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Card.AddMonsterAttribute

Source Code | Usage Examples | Card Functions

Transforms the provided card into a monster. Must be completed by calling Card.AddMonsterAttributeComplete after the card has been moved to the Monster Zone. The card's properties reset to their original values when it is flipped face-down, becomes attached as Xyz material, or sent to the hand, Deck, GY, or banishment.

Signature

Card.AddMonsterAttribute(Card c, int extra_type, [int attribute, int race, int level, int atk, int def]) → nil

lua
c:AddMonsterAttribute(extra_type,attribute,race,level,atk,def)

Parameters

  • Card c

    The card that will be turned into a monster.

  • int extra_type

    Composite CardType value to add to the card's current type, in addition to TYPE_MONSTER.

  • int attribute

    Optional.

    Composite MonsterAttribute value to add to the card's attribute value in the database.

  • int race

    Optional.

    Composite MonsterRace to add to the card's race value in the database.

  • int level

    Optional.

    A value to set as the monster's level instead of the card's level value in the database.

  • int atk

    Optional.

    A value to set as the monster's original ATK instead of the card's ATK value in the database.

  • int def

    Optional.

    A value to set as the monster's original DEF instead of the card's DEF value in the database.