
c:RegisterEffect(e1)
local e2=Effect.CreateEffect(c)
e2:SetType(EFFECT_TYPE_SINGLE)
e2:SetCode(EFFECT_LIMIT_SET_PROC)
e2:SetCondition(c110000010.setcon)
c:RegisterEffect(e2)
--summon
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_SINGLE)
e3:SetCode(EFFECT_CANNOT_DISABLE_SUMMON)
e3:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE)
c:RegisterEffect(e3)
--summon success
local e4=Effect.CreateEffect(c)
e4:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e4:SetCode(EVENT_SUMMON_SUCCESS)
e4:SetOperation(c110000010.sumsuc)
c:RegisterEffect(e4)
--cannot be target
local e5=Effect.CreateEffect(c)
e5:SetType(EFFECT_TYPE_SINGLE)
e5:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
e5:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e5:SetRange(LOCATION_MZONE)
e5:SetValue(1)
c:RegisterEffect(e5)
--to grave
local e6=Effect.CreateEffect(c)
e6:SetDescription(aux.Stringid(110000010,0))
e6:SetCategory(CATEGORY_TOGRAVE)
e6:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
e6:SetRange(LOCATION_MZONE)
e6:SetProperty(EFFECT_FLAG_REPEAT)
e6:SetCountLimit(1)
e6:SetCode(EVENT_PHASE+PHASE_END)
e6:SetCondition(c110000010.tgcon)
e6:SetTarget(c110000010.tgtg)
e6:SetOperation(c110000010.tgop)
c:RegisterEffect(e6)

--atk
local e7=Effect.CreateEffect(c)
e7:SetType(EFFECT_TYPE_SINGLE)
e7:SetCode(EFFECT_MATERIAL_CHECK)
e7:SetValue(c110000010.valcheck)
c:RegisterEffect(e7)
local e8=Effect.CreateEffect(c)
e8:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
e8:SetCode(EVENT_SUMMON_SUCCESS)
e8:SetOperation(c110000010.atkop)
c:RegisterEffect(e8)

--cannot release
local e9=Effect.CreateEffect(c)
e9:SetType(EFFECT_TYPE_SINGLE)
e9:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e9:SetRange(LOCATION_MZONE)
e9:SetCode(EFFECT_UNRELEASABLE_NONSUM)
e9:SetValue(c110000010.tgvalue)
c:RegisterEffect(e9)
--control
local e10=Effect.CreateEffect(c)
e10:SetType(EFFECT_TYPE_SINGLE)
e10:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e10:SetRange(LOCATION_MZONE)
e10:SetCode(EFFECT_CANNOT_CHANGE_CONTROL)
c:RegisterEffect(e10)
--indes
local e11=Effect.CreateEffect(c)
e11:SetType(EFFECT_TYPE_SINGLE)
e11:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e11:SetRange(LOCATION_MZONE)
e11:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)
e11:SetValue(c110000010.efilter)
c:RegisterEffect(e11)
--cannot remove
local e12=e11:Clone()
e12:SetCode(EFFECT_CANNOT_REMOVE)
c:RegisterEffect(e12)

--change battle target when Special Summoned
local e13=Effect.CreateEffect(c)
e13:SetDescription(aux.Stringid(28554671,0))
e13:SetProperty(EFFECT_FLAG_NO_TURN_RESET)
e13:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
e13:SetCode(EVENT_BE_BATTLE_TARGET)
e13:SetRange(LOCATION_MZONE)
e13:SetCondition(c110000010.cbcon)
e13:SetOperation(c110000010.cbop)
c:RegisterEffect(e13)
--unaffectable
local e14=Effect.CreateEffect(c)
e14:SetType(EFFECT_TYPE_SINGLE)
e14:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e14:SetRange(LOCATION_MZONE)
e14:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)
e14:SetValue(1)
c:RegisterEffect(e14)
local e15=e14:Clone()
e15:SetCode(EFFECT_IMMUNE_EFFECT)
c:RegisterEffect(e15)
--recover
local e16=Effect.CreateEffect(c)
e16:SetDescription(aux.Stringid(110000010,2))
e16:SetCategory(CATEGORY_RECOVER+CATEGORY_ATKCHANGE)
e16:SetType(EFFECT_TYPE_QUICK_O)
e16:SetCode(EVENT_FREE_CHAIN)
e16:SetRange(LOCATION_MZONE)
e16:SetCost(c110000010.defcost)
e16:SetOperation(c110000010.defop)
c:RegisterEffect(e16)
--tribute for atk
local e17=Effect.CreateEffect(c)
e17:SetDescription(aux.Stringid(110000010,3))
e17:SetCategory(CATEGORY_ATKCHANGE)
e17:SetType(EFFECT_TYPE_QUICK_O)
e17:SetCode(EVENT_FREE_CHAIN)
e17:SetRange(LOCATION_MZONE)
e17:SetOperation(c110000010.tribop)
c:RegisterEffect(e17)
--increase atk from lp
local e18=Effect.CreateEffect(c)
e18:SetDescription(aux.Stringid(110000010,0))
e18:SetCategory(CATEGORY_RECOVER+CATEGORY_ATKCHANGE)
e18:SetType(EFFECT_TYPE_QUICK_O)
e18:SetCode(EVENT_FREE_CHAIN)
e18:SetRange(LOCATION_MZONE)
e18:SetOperation(c110000010.op)
c:RegisterEffect(e18)
--destroy
local e19=Effect.CreateEffect(c)
e19:SetDescription(aux.Stringid(110000010,1))
e19:SetCategory(CATEGORY_RECOVER+CATEGORY_ATKCHANGE)
e19:SetType(EFFECT_TYPE_QUICK_O)
e19:SetCode(EVENT_FREE_CHAIN)
e19:SetRange(LOCATION_MZONE)
e19:SetOperation(c110000010.op2)
c:RegisterEffect(e19)
--attack all
local e20=Effect.CreateEffect(c)
e20:SetType(EFFECT_TYPE_SINGLE)
e20:SetCode(EFFECT_ATTACK_ALL)
e20:SetCondition(c110000010.aacon)
e20:SetValue(1)
c:RegisterEffect(e20)
end
function c110000010.tgvalue(e,re,rp)
local c=e:GetHandler()
return not c:IsControler(tp)
end
function c110000010.ttcon(e,c)
if c==nil then return true end
return Duel.GetLocationCount(c:GetControler(),LOCATION_MZONE)>-3 and Duel.GetTributeCount(c)>=3
end
function c110000010.ttop(e,tp,eg,ep,ev,re,r,rp,c)
local g=Duel.SelectTribute(tp,c,3,3)
c:SetMaterial(g)
Duel.Release(g,REASON_SUMMON+REASON_MATERIAL)
end
function c110000010.setcon(e,c)
if not c then return true end
return false
end
function c110000010.sumsuc(e,tp,eg,ep,ev,re,r,rp)
Duel.SetChainLimitTillChainEnd(aux.FALSE)
end
function c110000010.tgcon(e,tp,eg,ep,ev,re,r,rp)
return bit.band(e:GetHandler():GetSummonType(),SUMMON_TYPE_SPECIAL)==SUMMON_TYPE_SPECIAL
end
function c110000010.tgtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
Duel.SetOperationInfo(0,CATEGORY_TOGRAVE,e:GetHandler(),1,0,0)
end
function c110000010.tgop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:IsRelateToEffect(e) and c:IsFaceup() then
Duel.SendtoGrave(c,REASON_EFFECT)
end
end

function c110000010.valcheck(e,c)
local g=c:GetMaterial()
c110000010.atk=g:GetSum(Card.GetBaseAttack)
c110000010.def=g:GetSum(Card.GetBaseDefence)
end
function c110000010.atkop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if c:GetMaterialCount()==0 then return end
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetRange(LOCATION_MZONE)
e1:SetValue(c110000010.atk)
e1:SetReset(RESET_EVENT+0x1ff0000)
c:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(EFFECT_UPDATE_DEFENCE)
e2:SetValue(c110000010.def)
c:RegisterEffect(e2)
end

function c110000010.filter(c,e)
return not e or c:IsRelateToEffect(e)
end

function c110000010.efilter(e,te)
local c=te:GetHandler()
return not (c:IsRace(RACE_DEVINE))
end

function c110000010.cbcon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local bt=Duel.GetAttackTarget()
return c~=bt and bt:IsControler(tp) and bit.band(e:GetHandler():GetSummonType(),SUMMON_TYPE_SPECIAL)==SUMMON_TYPE_SPECIAL and e:GetHandler():IsDefencePos()
end
function c110000010.cbop(e,tp,eg,ep,ev,re,r,rp)
Duel.ChangeAttackTarget(e:GetHandler())
end

function c110000010.costfilter(c)
return c:IsCode(95286165) and c:IsAbleToGraveAsCost()
end
function c110000010.defcost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return Duel.IsExistingMatchingCard(c110000010.costfilter,tp,LOCATION_HAND+LOCATION_SZONE,0,1,nil) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE)
local g=Duel.SelectMatchingCard(tp,c110000010.costfilter,tp,LOCATION_HAND+LOCATION_SZONE,0,1,1,nil)
Duel.SendtoGrave(g,REASON_COST)
end
function c110000010.defop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local atk=c:GetAttack()
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetCode(EFFECT_SET_ATTACK_FINAL)
e1:SetReset(RESET_EVENT+0x1fe0000)
e1:SetValue(0)
c:RegisterEffect(e1)
e2=e1:Clone()
e2:SetCode(EFFECT_SET_DEFENCE_FINAL)
c:RegisterEffect(e2)
Duel.Recover(tp,atk,REASON_EFFECT)
end

function c110000010.tribop(e,tp,eg,ep,ev,re,r,rp)
if chk==0 then return Duel.CheckReleaseGroup(tp,nil,1,e:GetHandler()) end
local g=Duel.SelectReleaseGroup(tp,nil,1,1,e:GetHandler())
local atk=g:GetFirst():GetAttack()
Duel.Release(g,REASON_COST)
local c=e:GetHandler()
local c=e:GetHandler()
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_COPY_INHERIT)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetValue(atk)
e1:SetReset(RESET_EVENT+0x1ff0000)
c:RegisterEffect(e1)
e2=e1:Clone()
e2:SetCode(EFFECT_UPDATE_DEFENCE)
c:RegisterEffect(e2)
end

function c110000010.op(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chk==0 then return Duel.GetLP(tp)>1 end
local lp=Duel.GetLP(tp)
Duel.PayLPCost(tp,lp-1)
local c=e:GetHandler()
if c:IsFaceup() and c:IsRelateToEffect(e) then
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_SINGLE)
e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e1:SetRange(LOCATION_MZONE)
e1:SetCode(EFFECT_UPDATE_ATTACK)
e1:SetValue(lp-1)
e1:SetReset(RESET_EVENT+0x1ff0000)
c:RegisterEffect(e1)
local e2=e1:Clone()
e2:SetCode(EFFECT_UPDATE_DEFENCE)
c:RegisterEffect(e2)
end
end

function c110000010.op2(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if Duel.CheckLPCost(tp,1000) then
Duel.PayLPCost(tp,1000)
local g=Duel.GetMatchingGroup(Card.IsDestructable,tp,0,LOCATION_MZONE,nil)
Duel.Destroy(g,REASON_EFFECT,LOCATION_REMOVED)
end
end
function c110000010.aacon(e,tp,eg,ep,ev,re,r,rp)
return bit.band(e:GetHandler():GetSummonType(),SUMMON_TYPE_SPECIAL)==SUMMON_TYPE_SPECIAL
end

I would be grateful if you could help me !
bou28
2014-05-14T13:57:32Z
Ok I saw that you didn't want to help me ...
AkiyoSSJ
2014-06-07T20:32:16Z
Slifer's -2000 effect doesn't apply also when the opponent flips a monster?
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