khriskh
2016-08-01T00:48:47Z
Hello, I need your help to make the script of this card

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Name: Rank-Up-Magic Cipher Pursuit
Card: Spell - Quick-Play
Description: If the difference between your LP and your opponent's is at least 2000: Target 1 "Cipher" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Cipher" Xyz Monster that is 1 Rank higher than that target, by using it as the Xyz Material, and if you do, you can activate that Xyz Monster's effect that is activated by detaching its own Xyz Material(s). (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.)

Tranks
Arydan
2016-08-01T05:38:45Z
2000 higher or lower?
Dr. Sexy M.D.
2016-08-01T06:12:27Z
It just says "difference," which I assume means both.
Kindrindra
2016-08-01T07:22:34Z
It's unfortunately currently impossible to make this card to my knowledge, since there's no "GetMaterialEffect()" or anything like that. Same reason that "Raidraptor - Rapid Xyz" can't be implemented, which has the same effect.
Cards scripted: ...lost count
Cards released: 18
Cards illustrated: Double digits
Main Decks: D/D, Heraldic, Gusto on good days
Dr. Sexy M.D.
2016-08-01T19:22:11Z
Originally Posted by: Kindrindra 

It's unfortunately currently impossible to make this card to my knowledge, since there's no "GetMaterialEffect()" or anything like that. Same reason that "Raidraptor - Rapid Xyz" can't be implemented, which has the same effect.



It's technically possible, since it is restrictive to the archetype. If all of the Cipher Xyz monsters have a common naming scheme for their detach effect, then you can reference it by doing tc.operation and whatnot. One of my Mystic Fauna cards, Mystic Fauna Guidance, does this. You can also see it in the anime trap card Tachyon Unit. While you can't implement this effect generically (though, technically, you could if *every* xyz monster was made the same way), if you restrict it to one archetype and ensure archetypal solidarity, it's certainly possible.

Edit: Nevermind, this might not be possible. After reading Raidraptor - Rapid Xyz's effect again, it also says that you can only use Raidraptor monsters. I know that Rapid Xyz is impossible to make, which leads me to believe that the reason is that you cannot pay cost externally. If this card were to be reworded to say "You do not pay its activation cost" like Tachyon Unit, then it may be possible. I forget the exact reason why Rapid Xyz is impossible while Tachyon Unit is possible, but I think this is it. Either that or the Raidraptors just don't have a common naming scheme. It's also possible that Rapid Xyz's effect used to be worded differently and allowed you to use any Xyz monster and was just recently changed, meaning that it is now implementable.
Arydan
2016-08-02T02:58:47Z
Originally Posted by: Dr. Sexy M.D. 

Originally Posted by: Kindrindra 

It's unfortunately currently impossible to make this card to my knowledge, since there's no "GetMaterialEffect()" or anything like that. Same reason that "Raidraptor - Rapid Xyz" can't be implemented, which has the same effect.



It's technically possible, since it is restrictive to the archetype. If all of the Cipher Xyz monsters have a common naming scheme for their detach effect, then you can reference it by doing tc.operation and whatnot. One of my Mystic Fauna cards, Mystic Fauna Guidance, does this. You can also see it in the anime trap card Tachyon Unit. While you can't implement this effect generically (though, technically, you could if *every* xyz monster was made the same way), if you restrict it to one archetype and ensure archetypal solidarity, it's certainly possible.

Edit: Nevermind, this might not be possible. After reading Raidraptor - Rapid Xyz's effect again, it also says that you can only use Raidraptor monsters. I know that Rapid Xyz is impossible to make, which leads me to believe that the reason is that you cannot pay cost externally. If this card were to be reworded to say "You do not pay its activation cost" like Tachyon Unit, then it may be possible. I forget the exact reason why Rapid Xyz is impossible while Tachyon Unit is possible, but I think this is it. Either that or the Raidraptors just don't have a common naming scheme. It's also possible that Rapid Xyz's effect used to be worded differently and allowed you to use any Xyz monster and was just recently changed, meaning that it is now implementable.




Yes, Iam aggre with you. I guess, I could make it someday, not realy works or not.
I have Raidraptor - Rapid Xyz in my YGOPRO. What wrong with that?
Michael Lawrence Dee
2016-08-02T11:15:28Z
Originally Posted by: Dr. Sexy M.D. 


Edit: Nevermind, this might not be possible. After reading Raidraptor - Rapid Xyz's effect again, it also says that you can only use Raidraptor monsters. I know that Rapid Xyz is impossible to make, which leads me to believe that the reason is that you cannot pay cost externally. If this card were to be reworded to say "You do not pay its activation cost" like Tachyon Unit, then it may be possible. I forget the exact reason why Rapid Xyz is impossible while Tachyon Unit is possible, but I think this is it. Either that or the Raidraptors just don't have a common naming scheme. It's also possible that Rapid Xyz's effect used to be worded differently and allowed you to use any Xyz monster and was just recently changed, meaning that it is now implementable.



Yes. The function in Tachyon Unit is only a single function variable. They both use ".negcost", ".negtg" and ".negop". Unlike Rapid Xyz whose codes are different for each of the cards.

Originally Posted by: Arydan 


I have Raidraptor - Rapid Xyz in my YGOPRO. What wrong with that?



Well, Rapid Xyz cannot cannot activate the Xyz's effect.
Now this is how I play:
Arydan
2016-08-03T02:43:39Z
Originally Posted by: Michael Lawrence Dee 

Originally Posted by: Arydan 


I have Raidraptor - Rapid Xyz in my YGOPRO. What wrong with that?



Well, Rapid Xyz cannot cannot activate the Xyz's effect.



Oh... I figured out that the last effect was not added. [:sad:] [:sad:]
theonepharaoh
2016-08-03T13:45:33Z
there maybe a way to do it.

		tc=tg:GetFirst()
		if tc:IsRelateToEffect(e) then
		local code=tc:GetCode()
		e:GetHandler():CopyEffect(code)
		local qe1=e1:Clone()
		qe1:SetType(EFFECT_TYPE_QUICK_O)
         	qe1:SetCode(EVENT_FREE_CHAIN)
		tc:RegisterEffect(qe1)
		local qe2=e2:Clone()
		qe2:SetType(EFFECT_TYPE_QUICK_O)
        	qe2:SetCode(EVENT_FREE_CHAIN)
  		tc:RegisterEffect(qe2)
		end
Dr. Sexy M.D.
2016-08-04T01:26:36Z
Originally Posted by: Michael Lawrence Dee 

Yes. The function in Tachyon Unit is only a single function variable. They both use ".negcost", ".negtg" and ".negop". Unlike Rapid Xyz whose codes are different for each of the cards.



Couldn't you make Rapid Xyz by using an if... Elseif based on the monster's code and using different function variables based on which card it is? Like, you say if c:IsCode(Rise Falcon) then ".operation" (or whatever it is for Rise Falcon) else if c:IsCode(Revolution Falcon) then ".AttackAll" (or whatever Revolution Falcon's function is called). It might be a lengthy script, and you'd have to add to it every time a new Raidraptor Xyz comes out, but it would certainly be possible.
Michael Lawrence Dee
2016-08-04T11:57:36Z
Originally Posted by: Dr. Sexy M.D. 

Originally Posted by: Michael Lawrence Dee 

Yes. The function in Tachyon Unit is only a single function variable. They both use ".negcost", ".negtg" and ".negop". Unlike Rapid Xyz whose codes are different for each of the cards.



Couldn't you make Rapid Xyz by using an if... Elseif based on the monster's code and using different function variables based on which card it is? Like, you say if c:IsCode(Rise Falcon) then ".operation" (or whatever it is for Rise Falcon) else if c:IsCode(Revolution Falcon) then ".AttackAll" (or whatever Revolution Falcon's function is called). It might be a lengthy script, and you'd have to add to it every time a new Raidraptor Xyz comes out, but it would certainly be possible.



Let's not resort to hardcoding please. Raidraptors could increase their population at any time you know.
Now this is how I play:
theonepharaoh
2016-08-04T15:12:44Z
I think the way to do it is the spell coping the monster effect then clone all effects and applying them to the monster
so it gains a quick effect identical to the regular ignition effect

        tc=tg:GetFirst()
        if tc:IsRelateToEffect(e) then
        local code=tc:GetCode()
        e:GetHandler():CopyEffect(code)
        local qe1=e1:Clone()
        qe1:SetType(EFFECT_TYPE_QUICK_O)
        qe1:SetCode(EVENT_FREE_CHAIN)
        tc:RegisterEffect(qe1)
        local qe2=e2:Clone()
        qe2:SetType(EFFECT_TYPE_QUICK_O)
        qe2:SetCode(EVENT_FREE_CHAIN)
         tc:RegisterEffect(qe2)
        end
cybercatman
2016-08-04T15:54:38Z
Originally Posted by: theonepharaoh 

I think the way to do it is the spell coping the monster effect then clone all effects and applying them to the monster
so it gains a quick effect identical to the regular ignition effect


        tc=tg:GetFirst()
        if tc:IsRelateToEffect(e) then
        local code=tc:GetCode()
        e:GetHandler():CopyEffect(code)
        local qe1=e1:Clone()
        qe1:SetType(EFFECT_TYPE_QUICK_O)
        qe1:SetCode(EVENT_FREE_CHAIN)
        tc:RegisterEffect(qe1)
        local qe2=e2:Clone()
        qe2:SetType(EFFECT_TYPE_QUICK_O)
        qe2:SetCode(EVENT_FREE_CHAIN)
         tc:RegisterEffect(qe2)
        end



the problem would be all the effects would be copied and not only the one that use material as cost
theonepharaoh
2016-08-04T20:30:45Z
Originally Posted by: cybercatman 

Originally Posted by: theonepharaoh 

I think the way to do it is the spell coping the monster effect then clone all effects and applying them to the monster
so it gains a quick effect identical to the regular ignition effect


        tc=tg:GetFirst()
        if tc:IsRelateToEffect(e) then
        local code=tc:GetCode()
        e:GetHandler():CopyEffect(code)
        local qe1=e1:Clone()
        qe1:SetType(EFFECT_TYPE_QUICK_O)
        qe1:SetCode(EVENT_FREE_CHAIN)
        tc:RegisterEffect(qe1)
        local qe2=e2:Clone()
        qe2:SetType(EFFECT_TYPE_QUICK_O)
        qe2:SetCode(EVENT_FREE_CHAIN)
         tc:RegisterEffect(qe2)
        end



the problem would be all the effects would be copied and not only the one that use material as cost



WELL IT WOULD BE BETTER THEN NOTHING
cybercatman
2016-08-04T21:42:07Z
Originally Posted by: theonepharaoh 

Originally Posted by: cybercatman 



the problem would be all the effects would be copied and not only the one that use material as cost



WELL IT WOULD BE BETTER THEN NOTHING



no need to scream ><
having such a awkward script would bring more and more problem with new cipher cards released
all the current cipher have only 1 ignition effect (even if blade have a "when it leave the field effect") but imagine they release a cipher Xyz with 2 ignition effect, 1 that detach and 1 that don't need to detach
the Cipher gain the possibility to use both effect during the opponent's turn

A effect shouln't be half done
theonepharaoh
2016-08-06T01:05:44Z
Originally Posted by: cybercatman 

Originally Posted by: theonepharaoh 

Originally Posted by: cybercatman 



the problem would be all the effects would be copied and not only the one that use material as cost



WELL IT WOULD BE BETTER THEN NOTHING



no need to scream ><
having such a awkward script would bring more and more problem with new cipher cards released
all the current cipher have only 1 ignition effect (even if blade have a "when it leave the field effect") but imagine they release a cipher Xyz with 2 ignition effect, 1 that detach and 1 that don't need to detach
the Cipher gain the possibility to use both effect during the opponent's turn

A effect shouln't be half done



You know, half done means that you only have to do the remaining 50% instead of starting from 0%.
if you get scared and wait you won't be able to do anything.
If you want to do something don't falter.
cybercatman
2016-08-06T11:06:20Z
Originally Posted by: theonepharaoh 



You know, half done means that you only have to do the remaining 50% instead of starting from 0%.
if you get scared and wait you won't be able to do anything.
If you want to do something don't falter.



ok, poor choice of word, I should have said half working
It would work like it should half of the time and the other half it would not
It is not I don't want to do it, If I find a way to make it work like it should (except hardcoding if possible) I'll be surely the first to do it but if a card should't be made half-working
For exemple, I'm trying to script the Moon Protector from last week episode, but I have some difficulty to get a monster that destroyed the token by his effect, the effect work when destroyed by battle but it would mean that the effect is only half working, so I'm waiting a little before releasing it until I manage to make it
theonepharaoh
2016-08-06T18:48:42Z
Originally Posted by: cybercatman 

Originally Posted by: theonepharaoh 



You know, half done means that you only have to do the remaining 50% instead of starting from 0%.
if you get scared and wait you won't be able to do anything.
If you want to do something don't falter.



ok, poor choice of word, I should have said half working
It would work like it should half of the time and the other half it would not
It is not I don't want to do it, If I find a way to make it work like it should (except hardcoding if possible) I'll be surely the first to do it but if a card should't be made half-working
For exemple, I'm trying to script the Moon Protector from last week episode, but I have some difficulty to get a monster that destroyed the token by his effect, the effect work when destroyed by battle but it would mean that the effect is only half working, so I'm waiting a little before releasing it until I manage to make it



after checking all cipher dragon cards I found out that the overlay using effect is always "e1"
so the script should be like this

tc=tg:GetFirst()
 if tc:IsRelateToEffect(e) then
 local code=tc:GetCode()
 e:GetHandler():CopyEffect(code)
 local qe1=e1:Clone()
 qe1:SetType(EFFECT_TYPE_QUICK_O)
 qe1:SetCode(EVENT_FREE_CHAIN)
 tc:RegisterEffect(qe1)
 end

and if a new cipher dragon is made we will make sure when scripting it to script the overlay using effect as "e1"
cybercatman
2016-08-06T18:58:04Z
Originally Posted by: theonepharaoh 


after checking all cipher dragon cards I found out that the overlay using effect is always "e1"
so the script should be like this


tc=tg:GetFirst()
 if tc:IsRelateToEffect(e) then
 local code=tc:GetCode()
 e:GetHandler():CopyEffect(code)
 local qe1=e1:Clone()
 qe1:SetType(EFFECT_TYPE_QUICK_O)
 qe1:SetCode(EVENT_FREE_CHAIN)
 tc:RegisterEffect(qe1)
 end

and if a new cipher dragon is made we will make sure when scripting it to script the overlay using effect as "e1"



and what if they make a cypher xyz with 2 effect that detach a xyz material?
and I think that the official card scripters script the card in function of the order the effect are written, if the card that detach is the second effect written on the card it will be the e2 effect
And Anime card need to be adapted to work with official card not the other way...
theonepharaoh
2016-08-06T19:33:34Z
Originally Posted by: cybercatman 

Originally Posted by: theonepharaoh 


after checking all cipher dragon cards I found out that the overlay using effect is always "e1"
so the script should be like this


tc=tg:GetFirst()
 if tc:IsRelateToEffect(e) then
 local code=tc:GetCode()
 e:GetHandler():CopyEffect(code)
 local qe1=e1:Clone()
 qe1:SetType(EFFECT_TYPE_QUICK_O)
 qe1:SetCode(EVENT_FREE_CHAIN)
 tc:RegisterEffect(qe1)
 end

and if a new cipher dragon is made we will make sure when scripting it to script the overlay using effect as "e1"



and what if they make a cypher xyz with 2 effect that detach a xyz material?
and I think that the official card scripters script the card in function of the order the effect are written, if the card that detach is the second effect written on the card it will be the e2 effect
And Anime card need to be adapted to work with official card not the other way...




you know that a script can be edited after the first release.
haven't you learned anything since the brave-eyes/dystopiaguy issue
PS: brave-Eyes' effect still doesn't work, the first effect cannot be triggered.