ProjectIgnis / CardScripts

Project Ignis card script libraries and canonical card scripts for EDOPro. Send bug reports through Discord only!
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Unofficial Fixes #1100

Open ClaireStanfield opened 10 months ago

ClaireStanfield commented 10 months ago
  1. https://yugipedia.com/wiki/File:LordofDarkSummons-TFSP-JP-VG-info.png - Should be preventing attack declarations instead of attacks

  2. Overhauled Illumination so that it functions and does what it is supposed to do. The card says "when an effect that would destroy a monster(s) resolves" without being specific, meaning in theory it should stop something that destroys monsters in the deck but by rules it probably shouldn't stop something that destroys a monster in the hand that isn't public knowledge. I left the filter as just checking if it's a monster but if there's a legal proper alternative I can fix it

  3. https://yugipedia.com/wiki/Spell_Sanctuary - Adding the Spells should be mandatory and reinterpreted the other effect based on the BC rule of Set Spells being usable as Quick-Play Spells during each player's opponent's turns.

  4. Corrected Synchro Barrier Force to negate the effect instead of the activation and corrected to properly function as a "then" effect

  5. https://yugipedia.com/wiki/Flat_Lv_4 - Updated to require the user to summon a monster in accordance to rulings for Crashbug Road. Also note that this card should be renamed from "Flat LV4" to "Flat Lv 4" https://www.db.yugioh-card.com/yugiohdb/faq_search.action?ope=4&cid=9667&request_locale=ja

  6. https://yugipedia.com/wiki/Shield_Wall - The tokens should not be able to attack. Shield Token's text could also use an update

  7. https://yugipedia.com/wiki/Skyscraper_(anime)

The condition for Skyscraper should be "If an "Elemental HERO" monster battles an opponent's monster that has a higher ATK". I have screenshots of the text if anyone needs to see them

  1. Fixed Starlight Road to be able to proceed with the rest of the effect even if the effect it is trying to negate is already negated and restyled the script a bit based on the current OCG script https://www.db.yugioh-card.com/yugiohdb/faq_search.action?ope=5&fid=12361&keyword=&tag=-1

  2. Fixed a bug where Dark Magic Curtain couldn't be activated if the opponent has no open zones and added this check to where it checks if the opponent can pay the cost

  3. https://yugipedia.com/wiki/Cyber_Phoenix_(anime) - Should be able to protect non machine monsters too, destroy the cards it negates, and the draw should be mandatory and not require being sent to the graveyard. Comparing to the OCG text also suggests it should only work on effects that target 1 monster you control and no other cards. I have the screenshots that were used to make out the lore if anyone wants to verify that the transcription is correct

  4. https://yugipedia.com/wiki/Celtic_Guard_of_Noble_Arms_(anime) - Updated to function based on the movie text instead of MM text. Also it's not supposed to be a Celtic Guard monster.

I am a bit suspicious as to whether Sanctuary, Flat, and Curtain should have the turn player perform the action both players will/can do first instead of the user of the card, but I could not find rulings of cards that seemed close enough to say

Subsequent commits:

  1. Fixed Card of Safe Return's activation legality to be properly mandatory

  2. https://yugipedia.com/wiki/Toon_Mask_(anime) - Should only be usable on Normal summons, added Toon BLS and Toon Harpie Lady to the list, fixed a few bugs. Text needs overhaul

  3. https://yugipedia.com/wiki/Toon_Kingdom_(Tag_Force_4) - Banishing the top 5 cards should be a cost and fixed a bug where the destruction protection required banishing 1 card for each instead of just 1

  4. https://yugipedia.com/wiki/The_Duke_of_Demise - Should be a mandatory maintenance cost. See its text compared to this as an example https://www.db.yugioh-card.com/yugiohdb/card_search.action?ope=2&cid=5778&request_locale=ja

  5. https://yugipedia.com/wiki/Dark_Sacrifice_(anime) - Should negate the effect instead of the activation

  6. https://yugipedia.com/wiki/Different_Dimension_Hangar - Should be required to banish 3 monsters exactly instead of up to 3, should be checking if the monster is summoned to your field not if you summoned it, and that trigger should be a "when" not an "if". Fixed a bug where it was able to trigger even during the damage step and added the missing reset to the "they cannot attack" part.

For some reason it was designed along the lines of "You can target any number of those monsters; Special Summon them". I changed it to "You can Special Summon them (as many as possible)" as that seemed more appropriate (other options being "You can Special Summon any number of them" or "You can Special Summon all of them", not 100% sure which is "correct"). Also the wording should be changed from "Activate only by" to "When this card is activated:"

  1. https://yugipedia.com/wiki/Jam_Defender_(manga) - In the manga, Yami Marik explains in his duel with Atem that Jam Defender would be able to stop Atem's Obelisk, but in the Strings duel Jam Defender did not force his own Slifer to attack his Revival Jam. This dictates that it should only activate if a monster you control is targeted for an attack. I also added a check to make sure the attacker isn't immune to the effect in accordance with the OCG, albeit this creates a conflict with the anime/manga gods. Its wording imo should be updated from "to it" to "to that face-up monster" (how it was already coded and I agree with this more).

In my opinion, since now there's precedent for its text to be referring to stuff you control, I'm inclined to say that it should probably also only be able to target a Slime you control (this is consistent with the OCG). The current self attack implementation also creates a problem in regard to checking for valid attack targets when targeting the Slime monster which the card should be doing (it also creates a problem if a replay occurs after its effect applies as the player will be able to select one of their own monsters for retargeting), but I will await a further opinion on what should be done with that. I don't think it would hurt either to have it only activate while you control a Slime monster, which the OCG one takes care of indirectly by being optional. But something like that I'll also wait for an opinion on. Lastly, I noticed its handling to prevent looping is different from other cards such as Card Blocker which just check if the reason for the battle target is reason replace, is there any reason for that?

  1. There's no actual evidence that Egyptian God Slime's name is treated as Revival Jam, the more likely explanation for why it worked with Jam Defender in the anime is that they are writing the duel using the manga effect but using the OCG proxy (the Strings duel in the anime also used the OCG proxy but Marik explains it using anime only dialogue that uses the manga effect as the description). I updated the revival to function identically to how Revival Jam was coded as there's nothing hinting at them being different. This card is lacking an alias with the OCG version as a heads up.

The card is also designed as a cheat card, since it will remember the stats of the Metal Reflect Slime and apply the atk/def effect anytime it's special summoned with just a reset standard disable. Since it was already cheating, I took the liberty to make the atk/def effect simply apply anytime it is face-up on the field as it's arbitrary for it to remember the stats in cases of leaving the field and being special summoned back but then not remember the stats if it's flipped facedown and back up followed by it remembering them again if it's destroyed and brought back again. I'd go a step further and argue an effect like this probably should also not be able to be negated if we're viewing this card as just a medium to replicate God Slime absorbing Revival Jam, but figured I'd see if these cheat buffs would be considered acceptable first

  1. https://yugipedia.com/wiki/Fire_Trap - Updated based on the card text

  2. Removed listed series from Flame Wingman as it doesn't have any

  3. Fixed Revival Jam's revival effect to be properly mandatory. It was coded to only trigger if it's destroyed from the monster zone contrary to its wording, imo that interpretation is better so I left it in (this was also given this to God Slime)

  4. Made a small edit to Fortune Lady Earth to make sure that the Fortune Lady is a monster on your field

  5. Corrected Chain Destruction to properly check who controlled the destroyed monster

  6. Malefic Truth Dragon - Updated the self destroy condition to check both IsExistingMatchingCard and IsEnvironment, should banish the Malefic monster as an effect to protect itself instead of as a cost, now excludes itself for the Spirit Elimination case