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 Make a new card type for mackpro

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Elorion2

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PostSubject: Re: Make a new card type for mackpro   Tue Jun 24, 2014 10:59 am

here i edit a bit 

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Elorion2

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PostSubject: Re: Make a new card type for mackpro   Tue Jun 24, 2014 11:02 am

Monsterslots wrote:
They already had "dark" synchro monsters, looking different and also different type of summoning
no dude this is not a synchro monster.You need synchro monsters in your extra deck to special summon these cards from your hand.
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PostSubject: Re: Make a new card type for mackpro   Tue Jun 24, 2014 9:36 pm

ahh ok missread it Wink
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Fabled

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PostSubject: Re: Make a new card type for mackpro   Sun Jul 13, 2014 3:38 am


SPC card:
These are Called Super Power cards, they are made of the actual monster depending on how many level it has:
Level 5 Or lower (Rank 2 or 1) send only one monster to the graveyard which is the main requirement of the summon.
Level 6 Or higher (Rank 3 or higher) Send the required monster along with level 3 monster or (rank 1 monster) to the graveyard to summon.
upon summoning, they gain SPC counters depending on stage number they have, they also gain 500 ATK and def defined as their original ATK and def, they Gain effects through using The counters since they have more than 2 SPC, otherwise they can't activate it.

The general base here is the next generation of a Monster, it gains +500 ATK and DEF, Better effect, and a new form, it also applies on XYZ.
Placement: Extra Deck
Procedure: Send The Target only from your side of the field if it is Level 5 or below, if it is 6 or above, send another Level 3 or lower material to the graveyard to special summon, once special summoned, the new monster gains SPC depending on its new Stage (like Rank, Level).
If they have 2SPC or less, they can be negated by any card, and cannot activate their effects those require more than just 2SPC, if they have more, they can be negated only by "Effect Veiler"
They rely on SPC to activate their effects.
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Monsterslots

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PostSubject: Re: Make a new card type for mackpro   Wed Aug 13, 2014 4:42 pm

So this is my 2nd Pillar Summon card, how it works i explained earlier in this section...



Pike, The Pillar Monarch

This card cannot be special summoned from your grave.
When this cards is special tribute summoned, choose 1 card your opponent controls, and destroy it, than both players draw 1 card.
You can send this face-up card to your grave to have an additional normal summon this turn.
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AoO

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PostSubject: Re: Make a new card type for mackpro   Wed Sep 03, 2014 11:52 pm

Sorry for asking but when will it be decided which new card type will be in the beta version??
Or is the Harddrive with the code still away??

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PostSubject: Re: Make a new card type for mackpro   Thu Oct 02, 2014 6:46 am

Figured I'd do something crazy and bring over a couple of my card types from my Soul Engage Game I'm working on. Smile 


Shard:  a combination of both Spell and Trap cards and depending on how it is used well tell you what effect is used.  If activated like a spell card face-up it uses the spell effect and takes the usual position, while if activated from a face-down position like a trap, the trap effect activates and it goes into the monster's defense position.
Color of this card is like the Pendulums but with the spell and trap colors in place of monster and spell colors.  Also card design is similar just without the scales but still has two effect boxes.
Shards use all card types spell and trap cards use but have a duel type, the first type is for their spell effect and the second is for their trap effect.

EX: 
Fighting Pair - Diamond Sword & Shield
Shard | Normal Spell | Normal Trap
Spell Effect: All monsters you control have all their DEF moved to their ATK for the rest of the turn. All monsters your opponent controls have all their ATK moved to their DEF for the rest of the turn.
Trap Effect: All monsters you control have all their ATK moved to their DEF for the rest of the turn.  All monsters your opponent controls have all their DEF moved to their ATK for the rest of the turn.


Here's a better one:

Storming Raigeki Break
Shard | Normal Spell | Normal Trap
Spell Effect: Discard a number of cards from you hand and select the same number of Spell and Trap cards on the field; Destroy all selected Spell and Trap Cards.
Trap Effect: Discard a number of cards from you hand and select the same number of Monster cards on the field; Destroy all selected Monster Cards.


Here's the other Card Type:

Soul Engage: This card type is by far one of the most dangerous and actually requires skill to use.  Using this card type's cards and not winning by the end phase of your turn whenever that happens to come around results in automatic loss of the duel.  No Soul Engage will ever have a special victory win effect other than the one that causes the user to lose and also cannot be used when their use results in the duel ending by one of the many win conditions due to its effects and its effects alone. Soul Engages in YuGiOh have their unique sub type of Infinity Soul as well as a few others for the YuGiOh end of things that should give the user and opponent an idea what they are likely to do without having to read the effects.  Soul Engages have two major effects, their lose effect and their normal effect.  Soul Engages can be used at any time providing their conditions for activation are met, even during your opponent's turn.

EX: 

Final Hope
Soul Engage | Last Stand

Main Effect: Can only be activated this card when one or more of these conditions are met: 

  • Your Life Points are 1000 or less and battle or effect damage has been dealt that would reduce them to 0 or less.
  • You are out of cards in your deck and are going to be drawing a card by effect or game mechanic.
  • A special victory effect just met the conditions it needs to end the duel.  

If one or more of those conditions are met activate one or more of the follow effects;

  • If LP would be 0 or less due to battle or effect gain LP equal to the combine ATK of all monsters on the field and half the damage you've taken over the whole duel.
  • If out of cards in main deck and about to draw add the top 50% of both your graveyard and banish zone back to your deck.
  • If a special victory effect has finished meeting all conditions needed to end the duel permanently negate the special victory effect for the remainder of the duel regardless of if it has met the required conditions or not.  

Infinity Soul Effect: This card can be activated during either player's turn. If you have not won by the end phase of your turn you automatically lose the duel.  This effect cannot be negated by any card including other Soul Engages and itself.

This one is meant for those of us that are rather tired of special victory cards and their effect and or those times when we get ourselves backed into a deadly corner and can't get out normally.

Here's another to make things interesting.

Summoner's Ultimate Summoning
Soul Engage | Field Restore
Main Effect: This card can only be activated when you have no cards left in your deck and are about to draw due to effect or game mechanic, also your life points must be 2000 or less and cannot be increased the remainder of the duel. All new draws are randomly drawn from the top of either the graveyard or banish zone and you can special summon as many monsters as able at any time the remainder of the duel outside of battle resolution and chain resolution randomly from your Hand, Graveyard, Banish Zone, or Extra Deck.
Infinity Soul Effect: This card can be activated during either player's turn. If you have not won by the end phase of your turn you automatically lose the duel.  This effect cannot be negated by any card including other Soul Engages and itself.

This card OP as it may be can be countered so easily it isn't funny, also you don't have much choice in the matter what it brings out and from where, this card in Soul Engage would also be special summoning from the Soul Pile as well there so it is even more OP in my game because players might tend to load their soul with tons of cards for the DM to use the effects of. Smile

The two types shown here here Last Stand and Field Restore. Last Stand is as its name implies meaning the effect has something to do with the times a duel would normally end. Field Restore is for cards that bring out a massive number of cards to the field and or keep bringing them out.

Keep in mind in both cases I wasn't sure how to bring over the Rank/Rank Polarity and Level/Level Polarity parts since I'm not sure how they'd work over here.  confused confused confused
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