Guide: Game Assisted Effects

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Rules for the game & forums, as well as some handy guides and articles.
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PostPosted: Mon Jul 26, 2010 7:19 pm
iLedger wrote:If only we could code the game like DMO :/ everything is auto. <3
How about in game reminders.... eg. Your opponent destroyed your "XX-Saber Darksoul" this turn, would you like to activate his effect? or "Treeborn Frog" exists in your graveyard, would you like to special summon it?


Still wouldn't work because you'd have to code those things for the individual cards. There's a reason DMO only has about 1/4 of the cards that we have. The way we have things here in DMG is better for two reasons:

1) Less code for the cards, which means more code for making other stuff not blow up in our faces.

2) Promotes memory exercise.
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PostPosted: Mon Jul 26, 2010 7:38 pm
3) Makes updates easier and more frequent.

4) Gives the game less bugs. MANY less bugs.

5) Allows us to play how we want to play, rather than how the game allows us: Custom style playing, proxying cards, etc..

6) Faster.

7) Much, much less annoying.

8) Prevents abuse of game logic to deduce cards: The game pauses every I declare an attack, the fd on their field must be able to respond in the battle phase...

Etc.

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PostPosted: Mon Jul 26, 2010 11:00 pm
Light and Darkness would be nice.
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PostPosted: Mon Jul 26, 2010 11:24 pm
iLedger wrote:Light and Darkness would be nice.


The Dragon? Do you have any idea how difficult it would be to program it to only activate once per chain? You'd have to come up with programming to define Chains in the first place, and that'd be stupidly difficult. You might as well make the game automatic, and DMO has about 3000 fewer cards than we do.
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PostPosted: Mon Jul 26, 2010 11:34 pm
Wolfgang DelaSangre wrote:
iLedger wrote:Light and Darkness would be nice.


The Dragon? Do you have any idea how difficult it would be to program it to only activate once per chain? You'd have to come up with programming to define Chains in the first place, and that'd be stupidly difficult. You might as well make the game automatic, and DMO has about 3000 fewer cards than we do.


I think he means the -500 ATK/DEF for LaDD...
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PostPosted: Mon Jul 26, 2010 11:53 pm
fabledj wrote:
Wolfgang DelaSangre wrote:
iLedger wrote:Light and Darkness would be nice.


The Dragon? Do you have any idea how difficult it would be to program it to only activate once per chain? You'd have to come up with programming to define Chains in the first place, and that'd be stupidly difficult. You might as well make the game automatic, and DMO has about 3000 fewer cards than we do.


I think he means the -500 ATK/DEF for LaDD...


That kind of ties into the once-per-chain thing. But I see how it could work.

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PostPosted: Wed Jul 28, 2010 5:10 am
Tristam wrote:5) Allows us to play how we want to play, rather than how the game allows us: Custom style playing, proxying cards, etc..
- Who proxy's cards in DMG?
8) Prevents abuse of game logic to deduce cards: The game pauses every I declare an attack, the fd on their field must be able to respond in the battle phase...
- So very true. Nicely pointed out.
Etc.
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PostPosted: Wed Jul 28, 2010 5:45 am
@ iLedger:

5: Plenty of people proxy cards. Usually cards that either A) Haven't come out but are around the corner [Grow Up Bulb a couple of weeks ago] or B) Anime versions of in-game cards [Card of Sanctity, Soul Taker]
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PostPosted: Thu Apr 21, 2011 5:47 am
Trap Monsters? (auto-summoning them in the position the trap designates)
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PostPosted: Thu Apr 21, 2011 7:21 am
I do like that ^. But I coiuld see glitches happening when the monster zones are full. But bypassing that, moving them AND blocking off the S/T Zone? All of my funds. *Sends Blade 25 cents @ Paypal.
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