Depois de 2 partes aprendemos que a carta deve ter :
Categoria ( temos 32 )
[01] 0x1 | CATEGORY_DESTROY = Efeito de destruir cartas
Ex : Raigeki
[02] 0x2 | CATEGORY_RELEASE
[03] 0x4 | CATEGORY_REMOVE
[04] 0x8 | CATEGORY_TOHAND
[05] 0x10 | CATEGORY_TODECK
[06] 0x20 | CATEGORY_TOGRAVE
[07] 0x40 | CATEGORY_DECKDES
[08] 0x80 | CATEGORY_HANDES
[09] 0x100 | CATEGORY_SUMMON
[10] 0x200 | CATEGORY_SPECIAL_SUMMON
[11] 0x400 | CATEGORY_TOKEN
[12] 0x800 | CATEGORY_FLIP
[13] 0x1000 | CATEGORY_POSITION
[14] 0x2000 | CATEGORY_CONTROL
[15] 0x4000 | CATEGORY_DISABLE
[16] 0x8000 | CATEGORY_DISABLE_SUMMON
[17] 0x10000 | CATEGORY_DRAW = Retirar carta / s
Ex : Pot of Greed
[18] 0x20000 | CATEGORY_SEARCH
[19] 0x40000 | CATEGORY_EQUIP
[20] 0x80000 | CATEGORY_DAMAGE
[21] 0x100000 | CATEGORY_RECOVER
[22] 0x200000 | CATEGORY_ATKCHANGE
[23] 0x400000 | CATEGORY_DEFCHANGE
[24] 0x800000 | CATEGORY_COUNTER
[25] 0x1000000 | CATEGORY_COIN
[26] 0x2000000 | CATEGORY_DICE
[27] 0x4000000 | CATEGORY_LEAVE_GRAVE
[28] 0x8000000 | CATEGORY_LVCHANGE
[29] 0x10000000 | CATEGORY_NEGATE
[30] 0x20000000 | CATEGORY_ANNOUNCE
[31] 0x40000000 | CATEGORY_FUSION_SUMMON
[32] 0x80000000 | CATEGORY_TOEXTRA
Tipo de Efeito ( 15 )
[01] 0x0001 | EFFECT_TYPE_SINGLE
[02] 0x0002 | EFFECT_TYPE_FIELD = Um efeito que se aplica ao Campo
[03] 0x0004 | EFFECT_TYPE_EQUIP
[04] 0x0008 | EFFECT_TYPE_ACTIONS
[05] 0x0010 | EFFECT_TYPE_ACTIVATE = Ativação de Mágica / Armadilha
[06] 0x0020 | EFFECT_TYPE_FLIP
[07] 0x0040 | EFFECT_TYPE_IGNITION
[08] 0x0080 | EFFECT_TYPE_TRIGGER_O
[09] 0x0100 | EFFECT_TYPE_QUICK_O
[10] 0x0200 | EFFECT_TYPE_TRIGGER_F
[11] 0x0400 | EFFECT_TYPE_QUICK_F
[12] 0x0800 | EFFECT_TYPE_CONTINUOUS = Efeito Auxiliar ou Persistente desencadeado por um evento
[13] 0x1000 | EFFECT_TYPE_XMATERIAL
[14] 0x2000 | EFFECT_TYPE_GRANT
[15] 0x4000 | EFFECT_TYPE_TARGET
Bandeira de Efeito ( 35 )
[01] 0x0001 | EFFECT_FLAG_INITIAL
[02] 0x0002 | EFFECT_FLAG_FUNC_VALUE
[03] 0x0004 | EFFECT_FLAG_COUNT_LIMIT
[04] 0x0008 | EFFECT_FLAG_FIELD_ONLY
[05] 0x0010 | EFFECT_FLAG_CARD_TARGET
[06] 0x0020 | EFFECT_FLAG_IGNORE_RANGE
[07] 0x0040 | EFFECT_FLAG_ABSOLUTE_TARGET
[08] 0x0080 | EFFECT_FLAG_IGNORE_IMMUNE = O efeito se aplica independentemente de uma carta ser "Não afetada pelos efeitos das cartas"
[09] 0x0100 | EFFECT_FLAG_SET_AVAILABLE
[10] 0x0200 | EFFECT_FLAG_CANNOT_NEGATE
[11] 0x0400 | EFFECT_FLAG_CANNOT_DISABLE = Efeito não pode ser negado
[12] 0x0800 | EFFECT_FLAG_PLAYER_TARGET = O efeito tem como alvo um jogador ( Mystical Refpanel = É uma carta armadilha )
Mystical Refpanel = Ative apenas quando um Spell Card que tem como alvo 1 jogador é ativado. O efeito daquela Carta de Magia é aplicado ao outro jogador.
[13] 0x1000 | EFFECT_FLAG_BOTH_SIDE
[14] 0x2000 | EFFECT_FLAG_COPY_INHERIT
[15] 0x4000 | EFFECT_FLAG_DAMAGE_STEP
[16] 0x8000 | EFFECT_FLAG_DAMAGE_CAL
[17] 0x10000 | EFFECT_FLAG_DELAY
[18] 0x20000 | EFFECT_FLAG_SINGLE_RANGE
[19] 0x40000 | EFFECT_FLAG_UNCOPYABLE
[20] 0x80000 | EFFECT_FLAG_OATH
[21] 0x100000 | EFFECT_FLAG_SPSUM_PARAM
[22] 0x200000 | EFFECT_FLAG_REPEAT
[23] 0x400000 | EFFECT_FLAG_NO_TURN_RESET
[24] 0x800000 | EFFECT_FLAG_EVENT_PLAYER
[25] 0x1000000 | EFFECT_FLAG_OWNER_RELATE
[26] 0x2000000 | EFFECT_FLAG_CANNOT_INACTIVATE
[27] 0x4000000 | EFFECT_FLAG_CLIENT_HINT
[28] 0x8000000 | EFFECT_FLAG_CONTINUOUS_TARGET
[29] 0x10000000 | EFFECT_FLAG_LIMIT_ZONE
[30] 0x20000000 | EFFECT_FLAG_COF
[31] 0x40000000 | EFFECT_FLAG_CVAL_CHECK
[32] 0x80000000 | EFFECT_FLAG_IMMEDIATELY_APPLY
[33] 0x0001 | EFFECT_FLAG2_NAGA
[34] 0x0002 | EFFECT_FLAG2_COF
[35] 0x80000000 | EFFECT_FLAG2_MAJESTIC_MUST_COPY
Momento que ela pode ser ativada (76)
[01] 0x1000 | RESET_EVENT
[02] 0x800000 | EFFECT_FLAG_EVENT_PLAYER
[03] 1000 | EVENT_STARTUP
[04] 1001 | EVENT_FLIP
[05] 1002 | EVENT_FREE_CHAIN = Pode ser ativada em qualquer momento
[06] 1010 | EVENT_DESTROY
[07] 1011 | EVENT_REMOVE
[08] 1012 | EVENT_TO_HAND
[09] 1013 | EVENT_TO_DECK
[10] 1014 | EVENT_TO_GRAVE
[11] 1015 | EVENT_LEAVE_FIELD
[12] 1016 | EVENT_CHANGE_POS
[13] 1017 | EVENT_RELEASE
[14] 1018 | EVENT_DISCARD
[15] 1019 | EVENT_LEAVE_FIELD_P
[16] 1020 | EVENT_CHAIN_SOLVING
[17] 1021 | EVENT_CHAIN_ACTIVATING
[18] 1022 | EVENT_CHAIN_SOLVED
[19] 1023 | EVENT_CHAIN_ACTIVATED
[20] 1024 | EVENT_CHAIN_NEGATED
[21] 1025 | EVENT_CHAIN_DISABLED
[22] 1026 | EVENT_CHAIN_END
[23] 1027 | EVENT_CHAINING
[24] 1028 | EVENT_BECOME_TARGET
[25] 1029 | EVENT_DESTROYED
[26] 1030 | EVENT_MOVE
[27] 1040 | EVENT_ADJUST
[28] 1100 | EVENT_SUMMON_SUCCESS
[29] 1101 | EVENT_FLIP_SUMMON_SUCCESS
[30] 1102 | EVENT_SPSUMMON_SUCCESS
[31] 1103 | EVENT_SUMMON
[32] 1104 | EVENT_FLIP_SUMMON
[33] 1105 | EVENT_SPSUMMON
[34] 1106 | EVENT_MSET
[35] 1107 | EVENT_SSET
[36] 1108 | EVENT_BE_MATERIAL
[37] 1109 | EVENT_BE_PRE_MATERIAL
[38] 1110 | EVENT_DRAW
[39] 1111 | EVENT_DAMAGE
[40] 1112 | EVENT_RECOVER
[41] 1113 | EVENT_PREDRAW
[42] 1114 | EVENT_SUMMON_NEGATED
[43] 1115 | EVENT_FLIP_SUMMON_NEGATED
[44] 1116 | EVENT_SPSUMMON_NEGATED
[45] 1120 | EVENT_CONTROL_CHANGED
[46] 1121 | EVENT_EQUIP
[47] 1130 | EVENT_ATTACK_ANNOUNCE = Quando um ataque é declarado
[48] 1131 | EVENT_BE_BATTLE_TARGET
[49] 1132 | EVENT_BATTLE_START
[50] 1133 | EVENT_BATTLE_CONFIRM
[51] 1134 | EVENT_PRE_DAMAGE_CALCULATE
[52] 1135 | EVENT_DAMAGE_CALCULATING
[53] 1136 | EVENT_PRE_BATTLE_DAMAGE
[54] 1137 | EVENT_BATTLE_END
[55] 1138 | EVENT_BATTLED
[56] 1139 | EVENT_BATTLE_DESTROYING
[57] 1140 | EVENT_BATTLE_DESTROYED
[58] 1141 | EVENT_DAMAGE_STEP_END
[59] 1142 | EVENT_ATTACK_DISABLED
[60] 1143 | EVENT_BATTLE_DAMAGE
[61] 1150 | EVENT_TOSS_DICE
[62] 1151 | EVENT_TOSS_COIN
[63] 1152 | EVENT_TOSS_COIN_NEGATE
[64] 1153 | EVENT_TOSS_DICE_NEGATE
[65] 1200 | EVENT_LEVEL_UP
[66] 1201 | EVENT_PAY_LPCOST
[67] 1202 | EVENT_DETACH_MATERIAL
[68] 1203 | EVENT_RETURN_TO_GRAVE
[69] 1210 | EVENT_TURN_END
[70] 0x1000 | EVENT_PHASE
[71] 0x2000 | EVENT_PHASE_START
[72] 0x10000 | EVENT_ADD_COUNTER
[73] 0x20000 | EVENT_REMOVE_COUNTER
[74] 0xx10000000 | EVENT_CUSTOM
[75] 1 | HINT_EVENT
[76] 0x10 | GLOBALFLAG_DETACH_EVENT
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