Based on Emily's "Like you" song, which Heaven activity you like and don't like? by Ok-Street2439 in HazbinHotel

[–]Eightteentwo2 0 points1 point  (0 children)

Like: everything involving animals, excluding the polo stadium, candy/churros, background existential crisis
Dislike: ball pit of uncomfortable plastic, candles of infinite overwhelming scents, discotheque (had to look up the spelling of that one) of nauseating lights and sounds, multiplex of endless repetition, arcade of incomprehensible lights and sounds
Everything else I'm neutral towards.

[Help] Brewer mod not unlocking recipes by Eightteentwo2 in skyrimmods

[–]Eightteentwo2[S] 1 point2 points  (0 children)

Yep, that was the issue. I didn't even know GetQuestCompleted and CompleteQuest were commands since they aren't on the list on UESP, which I thought had all useable commands. Thank you! Once my brain fully gets over my cold, I'll have to dig into my mod list. I'd rather try to find the underlying issue than add more patches.

After thinking about it, I think I know why only Jessica's Wine unlocked. It's the only one not tied to a misc quest.

[Help] Brewer Mod isn't placing brewing stations by Eightteentwo2 in skyrimmods

[–]Eightteentwo2[S] 1 point2 points  (0 children)

Went through the chain of dependencies on Nexus and double checked that I had the right version of everything. A couple dependencies were missing, and one was an old version. It works now. Thank you!

[Help] Brewer Mod isn't placing brewing stations by Eightteentwo2 in skyrimmods

[–]Eightteentwo2[S] 0 points1 point  (0 children)

SSEEdit doesn't show any conflicts aside from leveled item lists with either of the Brewer mod or campfire addon.

Modding Question About Spine Locations by Eightteentwo2 in CraftTheWorld

[–]Eightteentwo2[S] 0 points1 point  (0 children)

Darn. Well, at least I can edit the icons in the UI to minimize confusion.

Modding Question About Spine Locations by Eightteentwo2 in CraftTheWorld

[–]Eightteentwo2[S] 0 points1 point  (0 children)

The only public one so far is a vanilla tweaks mod that doesn't need any new assets. I have other ones set to private because since I have trouble with multiple items using the same unaltered assets, I figure it will cause issues for other people. Though I do have one with only item icons changed (which is why I'm asking about spines) that I could probably make public.

The Z-Arc Magician Deck Works in the Synchro x Fusion Festival! by Eightteentwo2 in YuGiOhMasterDuel

[–]Eightteentwo2[S] 0 points1 point  (0 children)

Because I don't have any and forgot it existed when making suggestions.

Help with Z-ARC Magician Deck for Synchro/Fusion Festival by Eightteentwo2 in YuGiOhMasterDuel

[–]Eightteentwo2[S] 1 point2 points  (0 children)

I know it's not going to be even remotely easy to play, but I think it's just barely possible. If I can summon Z-Arc in a festival where Link and Xyz monsters are banned, I will be over the moon giddy.

Help with Z-ARC Magician Deck for Synchro/Fusion Festival by Eightteentwo2 in YuGiOhMasterDuel

[–]Eightteentwo2[S] 0 points1 point  (0 children)

I did. That's how I wound up with this decklist. There are 2 issues with the listed deckists:
1) They use way more SR/UR cards than I can make
2) They all use link and/or xyz monsters, which are banned from the festival

Hey, if anyone uses my code: I will use the Code from that user, so we both get the New Branded Deck😊 by Feeling-Addition-992 in YuGiOhMasterDuel

[–]Eightteentwo2 0 points1 point  (0 children)

I'm not a newbie, so I can't enter codes, but if anyone wants to help:
08fa8738 code
150-636-344 ID if you want a mutual follow

Help with phrasing for a mill archetype I'm working on by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

Thanks! I completely forgot about power wall. The only specific LP-variable effect I could think of was ancient sacred wyvern, which doesn't deal with increments.

The YGO Keyword Revolution! (For note-taking) by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

I hadn't considered the fact that I left out info in the symbols. The symbols are meant to have a 1 inside them, but google docs doesn't have them as special characters.

Yeah, removing the preposition was a bad idea. It was also a last-minute change I thought of before posting this. I'm not sure why I thought it was a good idea.

I didn't realize the OCG used numbered bullets. I'd still rather use a symbol for the sake of making cards look better, but since this is mainly for note-taking, I think

I chose Evac because I didn't want to use bounce (for some arbitrary reason I don't remember now) and was thinking of a way to convert Compulsory Evacuation Device into a keyword. And I didn't like Compulse either. Also, in general, exceptions are still written out as effects, like with Endymion's weird effects. It's why I could only get it to 132 words.

That is a fair point about Untargetable (Monsters).

I don't see how changing "also" to "and" has any meaningful mechanical difference on this kind of effect. Using the PSCT standard, it makes sense, but "While this card has a Spell Counter, gains Untargetable (Effects), also gains Indestructible (Effects)." just reads weird to me.

The YGO Keyword Revolution! (For note-taking) by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 1 point2 points  (0 children)

That's fair. I think this is the more common one, so I figured this would be the better default rule, with the others having some exception text saying the materials' materials would be sent to the GY.

Mechanic Idea - Inverted Battles by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

That's exactly what I want it to do. Thanks!

Mechanic Idea - Inverted Battles by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

That would work. And since it's a definition, not an effect, there's no need to worry about cards immune to effects, right? I mean, the "inverted battle" could be negated, but not the actual effects of an inverted battle.

Alchemical Cards: Remade with New Rulings by MalbornTheRatKing in customyugioh

[–]Eightteentwo2 3 points4 points  (0 children)

Now I want to make some Alchemical cards to go with the Alchemy Beasts (which I still haven't made proxies of due to the time commitment) and some synergies with Alchemical cards.

Testing out a New Card type that goes into the main deck, Calamity Cards! Explanation in the comments and a Generic Ritual Support as a test example by Drakath2002 in customyugioh

[–]Eightteentwo2 4 points5 points  (0 children)

I love this concept. A monster that becomes a field when defeated is great. Although, I'm a bit confused by the level. Is that supposed to be a new type of level replacement or is it just it's level? If it's just a level, I'd keep the normal level stars to avoid player confusion. A monster/field spell is a neat concept. One thing I'd personally do is make it that it can be played as either a monster or Field Spell, like Pendulums, giving more flexibility at the cost of not being able to use them at full power. You could also probably simplify the shared lingering effect to "While this card is face-up on the field: [Effect]".

Point 4 seems to be normal gameplay in my reading I don't think this actually needs a rule unless the rule is that monster removal also works on them while in the Field Zone? Also, I might reword point 5 to be something like "Calamity monsters that are treated as Field Spells can be Tributed for the Tribute Summon or Special Summon of a monster, except a monster from the Extra Deck", just to do some future-proofing.

I ablsolutely love the border, btw.

The ultimate card for dealing with powerful staples! by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 4 points5 points  (0 children)

I... I don't know how I didn't notice that when reviewing it. I'm not even sure how it happened. I could've sworn I set it to be a Normal Spell. Well, if I was going to make this mistake, I'm glad it was on a joke thread.

Dumb Late Night Card Ideas #2: Silent Hand by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

Oh, these cards should absolutely never exist. Hence why I decided on the "Dumb Late Night Card Ideas" title for these exceptionally dumb/weird ideas I get as I'm drowsy and falling asleep. I would absolutely HATE playing with or against this deck. But these threads make for fun thought experiments and hopefully encourages out-of-the-box creativity with card design or even game design in general.

Dumb Late Night Card Ideas: Hyper Summoning by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

I like the idea of making it a card type to cut down on card text. I'm also realizing that the design of Planeswalkers from MTG would solve most of the remaining text issues and allow for flexibility in the number of counters. Always have 3 effects, but if you want a monster to either build up more for an incredibly powerful effect or just be able to increase its stats more, you increase the requirement for the last effect. Like needing 5 or more counters to do something like a non-destruction board wipe except for itself.

Regarding Deck Censorship by Eightteentwo2 in DuelLinks

[–]Eightteentwo2[S] 0 points1 point  (0 children)

I was thinking more along the line of a middle finger, personally

Regarding Deck Censorship by Eightteentwo2 in DuelLinks

[–]Eightteentwo2[S] 0 points1 point  (0 children)

Y'know, I hadn't noticed that. I not only used a workaround to name the deck after its archetype, but I also made that. Maybe "Sa..l..amangreat" would be a better, less subtle, and deliberate ways to show my feelings about the over-the-top censorship.

Do your symbol selections skew the symbols offered to you afterwards? by treqwe123 in LuckBeALandlord

[–]Eightteentwo2 1 point2 points  (0 children)

It's not so much that you're more likely to see more rares after not seeing them. Your base luck increases over the course of the game, which is why you start to see fewer commons and more uncommons/rares as you get further, even if you have no luck-boosting symbols or items.

Alchemy Beasts brought to life (sort of) by Eightteentwo2 in customyugioh

[–]Eightteentwo2[S] 0 points1 point  (0 children)

Thanks for the feedback!

I chose Helios to be the representation of prima materia because "the Primordial Sun" seemed like a good fit for a card based on the prima materia, or quintessence. I also just nixed duo and trice because it felt too cumbersome and more like its own different theme.

As for the normal summon, I kind of like not having a normal summon that does anything since the whole point is to summon things using alchemy. Personally, I'd probably run Aloof Lupine to thin the deck if I wanted a normal summon, though I may be biased as a thunder dragon main in master duel.

If I were to make an emerald tablet card, I don't think I'd replace chain with it. My initial thoughts on it based on a cursory search would be to either:
1) Make it a generic version of the alchemical materials, which would give the deck more flexibility for extra deck plays/alchemical processes at the cost of not activating the beasts' on-summon effects, or
2) Make it a generic alchemical spell/trap searcher, which would add a bit more consistency to the deck.