8000 Improving "Time Thief Redoer" to know what card was attached · Issue #189 · ProjectIgnis/CardScripts · GitHub
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Improving "Time Thief Redoer" to know what card was attached #189

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kevinlul opened this issue Apr 18, 2020 · 3 comments
Open

Improving "Time Thief Redoer" to know what card was attached #189

kevinlul opened this issue Apr 18, 2020 · 3 comments

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@kevinlul
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@AlphaKretin: "When Time Thief Redoer takes a card from the top of the opponent's deck, there's no easy way to see what it was. You have to check its Xyz Material manually which gets interrupted by the opponent taking actions."

Originally requested 11/08/2019 by @pyrQ

  • Duel.Hint with HINT_CODE: "declare" box that says the name of the card, is added in the log
  • Duel.Hint with HINT_CARD: flashes the card image on the screen (as if its effect was activated/applied)
  • Duel.ConfirmCards before attaching the card on Redoer: basically reveals the top card of the deck (perhaps a bit inaccurate gameplay-wise, note that doing this after attaching the card as material crashes the game, at least on my end)
  • Duel.HintSelection: "targets" the card on top of the deck (doesn't show it) and adds it in the log (seems inferior to the first option)

Any other ideas or thoughts on the above are welcome.

@kevinlul kevinlul added the enhancement New feature or request label Apr 18, 2020
@LordYuuma
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  • IIUC HINT_CODE doesn't show the card itself, which might be an issue if you want to know whether it's a monster, spell or trap for other cards like Perpetua.
  • HINT_CARD does show the card itself, but also triggers Discussion: playback of "activate" sound effect edo9300/edopro#138, which seems weird.
  • Duel.ConfirmCards from the deck only shows it for a brief moment, and you can't hover on the card, but if you pay attention, you can at least correctly guess the kind of card that has been added. Personally, I'd prefer this variant.
    Duel.ConfirmCards after attaching crashes the game, because the card can no longer be found with the available location info. ConfirmCards only sends controler, location and sequence, with sequence being the index of the card in the overlay group if I debugged this correctly. Also location is just LOCATION_OVERLAY and there's no way of inferring the Xyz monster a card is overlayed to from the card itself.
    I think a fix for that would be to add Card.ConfirmOverlay, which sends a message, that correctly encodes that info to the core, and encode all sequences in the confirm messages.

Another way would be to highlight cards whenever they are attached to an existing Xyz monster, but that would be a bit redundant with other effects, that already target.

@ahtelel
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ahtelel commented Jun 16, 2020

Neither Duel.ConfirmCards and Duel.ConfirmDecktop are crashing my game in LAN and puzzle mode

function s.xyzop(e,tp,eg,ep,ev,re,r,rp)
	local c=e:GetHandler()
	local g=Duel.GetDecktopGroup(1-tp,1)
	if c:IsRelateToEffect(e) and #g==1 then
		[either] Duel.ConfirmCards(tp,g) [or] Duel.ConfirmDecktop(1-tp,1)
		Duel.DisableShuffleCheck()
		Duel.Overlay(c,g)
	end
end

@LordYuuma
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LordYuuma commented Jun 16, 2020

My comment was made w.r.t. confirming after Duel.Overlay. As the code portions that I investigated back in May have not changed, this is still the case. The only thing that has changed since then and now, is that the scripts are no longer compatible with v8.0 and I had to rebuild edopro-core in order to be able to summon Redoer in LAN mode in the first place.

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