--Vibe Complementer local s,id=GetID() function s.initial_effect(c) c:EnableReviveLimit() aux.AddOrigBigbangType(c) aux.AddBigbangProc(c,aux.TRUE,2,2,s.matcheck) --If this card is Bigbang Summoned: You can target 1 Level 4 or lower monster in your GY with a different Vibe from the Vibes of monsters used for this card's Bigbang Summon; Special Summon it, but negate its effects. local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_SPECIAL_SUMMON) e1:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetCode(EVENT_SPSUMMON_SUCCESS) e1:SetCountLimit(1,id) e1:SetCondition(s.spcon) e1:SetTarget(s.sptg) e1:SetOperation(s.spop) c:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_MATERIAL_CHECK) e2:SetValue(s.valcheck) e2:SetLabelObject(e1) c:RegisterEffect(e2) --If 2 monsters with different Vibes are on the field: You can banish this card from your GY; Special Summon 1 Level 4 or lower monster from your hand with a different Vibe from all monsters on the field. local e3=Effect.CreateEffect(c) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_IGNITION) e3:SetRange(LOCATION_GRAVE) e3:SetCountLimit(1,id) e3:SetCondition(s.spcon2) e3:SetCost(aux.bfgcost) e3:SetTarget(s.sptg2) e3:SetOperation(s.spop2) c:RegisterEffect(e3) end function s.matcheck(g,lc) return g:GetClassCount(Card.GetVibe)==g:GetCount() end function s.valcheck(e,c) local g=c:GetMaterial() local val=0 for tc in aux.Next(g) do val=val-tc:GetVibe() end e:GetLabelObject():SetLabel(val) end function s.spcon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsSummonType(SUMMON_TYPE_BIGBANG) end function s.filter(c,e,tp,vb) return c:HasVibe() and c:IsLevelBelow(4) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) and c:GetVibe()==vb end function s.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) local vb=e:GetLabel() if vb>1 then vb=-1 end if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and s.filter(chkc,e,tp,vb) end if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingTarget(s.filter,tp,LOCATION_GRAVE,0,1,nil,e,tp,vb) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectTarget(tp,s.filter,tp,LOCATION_GRAVE,0,1,1,nil,e,tp,vb) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0) end function s.spop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and Duel.SpecialSummonStep(tc,0,tp,tp,false,false,POS_FACEUP) then local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DISABLE) e1:SetReset(RESET_EVENT+RESETS_STANDARD) tc:RegisterEffect(e1) local e2=e1:Clone() e2:SetCode(EFFECT_DISABLE_EFFECT) e2:SetValue(RESET_TURN_SET) tc:RegisterEffect(e2) end Duel.SpecialSummonComplete() end function s.spcon2(e,tp,eg,ep,ev,re,r,rp) local g=Duel.GetMatchingGroup(Card.IsFaceup,tp,LOCATION_MZONE,LOCATION_MZONE,nil,true) return g:GetClassCount(Card.GetVibe)==2 end function s.filter3(c,vb) return c:IsFaceup() and c:GetVibe()==vb end function s.filter2(c,e,tp) return c:IsLevelBelow(4) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) and not Duel.IsExistingMatchingCard(s.filter3,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil,c:GetVibe()) end function s.sptg2(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(s.filter2,tp,LOCATION_HAND,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND) end function s.spop2(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,s.filter2,tp,LOCATION_HAND,0,1,1,nil,e,tp) if g:GetCount()>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end