name: Royal
card_text: Flip monsters' effects cannot be activated, also their effects are negated.
lua: local s, id, o = GetID()
  function s.initial_effect(c)
  	--activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	c:RegisterEffect(e1)
  	--cannot activate
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCode(EFFECT_CANNOT_ACTIVATE)
  	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e2:SetTargetRange(1, 1)
  	e2:SetValue(s.aclimit)
  	c:RegisterEffect(e2)
  	--disable
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetTargetRange(LOCATION_MZONE, LOCATION_MZONE)
  	e2:SetTarget(s.disable)
  	e2:SetCode(EFFECT_DISABLE)
  	c:RegisterEffect(e2)
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e3:SetCode(EVENT_CHAIN_SOLVING)
  	e3:SetRange(LOCATION_MZONE)
  	e3:SetOperation(s.disop)
  	c:RegisterEffect(e3)
  end
  function s.aclimit(e, re, tp)
  	return re:IsActiveType(TYPE_FLIP)
  end
  function s.disable(e, c)
  	return c:IsType(TYPE_FLIP)
  end
  function s.disop(e, tp, eg, ep, ev, re, r, rp)
  	if re:IsActiveType(TYPE_FLIP) then
  		Duel.NegateEffect(ev)
  	end
  end
  
  
source_text: Royal
  Flip monsters' effects cannot be activated, also their effects are negated.
target_text: -- Royal
  local s, id, o = GetID()
  function s.initial_effect(c)
  	--activate
  	local e1 = Effect.CreateEffect(c)
  	e1:SetType(EFFECT_TYPE_ACTIVATE)
  	e1:SetCode(EVENT_FREE_CHAIN)
  	c:RegisterEffect(e1)
  	--cannot activate
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetCode(EFFECT_CANNOT_ACTIVATE)
  	e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
  	e2:SetTargetRange(1, 1)
  	e2:SetValue(s.aclimit)
  	c:RegisterEffect(e2)
  	--disable
  	local e2 = Effect.CreateEffect(c)
  	e2:SetType(EFFECT_TYPE_FIELD)
  	e2:SetRange(LOCATION_SZONE)
  	e2:SetTargetRange(LOCATION_MZONE, LOCATION_MZONE)
  	e2:SetTarget(s.disable)
  	e2:SetCode(EFFECT_DISABLE)
  	c:RegisterEffect(e2)
  	local e3 = Effect.CreateEffect(c)
  	e3:SetType(EFFECT_TYPE_FIELD + EFFECT_TYPE_CONTINUOUS)
  	e3:SetCode(EVENT_CHAIN_SOLVING)
  	e3:SetRange(LOCATION_MZONE)
  	e3:SetOperation(s.disop)
  	c:RegisterEffect(e3)
  end
  function s.aclimit(e, re, tp)
  	return re:IsActiveType(TYPE_FLIP)
  end
  function s.disable(e, c)
  	return c:IsType(TYPE_FLIP)
  end
  function s.disop(e, tp, eg, ep, ev, re, r, rp)
  	if re:IsActiveType(TYPE_FLIP) then
  		Duel.NegateEffect(ev)
  	end
  end
  
  