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ygopro-scripts's Issues

utility.lua error after update

With the new link procedure included we got a lot of errors from utility.lua. After asking around I've been told that it might be due to exceeding the max file size limit. (64 kb)
The updated file has 66 kb. I have no idea if you are aware of that issue or if you updated that limit in recent client/core changes, we haven't updated that yet.
I hope you can resolve this issue, or if it already is resolved please state what we need to update.

List of cards that may need to be updated to use GetLocationCountFromEx etc.

Those cards contain effect that summoning themselves from extra deck. Some of them weren't updated to the new rule.

SUMMON_TYPE_SYNCHRO:

  • 13455674
  • 16172067
  • 33541430
  • 3966653
  • 42291297
  • 62242678
  • 67030233
  • 7841112
  • 80896940
  • 87460579
  • 93157004
  • 97489701

EFFECT_SYNCHRO_MATERIAL_CUSTOM:

  • 33541430
  • 55863245
  • 57261568
  • 64910482
  • 89818984

SUMMON_TYPE_FUSION:

  • 2129638
  • 43387895
  • 72378329

EFFECT_FUSION_MATERIAL:

  • 19261966
  • 20366274
  • 31111109
  • 48424886
  • 74009824
  • 74822425
  • 94977269

SUMMON_TYPE_XYZ:

  • 23187256
  • 43490025
  • 52653092
  • 57314798
  • 57707471
  • 58600555
  • 65305468
  • 85004150

Misc(Contact Fusion etc.):

  • 11502550
  • 12678870
  • 1561110
  • 1686814
  • 17032740
  • 2111707
  • 22638495
  • 25119460
  • 27346636
  • 28677304
  • 29357956
  • 29432356
  • 30864377
  • 3779662
  • 43378048
  • 48063985
  • 48156348
  • 48996569
  • 49352945
  • 5128859
  • 53315891
  • 55171412
  • 56655675
  • 58859575
  • 65172015
  • 73285669
  • 78512663
  • 79229522
  • 80532587
  • 81566151
  • 84243274
  • 85507811
  • 86274272
  • 90884403
  • 90957527
  • 91998119
  • 99724761

rewrite trigger effect that triggered by activating effects

just in this way, literally

	local e1=Effect.CreateEffect(c)
	e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O)
	e1:SetCode(EVENT_CHAINING)
	e1:SetRange(LOCATION_MZONE)
	e1:SetProperty(EFFECT_FLAG_DELAY)
--[[
	e1:SetCondition
	e1:SetTarget
	e1:SetOperation
]]--
	c:RegisterEffect(e1)

it will check condition in EVENT_CHAINING and activate in EVENT_CHAIN_SOLVED

Problems with the fusion proc about chkf and gc

if gc then if not gc:IsCanBeFusionMaterial(e:GetHandler()) then return false end return (f1(gc) and mg:IsExists(f2,1,gc)) or (f2(gc) and mg:IsExists(f1,1,gc)) end

if gc then local sg=Group.CreateGroup() if f1(gc) then sg:Merge(g:Filter(f2,gc)) end if f2(gc) then sg:Merge(g:Filter(f1,gc)) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FMATERIAL) local g1=sg:Select(tp,1,1,nil) Duel.SetFusionMaterial(g1) return end

the code above from Auxiliary.AddFusionProcFun2 seemed that when using gc (a fusion material already used), it doesnt check chkf anymore, which may cause problems. it is true of almost all fusion procs, except Auxiliary.FConditionCode2, which did check chkf while using gc.
for example:
qq 20170109123327

when there is a Elder Entity Norden in my extra deck, the Miracle Synchro Fusion is still activatable, and when activated it happened like this.
qq 20170109123542
the materials were just banished, but Elder Entity Norden wasn't fusion summoned.
i checked the script of Miracle Synchro Fusion, which used both gc and chkf, while the fusion monster didn't check chkf at all. so i think all the fusion procs in utility should be changed to check chkf while using gc.

There's a problem when I try to mix Greydle with Kaiju monsters

I've attached the replay file of the issue I'm frustrated about. They say that github doesn't accept yrp file, so I changed the file name. You can just fix it into .yrp again and see what's the problem. The part I want you to see is at the end of the replay.
gameciel

When I try to control 2 Kaiju monsters at the same moment, thus intending to drop off the one which was placed on the opponent's field, sometimes the both Kaiju monsters are dumped into the graveyard. (Sometimes they do, sometimes not.)
I would be really grateful if you fix this problem on the next version of the app. Thanks for reading me!

[FIXED] Incomplete script , Number 8[47387961] ?

This might be a little confusing ..

I was looking at No. 8's script , Heraldic King Genome Heritage
its name changes to what ever it targets , its a number monster so it uses , c47387961.xyz_number=8 , for effects that needs the "number" in their name

In its script it only changes the code , (https://github.com/Fluorohydride/ygopro-scripts/blob/master/c47387961.lua#L37)
Maybe i'm wrong .. even though its name changed , its original "number" didn't , and it still remains 8 after the effect !

Is this not a problem cus it resets in the end phase ? should this only be a concern if it didn't reset , and if more cards relied on a monster's "number" ?

"Dark Sage" vs "Fire King Avatar Yaksha" (Trigger effects in the Deck)

Q.
自分フィールドに「ブラック・マジシャン」がいて、「時の魔術師」の効果で相手フィールドの「炎王獣 ヤクシャ」を破壊した時、相手の「炎王獣ヤクシャ」の効果より先に自分のデッキにいる「黒衣の大賢者」の効果をチェーン①で発動できますか?
A.
ご質問の場合、相手が「炎王獣 ヤクシャ」の効果を先に発動するかしないかを決めることになりますので、発動するのであれば、「炎王獣 ヤクシャ」の効果の発動を宣言した後に、自分はデッキの「黒衣の大賢者」の効果を発動することができます。

Which translates as:

Q.
If you have a "Dark Magician" on your field and destroy a "Fire King Avatar Yaksha" on the opponent's field with the effect of "Time Wizard", can you activate the effect of "Dark Sage" in your Deck as Chain Link 1 before the effect of the opponent's "Fire King Avatar Yaksha"?
A.
In this scenario, the opponent will decide whether to activate the effect of "Fire King Avatar Yaksha" first, so if it is activated, after it has been declared that the effect of "Fire King Avatar Yaksha" is activated, you can activate the effect of "Dark Sage" in the Deck.

Currently in the above scenario the effect of "Dark Sage" is activated as Chain Link 1 while the effect of "Fire King Avatar Yaksha" is activated as Chain Link 2, when it should be the opposite. It seems like Trigger effects in the Deck don't follow the rules that Trigger effects in the hand do.

Droll & Lock Bird can be activated during incorrect timings

For this, I am providing the lines for a puzzle so you can test and see it more easily.
In the puzzle, do the following:

Scenario 1:

1-Pass the turn
2-Activate Reinforcement of the Army [this is the timing to activate Droll Lock Birb, but Mystic Mine is preventing that]
3 - Normal Summon Raye
4 - Replace Mystic Mine for Sky Striker Airspace - Area Zero
Droll & Lock Bird can now be activated, which is incorrect. If Mystic Mine is not involved in this, the interaction works properly.

Scenario 2:

1-Pass the turn
2-Activate Reinforcement of the Army
3-Replace Mystic Mine for Sky Striker Airspace - Area Zero
4-Chain Mystical Space Typhoon and destroy Sky Striker Airspace - Area Zero
Droll & Lock Bird can now be activated, which is incorrect. If Mystic Mine is not involved in this, the interaction works properly.

Scenario 3:

1-Pass the turn
2-Activate Reinforcement of the Army
3-Replace Mystic Mine for Sky Striker Airspace - Area Zero
Droll & Lock Bird can now be activated, which is incorrect. If Mystic Mine is not there, the interaction works properly.

Here is the puzzle's code

Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)

Debug.AddCard(94145021,0,0,LOCATION_HAND,0,POS_FACEDOWN)

Debug.AddCard(14536035,0,0,LOCATION_MZONE,1,1,true)
Debug.AddCard(19230407,0,0,LOCATION_SZONE,2,10)
Debug.AddCard(5318639,0,0,LOCATION_SZONE,4,10)
Debug.AddCard(26077387,1,1,LOCATION_DECK,0,POS_FACEDOWN)
Debug.AddCard(50005218,1,1,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(32807846,1,1,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(76375976,1,1,LOCATION_SZONE,5,5)

Debug.ReloadFieldEnd()

Link + Fusion + Reborn - Wrong place of fusion monsters?

ygobug

Ok, so if I summon fusion monster it appear on link (?) position (not like always - it is corrent? I don't play in this crappy version of Yu-gi-oh)

If it is correct - Call of the haunted summon Fusion monster (after dead) on normal Monster field. And it isn't probably correct (I think)

Is it a bug?

Clashing Souls (57496978) stops working after a certain amount of loops

For some reason the loop for applying ATK suddenly stops after both players paid 4000 LP total, (assuming both battling monsters have <500 ATK difference, tested with 8000 starting LP for both players). There is no error message or any visable reason why this happens, chk seems to become false even if there is enough of everything in order to be able to return true.

The supposed change of ruling by lullaby of obedience:

from this update:

32cd639

That is completely wrong! totally! it's the biggest mess that could happen!

Lullaby of obedience is a card that forces the opponent to resolve it's effect. The card specifically states that he searches for the card and chooses what to do with it if he finds it. That is what makes it COMPLETELY DIFFERENT from the 32 cards changed in that update. The reason for that difference is that yugioh is played by a code of honor and such if the Turn Player is resolving a legal activation, he's not supposed to give proof that he's able to resolve it the way he does (in this case, proof that he does not have the card). Lullaby is a card that's comparable to setting a monster in your spell/trap zone when you play infernities or demonstrating that you have a psychic in your hand when you banish tincan for a Kozmo machine monster while Rivalry of Warlords is on the field: a judge can only be called if there are reasons to suspect the opponent is cheating.

That is completely, utterly, totally different to these 32 cases, and it should never be extrapolated. Also, because the card verification is explicitly stated in both the OCG and TCG tournament policies, that update must be reverted as soon as possible, because right now the game is being played in a wrong manner in Devpro.

Thanks for your time developing the system, and by the way, there seems to be no way to get the forum's verification email through so I couldn't register in the devpro forum to report the bug there.

Unable to activate The Light - Hex-Sealed Fusion

With the latest ygopro-core (commit 2835740) and ygopro-scripts (commit 17eb4eb), The Light - Hex-Sealed Fusion can no longer be activated.

Using Master Rule 3, put the following cards in a deck:

  • Cyber Dragon (70095154)
  • The Light - Hex-Sealed Fusion (15717011)
  • Cyber Twin Dragon (74157028)
  • Giant Flea (41762634) -- put in enough of these to pad the deck.
  1. Player 0 summons Giant Flea, and ends the turn.
  2. Player 1 special summons Cyber Dragon.
  3. Player 1 summons The Light - Hex-Sealed Fusion.
  4. At this point, player 1 should be able to activate The Light - Hex-Sealed Fusion to special summon Cyber Twin Dragon from the extra deck.

Testing with git bisect, this used to work.

From git bisect:
528963a is the first bad commit

BUG: Red-Eyes Fusion after PR #1244

After PR #1244 Red-Eyes Fusion (6172122) can no longer fuse Dragun of Red-Eyes (100259001) using Dark Magician and any 1 Dragon Effect Monster from the deck.

Current behavior: Red-Eyes Fusion activates only when you have "Red-Eyes" monster in your deck.

Screenshot shows the issue.
In the deck there's a valid Effect Dragon Monster Fantastical Dragon Phantazmay (78661338).
image

Trishula, the Ice Prison Dragon [ Bug? ]

Hello.

I noticed something about the card " Trishula, the Ice Prison Dragon "

I think that according to the text it should be possible to revive that card with monster reborn for example, after that card is fusion summoned first then destroyed afterwards.

But for some reason the game doesn't give the chance to do that.

So, my question is, if this is a bug? Or a ruling thing?

Thanks.

Legacy of the Duelists vs Attack Redirecting

I control 1 Elemental Hero Avian and 1 face-up Legacy of the Duelist.
My opponent controls 1 Satellarknight Deneb, 1 Number 38: Hope Harbinger Dragon Titanic Galaxy that has 1 Xyz material attached and any 1 Spell/Trap.
If declare an attack with my Elemental Hero Avian on his Satellarknight Deneb, triggering Legacy of the Duelist's effect and targetting his Spell/Trap. My opponent activates his Number 38: Hope Harbinger Dragon Titanic Galaxy's effect, detaching 1 Xyz material to change the attack target to Number 38. Elemental Hero Avian is destroyed by battle.

At the moment, Legacy of the Duelist still destroys its target, which it should not do since i did not negate the attack with it.

c40941889

ZW-阿修羅副腕
While been equiped on, you can only select the second attack target, then no attack action will applied.

Union functions not yet fixed

I just used a-assault core's script for reference and noticed something in its equip function ,

function c30012506.eqop(e,tp,eg,ep,ev,re,r,rp)
    local c=e:GetHandler()
    local tc=Duel.GetFirstTarget()
    if not c:IsRelateToEffect(e) or c:IsFacedown() then return end
    if not tc:IsRelateToEffect(e) or not c30012506.filter(tc) then
        Duel.SendtoGrave(c,**REASON_EFFECT**)
        return
    end
    if not Duel.Equip(tp,c,tc,false) then return end
    aux.SetUnionState(c)
end

Im no expert , but shouldnt **REASON_EFFECT** be **REASON_RULE** ?
its sending the monster to the grave because of a game mechanic , being a wrong target
those generally use REASON_RULE

Incomplete procedure for "Crystron Glyongandr"

The Synchro Procedure for "Crystron Glyongandr" doesn't seem to fully work. I can Synchro Summon it without problems using monsters on the field, but if I try doing it with cards that use Materials from the hand, it simply doesn't work.
Here's an example: I have "Mara of the Nordic Alfar" on the field (Tuner, LV2) and "Vanadis of the Nordic Ascendant" (Tuner, LV4) and "Tanngnjostr of the Nordic Beasts" (non-Tuner, LV3) in the hand. With 2 Tuners and 1 non-Tuner I should be able to summon Glyongandr, but it doesn't work. I don't know if the error is with Glyongandr or in Mara (something similar happens with "Tyrant Red Dragon Archfiend" too, so it might be an issue with Mara), but in either case I think it needs to be addressed.

OpenYGO: Man-Eater Bug like card

Hello.

I am developer of OpenYGO
We created the equivalent of the Man-Eater Bug, we took the script from this repository and replaced the ID number with the corresponding one in the project (2). But unfortunately it does not work.

I thought maybe someone from here would know what the problem was

[Script Error]: [string: "./script/c2.lua"]:5: attempt to index global 'aux' (a nil value)
YGOPro number: 54652250

I understand the error message (say), but I do not know what is causing it

INSERT INTO "datas" VALUES(2,3,0,0,2097185,500,700,3,8,32,0);
INSERT INTO 'texts' VALUES(2,'Shadow Grabbler','FLIP: Target 1 monster on the field, destroy it.','','','','','','','','','','','','','','','','');

Genomix Fighter doesn't work with Hot Red Dragon Archfiend King Calamity

Among all the Synchro issues, I'm hoping that this one is solved since it's the only one stopping me from rewriting the whole procedure in lua. To make it simple, I Normal Summoned 2 Genomix Fighter so they become Level 3 and Summon Blackwing Nothung. I activate Genomix selecting Dragon and that would be 6+3+3=12. And it seems ASSUME_RACE doesn't seem to get caught by just ANY SUMMON_TYPE_SYNCHRO proc. I guess this applies for all ASSUME?

[FIXED] Bug or Ruling ? Dark Requiem ( Disable Vs Negate )

I looked at Dark Requiems script :
https://github.com/Fluorohydride/ygopro-scripts/blob/master/c1621413.lua#L83

It shows CATEGORY_DISABLE and not CATEGORY_NEGATE
it showed Duel.NegateEffect(ev) and not Duel.NegateActivation(ev)
etc ..

I think i know how it works :
when the text reads , "Negate the activation", then the "NegateActivation" or "Negate" codes are used
but if the text reads else, "Negate the effect" , then just the "NegateEffect" or "Disable" codes are used

Heres the English effect :

During either player's turn, when your opponent activates a monster effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that card, then you can Special Summon 1 Xyz Monster from your Graveyard.

Are the OCG different , negate the effect , instead ? i cant translate it so i dont know , sorry

SpeedRoid Ohajikid

You can't use this card for summoning Red-Eyed Dice then use the effect of red eyed dice to put SpeedRoid Ohajikid to lvl 5 to summon HighSpeedRoid dahma for exemple.

Normaly you should be able to do it because when you use the Ohajikid effect that allows you to summon a tuner from either graveyard, at the end of that effect, you have to summon a wind synchro monster but when you summon Red-Eyed Dice, his effect normally apply before the end of the Ohajikid effect as a chain.

A possible issue with Clock Lizard.

I control "Clock Lizard" and have 1 "First of the Dragons" and 2 "Gem-Knight Garnet" in my Graveyard an a face-up "Yang Zing Creation". In this situation can I activate "Clock Lizard"'s effect?
I believe that I cannot, due to "Yang Zing Creation" preventing me from Special Summoning anythingfrom the Extra deck, except Synchro monsters, but it looks like that is possible in Ygopro because Clock Lizard is only checking if the card can be Fusion Summoned while it is in the Graveyard. Other possible interaction to be checked is if both Rivalry of Warlords and Zombie World are applying.
I'm supposing that, at some point, we will need a assume_location function, and maybe allowing multiple assumes of diferent type (maybe change assume to be an vector/array and change how it works to get the assumed value).

Doomking Balerdroch's interaction with Zombie World

The following ruling:

Q:《アンデットワールド》の適用中、《オルフェゴール・ディヴェル》を墓地から除外してその効果を発動しました。
  この時、《オルフェゴール・ディヴェル》は墓地ではアンデット族、除外ゾーンでは機械族になりますが、《死霊王 ドーハスーラ》の(1)の効果は適用できますか?
A:ご質問の場合、墓地ではアンデット族でしたので、《死霊王 ドーハスーラ》の(1)の効果を発動することは可能です。(18/11/04)

that can be found here, roughly translated as:

Q: During the application of "Zombie World", i banished "Orcust Harp Horror" from the graveyard and activated the effect.
At this time, "Orcust Harp Horror" is an Zombie type in the graveyard, while it becomes a Machine type while banished, can the effect of (1) of the "Doomking Balerdroch" be applied?
A: In the case of a question, since it was an Zombie type in the graveyard, it is possible to activate the effect of (1) of "Doomking Balerdroch". (18/11/4)

currently does not work and you are unable to use Balerdroch's effect, as can be seen in this puzzle. While one could think of an workaround for Doomking Balerdroch, only, it would be better if all the functions similar to GetRace had something like GetPreviousRace that takes the location as paremeter, instead of something as limited as GetPreviousRaceOnField.

Megamorph vs Solitary Sword of Poison

A monster equipped with Solitary Sword of Poison andMegamorph should have its ATK becoming 4x its original attack during damage calculation, according to rulings. Currently, it is only doubled.
Source for the ruling
Below I provide the setup for a puzzle to test it:

Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)


Debug.AddCard(93377803,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(22046459,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(75878039,0,0,LOCATION_REMOVED,0,5)
Debug.AddCard(27174286,0,0,LOCATION_SZONE,1,10)
Debug.AddCard(13959634,1,1,LOCATION_MZONE,3,1,true)
Debug.ReloadFieldEnd()
aux.BeginPuzzle()

Toon Kingdom is buggy?

Some things described here may be against the rules.

  1. If your opponent uses Toon Kingdom, you can not use your cards with Toon effects. I'm not an advanced player YGO, but most (or all) field spells used by all.

  2. The situation of work when you and your opponent have Toon Kingdom, and you have a monster. If you use the spell you want to destroy your opponent Toon Kingdom that you can also lose monsters.

vennu, bright bird of devinity and maybe other card are wrong

Q.
F.A.ハングオンマッハ + 輝神鳥ヴェーヌ
モンスターのレベルがすでに1増加している場合、別のレベルに設定されているとどうなりますか?
A.
「F.A.ハングオンマッハ」自身のレベルが1つ上がっている状況で「輝神鳥ヴェーヌ」の効果を発動した場合、その「F.A.ハングオンマッハ」のレベルは、「輝神鳥ヴェーヌ」の効果で見せたカードと同じレベルになります。
例えば、見せたカードのレベルが10だった場合、「F.A.ハングオンマッハ」のレベルは10になります。


Q.
F. A. Hang-On Mach + Shinto Shinto Venue
What happens if the monster level has already increased by 1, if it is set to a different level?
A.
In the situation where "FA Hang-on-Mach" itself is raised by one level, when activating the effect of "Shinjinkori Venu", the level of that "FA Hang-on Mach" is the card that I showed through the effect of "Shinjinkori Venu" It will be on the same level.
For example, if the displayed card level is 10, the level of "F.A. Hang-on Mach" will be 10.

current in ygopro it turn into level 11, so it wrong.

Can activate cards in an "illegal" zone

with a field like this
image
and with valid targets fro "Draco Face-Off" i can activate the card IN the rightmost zone, the pendulum zone, making the activation invalid because in that way, the effect won't be able to resolve, because the pzone is locked with the spell itself and vanity's emptiniess prevents you from special summoning. Thus it's needed a way to check the valid sequences where to activate the card, in this case, you should be forced to activate it in the other zone, the one that isn't a pzone, to prevent illegal moves.

Destruction Swordsman Fusion: Spell Speed 2

I was playing a Buster Blader deck today, and thought I could add Destruction Swordsman Fusion to my hand during my opponent's turn, since it's a Quick-Play Spell Card (Spell Speed 2).

Quick-Play Spell Cards are like Trap Cards - both have Spell Speed 2, so all their effects can be activated and applied, during either player's turn. They can even banish themselves from the Graveyard during either player's turn (unless their own effect is limited to a particular Phase).
They don't have to state, "During either player's turn: You can banish this card from your Graveyard...", but if they do state "During either player's turn", they also tend to include, "except the turn this card was sent to the Graveyard".

Shouldn't Destruction Swordsman Fusion's second effect that adds itself to your hand be a Quick Effect?
https://github.com/Fluorohydride/ygopro-scripts/blob/master/c41940225.lua#L17

If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; add this card to your hand.

The effect is not limited to a particular Phase, and doesn't have any other restrictions. Since it's a Quick-Play Spell Card, it should be a Quick Effect, unless I'm mistaken...

Edited: The other Quick-Play "Destruction Swords" are also Ignition Effects.

"Arcana Force XXI - The World" interaction with "The Deep Grave"

We asked the OCG office a question regarding the turn skip effect of "Arcana Force XXI - The World" (アルカナフォースⅩⅩⅠ-THE WORLD) and how it interacts with "The Deep Grave" (深すぎた墓穴) and got this answer.

Q.
相手メーンフェーズ時に、自分の「深すぎた墓穴」を発動します。
その後、同じターンでも、相手の「アルカナフォースⅩⅩⅠ-THE WORLD」の効果によって、次のターンをスキップします。
この状況で、「深すぎた墓穴」の『次の自分スタンバイフェイズにそのモンスターを墓地から自分フィールドに特殊召喚する。』の処理はどのように適用されますか?
A.
その場合も、次の自分のスタンバイフェイズにモンスターを特殊召喚できます。

Approximate translation:

Q.
I activate "The Deep Grave" in my opponent's turn, then later in that same turn, my opponent uses the effect of "Arcana Force XXI - The World" to skip my next turn. In this case, how is the process of "The Deep Grave" Special Summoning applied?
A.
In that case you can Special Summon the monster during your next Standby Phase.

So the way I see it, "The World" skips your turn, then on your next turn (after the skipped turn) you still summon the monster targeted by "The Deep Grave".
I tested it, and it wasn't summoned, so it seems like the effect was reset during the skipped turn. There should be some kind of effect flag or other way to tell the core if an effect should be reset on a skipped turn or not.

Incorrect implementation of Bujinki Ahashima makes it trigger at incorrect timings

This approach is incorrect. Because the values set in the c71095768 array are not reseted, if an Xyz monster on the field detaches a material, the values are set due to the global effect, fullfiling part of the condition. If later an Xyz it points to, like Time Thief Redoer, uses its effect, even without detaching, the conditions will incorrected be fullfilled.

By the way, I also suggest checking for REASON_COST in the global effect.

Millennium-Eyes Restrict and name-changing effects

Q:
A Millennium-Eyes Restrict equipped with SPYRAL Double Helix is face-up in my opponent's Monster Zone. In this situation, if I Link Summon a second SPYRAL Double Helix, are its effects negated?
A:
A face-up SPYRAL Double Helix is treated as SPYRAL Super Agent by its own effect. In this scenario, since Millennium-Eyes Restrict is equipped with a SPYRAL Double Helix, the effect of the SPYRAL Double Helix treated as SPYRAL Super Agent will not be negated.

From: www.db.yugioh-card.com/yugiohdb/faq_search.action?ope=5&fid=21564&keyword=&tag=-1)

Q:
A Millennium-Eyes Restrict equipped with SPYRAL Super Agent is face-up in my opponent’s Monster Zone. In this situation, if I Link Summon a SPYRAL Double Helix, are its effects negated?
A:
A face-up SPYRAL Double Helix is treated as SPYRAL Super Agent by its own effect. In this scenario, since Millennium-Eyes Restrict is equipped with SPYRAL Super Agent, the effect of SPYRAL Double Helix that reveals the top card of your opponent’s Deck will be negated. (Even so, its name will continue to be treated as SPYRAL Super Agent.)

From: www.db.yugioh-card.com/yugiohdb/faq_search.action?ope=5&fid=21563&keyword=&tag=-1

In the sample puzzle below, do the following:

1- Activate SPYRAL -Super Agent in the Hand
2- Millennium-Eyes Restrict equips a copy of SPYRAL- Super Agent
3- Link Summon SPYRAL- Double Agent
4- Try to equip it with SPYRAL Gear - Fully Armed

You will notice that you cannot equip because the name changing effect was negated, which is wrong.

Debug.ReloadFieldBegin(DUEL_ATTACK_FIRST_TURN+DUEL_SIMPLE_AI)
Debug.SetPlayerInfo(0,8000,0,0)
Debug.SetPlayerInfo(1,8000,0,0)

Debug.AddCard(30979619,0,0,LOCATION_DECK,0,POS_FACEDOWN)
Debug.AddCard(20584712,0,0,LOCATION_DECK,0,POS_FACEDOWN)
Debug.AddCard(1322368,0,0,LOCATION_EXTRA,0,8)
Debug.AddCard(41091257,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(73828446,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(83764718,0,0,LOCATION_HAND,0,POS_FACEDOWN)
Debug.AddCard(41091257,0,0,LOCATION_GRAVE,0,POS_FACEUP)
Debug.AddCard(41091257,0,0,LOCATION_MZONE,0,1,true)
Debug.AddCard(41091257,0,0,LOCATION_MZONE,1,1,true)
Debug.AddCard(41091257,0,0,LOCATION_MZONE,3,1,true)
Debug.AddCard(35699,1,1,LOCATION_DECK,0,POS_FACEDOWN)
Debug.AddCard(41578483,1,1,LOCATION_MZONE,2,1,true)
Debug.ReloadFieldEnd()


Make functions in aux more readable and generic

We should alway use intuitive names. The following list are the password-like names in the aux library. Some need rename and some similar ones should be merged to a generic one.

  • disfilter1

  • bdcon bdocon bdgcon bdogcon

  • dogcon dogfcon

  • exccon

  • chainreg
    will be removed after Fluorohydride/ygopro-core#266 is done

  • imval1 indsval indoval tgsval tgoval

  • nzatk nzdef

  • sumreg

  • fuslimit ritlimit synlimit xyzlimit penlimit linklimit

function Auxiliary.AddSPSummonLimit(c,sumtype)
...
end
function Auxiliary.SPSummonLimit(sumtype)
	return	function(e,se,sp,st)
				return st&sumtype==sumtype
			end
end
--compatibility
Auxiliary.fuslimit=Auxiliary.SPSummonLimit(SUMMON_TYPE_FUSION)
Auxiliary.ritlimit=Auxiliary.SPSummonLimit(SUMMON_TYPE_RITUAL)
Auxiliary.synlimit=Auxiliary.SPSummonLimit(SUMMON_TYPE_SYNCHRO)
Auxiliary.xyzlimit=Auxiliary.SPSummonLimit(SUMMON_TYPE_XYZ)
Auxiliary.penlimit=Auxiliary.SPSummonLimit(SUMMON_TYPE_PENDULUM)
Auxiliary.linklimit=Auxiliary.SPSummonLimit(SUMMON_TYPE_LINK)
  • damcon1

  • qlifilter gbspcon evospcon

  • bfgcost

  • dncheck dlvcheck drkcheck dlkcheck dabcheck drccheck

Auxiliary.DiffClassCheck(f,...)
	local args={...}
	return	function(g)
				return g:GetClassCount(f,table.unpack(args))==g:GetCount()
			end
end
--compatability
Auxiliary.dncheck=Auxiliary.DiffClassCheck(Card.GetCode)
Auxiliary.dlvcheck=Auxiliary.DiffClassCheck(Card.GetLevel)
Auxiliary.drkcheck=Auxiliary.DiffClassCheck(Card.GetRank)
Auxiliary.dlkcheck=Auxiliary.DiffClassCheck(Card.GetLink)
Auxiliary.dabcheck=Auxiliary.DiffClassCheck(Card.GetAttribute)
Auxiliary.drccheck=Auxiliary.DiffClassCheck(Card.GetRace)
  • ctg
    will be removed after #1194 merged

  • nbcon

  • tdcfop

Magical Arm Shield - 96008713

Hi,
In a duel my opponent had two monsters (Red Eyes Zombie Dragon and a set down) and me one (Zombie Master), when he attacks me, game does not ask if i want activate Magical Arm Shield or not.

Can it be fixed, please ?

Ties of the Berthren

when I activate Ties of the Berthren, in next turn after I activate it I still can't Special summon and Declare Attack. I hope it can be fixed

PS : I use Percy's YGOPRO
untitled

Great General Of The Six Samurai

Great General's effect to add a bushido adding card currently is not activating. I have tested with united, gateway, dojo and daredevil in deck. My first guess would be that it is to do with requiring to be link summoned and it is perhaps only registering as a special summon but I haven't looked at the lua code

Knightmare Unicorn vs Guarded Treasure

If Guarded Treasure and Knighmare Unicorn are face-up in your field:

-if there any co-linked "Knightmare" monsters on the field, you will draw that ammount.
-in the opposite scenario, you will draw 1, but you should draw 2, due to Guarded Treasure.

This happens because of the value used by Unicorn sets the draw ammount to 1 in case it does not find "Knightmare" monsters co-linked

Super Charge

You can't use this trap card with any of the new speed roid i think.

Normally if your opponent attacks you when you have only machine type monster whose name have "Roid" inside it. You can draw 2 cards.

But when i tried using it when i had High speed roid dahma, it doesn't trigger and i can't use it after as well.

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