Vengevoid Posted February 16, 2016 Report Share Posted February 16, 2016 Hello, this is a Ygopro custom card scripting related question.I'm currently running into a problem with the functionality of the effects that I'm using for this card. I'm hoping anyone can help me answer or at least help with scripting this effect. Some of the effects below are already finished but feel free to make changes along the way. I just need help on the others. Effect 1 (done):When this card attacks a Defense Position monster, if the attack target is a non-LIGHT or a non-DARK monster during the Damage Step, inflict piercing battle damage to your opponent.(This means if the monster is face-up (regardless if its flipped or not) during damage step, piercing battle damage is applied.) Effect 2 (done):This card is also treated as a DARK monster.(self-explanatory) Effect 3 (needs to be fixed):Once per turn, during your Main Phase 1, you can banish 1 LIGHT and 1 DARK monster from your graveyard; until the end of this turn, this card can attack all monsters your opponent controls, once each. (Because this is a powerful effect, it is necessary for the cost to be that way.) Effect 4 (needs to be fixed):When this card destroys a monster as a result of battle, this card loses 200 ATK until the End Phase of this turn.(This effect is almost pretty useless unless you're using effect 3. If anyone has ever played the game "Maplestory" and have made a 4th job Luminous character (I'm not making this card using the real luminous character), you can definitely understand why effect 3 and 4 are linked to each other.) Feel free to comment down below if you know who to script this. I'm not sure if the order of the script really matters but feel free to put an attachment if possible. It's really appreciative and you have my gratitude. Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted February 16, 2016 Report Share Posted February 16, 2016 Hello, this is a Ygopro custom card scripting related question.I'm currently running into a problem with the functionality of the effects that I'm using for this card. I'm hoping anyone can help me answer or at least help with scripting this effect. Some of the effects below are already finished but feel free to make changes along the way. I just need help on the others. Effect 1 (done):When this card attacks a Defense Position monster, if the attack target is a non-LIGHT or a non-DARK monster during the Damage Step, inflict piercing battle damage to your opponent.(This means if the monster is face-up (regardless if its flipped or not) during damage step, piercing battle damage is applied.) Effect 2 (done):This card is also treated as a DARK monster.(self-explanatory) Effect 3 (needs to be fixed):Once per turn, during your Main Phase 1, you can banish 1 LIGHT and 1 DARK monster from your graveyard; until the end of this turn, this card can attack all monsters your opponent controls, once each. (Because this is a powerful effect, it is necessary for the cost to be that way.) Effect 4 (needs to be fixed):When this card destroys a monster as a result of battle, this card loses 200 ATK until the End Phase of this turn.(This effect is almost pretty useless unless you're using effect 3. If anyone has ever played the game "Maplestory" and have made a 4th job Luminous character (I'm not making this card using the real luminous character), you can definitely understand why effect 3 and 4 are linked to each other.) Feel free to comment down below if you know who to script this. I'm not sure if the order of the script really matters but feel free to put an attachment if possible. It's really appreciative and you have my gratitude.Can you post what you have so far as an attachment or something? (since your posting a script and not a card image, it should be allowed). For future reference, a thread like this belongs here:http://forum.yugiohcardmaker.net/forum/56-ygopro/ Link to comment Share on other sites More sharing options...
Vengevoid Posted February 16, 2016 Author Report Share Posted February 16, 2016 somehow i dont remember how to put attachments because i rarely post attachments here.But here it is for now: --Lumino Voidslayer, Viperfunction c20626169.initial_effect©--Attribute Darklocal e1=Effect.CreateEffect©e1:SetType(EFFECT_TYPE_SINGLE)e1:SetProperty(EFFECT_FLAG_SINGLE_RANGE)e1:SetCode(EFFECT_ADD_ATTRIBUTE)e1:SetRange(LOCATION_MZONE)e1:SetValue(ATTRIBUTE_DARK)c:RegisterEffect(e1)--piercelocal e2=Effect.CreateEffect©e2:SetType(EFFECT_TYPE_SINGLE)e2:SetCode(EFFECT_PIERCE)e2:SetRange(LOCATION_MZONE) e2:SetCondition(c20626169.condtion)c:RegisterEffect(e2)--atkdownlocal e3=Effect.CreateEffect©e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER)e3:SetCode(EVENT_BATTLE_DESTROYING)e3:SetOperation(c20626169.atkop)c:RegisterEffect(e3)--attack alllocal e4=Effect.CreateEffect©e4:SetType(EFFECT_TYPE_IGNITION)e4:SetRange(LOCATION_MZONE)e4:SetCost(c20626169.cost)e4:SetCountLimit:(1)e4:SetOperation(c20626169.operation)c:RegisterEffect(e4)end function c20626169.costfilter©return c:IsAttribute(ATTRIBUTE_DARK) and c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAbleToRemoveAsCost()endfunction c20626169.cost(e,tp,eg,ep,ev,re,r,rp,chk)if chk==0 then return Duel.IsExistingMatchingCard(c84704041.costfilter,tp,LOCATION_GRAVE,0,1,nil) endDuel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)local g=Duel.SelectMatchingCard(tp,c84704041.costfilter,tp,LOCATION_GRAVE,0,1,1,nil)Duel.Remove(g,POS_FACEUP,REASON_COST)end function c20626169.operation(e,tp,eg,ep,ev,re,r,rp)local c=e:GetHandler()if c:IsRelateToEffect(e) and c:IsFaceup() thenlocal e1=Effect.CreateEffect©e1:SetType(EFFECT_TYPE_SINGLE)e1:SetCode(EFFECT_ATTACK_ALL)e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE)e1:SetValue(1)e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END)c:RegisterEffect(e1)endend function c20626169.atkop(e,tp,eg,ep,ev,re,r,rp)local c=e:GetHandler()local e1=Effect.CreateEffect©e1:SetType(EFFECT_TYPE_SINGLE)e1:SetCode(EFFECT_UPDATE_ATTACK)e1:SetValue(-200)e1:SetReset(RESET_EVENT+0x1ff0000+RESET_PHASE+RESET_BATTLE)c:RegisterEffect(e1)end function c20626169.condtion(e)local c=e:GetHandler()local ph=Duel.GetCurrentPhase()local bc=c:GetBattleTarget()return (ph==PHASE_DAMAGE or ph==PHASE_DAMAGE_CAL)and c:IsRelateToBattle() and bc:IsFaceup() and bc:IsAttribute(ATTRIBUTE_FIRE) or bc:IsAttribute(ATTRIBUTE_WATER) or bc:IsAttribute(ATTRIBUTE_WIND) or bc:IsAttribute(ATTRIBUTE_EARTH) or bc:IsAttribute(ATTRIBUTE_DIVINE) end Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted February 17, 2016 Report Share Posted February 17, 2016 Effect 3:Your approach is right, you just forgot to change the costfilter function to your card's ID This part: if chk==0 then return Duel.IsExistingMatchingCard(c84704041.costfilter,tp,LOCATION_GRAVE,0,1,nil) endDuel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)local g=Duel.SelectMatchingCard(tp,c84704041.costfilter,tp,LOCATION_GRAVE,0,1,1,nil) has a small error Effect4:At a glance I can't figure out the issue. It would be helpful to know what happens when you try to use this effect edit: Does the version of YGO pro your using display error text on screen when you try to use effect 3? Some versions do show error text when erros happen and it makes debugging a lot easier edit2: actually if you open "system.conf" in your ygo pro folder with notepad and change the line that says "errorlog = 0" to "errorlog = 1" you can turn this debugging feature on Link to comment Share on other sites More sharing options...
Vengevoid Posted February 17, 2016 Author Report Share Posted February 17, 2016 Update 8:42PM est: The decreasing effect has been resolved. Effect 3 is still having activation errors but again, i'll keep experimenting. Link to comment Share on other sites More sharing options...
Vengevoid Posted February 17, 2016 Author Report Share Posted February 17, 2016 Update 9:08PM est: activation cost is finished along with everything else. Just need something that removes 1 Light AND Dark.function c20626169.costfilter©return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAttribute(ATTRIBUTE_DARK) and c:IsAbleToRemoveAsCost()endfunction c20626169.cost(e,tp,eg,ep,ev,re,r,rp,chk)if chk==0 then return Duel.IsExistingMatchingCard(c20626169.cfilter,tp,LOCATION_GRAVE,0,1,nil) endDuel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)local g=Duel.SelectMatchingCard(tp,c20626169.cfilter,tp,LOCATION_GRAVE,0,1,1,nil)Duel.Remove(g,POS_FACEUP,REASON_COST)end Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted February 17, 2016 Report Share Posted February 17, 2016 Update 8:51PM est: the activating cost still needs to fix but the multiple attacks are done. I need something that removed 2 cards simultaneously.function c20626169.costfilter©return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsAttribute(ATTRIBUTE_DARK) and c:IsAbleToRemoveAsCost()endfunction c20626169.cost(e,tp,eg,ep,ev,re,r,rp,chk)if chk==0 then return Duel.IsExistingMatchingCard(c20626169.cfilter,tp,LOCATION_GRAVE,0,1,nil) endDuel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)local g=Duel.SelectMatchingCard(tp,c20626169.cfilter,tp,LOCATION_GRAVE,0,1,1,nil)Duel.Remove(g,POS_FACEUP,REASON_COST)end I see what the issue is now function c20626169.costfilter(c,att)return c:IsAttribute(att) and c:IsAbleToRemoveAsCost()endfunction c20626169.cost(e,tp,eg,ep,ev,re,r,rp,chk)if chk==0 then return Duel.IsExistingMatchingCard(c20626169.cfilter,tp,LOCATION_GRAVE,0,1,nil,ATTRIBUTE_LIGHT)and Duel.IsExistingMatchingCard(c20626169.cfilter,tp,LOCATION_GRAVE,0,1,nil,ATTRIBUTE_DARK) endDuel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE)local g=Duel.SelectMatchingCard(tp,c20626169.cfilter,tp,LOCATION_GRAVE,0,1,1,nil,ATTRIBUTE_LIGHT)Duel.Remove(g,POS_FACEUP,REASON_COST)g=Duel.SelectMatchingCard(tp,c20626169.cfilter,tp,LOCATION_GRAVE,0,1,1,nil,ATTRIBUTE_DARK)Duel.Remove(g,POS_FACEUP,REASON_COST)end This is from memory but it should hopefully work.If not, look at the scripts these cards:http://yugioh.wikia.com/wiki/Black_Luster_Soldier_-_Envoy_of_the_Beginninghttp://yugioh.wikia.com/wiki/Lightpulsar_Dragon Link to comment Share on other sites More sharing options...
Vengevoid Posted February 17, 2016 Author Report Share Posted February 17, 2016 woot perfecto!thank you so much man. definitely appreciate your help! -thumbs up-This card is part of my custom voidslayer archetype. I made the cost kinda huge because you have the piercing effect as well as the multiple attack effect. i think about 4 or 5 will have the piercing effect but with different anti-attributes. speaking of the piercing effect, i dont know if the piercing effect is a bit too OP because it still pierces through when your attacking the monster face-down if its the target is not one of the attribute listed on the 4 or 5 voidslayers. my intention was to only have the piercing effect work when its attacking a face-up monster since its only fair because you don't know wat monster that your opponent is hiding face-down. i can either leave it there (if its fine and balanced) or maybe change it (if its too OP). Again, thank you so much for your time. Link to comment Share on other sites More sharing options...
I Hate Snatch Steal Posted February 17, 2016 Report Share Posted February 17, 2016 woot perfecto!thank you so much man. definitely appreciate your help! -thumbs up-This card is part of my custom voidslayer archetype. I made the cost kinda huge because you have the piercing effect as well as the multiple attack effect. i think about 4 or 5 will have the piercing effect but with different anti-attributes. speaking of the piercing effect, i dont know if the piercing effect is a bit too OP because it still pierces through when your attacking the monster face-down if its the target is not one of the attribute listed on the 4 or 5 voidslayers. my intention was to only have the piercing effect work when its attacking a face-up monster since its only fair because you don't know wat monster that your opponent is hiding face-down. i can either leave it there (if its fine and balanced) or maybe change it (if its too OP). Again, thank you so much for your time.Your welcomeMy recommendation is that since the attack target monster is face-up by the time damage is calculated anyway, the effect should apply regardless of what position it was in when the attack starts. Link to comment Share on other sites More sharing options...
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