Learn Rush Duel Scripting
Build a Rush card using the same effect fundamentals as the main learning path, then add the Rush library's requirements, rules, and summon procedures.
Start At Your Level
| Your starting point | Next step |
|---|---|
| New to Lua | Lua Essentials, then Script Structure. |
| Know normal YGOPro scripts | Rush Duel Scripting; focus on helper shapes and shared rules. |
| Need a particular helper | Rush function reference and the Rush format in Script Explorer. |
| Choosing monsters or giving temporary ATK/DEF | Follow Rush selection and actions. |
| Card loads but Rush behavior is missing | Check database and runtime wiring. |
| Implementing a Maximum or Ritual card | Follow Rush summon procedures and its source examples. |
Keep Three Questions Separate
- Is this Rush card data? Check the database, ID, and type flags.
- Has the duel loaded Rush rules? The game must initialize the Rush runtime.
- Does this particular effect work? Trace its condition, cost, target, and operation.
A Rush pool flag does not load RD, and a working draw effect does not prove that the duel loaded the Maximum, Legend, or timing behavior. The lessons mark which layer is responsible and give observable checks for each example.
Ready To Move On?
After the first lesson, explain why RD.CostSendHandToGrave(...) is called while building the script but RD.Draw() is called during resolution. After the selection lesson, explain why RD.CanSelectAndDoAction belongs in the operation and why an action callback with no return does not produce a success count. After the summon lesson, explain why a Maximum side piece uses EFFECT_TYPE_XMATERIAL and why that does not make it an Xyz Monster.
Return to the lesson library for shared topics such as Groups, reset flags, card movement, and debugging.