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 Custom card set: Drawstorm

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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Custom card set: Drawstorm   Thu May 08, 2014 9:23 pm

So, here is it, looking for feedback and for scripts, also, how do you make your own archetype and make the game detect that they are "Drawstorm" cards or Ninja and trap hole etc.

http://www.ygopro.co/Forum/tabid/95/g/posts/t/9353/Custom-card-set---Drawstorm#post55733


Hope you like them
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TGAP-Trixie

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PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 1:56 am

For making things considered part of an archetype, in sqlite, where it says setcode, set that to any number between 514 and (up to, not 100% sure) 4095. 514-4095 is usually for custom. If it's already part of an archetype, for example, trap hole, you'd look it up. The top thread in global announcements has a link to the tutorial; on that page there you should find a spoiler for them. Ninja is 43.
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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 4:34 pm

Ok thanks but i don't know how to script and don't have patience and skill to even start doing a card.
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VB99

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Member Title : Legendary Planet
Posts : 368
Join date : 2013-11-10

PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 5:31 pm

function cXXXXXXXX.initial_effect(c)
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(XXXXXXXX,0))
e1:SetCategory(CATEGORY_DRAW)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetCode(EVENT_BATTLE_DESTROYING)
e1:SetCondition(cXXXXXXXX.reccon)
e1:SetTarget(cXXXXXXXX.target)
e1:SetOperation(cXXXXXXXX.activate)
c:RegisterEffect(e1)
end
function cXXXXXXXX.reccon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local bc=c:GetBattleTarget()
return c:IsRelateToBattle() and bc:IsLocation(LOCATION_GRAVE)
end
function cXXXXXXXX.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():GetFlagEffect(XXXXXXXX)==0 end
e:GetHandler():RegisterFlagEffect(XXXXXXXX,RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_DAMAGE,0,1)
Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,1-tp,1)
end
function cXXXXXXXX.activate(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if Duel.Draw(1-tp,1,REASON_EFFECT)==0 then return end
local tc=Duel.GetOperatedGroup():GetFirst()
Duel.ConfirmCards(tp,tc)
end
Duel.ShuffleHand(1-tp)
end

That's the code for the 1900 ATK monster IIRC
XXXXXXXX=cardnumber
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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 8:08 pm

Thanks alot but does that make it count as a "Drawstorm" monster? I want it to detect and be compatible with "Drawstorm" specific cards. And which values do i need to insert in card manager?

And shouldn't you put the name on the top like

--Drawstorm Elite Knight


function c996265247.initial_effect(c)
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VB99

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PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 10:10 pm

You can do that, you can also give the effects different names, however, I'm not sure weather or not it is actually necessary...

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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 10:23 pm

Sqlite is too japanese for me, i couldn't do a thing with it, i gave up, didn't want to mess up big time. Scripting is just not for me, i am sure i will never do such a damn thing...

So, the code just becomes this right?



--Drawstorm Elite Knight



function c996265247.initial_effect(c)
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(996265247,0))
e1:SetCategory(CATEGORY_DRAW)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetCode(EVENT_BATTLE_DESTROYING)
e1:SetCondition(c996265247.reccon)
e1:SetTarget(c996265247.target)
e1:SetOperation(996265247.activate)
c:RegisterEffect(e1)
end
function c996265247.reccon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local bc=c:GetBattleTarget()
return c:IsRelateToBattle() and bc:IsLocation(LOCATION_GRAVE)
end
function c996265247.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():GetFlagEffect(996265247)==0 end
e:GetHandler():RegisterFlagEffect(996265247,RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_DAMAGE,0,1)
Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,1-tp,1)
end
function c996265247.activate(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if Duel.Draw(1-tp,1,REASON_EFFECT)==0 then return end
local tc=Duel.GetOperatedGroup():GetFirst()
Duel.ConfirmCards(tp,tc)
end
Duel.ShuffleHand(1-tp)
end



And then in Sqlite how do you manage cards and put the 514-4095 detect they are "Drawstorm" cards  and make the Drawstorm specific cards work with cards like this and not make them for example "Ookami" cards or any other fan made archetype?




The best way to give out cards and put them in game is to use card packer, if you have card in game you can go to export and save the zip file then give it away.
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VB99

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PostSubject: Re: Custom card set: Drawstorm   Sat May 10, 2014 11:14 pm

...yes, but my packer simplky doesn't work...

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TGAP-Trixie

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PostSubject: Re: Custom card set: Drawstorm   Sun May 11, 2014 6:34 am

Scripting and adding cards to the database are two totally different things.
But yeah, I don't know about card manager so can't help you there. :S. Now, how is sqlite japanese? Was that an idiom or did you literally mean that things are in Japanese? (I use sq3 even though there's a new version out. I know; I'm hardcore like that).

It's hard at first but it's much MUCH easier than scripting.

"And then in Sqlite how do you manage cards and put the 514-4095 detect they are "Drawstorm" cards  and make the Drawstorm specific cards work with cards like this and not make them for example "Ookami" cards or any other fan made archetype?"

I'm not the best at this, so there could be other ways, but afaik, it won't "automatically" detect that for you. But if you were to make a search card, by adding a filter in the script for your setcode (and I won't mention anything here you might not now about atm), the system will automatically know which setcode to look for, and the cards that you've added to that setcode in sqlite will be searchable.
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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Re: Custom card set: Drawstorm   Sun May 11, 2014 3:00 pm

When i said japanese, it was just a way of saying, it was too hard and didn't understand anything as if it was in a language i don't understand.

And yeah, i don't know how to make the cards detect and have searchability and must only remove "Drawstorm" cards from you graveyard from play etc. If i can't use Drawstorm as an archetype and not make them work together that would be useless as it's the whole point of the deck/collection.


And why does the packer not work? 

Did you download it here? 

https://dl.dropboxusercontent.com/u/36077861/cards/YGOPRO%20Card%20Packer%20v1.0b.zip

And you have to send all files from the .zip to your main ygopro folder.
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TGAP-Trixie

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Posts : 273
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PostSubject: Re: Custom card set: Drawstorm   Sun May 11, 2014 11:52 pm

Here's a few examples of how you can get the system to acknowledge the archetype. All these assume your archetype's setcode is 600. For the script, you'll need its hexadecimal code. I use this site. 600 would equal 258 in hexadecimal. You have to type in "0x" before the hexadecimal.

Search a "drawstorm" card and add it to hand, code's not complete
Code:
function cxxxxxxxx.initial_effect(c)
   --Activate
   local e1=Effect.CreateEffect(c)
   e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH)
   e1:SetType(EFFECT_TYPE_ACTIVATE)
   e1:SetCode(EVENT_FREE_CHAIN)
   c:RegisterEffect(e1)
end
function cxxxxxxxx.filter(c)
   return c:IsSetCard(0xXXX) and c:IsAbleToHand()
end

If you need the entire code, check out search cards like Medallion of the Ice Barrier, but replace the issetcard (ice barrier would be 2f) with yours, then you'll be able to search cards from your archetype. In the above code, you'd put 0x258 after c:issetcard

To banish from your GY, you can check out Bujin Hirume's script. Hirume has to be special summoned by banishing a "Bujin" monster from the graveyard. In that code, you'd just replace the set code with yours.

For anything that you might need a setcode, look for a card similar and just replace the setcode in the script
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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Re: Custom card set: Drawstorm   Mon May 12, 2014 12:45 pm

How to make this script work and work with that archetype?

Effect is "When this monster destroys a monster by battle and sends it to the graveyard, your opponent draws 1 card and reveals it."

--Drawstorm Elite Knight

function c996265247.initial_effect(c)
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(996265247,0))
e1:SetCategory(CATEGORY_DRAW)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_F)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetCode(EVENT_BATTLE_DESTROYING)
e1:SetCondition(c996265247.reccon)
e1:SetTarget(c996265247.target)
e1:SetOperation(996265247.activate)
c:RegisterEffect(e1)
end
function c996265247.reccon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local bc=c:GetBattleTarget()
return c:IsRelateToBattle() and bc:IsLocation(LOCATION_GRAVE)
end
function c996265247.target(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():GetFlagEffect(996265247)==0 end
e:GetHandler():RegisterFlagEffect(996265247,RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_DAMAGE,0,1)
Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,1-tp,1)
end
function c996265247.activate(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
if Duel.Draw(1-tp,1,REASON_EFFECT)==0 then return end
local tc=Duel.GetOperatedGroup():GetFirst()
Duel.ConfirmCards(tp,tc)
end
Duel.ShuffleHand(1-tp)
end
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ultrarotom




Member Title : merdaman
Posts : 22
Join date : 2014-04-25

PostSubject: Re: Custom card set: Drawstorm   Thu May 15, 2014 9:14 pm

Added more cards there
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Custom card set: Drawstorm

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