ygopro-script-compare

Compares YGOPro card script implementations against reference Lua scripts and catalogs differences.

1|Updated Apr 16, 2026
One-click install
npx skills add https://github.com/ZisIsNotZis/ygoskill --skill ygopro-script-compare-zisisnotzis
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ygopro-script-compare
Source: https://github.com/ZisIsNotZis/ygoskill/tree/main/ygopro/script-compare
Command: npx skills add https://github.com/ZisIsNotZis/ygoskill --skill ygopro-script-compare-zisisnotzis

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Implementing Yu-Gi-Oh! card scripts for YGOPro often produces subtle deviations from the official reference scripts, such as wrong event codes, missing effect flags, or incorrect helper calls. This Skill enforces a mandatory, exhaustive comparison loop that catches every discrepancy and feeds findings back into the implementation guidelines. ## Core Features & Use Cases - Exhaustive Diff Analysis: Compares effect registrations, callback functions, helper calls, property flags, and script structure against the reference script at script/c<card_id>.lua. - Root-Cause Classification: Categorizes each difference as functionality, style, helper, or flag issues and traces them to guideline gaps or wrong assumptions. - Iterative Re-implementation Loop: Repeats compare-and-fix cycles until no unacceptable differences remain, with inline comments as an audit trail. - Use Case: After implementing a counter trap card, run the comparison to catch that EFFECT_TYPE_QUICK_O was used instead of EFFECT_TYPE_ACTIVATE, then update the build guideline so the mistake never recurs. ## Quick Start Compare my newly implemented card script against the reference script and list every difference with root-cause analysis.

Frequently Asked Questions about ygopro-script-compare

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I compare a YGOPro card script with the reference implementation?▼

Implement the card following the build guideline, then diff your script against the reference at script/c<card_id>.lua. Record every difference unconditionally, classify each by category, and re-implement until no unacceptable differences remain.

What are common mistakes in YGOPro Lua card scripts?▼

Frequent errors include confusing EVENT_SUMMONING with EVENT_SUMMONED, using EFFECT_TYPE_QUICK_O for counter traps instead of EFFECT_TYPE_ACTIVATE, missing EFFECT_FLAG_CARD_TARGET, and computing half-LP with division instead of integer division Duel.GetLP(tp)//2.

Why does my YGOPro script behave differently from the official card?▼

Behavioral differences usually come from wrong event codes, missing aux.* helper calls, incorrect SetRange or SetTargetRange values, or merging multiple distinct activations into one effect. An exhaustive line-by-line comparison against the reference script reveals the cause.

When should the script comparison step be skipped?▼

Never. The comparison is a mandatory, non-skippable step after every implementation. It must run after the double-check step and repeat until remaining differences are only acceptable style equivalents between old and new script conventions.

How do comparison findings improve future card implementations?▼

Each difference is analyzed for root cause, and systematic issues trigger updates to the build guideline or other skill markdowns. This closes the loop so the same class of mistake is prevented in subsequent card implementations.