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LCCG Card Script Rough Draft

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EMSOUP
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LCCG Card Script Rough Draft Empty LCCG Card Script Rough Draft

Post by Seattleite Sat Oct 05, 2013 8:43 am

I wanted to make the scripting “language” more intuitive so we can all contribute. Please say a card you think will be hard to code, I’ll either post what it’ll probably be coded as (or add / adjust the language). You may even try to code a card yourself.

Commands - READ ME:

Below each card is comments explaining stuff. I will be steadily updating this since it is only a rough draft.

3 - Switch Striker:
4 - Turtle from the Sky:
5 – Mystic Energy Generator:
6 - Reverse Destruction:
8 - Binding Force:
9 - Junk Salvage:
10 - Tactical Offering:
11 - Blood Hound:
12 - Rusty Cog:
13 - Overgrown Gateguard:
1428 - Insane Pierrot:
1970 - Chthonian Pact:


Last edited by Seattleite on Wed Oct 23, 2013 5:22 am; edited 16 times in total
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Post by Seattleite Tue Oct 08, 2013 8:15 am

Does this seem somewhat comprehensible or is everyone confused as hell?
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Post by Ash Tue Oct 08, 2013 9:00 am

utterly befuddled
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Post by EMSOUP Tue Oct 08, 2013 12:19 pm

I see  and kinda understand the functions, but an example of a more complicated card should be made, with comments on the code to explain the functions.
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Post by Aquamarius Tue Oct 08, 2013 4:32 pm

Insane Pierrot.
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Post by Seattleite Wed Oct 09, 2013 8:06 am

Explanation for the huge long effect of Insane Pierrot:

Condition_Ignition
Perturn:1

This means this is an ignition effect and the condition is once per turn.



___Cost_Ignition
___MOVE Range:1, Area:Hand, Side:Player TO Area:Grave CAUSE Method:Discard STORE DiscardedCardVar
___INCREMENT TotalDiscardedCards  

This cost is indented under the Once per Turn condition, which means it can only be done if the condition is fulfilled. The cost is to Discard 1 card.
STORE will store the discarded card into a variable that you can use later.
INCREMENT does 2 things. First, it creates a Number Variable called TotalDiscardedCards which you can (and do) use later. Second, it increases the variable by 1 every time this effect is called, letting you keep track of how many times you use it.


______Condition
______DiscardedCardVar.Attr IS Attr:Spell  
_________Action
_________INCREMENT DiscardedSpellNumber
_________MOVE Range:DiscardedSpellNumber, Area:Field, Side:Both, Face:Up TO Area:Grave CAUSE Method:Destroy

This Condition and Action are indented under the cost which means after the cost is fulfilled, it will check if any condition are met, then perform the action.
This Condition checks if the Discarded Card’s Attribute is Spell.
If so, the Action will keep track of the number of discarded Spells, then destroy an equal number of face-up cards on the field.


______Condition
______DiscardedCardVar.Attr IS Attr:Trap
_________Action
_________INCREMENT DiscardedTrapNumber
_________MOVE Range:DiscardedTrapNumber, Area:Grave, Side:Player TO Area:Hand CAUSE Method:Add
____________Condition_Trigger
____________ENTERPHASE Phase:End, Side:Player
_______________Action
_______________MOVE Range:DiscardedTrapNums, Area:Hand, Area:Field, Side:Player TO Area:RFG CAUSE Method:Banish


This is another Condition-Action pair which activates if the Discarded card is a Trap.
It adds a number of cards from your Graveyard to your Hand equal to the total number of discarded traps.
After this action is fulfilled, it waits for the Condition_Trigger (A Condition for a Trigger Effect) which is the End Phase is entered.
If so, you must banish the same number of cards from your Hand and/or Field. Notice Area:Hand and Area:Field. If there are multiple Areas, multiple Types, multiple Attributes or multiple anything in the same effect, it means EITHER of those will work. In this case, either the Hand or Field.


______Condition
______DiscardedCardVar.Attr IS Attr:Monster
_________Action
_________CHANGE Range:All, Area:Monster, Face:Up, Side:Both, Level:<DiscardedCardVar.Level, Card:!Me TO Negated:Yes
_________CHANGE Range:All, Area:Monster, Face:Up, Side:Both, Card:!Me TO Atk:0

If the discarded card is a monster, negates all other face-up monsters on the field’s effects with a lower level than the discarded monster.
Notice the Exclamation Point after Card:. This means NOT. In this case, it does not affect Insane Pierrot itself.
It also makes all other monsters ATK 0.
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Post by ALiCE'S EMOTiON Wed Oct 09, 2013 11:19 am

I'm so sorry Sea
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Post by Anime Girl References Wed Oct 09, 2013 3:50 pm

Chthonian Pact?
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Post by DIGITAL Thu Oct 10, 2013 3:09 am

I'm wondering if maybe Insane Pierrot's effect might not work properly with the current script. Does it detect ALL discarding, or only discarding by it's effects? what happens when it is summoned while there are more than 1 face-up spell or trap? (with the script, not the card)
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Post by DIGITAL Thu Oct 10, 2013 3:34 am

so Cost:Igniton means that the player activates that effect?
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Post by Seattleite Thu Oct 10, 2013 6:22 am

Good question, cost_ignition means it's a cost for activating an ignition effect. If it was to detect other discards, it would be a trigger effect.
The plan with summoning is that action_summon will be detected no matter where the card is, so summoning when you control more than 1 faceup spell/trap is impossible.
But, this might be due to my limited knowledge on rulings. Is one of them destroyed upon summon instead? I'm not sure, but I'm going with just being unable to summon.


This is good, generate discussion to improve the language Smile I'll get to chthonian pact today.
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Post by Seattleite Thu Oct 10, 2013 10:19 am

Explanation for Chthonian Pact:

1970 - Chthonian Pact:
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Post by Seattleite Thu Oct 10, 2013 3:41 pm

Added 5 more cards from ENIL.
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