If Duel.GetLocationCount(tp,LOCATION_MZONE)0 thenĭuel.So I should probably give you a rundown on how the tag force games work. If chk=0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0Īnd Duel.IsExistingMatchingCard(c10667321.filter,tp,LOCATION_HAND,0,1,nil,e,tp) endĭuel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND)įunction c10667321.activate(e,tp,eg,ep,ev,re,r,rp) Return c:IsLevelAbove(5) and c:IsType(TYPE_NORMAL) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)įunction c10667321.target(e,tp,eg,ep,ev,re,r,rp,chk) AI.Chat("Oh yeah, cheating feels good.")ĭuel.Draw(1-player_ai,EXTRA_DRAW,REASON_RULE)ĭuel.Recover(1-player_ai,LP_RECOVER,REASON_RULE)Į2:SetCode(EFFECT_SET_SUMMON_COUNT_LIMIT)Į2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į3:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į4:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į5:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į6:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į11:SetCode(EFFECT_INDESTRUCTABLE_BATTLE)Į12:SetCode(EFFECT_INDESTRUCTABLE_EFFECT)Į16:SetCode(EFFECT_REFLECT_BATTLE_DAMAGE)Į16:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į17:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į21:SetCode(EFFECT_CANNOT_BE_BATTLE_TARGET)Į22:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET)Į23:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į25:SetProperty(EFFECT_FLAG_PLAYER_TARGET)Į26:SetProperty(EFFECT_FLAG_PLAYER_TARGET) A cheating AI file, which draws additional cards and recovers LP each turnĮ1:SetType(EFFECT_TYPE_CONTINUOUS+EFFECT_TYPE_FIELD)Į1:SetCondition(function(e,tp,eg,ep,ev,re,r,rp)Į1:SetOperation(function(e,tp,eg,ep,ev,re,r,rp)
If you'd rather not download it, you can copy and paste it onto the "a" down below. * - e26 and e27 must be used together for it to work. +You can forbid your opponent from being able to attack. +Your opponent's effects will not Trigger anywhere. +Never take any Battle Damage and/or Effect Damage*. +Inflict Piercing damage to your opponent, no matter what. +Instead of taking damage, you absorb any direct damage you take. +Your monsters cannot be targeted as either Battle or Effect targets. +Assuming your Monsters were to be destroyed by Battle only, they return to your Hand. +Your opponent cannot use Monster Effects (Change to LOCATION_SZONE so the opponent cannot use Spells/Traps, or LOCATION_ONFIELD so that your opponent cannot use either of them). +You only need to pay 1 Life Point in order to activate anything at all. +Battle Damage your opponent inflicts on you is bounced back.
+Any of your Monsters can declare an Attack in Defense Position. +You need one less tribute for Higher-Level Monsters. +Monsters in the Monster Zone cannot be destroyed by battle and/or effect. +Monsters on your side of the field can count as two tributes. +Monsters in your hand can either have their Level raised or lowered, making it easier/harder to summon them. +Your monsters can have a permanent 500 ATK/DEF boost (This can be modified to whatever you like). +Can have more than 10 cards in your Hand.
+Cannot lose the Duel by Decking Out nor effect +Cannot lose the Duel if your LP reaches 0 (however, you can lose due to card effects such as Duel Winners like Exodia.) +Gain 500 LP during your Draw Phase and draw 1 extra card. I dunno if anyone's ever done this before, but I've made it so where you gain the benefits of the "a" Here's a file in case you're wanting to try it out for yourself.
Before we start, if you think I'm making the game easier, then feel free to think that.