ygo_run_duel
Run a Yu-Gi-Oh! duel through ocgcore-wasm to execute Lua card scripts, resolve chains, costs, targets, and timing, and return the message timeline for summons, LP changes, and wins.
Instructions
Run a REAL duel with ocgcore-wasm (ProjectIgnis EDOPro core compiled to WebAssembly): the engine executes the Lua card scripts, handles chain/cost/target/timing and returns the message timeline (draw, summon, chain, LP update, win).
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ai | No | Use the heuristic AI for both sides instead of the passive default responder | none |
| deck | No | Player A deck as ydke:// link, .ydk content/path or a text card list | |
| seed | No | 4-number seed (default 1,2,3,4) | |
| deckA | No | Main Deck Player A (passcodes or card names) | |
| deckB | No | Main Deck Player B (passcodes or card names) | |
| handA | No | Hand Player A | |
| handB | No | Hand Player B | |
| extraA | No | Extra Deck Player A | |
| extraB | No | Extra Deck Player B | |
| maxSteps | No | Maximum engine steps (a full game needs ~400-2000; 120 only reaches turn 3) | |
| maxTurns | No | Stop after this many turns (unfinished, never counted as a win) | |
| startingLP | No | Starting LP | |
| exploration | No | AI randomness (0-1) | |
| opponentDeck | No | Player B deck as ydke:// link, .ydk content/path or a text card list |