Changing the ids of important parts of the game means needing to update all the references to those names to the new id.
For some ids that have a possible display name setup it's advisable to just change the display name instead of the id.
In some circumstances you also want to change the id.
Here are some helpful scripts.
These scripts are ran in the devtools console. Press f12 on your keyboard to open devtools and then click on the console tab.
Changing Custom Actions:
Custom action name changes trigger an automatic migration. The migration script will run when you save the new name.
However, in case it fails, run in devtools console:
ty.dulst.actionRename(oldName, newName);
For example:
ty.dulst.actionRename("gain armor", "give armor");
Changing Card Type IDs:
Run in devtools console:
ty.dulst.cardTypeRename(oldName, newName);
For example:
ty.dulst.cardTypeRename("unit", "monster");
Changing Event Names:
Event name changes do not trigger an automatic migration. Run the script yourself in devtools console:
ty.dulst.eventRename(oldName, newName);
For example:
ty.dulst.eventRename("leavesBoard", "leavesPlay");
Changing Location Names:
Location name changes do not trigger an automatic migration. Run the script yourself in devtools console:
ty.dulst.locationRename(oldName, newName);
For example:
ty.dulst.locationRename("board", "row1");
ty.dulst.locationRename("backrow", "row2");
Copy All Cards to Game:
Navigate to the game that you wish to copy from. Open up its cards list. You will need the gameID of the game that you're copying it. You can find what it is by typing ty.dulst.gameID in console on the game that you're copying to. You can optionally pass true or false to include rules.
ty.dulst.copyAllCards(newGameID, rules);
For example:
ty.dulst.copyAllCards(6087188, true);
ty.dulst.copyAllCards(6087188, false);
Scripts that do not change the game
Find all cards that use a certain Action or Trigger:
ty.dulst.findCardsWith(name)
For example:
ty.dulst.findCardsWith("invoke");
ty.dulst.findCardsWith("each");