--Impregnable Divine Fortress local s,id=GetID() function s.initial_effect(c) c:EnableReviveLimit() aux.AddOrigBigbangType(c) aux.AddBigbangProc(c,aux.FilterEqualFunction(Card.GetVibe,0),1,1,s.matfilter1,2) --Cannot be destroyed by card effects. local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_INDESTRUCTABLE_EFFECT) e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e1:SetRange(LOCATION_MZONE) e1:SetValue(1) c:RegisterEffect(e1) --If this card is Bigbang Summoned: You can destroy all other cards on the field. You cannot conduct your Battle Phase the turn you activate this effect. local e2=Effect.CreateEffect(c) e2:SetCategory(CATEGORY_DESTROY) e2:SetProperty(EFFECT_FLAG_DELAY) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetCode(EVENT_SPSUMMON_SUCCESS) e2:SetCountLimit(1,{id,0}) e2:SetCondition(s.descon) e2:SetCost(s.descost) e2:SetTarget(s.destg) e2:SetOperation(s.desop) c:RegisterEffect(e2) --Once per turn, during the Standby Phase: This card looses 1000 DEF. local e3=Effect.CreateEffect(c) e3:SetCategory(CATEGORY_DEFCHANGE) e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F) e3:SetCode(EVENT_PHASE+PHASE_STANDBY) e3:SetRange(LOCATION_MZONE) e3:SetCountLimit(1) e3:SetOperation(s.defop) c:RegisterEffect(e3) end function s.matfilter1(c) return c:IsNegative() and c:IsLevelAbove(5) end function s.descon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsSummonType(SUMMON_TYPE_SPECIAL+340) end function s.descost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetActivityCount(tp,ACTIVITY_BATTLE_PHASE)==0 end local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET+EFFECT_FLAG_OATH) e1:SetCode(EFFECT_CANNOT_BP) e1:SetTargetRange(1,0) e1:SetReset(RESET_PHASE+PHASE_END) Duel.RegisterEffect(e1,tp) aux.RegisterClientHint(e:GetHandler(),nil,tp,1,0,aux.Stringid(id,0),nil) end function s.destg(e,tp,eg,ep,ev,re,r,rp,chk) local c=e:GetHandler() if chk==0 then return Duel.IsExistingMatchingCard(aux.TRUE,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,1,c) end local sg=Duel.GetMatchingGroup(aux.TRUE,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,c) Duel.SetOperationInfo(0,CATEGORY_DESTROY,sg,#sg,0,0) end function s.desop(e,tp,eg,ep,ev,re,r,rp) local sg=Duel.GetMatchingGroup(aux.TRUE,tp,LOCATION_ONFIELD,LOCATION_ONFIELD,e:GetHandler()) Duel.Destroy(sg,REASON_EFFECT) end function s.defop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if c and c:IsFaceup() and c:IsRelateToEffect(e) then local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_UPDATE_DEFENSE) e1:SetReset(RESET_EVENT+RESETS_STANDARD) e1:SetValue(-1000) c:RegisterEffect(e1) end end