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 Help with Number 1: The Summoning Gate

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Marc1




Posts : 43
Join date : 2013-08-03

Help with Number 1: The Summoning Gate   Empty
PostSubject: Help with Number 1: The Summoning Gate    Help with Number 1: The Summoning Gate   Icon_minitimeTue Nov 26, 2013 9:12 pm

I have been trying to create the missing Number cards but running into trouble with a lot of them. Any help would be appreciated! 

Number 1: The Summoning Gate


Rank 4 Light Fairy 2600/2000


2 Level 4 monsters


Once per turn: You can detach 1 Xyz Material to special summon 1 Xyz “Number” monster from your Extra Deck; target two monsters in your Graveyard and add them as xyz material to the special summoned monster.

--Number 1: The Summoning Gate
function c1001000000.initial_effect(c)
--xyz summon
 aux.AddXyzProcedure(c,aux.XyzFilterFunction(c,4),2)
 c:EnableReviveLimit()
 --Special summon
 local e1=Effect.CreateEffect(c)
 e1:SetDescription(aux.Stringid(1001000000,0))
 e1:SetCategory(CATEGORY_SPECIAL_SUMMON)
 e1:SetType(EFFECT_TYPE_IGNITION)
 e1:SetRange(LOCATION_MZONE)
 e1:SetCost(c1001000000.cost)
 e1:SetCode(EVENT_TOHAND)
 e1:SetCountLimit(1)
 e1:SetReset(RESET_EVENT+0xfe0000)
 e1:SetProperty(EFFECT_FLAG_TARGET)
 e1:SetTarget(c1001000000.target)
 e1:SetOperation(c1001000000.operation)
 c:RegisterEffect(e1)
end
function c1001000000.cost(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return e:GetHandler():CheckRemoveOverlayCard(tp,1,REASON_COST) end
e:GetHandler():RemoveOverlayCard(tp,1,1,REASON_COST)end
function c1001000000.filter(c,e,tp)
 return c:IsSetCard and c:IsCanBeEffectTarget(e) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function c1001000000.xyzfilter(c,mg)
 if c.xyz_count~=2 then return false end
 return c:IsXyzSummonable(mg)
end
function c1001000000.mfilter1(c,exg)
 return exg:IsExists(c61314842.mfilter2,1,nil,c)
end
function c1001000000.mfilter2(c,mc)
 return c.xyz_filter(mc)
end
function c1001000000.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
 if chkc then return false end
 local mg=Duel.GetMatchingGroup(c1001000000.filter,tp,LOCATION_GRAVE,0,nil,e,tp)
 if chk==0 then return (not Duel.IsPlayerAffectedByEffect(tp,23516703) or c23516703[tp]==0)
  and Duel.GetLocationCount(tp,LOCATION_MZONE)>1 and mg:GetCount()>1
  and Duel.IsExistingMatchingCard(c61314842.xyzfilter,tp,LOCATION_EXTRA,0,1,nil,mg) end
 local exg=Duel.GetMatchingGroup(c61314842.xyzfilter,tp,LOCATION_EXTRA,0,nil,mg)
 Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
 local sg1=mg:FilterSelect(tp,c61314842.mfilter1,1,1,nil,exg)
 local tc1=sg1:GetFirst()
 local exg2=exg:Filter(c1001000000.mfilter2,nil,tc1)
 Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
 local sg2=mg:FilterSelect(tp,c1001000000.mfilter1,1,1,tc1,exg2)
 sg1:Merge(sg2)
 Duel.SetTargetCard(sg1)
 Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,sg1,2,0,0)
end
function c1001000000.filter2(c,e,tp)
 return c:IsRelateToEffect(e) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function c1001000000.activate(e,tp,eg,ep,ev,re,r,rp)
 if Duel.IsPlayerAffectedByEffect(tp,23516703) and c23516703[tp]>0 then return end
 if Duel.GetLocationCount(tp,LOCATION_MZONE)<2 then return end
 local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS):Filter(c1001000000.filter2,nil,e,tp)
 if g:GetCount()<2 then return end
 Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP)
 Duel.BreakEffect()
 local xyzg=Duel.GetMatchingGroup(c1001000000.xyzfilter,tp,LOCATION_EXTRA,0,nil,g)
 if xyzg:GetCount()>0 then
  Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
  local xyz=xyzg:Select(tp,1,1,nil):GetFirst()
  Duel.XyzSummon(tp,xyz,g)
 end
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outlaw1994

outlaw1994
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Member Title : Red-Eyes Lord
Posts : 797
Join date : 2013-07-09
Age : 29
Location : bundaberg qld australia

Help with Number 1: The Summoning Gate   Empty
PostSubject: Re: Help with Number 1: The Summoning Gate    Help with Number 1: The Summoning Gate   Icon_minitimeWed Nov 27, 2013 11:39 pm

this card seems a bit op to me atm try something like this

Number 1: The Summoning Gate


Rank 4 Light Fairy1500/1000
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Materia and discard 1 card to special summon 1 Xyz “Number” monster from your Extra Deck(this special summon is treated as an xyz summon); target two monsters in your Graveyard and add them as xyz material to the special summoned monster.during each end phase detach 1 xyz material from a xyz monster on the field or destroy this card.


that makes it same eff but with a drawback and an advantage if the opponent controls xyz monsters.
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Marc1




Posts : 43
Join date : 2013-08-03

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PostSubject: Re: Help with Number 1: The Summoning Gate    Help with Number 1: The Summoning Gate   Icon_minitimeThu Nov 28, 2013 2:34 am

I like the modifications.
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Marc1




Posts : 43
Join date : 2013-08-03

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PostSubject: Re: Help with Number 1: The Summoning Gate    Help with Number 1: The Summoning Gate   Icon_minitimeTue Dec 10, 2013 7:23 pm

Is anyone working on scripting this card?  Sad
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outlaw1994

outlaw1994
Admin
Admin

Member Title : Red-Eyes Lord
Posts : 797
Join date : 2013-07-09
Age : 29
Location : bundaberg qld australia

Help with Number 1: The Summoning Gate   Empty
PostSubject: Re: Help with Number 1: The Summoning Gate    Help with Number 1: The Summoning Gate   Icon_minitimeWed Dec 11, 2013 12:09 am

i will work on it when i get a chance
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PostSubject: Re: Help with Number 1: The Summoning Gate    Help with Number 1: The Summoning Gate   Icon_minitime

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