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 Fusion monster script fix request

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Ephraim225




Member Title : Monsieur
Posts : 3
Join date : 2014-08-02

PostSubject: Fusion monster script fix request   Sat Sep 06, 2014 10:48 am

Hey all, I'm trying to code a fusion monster card, but for some reason Polymerization isn't recognizing it, though Cyber Stein does, so I'm not sure what's wrong.

This is what I have for it:
Code:
function c38341567.initial_effect(c)
   --fusion material
   c:EnableReviveLimit()
   aux.AddFusionProcCode2(c,97049481,70646715,true,true)
end

Both of the materials are also custom cards. So if anyone knows what I might have done wrong, I'd be thankful for the help.
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AoO

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Member Title : Noob4ever
Posts : 241
Join date : 2014-04-25
Location : I only know that it is dark :/

PostSubject: Re: Fusion monster script fix request   Sat Sep 06, 2014 12:25 pm

Your part seems right to me, but I can't say, that you are used the correct ID's for your needed cards :/
Another possibility would be, that your script for Polymerization isn't right which I don't really believe, if you can summon other funsions with it.
Last but not least your script could include a mistake. Can you please post the script and the effect of your fusion??

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VB99

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

PostSubject: Re: Fusion monster script fix request   Sat Sep 06, 2014 12:25 pm

What other effects does it have and what are the effects of the materials?
Maybe one of your cards blocks the fusion from working?

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Ephraim225




Member Title : Monsieur
Posts : 3
Join date : 2014-08-02

PostSubject: Re: Fusion monster script fix request   Sun Sep 07, 2014 12:07 am

VB99 wrote:
What other effects does it have and what are the effects of the materials?
Maybe one of your cards blocks the fusion from working?

The fusion monster has no additional effects, and one of the materials is a normal monster. So I tried making the other material a normal monster to see if it'd work...and it did.

So something in this is blocking the fusion:
Code:
function c70646715.initial_effect(c)
   --Cannot attack in the same turn it was summoned
   local e1=Effect.CreateEffect(c)
   e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_CONTINUOUS)
   e1:SetCode(EVENT_SUMMON_SUCCESS)
   e1:SetOperation(c70646715.atklimit)
   c:RegisterEffect(e1)
   local e2=e1:Clone()
   e2:SetCode(EVENT_SPSUMMON_SUCCESS)
   c:RegisterEffect(e2)
   local e3=e1:Clone()
   e3:SetCode(EVENT_FLIP_SUMMON_SUCCESS)
   c:RegisterEffect(e3)
   --Since it is a toon monster it is destroyed when Toon World is destroyed
   local e4=Effect.CreateEffect(c)
   e4:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS)
   e4:SetRange(LOCATION_MZONE)
   e4:SetCode(EVENT_LEAVE_FIELD)
   e4:SetCondition(c70646715.sdescon)
   e4:SetOperation(c70646715.sdesop)
   c:RegisterEffect(e4)
   --Enables direct attacks if Toon World is on the field
   local e5=Effect.CreateEffect(c)
   e5:SetType(EFFECT_TYPE_SINGLE)
   e5:SetCode(EFFECT_DIRECT_ATTACK)
   e5:SetCondition(c70646715.dircon)
   c:RegisterEffect(e5)
   --Powers up a particular other cards when face up
   local e6=Effect.CreateEffect(c)
   e6:SetType(EFFECT_TYPE_FIELD)
   e6:SetRange(LOCATION_MZONE)
   e6:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE)
   e6:SetCode(EFFECT_UPDATE_ATTACK)
   e6:SetTarget(aux.TargetBoolFunction(Card.IsCode,97049481))
   e6:SetValue(700)
   c:RegisterEffect(e6)
   local e8=Effect.CreateEffect(c)
   e8:SetType(EFFECT_TYPE_FIELD)
   e8:SetRange(LOCATION_MZONE)
   e8:SetTargetRange(LOCATION_MZONE,LOCATION_MZONE)
   e8:SetCode(EFFECT_UPDATE_ATTACK)
   e8:SetTarget(aux.TargetBoolFunction(Card.IsCode,30243636))
   e8:SetValue(700)
   c:RegisterEffect(e8)
end
function c70646715.atklimit(e,tp,eg,ep,ev,re,r,rp)
   local e1=Effect.CreateEffect(e:GetHandler())
   e1:SetType(EFFECT_TYPE_SINGLE)
   e1:SetCode(EFFECT_CANNOT_ATTACK)
   e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END)
   e:GetHandler():RegisterEffect(e1)
end
function c70646715.sfilter(c)
   return c:IsReason(REASON_DESTROY) and c:IsCode(15259703) and c:IsPreviousLocation(LOCATION_ONFIELD)
end
function c70646715.sdescon(e,tp,eg,ep,ev,re,r,rp)
   return eg:IsExists(c70646715.sfilter,1,nil)
end
function c70646715.sdesop(e,tp,eg,ep,ev,re,r,rp)
   Duel.Destroy(e:GetHandler(),REASON_EFFECT)
end
function c70646715.dirfilter1(c)
   return c:IsFaceup() and c:IsCode(15259703)
end
function c70646715.dirfilter2(c)
   return c:IsFaceup() and c:IsType(TYPE_TOON)
end
function c70646715.dircon(e)
return Duel.IsExistingMatchingCard(c70646715.dirfilter1,e:GetHandlerPlayer(),LOCATION_ONFIELD,0,1,nil)
and not Duel.IsExistingMatchingCard(c70646715.dirfilter2,e:GetHandlerPlayer(),0,LOCATION_MZONE,1,nil)
end
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AoO

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Member Title : Noob4ever
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Join date : 2014-04-25
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PostSubject: Re: Fusion monster script fix request   Sun Sep 07, 2014 12:16 am

You have a 'local e8...' although there are only 7 effects, so should replace all 'e8's with 'e7'.

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Ephraim225




Member Title : Monsieur
Posts : 3
Join date : 2014-08-02

PostSubject: Re: Fusion monster script fix request   Sun Sep 07, 2014 12:38 am

AoO wrote:
You have a 'local e8...' although there are only 7 effects, so should replace all 'e8's with 'e7'.

It works perfectly now. Thank you very much!

(but why did that stop it from fusing...oh well)
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AoO

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PostSubject: Re: Fusion monster script fix request   Sun Sep 07, 2014 12:39 am

np^^

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