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Renni  
#1 Posted : Wednesday, January 07, 2015 12:11:17 PM(UTC)
Renni

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Greetings fellow custom card makers (or curious surfers). From the top of your head, can you recall how Yu-Gi-Oh! cards are written? Do you capitalize that phrase? When and where are punctuation marks used? How do you write something unprecedented? This guide will explain every detail you will need to know about wording your cards!

If you do not wish to read/learn this whole guide, do not fret! Just leave a comment below (or PM me) with the card type and card effect, and I will do it for you!

Now, onto the guide! :laugh



Table of Contents


  • Sentence Structure
    • Activation Effects
    . i. Conditions
    . ii. Costs
    . iii. Effects
    • Continuous Effects
    • Lingering Effects
    • Summoning Conditions
    • Card Type-Specific Effects
    . i. Flip
    . ii. Gemini
    . iii. Spirit
    . iv. Union
    • Bullet Points
    • Effect Order

  • Grammar
    • Conjunctions
    • Missing Timing and "You can"
    • Targeting
    • Adjectives and Their Order
    • Prepositions
    • Diction
    • Punctuation

  • Capitalization
    • Structure Capitalization
    • Name Capitalization
    • Miscellaneous Capitalization

  • Miscellaneous
    • Monster Card Type Order
    • List of Future Content

  • TL;DR



Sentence Structure


Different sentence structures correspond to different kinds of effects in PSCT. If you wish to be fluent with creating effects, be comfortable with the topics below.


Activation Effects

Let's start with the most basic structure of the common effect.
Condition: Cost; effect.

Notice the colon (":") between the Condition and Cost and the semi-colon (";") between the Cost and effect. This will always be true! Knowing this basic structure is important for creating cards. It is designed to prevent confusion, so be familiar with it!

All activation effects will contain either a Condition, a Cost, or both. In other words, if you write a sentence with a ":" and/or ";", then you have just made an effect that is activatable and, therefore, chainable.

For example, let's look at "Leviair the Sea Dragon" to see its effect structure.
Once per turn: You can detach 1 Xyz Material from this card to target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

Conditions tell the player the requirements to activate certain effects. All activation conditions are followed by a colon (":").
Examples of Conditions

You can also combine conditions to make the usage of effects stricter. Use commas to separate them. Use this order: usage limit, time frame limit, other conditions.

Quick Effect Conditions
As of Series 10, conditions on cards have been made with more clarity, especially for those that specify whether an ignition effect can be used during the opponent's turn. The basic idea is to add "(Quick Effect)" whenever an effect is Spell Speed 2 (i.e. activatable at the same time you could activate a Quick-Play Spell). Below shows the changes.

Effects that can be activated during your opponent's turn are considered as Spell Speed 2 effects (Quick Effects). These effects are generally trigger effects, which are Spell Speed 2 by definition. However, Series 10 decided to clarify the obvious. An example is shown below.

Usage Conditions
The final kind of condition is the sole condition that is a standalone sentence. Even if an effect lists a condition "Once per turn:", you can activate the effect again provided that you obtain a fresh copy of the card on the field again. However, you can give cards a harsher condition, disallowing the above to happen. For monsters, write "You can only use this effect of "<Insert Card Name>" once per turn." directly after the effect. For Spell/Traps, write "You can only activate 1 "<Insert Card Name>" per turn." as the final sentence. See the usage below.


Costs tell the player what must happen when you activate the effect. This includes targeting and (obviously) costs. Costs are always followed by a semicolon (";").
Examples of Costs


Effects tell the player what happens when you resolve the effect. Effects are always followed by a period (".").
Examples of Effects


We will need to jump into a bit of rulings to fully understand the meanings of each part. To summarize, conditions are requirements for the activation of the cards or effects. If the conditions are met, then you can activate the cards or effects. When you activate the cards or effects, you may need to pay a Cost or target something (this will happen even if your card effect is negated). Finally, if the activations and effects have not been negated, you will resolve the effects.

If a chain happens, know that costs happen as soon as you activate the cards or effects. The resolution of the cards or effects starts only after neither player responds with further chains. You resolve chains backwards.
Example of a chain



Continuous Effects

These sentences are much easier to construct and may seem unnecessary to inform, but I will fill in any possible gaps.

Continuous effects only appear on these cards: monsters, Pendulum Monsters, Continuous Spell/Trap Cards, Field Spell Cards. These effects are always only applicable while the card is face-up on the field (unless you make a card that says otherwise). Remember that these effects do not activate!

As for the sentence structure, just follow regular English grammar. Do NOT write a ":" and/or ";" because it will imply activatability. I will list several examples across the spectrum to give you an idea.


Note: If you want to add a condition to a continuous effect, only use "continuous" words such as during or while. Do NOT use "if", "when", etc.


Lingering Effects

Lingering effects are similar to continuous effects. However, lingering effects cannot be negated once the initial effect has resolved. For simplicity's sake, I will separate this part into 2 sections.

1. As an effect

Writing it as part of an activating effect
The most common placement of these kinds of lingering effects is at the end of the effect.

The less common placement is at the beginning of the effect.


Writing it in a whole new sentence
If, for some reason, you want to start a new sentence containing the lingering effect, it is more common to place the effect's duration at the beginning of the sentence.

It is less common to place the effect's duration at the end of the sentence.


However, be wary of "until the end of this turn" effects.

"This turn" effects
You may see that many cards exist with sentence structures conflicting with one another. However, the most recent way to write an "until the end of this turn" effect is by placing "this turn," at the beginning of the effect (instead of "until the end of this turn" at the end).


Template of a lingering phrase shorter than 1 turn
<Until/During> <the/your> next <insert Phase>, ____ .


Template of a lingering phrase longer than 1 turn
<Until/During> <the/your> <insert time (i.e. 2nd)> <insert Phase> after activation, ____ .


Using "until" implies that the effect will be active until the time is up.
Using "during" implies that the effect will only apply during (and possibly after) the specified time.
Using "the" counts both players' Phases.
Using "your" counts only your Phases.

For those of you who need them, things like "for the rest of the Duel" and "banish it when it leaves the field" exist, too.

Note: As you can tell, placement of an effect's duration is not yet concrete. I will let you know if this changes!


2. As a condition.

(From now on, I will call these "lingering conditions" to facilitate future instruction.)
These are useful for nerfing powerful effects. Place these sentences right after the effects that you want to limit. The sentence structures for lingering conditions are uniform, so follow the templates below.

Limiting card activations
You can only activate 1 "<insert card name>" per turn.

Limiting effect activations/uses
You can only activate/use this effect of "<insert card name>" once per turn.

Note: It is important to know the difference between "activate" and "use." If a card or effect activates but its activation is negated, you can "activate" it again but not "use" it again. I will give you an example.
Note: A huge difference exists between "Once per turn:" and "You can only activate/use... once per turn. "Once per turn:" effects allow you to use them again if you happen to get the same card on your field again. However, that is not the case for "You can only activate/use... once per turn." effects.

"This turn" conditions
<Insert condition> the turn you activate this card.


"For the rest of this turn" conditions
If you activate this card/effect, <insert condition> for the rest of this turn.


Note: It is important to know the difference between "this turn" and "for the rest of this turn." "This turn" conditions restrict usage for before and after. However, "for the rest of this turn" conditions restrict usage for only after. I will give you an example.



Summoning Conditions

If you plan on making extremely powerful monsters, it will be a good idea to limit their time on the field by giving them summoning conditions.

Writing summoning conditions is easy. Konami words its summoning conditions uniformly. Just learn these few templates. Again, remember that these effects do not activate!

Restricting summons
Cannot be <insert name of Summon(s)>.


Optional summons
Without cost: <Insert condition>, you can Special Summon this card from <insert where>.
With cost: <Insert condition (if any)>, you can Special Summon this card from <insert where> by <insert cost>.


Specific summons
Without cost: Must be <insert name of Summon> and cannot be Special Summoned by other ways.
With cost: Must be <insert name of Summon> by <insert cost> and cannot be Special Summoned by other ways.


Specific initial summons
Without cost: Must first be <insert name of Summon>.
With cost: Must first be <insert name of Summon> by <insert cost>.



You can also restrict the usage of your monster as part of a Summoning procedure. Below are the different kinds of ways to do so.

Tributes
This card cannot be Tributed.
This card cannot be Tributed for a Tribute Summon.
This card cannot be Tributed, except for the Tribute Summon of <insert exception(s)>.
This card cannot be Tributed, except for the Ritual Summon of <insert exception(s)>.


Summons that require Materials
This card cannot be used as a <insert Card Type> Material Monster.
This card cannot be used as a <insert Card Type> Material Monster, except for the <insert Card Type> Summon of <insert exception(s)>.


Card Type-Specific Effects

Flip Effects
If you have a monster effect that starts with a condition that reads "When this card is flipped face-up:", you have the option to change it into a Flip Effect Monster by replacing the whole phrase with "FLIP:". "When this card is flipped face-up" and "FLIP:" are, by definition, equivalent (except that the monsters with "FLIP:" are considered Flip Effect Monsters). These flip effects are always written first (including effects directly related to this effect). Other effects are written in a new line.


Gemini Effects
If you want to create a monster with a relatively powerful effect, you can somewhat nerf its potential by requiring it to be Normal Summoned to get its effect. This is called a Gemini Summon. Here is a template of a Gemini effect.
This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● <Insert effect>

Spirit Effects
If you need a monster that an regularly return itself to the hand, you can try making a Spirit monster. Here is a template of a Spirit effect.
Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: <insert effect>


Union Effects
If you want to make a monster that can alternate between becoming an Equip Spell Card and becoming a monster (for whatever reason), you can turn it into a Union Monster. Here is a template of a Union effect.
Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, <insert effect>.


Note: Currently, all Union Monsters Special Summon themselves in face-up Attack Position. Of course, you can be crafty if you wish to be different.


Bullet Points

Several usages of bullet points exist. The most common ways are listed as templates below.

Apply one effect
<Insert condition> activate 1 of these effects.
● <Insert effect>
● <Insert effect>
● <Insert effect>


Apply appropriate effect
<Insert condition> apply this effect, depending on <insert condition>.
● <Insert effect>
● <Insert effect>
● <Insert effect>


Gain an effect
<Insert condition> add this additional effect.
● <Insert effect>


Give an effect
<Insert condition> gains this effect.
● <Insert effect>


Note: Aside from Gemini effects, always place lingering conditions right before the bullet point list.


Effect Order

Now that you know all of the above, I can talk about effect order. Effect order is slightly less important, but it is good to know. The idea is writing the effects based on the gameplay flow of the card effects. Follow this order, and you should be fine!

1. Archetype clarifications (i.e. (This card is always treated as a "Madolche" card.))
2. Flip effects (specifically FLIP:)
3. Summoning conditions (i.e. Cannot be Normal Summoned/Set)
4. Continuous effects (i.e. All Thunder-Type monsters you control gain 500 ATK)
5. Hand effects (i.e. You can discard this card;)
6. Summon effects (i.e. When this card is Xyz Summoned:)
7. Phases in order (Draw Phase, Standby Phase, Main Phase 1, Battle Phase, Main Phase 2, End Phase)
8. Leave field effects (i.e. When this card is sent to the Graveyard:)
9. Graveyard effects (i.e. You can banish this card from your Graveyard;)
10. Bullet point effects

Here is an ultimate example.


Note: If you happen to have a quick and trigger effect that should be placed in the same place (i.e. Main Phase 1), then write the trigger effect first.

Note: Lingering conditions are usually placed right after the corresponding effect.

Note: If your card is part of an archetype and has a common effect among many others, try placing the common effect at the beginning or end of each card - whichever seems to makes more sense.


Grammar


Grammar is just as important as sentence structure. Just 1 tiny mistake can completely change the effect, so be careful!

As you may have guessed, grammar is quite a broad subject. It will take ages to cover all of the bases! With that in mind, I will begin by explaining one of the most important parts of PSCT grammar: conjunctions. Without knowing this, you are at risk for not being able to activate certain effects. Order is extremely important in Yu-Gi-Oh!!


Conjunctions

"A and B"
The "and" conjunction requires both A and B to happen. If A cannot happen, then B also cannot happen, and vice versa. When effects like these resolve, A and B are said to resolve at the same time.


"A, then B"
The "then" conjunction requires A to happen before B can happen. When effects like these resolve, A resolves first. Then, B resolves.


"A, and if you do, B"
The "and if you do" conjunction requires A to happen before B can happen. Unlike the previous conjunction, A and B are said to resolve at the same time.


"A, also B"
The "also" conjunction requires nothing. If A cannot happen, B can still happen, and vice versa. These effects are also said to resolve at the same time.



Missing Timing and "You can"

Right now, you might be thinking, "What's the difference between 'then' and 'and if you do'?"

Order matters. It can determine whether certain effects can activate. Well, in fact, it is solely for the "When...: You can" effect. This famous type of effect can miss timing. If the correct trigger for the "when" condition happens, but something else happens before you can respond, then you missed the timing. Here is an example.

Keep in mind that this only applies to "When...: You can" effects.

The "you can" phrase is probably the most common set of words. It dictates whether your effect is optional or mandatory. Addition or deletion of this phrase can dramatically change gameplay. Let's look at an example.


I should note that, as of today, no printed cards contain "you can" after a simultaneous conjunction.
In other words, there is no such thing as "A and you can B", "A, and if you do, you can B", "A, also you can B".
Only "A, then you can B" exists.


Targeting

Targeting may seem self-explanatory, but there are a few things usually unvisited. For completeness sake, I will detail everything there is to know about targeting.

General
The targeting action (the verb) is always written in the cost part of an effect's sentence structure.
The target itself (the noun) is usually written in the effect part of an effect's sentence structure.
When a cost exists before targeting, write "<insert cost> to target <insert target(s)>".


Targeting multiple targets
For the cost, write "Target 1 <insert target> and 1 <insert target>".
For the effect, write "first target" and "second target" when referring to the targets (third target and fourth target etc. if you have more).

Pronouns ("it" and "them")
You may be wondering when do I use "that target", "those targets", "it", or "them".
When you write the word "target" in the effect, you imply that the target still has to be correct.
When you write the word "it" or "them" in the effect, you imply that the target does not have to be correct anymore.
I will give you an example to illustrate this.


Note: Only cards on the field, cards in the Graveyard, and banished cards can be targeted! You cannot target cards in the hand, Main Deck, or Extra Deck.


Adjectives and Their Order

You may have wanted to specify a specific kind of card but did not know what order you should use to describe it. In PSCT, there is a concrete way to list the adjectives. I will write them in order.

Monster
1. Number of cards
2. Face-up or face-down
3. Banished state
4. Card position
5. Level/Rank
6. Monster Type (i.e. Rock-Type)
7. Attribute
8. Archetype Name
9. Card Type (i.e. Synchro Monster)
10. ATK
11. DEF


Spell/Trap
1. Number of cards
2. Face-up or face-down
3. Banished state
4. Archetype Name
5. Card Type



Prepositions

I will specifically be talking about the prepositions "in", "on", "from" and "to" because they are the ones everyone messes up.

"In"
Use "in" for references of the hand, Deck, Main Deck, Extra Deck and Graveyard.


"On"
Use "on" for references of the field, top of the Deck and bottom of the Deck.


"From"
Use "from" for referring to the first location of a moving target.

"To"
Use "to" for referring to the second location of a moving target (except top/bottom of the Deck).


Note: Use "into" when referring to shuffling a target to the Deck.



Diction

Sometimes, Konami is not consistent with making its grammar "parallel." I will describe unusual word usages here.

Banish
Back in the early days of Yu-Gi-Oh!, "banish" used to be "remove from play." However, although that has changed, for some reason, they have not added an official "Banished Zone." Therefore, whenever you want to refer to a card that has been banished, you say "banished card" instead of "card removed from play" or "card in your Banished Zone."


Punctuation

Punctuation helps clear misunderstandings. After PSCT was implemented, some concrete rules were made. Here is a compiled list of the rules (at least how I see them).

1. Place a colon (":") after a Condition.
2. Place a semicolon (";") after a Cost.
3. Place a period (".") after every sentence.
4. Place quotation marks ("""") around a monster name or archetype name.
5. Place parentheses ("()") around a clarification. (i.e. (min. 1))
6. Place a comma (",") before a conjunction (and a comma after "and if you do").
7. Place a comma (",") to add to a condition. (i.e. Once per turn, during either player's turn)


Capitalization


(Most of you might not care too much, but this makes me quite OCD. I strongly insist that you look through this part!)

Capitalization seems to be everywhere nowadays. I have seen cards that happen to capitalize everything that shouldn't and not capitalize everything that should. If you are curious, below are the PSCT capitalization rules.


Structure Capitalization

CAPITALIZE
The first word of every sentence (not of every word).
The first word after each colon (":") (not semicolon).


Name Capitalization

CAPITALIZE
Names of monsters. (i.e. "Blue-Eyes White Dragon")
Names of archetypes. (i.e. "Dark World" card)
Names of counters. (i.e. Ice Counter)
Names of card types. (i.e. Field Spell Card)

Names of Monster Types. (i.e. Rock-Type)

Names of Attributes. (In this case, capitalize every letter - i.e. EARTH)

Names of Phases. (i.e. Standby Phase)

Names of Zones. (i.e. Pendulum Zone) (I should note that Banished Zone does not exist.)

Names of Summons. (i.e. Flip Summon)

Names of Materials. (i.e. Xyz Material)

Names of card positions. (i.e. Attack Position)



Miscellaneous Capitalization

CAPITALIZE
All of these.

Do NOT capitalize
Verbs that do not contain "Summon".

Do NOT capitalize (unless part of something above)
All of these.



Miscellaneous


Monster Card Type Order

I would not consider this PSCT (since you are not technically not solving any problems), but this is important to know. It will help categorize monsters and, therefore, ease selecting targets. Remember, this part is always bolded. Follow this template (place exactly 1 slash ("/") between each written category).
[<Monster Type>/<Flip>/<Fusion/Ritual/Synchro/Xyz/Pendulum>/<Gemini/Tuner>/<Effect>]


Note: All effect monsters will include the "Effect" category (including Gemini and Tuner monsters).

Note: Gemini/Tuner hybrids currently do not exist. However, if you wish to make one, I would place Gemini before Tuner.


Future Content

This is where I will list content to sort into the categories above~

  • Link Monsters
  • Quick Effect changes
  • Name changes (i.e. Graveyard --> GY)
  • Improve clarity


TL;DR


I gathered as much information as I could into a post. If you do not want to bother with reading all of this, like I said, just post a comment (or PM me if you don't want others to know) with the card effect and card type (i.e. Continuous Spell Card), and I will fine-tune the effect according to PSCT for you! (If you're really unsure, just post what you want the effect to do~) Don't be shy!



I hope this helps! Enjoy, everyone! :blush~

[color=violet]P.S. Comments, questions and suggestions are welcome :) ~
P.S.S. If this helped you, you can support me by thanking this post~ :laugh:laugh:laugh

Edited by user Thursday, October 19, 2017 11:56:37 AM(UTC)  | Reason: Improved instruction grammar; Getting ready to make a post-Link update

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V-WARRIOR  
#2 Posted : Friday, January 09, 2015 4:47:55 PM(UTC)
V-WARRIOR

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Wow good work its a complete guide
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Renni  
#3 Posted : Saturday, January 10, 2015 4:01:06 PM(UTC)
Renni

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Originally Posted by: V-WARRIOR Go to Quoted Post
Wow good work its a complete guide
Thanks! :laugh I want this to be of use for everyone! :) Everyone, don't be embarrassed if your cards don't have correct PSCT. Without proper instruction, everyone starts as a beginner!
FTON  
#4 Posted : Saturday, January 10, 2015 5:39:36 PM(UTC)
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Nice, Good luck.
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Renni  
#5 Posted : Saturday, January 10, 2015 8:46:11 PM(UTC)
Renni

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Update: Added a few things: continuous effects, lingering effects, summoning conditions and some various notes. I will finish the rest as soon as possible :laugh Enjoy~
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FTON  
#6 Posted : Saturday, January 10, 2015 9:27:02 PM(UTC)
FTON

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Originally Posted by: Renni Go to Quoted Post
Update: Added a few things: continuous effects, lingering effects, summoning conditions and some various notes. I will finish the rest as soon as possible :laugh Enjoy~


They Are not Necessarily Until The end of this Turn, some cards have lingering effects during 20 Turns, Until The End Phase, During This duel....

Proof
Renni  
#7 Posted : Saturday, January 10, 2015 10:48:08 PM(UTC)
Renni

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Originally Posted by: FTON Go to Quoted Post
Nice, Good luck.
Thanks! :laugh
Renni  
#8 Posted : Saturday, January 10, 2015 11:07:48 PM(UTC)
Renni

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Originally Posted by: FTON Go to Quoted Post
Originally Posted by: Renni Go to Quoted Post
Update: Added a few things: continuous effects, lingering effects, summoning conditions and some various notes. I will finish the rest as soon as possible :laugh Enjoy~


They Are not Necessarily Until The end of this Turn, some cards have lingering effects during 20 Turns, Until The End Phase, During This duel....

Proof
I think you misunderstood. xD

First of all, this is a guide to PSCT. Many of the examples in that wiki are old cards and have not been errata'd according to the current rules. In other words, they are not examples of PSCT. (They will be worded according to PSCT once those cards are reprinted~)
Secondly, I didn't say that other kinds of lingering effects did not exist :) You can write awkward things like "During the 16th Standby Phase" or "For the rest of this Match". Just edit the words! Use your imagination~
You make a good point, though :laugh When I have time, I'll fine-tune the instruction to include other kinds of lingering effects.
Thanks for your input, FTON! :blush

Edited by user Saturday, January 10, 2015 11:24:44 PM(UTC)  | Reason: Not specified

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Michael Lawrence Dee  
#9 Posted : Sunday, January 11, 2015 1:43:23 AM(UTC)
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You better have a backup of this very long guide.
Now this is how I play:
Naz Zuki  
#10 Posted : Sunday, January 11, 2015 2:35:15 AM(UTC)
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Wow I have been waiting for someone who will guide me to write cards effect text rightly and then pop him over there!:dance However that a good guide you made there.:clap I hope you will improve the guide more and more in the future for the sake of new words konami make!:lol
Look the fluffy!
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Michael Lawrence Dee  
#11 Posted : Sunday, January 11, 2015 2:47:19 AM(UTC)
Michael Lawrence Dee

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Originally Posted by: Naz Zuki Go to Quoted Post
Wow I have been waiting for someone who will guide me to write cards effect text rightly and then pop him over there!:dance However that a good guide you made there.:clap I hope you will improve the guide more and more in the future for the sake of new words konami make!:lol


I was supposed to make a tutorial with scripting but my time wouldn't allow me... :P
Now this is how I play:
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Renni  
#12 Posted : Sunday, January 11, 2015 3:35:54 AM(UTC)
Renni

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Originally Posted by: Renni Go to Quoted Post
When I have time, I'll fine-tune the instruction to include other kinds of lingering effects.
Update: I improved the format of the lingering effects section. Is this to your liking, FTON? :)
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Renni  
#13 Posted : Sunday, January 11, 2015 3:39:08 AM(UTC)
Renni

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Originally Posted by: Michael Lawrence Dee Go to Quoted Post
You better have a backup of this very long guide.
Oh how much I would love another of my long posts to get rolled back.. :laugh Don't worry, I got a backup this time! I learnt my lesson.
Renni  
#14 Posted : Sunday, January 11, 2015 3:43:02 AM(UTC)
Renni

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Originally Posted by: Naz Zuki Go to Quoted Post
I hope you will improve the guide more and more in the future for the sake of new words konami make!:lol
I doubt Konami will change its card grammar too drastically, but if anything happens, I'll be sure to update this! I strive for perfection! :laugh

Originally Posted by: Naz Zuki Go to Quoted Post
Wow I have been waiting for someone who will guide me to write cards effect text rightly and then pop him over there!:dance However that a good guide you made there.:clap
Thank you so much! :blush The support is real <3
Renni  
#15 Posted : Sunday, January 11, 2015 3:44:38 AM(UTC)
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Originally Posted by: Michael Lawrence Dee Go to Quoted Post
Originally Posted by: Naz Zuki Go to Quoted Post
Wow I have been waiting for someone who will guide me to write cards effect text rightly and then pop him over there!:dance However that a good guide you made there.:clap I hope you will improve the guide more and more in the future for the sake of new words konami make!:lol


I was supposed to make a tutorial with scripting but my time wouldn't allow me... :P
PLEASE DO! I need it! :lol Well, we all need it~ :laugh:laugh:laugh
Michael Lawrence Dee  
#16 Posted : Sunday, January 11, 2015 3:53:51 AM(UTC)
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Originally Posted by: Renni Go to Quoted Post
Originally Posted by: Michael Lawrence Dee Go to Quoted Post
Originally Posted by: Naz Zuki Go to Quoted Post
Wow I have been waiting for someone who will guide me to write cards effect text rightly and then pop him over there!:dance However that a good guide you made there.:clap I hope you will improve the guide more and more in the future for the sake of new words konami make!:lol


I was supposed to make a tutorial with scripting but my time wouldn't allow me... :P
PLEASE DO! I need it! :lol Well, we all need it~ :laugh:laugh:laugh


Maybe after making my english assignment. And i hope Snarky makes an AI scripting tutorial.
Now this is how I play:
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Renni  
#17 Posted : Sunday, January 11, 2015 8:10:22 PM(UTC)
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Originally Posted by: Michael Lawrence Dee Go to Quoted Post
Originally Posted by: Renni Go to Quoted Post
Originally Posted by: Michael Lawrence Dee Go to Quoted Post
Originally Posted by: Naz Zuki Go to Quoted Post
Wow I have been waiting for someone who will guide me to write cards effect text rightly and then pop him over there!:dance However that a good guide you made there.:clap I hope you will improve the guide more and more in the future for the sake of new words konami make!:lol


I was supposed to make a tutorial with scripting but my time wouldn't allow me... :P
PLEASE DO! I need it! :lol Well, we all need it~ :laugh:laugh:laugh


Maybe after making my english assignment. And i hope Snarky makes an AI scripting tutorial.
Then we'll have the Tutorial Trinity! :lol

Edited by user Sunday, January 11, 2015 8:10:59 PM(UTC)  | Reason: Not specified

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Renni  
#18 Posted : Sunday, January 11, 2015 8:14:29 PM(UTC)
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Update: Added instruction for bullet points and effect order! Also reworded a few things to improve readability~ :)
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Renni  
#19 Posted : Monday, January 12, 2015 9:57:40 PM(UTC)
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Update: Added condition order (under sentence structure), targeting, adjectives and their order, prepositions, and diction (about banish). Moved punctuation to grammar. Fixed a few ambiguous word choices.

The guide is now "complete!" I'm sure that I've missed quite a few things, though. If you notice anything, do not hesitate to let me know!
Enjoy! :blush
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SGJin  
#20 Posted : Monday, January 12, 2015 11:00:48 PM(UTC)
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You can also include some of the newer changes to the type/ability text that is usually written right above the effect.

Changes include
-Flip effect monsters now has its own category.
-If a flip effect monster has more than 1 effect, the flip effect is listed first and additional effects are listed on a new paragraph.
-Effect monsters now always has the EFFECT category listed at the end. (omitted on tuners and gemini monsters in the past)

Examples

Shadoll Falco
Old Text : [Spellcaster/Tuner]
New Text: [Spellcaster/Flip/Tuner/Effect]

Phoenix Gearfried
Old Text : [Warrior/Gemini]
New Text: [Warrior/Gemini/Effect]

There are also some changes with Japanese and Korean card grammar that the TGC might adopt, but are currently not used with the current problem solving text system.

Edited by user Monday, January 12, 2015 11:02:41 PM(UTC)  | Reason: Not specified

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