ShidoLionheart 5 Posted October 11, 2014 Can you explain me how works the elements in game? Share this post Link to post Share on other sites
Fhizban 96 Posted October 11, 2014 @ShidoLionheart: Here you go: Elements - the missing Triple Triad Rule Cards now have a new Element attribute (a number). If it is 0, it has no element. If it is higher it has a element like Fire, Water, Earh. You can configure the elements inside the script (you can also add new ones, the original Triple Triad had 9, my sample has only 4). The 3x3 fields in the game now can also have a element (or 0, which means neutral). Fields only have elements if the Elemental rule is set to true. Otherwise all fields are neutral, neutral fields have no effect. When a card with an element is placed on a field with the same element, it gains +1 to all of its numbers. (this is also shown on the card with an icon). When a card with an element is placed on a field with another element, it suffers -1 to all of its numbers. (this is also shown on the card with an icon). Neutral fields and neutral cards are not affected by elements at all. You can configure everything inside the script. There is a new NPC (lower right part of the map) that shows you how the elemental rule works in a test battle. 1 Share this post Link to post Share on other sites
Fhizban 96 Posted October 12, 2014 (I apologize for another double post) The next version is already on its way. but I could need help with some things: Questions: 1. How can I access a cards attribute once it has been placed on the board? 2. Is there a way to improve the album, maybe hide the cards that you don't have? Albums get quite big with 100s of cards in them! 3. I like to add a new Win Condition: Get 1 random card, but it should be graphically displayed to the player Finished Updates: 1. If you don't own a card, the album does NOT show its information anymore 2. Numbers are now painted onto the card via script 3. Numbers can be painted on each side of the card or on the top left like in original Triple Triad 4. Element Icons are also painted onto the card via script - elements also shown in album/card shop 5. Its now possible to have values beyond A (so you could make a game that features A, B, C values and so on). 6. Its also possible to have 2-digit values if someone wants this in his version of Triple Triad (high values like 22, 45, 65 and so on) Planned Updates: New Rules,Special Abilities & Wildcards (NOT original Triple Triad Rules) And a picture (I still have to get cards without numbers painted onto them: Share this post Link to post Share on other sites
Dymdez 77 Posted October 12, 2014 Malagar - would it be possible for you to set the "element" addition you made as optional in your modification of the script? The reason is that I like a lot of the changes you are making with settings and configuration but don't want the element addition at this point. Share this post Link to post Share on other sites
ShidoLionheart 5 Posted October 12, 2014 Numbers are now painted onto the card via script Is this optional? Share this post Link to post Share on other sites
Fhizban 96 Posted October 12, 2014 @Dymdez: What do you mean by that? You can turn it off by setting the rule to true/false. This can be defined with every enemy, just like the other rules too (combo, plus wall etc.) @ShidoLionheart: Good point, I will make this one optional too! No biggie. 2 Share this post Link to post Share on other sites
Dymdez 77 Posted October 12, 2014 OK - sorry, I read something horribly wrong. Thanks again for really expanding this great script. 1 Share this post Link to post Share on other sites
Fhizban 96 Posted October 13, 2014 (edited) @Dymdez Absolutely no problem! UPDATE 1.11 released - most recent changes: <this update includes all changes/additions mentioned in my previous post> Painting numbers/element icons onto the cards via script is now optional The rules window can now be turned on/off via switch (affects every match, can be changed on the fly) Card images are now in a subfolder inside Triple_Triad Graphics folder (my game has almost 200 cards and its getting messy!) In the card settings, Image1 and Image2 are gone: Its just "Image" now. The script adds a 1 or 2 as it sees fit to the image name. This reduces the number of attributes for each card and reduces the number of lines the script has. If you have not changed your card names and kept the Image1/Image2 system you don't have to change anything. This is just a convenience/performance issue. Rarity is now displayed in words instead of numbers. You can define rarities in the general settings (like Common, Uncommon. Rare etc.) Drawing a card from the card booster now also shows a picture of it and its rarity. Started translating all comments from Raizen + reducing size of comments and reformatting the code. Again this is just convenience but reduces size of scripts (you fit more card settings into the script editor screen at once). Has no effect on the script or how you use it. DOWNLOAD https://www.mediafire.com/?gg4yjoelf44izyb Thats all for now, do you have any ideas/suggestions? Edited October 13, 2014 by Malagar 2 Share this post Link to post Share on other sites
ShidoLionheart 5 Posted October 13, 2014 You've done a great work with this script! 1 Share this post Link to post Share on other sites
Fhizban 96 Posted October 16, 2014 @ShidoLionheart: Thanks a bunch! Im already working on the next version of the script, thats what I have got so far: Descriptions: You can now add a description to each card, just like Items and Skills have a description. Its displayed in the Card Shop and Album. This can be used to add some background story/flavor or tactical advice to a card. optional. Elemental Boosters: As cards can have a element now, there can also be boosters that will contain only cards of a specific element. So there could be a water booster, fire booster etc. etc. again, this is optional. Share this post Link to post Share on other sites
ShidoLionheart 5 Posted October 17, 2014 (edited) I have a request. Like in Final Fantasy 8, it's possible to have cards also with enemy drops? For example, the "Crystal Dragon" can drop only the "Crystal Card" (with success of 20%, for example) PS - with compatibility with Victory Aftermath and Extra drops by Yanfly And a scene that can transform a Card into one or more object (like in FF8) Edited October 17, 2014 by ShidoLionheart Share this post Link to post Share on other sites
Fhizban 96 Posted October 17, 2014 Hi, Yep Im already planning something like that. The only problem is that "cards" are not defined as "items", so we must use a work-around. Right now i think about special items than you can transform into a card. So the Crystal Dragon must drop an item like "Crystal Shard" and this item can be used to turn it into a card. Its a tad more complex, but its required because the script handles cards that way. The other feature (dismantling cards) is much easier and also already planned. So next up will be: • Card-Crafting: Use one or more material items to create a new card. • Card-Dismantling: Dismantle a card to create one or more items from it (like in FF8). 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 17, 2014 (edited) Malagar seriously this is amazing - bravo!!!! Anything in the works for more in-depth AI? Edited October 17, 2014 by Dymdez Share this post Link to post Share on other sites
Fhizban 96 Posted October 18, 2014 Right now no - im sorry about that. But the AI is the most difficult part (I actually wonder how Raizen did that), and thats way beyond my Maker skills right now. Maybe there is a way to improve AI later. BTW: There are a few bugs in the latest version of the script I put up for download, this will be corrected in the next version. Expect release within a few days! 1 Share this post Link to post Share on other sites
Raizen 109 Posted October 18, 2014 (edited) Malagar seriously this is amazing - bravo!!!! Anything in the works for more in-depth AI? I'm kind of away from RPG Maker lately, but I can explain how it works and maybe you can give sugestions to how to improve it, also to explain to Malagar, I think he can understand how it works also, and help out xD. It is a spoiler to how the AI works, but I'll leave it here for those that want to know, if you don't want to know just don't open the spoiler xD. The AI works as, it maps all the possible card plays, which would be... 9 slots * 5 cards, 45 plays possible, it discards all impossible plays(those that there are cards on the slots already), and then it goes in this order, 1 - the lowest card that give combo settings(plus, same, pluswall, samewall: if the condition is set as on, on that game) 2 - the lowest card that can flip an opponent card 3 - the highest card that will defend itself from flipping, usually played on the corners(corners are the best defense) 4 - a random play, Well, that is what I programmed xD, if there is something that would make the AI better, just tell me, and I will try to help with that xD. Edited October 18, 2014 by Raizen884 1 Share this post Link to post Share on other sites
Fhizban 96 Posted October 19, 2014 Next update is ready guys! This will be the last update for a while. https://www.mediafire.com/?gg4yjoelf44izyb <contains all the features mentioned in my previous post (descriptions, elemental boosters)> corrects some bugs reported by Dymdez as well as a few others I found myself Card Names are now displayed in a small window when selecting a card while playing Triple Triad Expanded the Elemental rule: You can now have fields on the game board that increase/decrease the values of any card placed on it (regardless of elements).This can be used to make terrain advantage/disadvantage fields to add card placement strategy. Card Album Size: Now you only see the cards you actually have. This reduces the list size a lot. Imagine a game with 200 cards but you only have 5 of them. No need to display 195 ????? entries. Instead you will see just your 5 entries. Makes managing the card album much easier. Whats left to do now is the whole card crafting thing. I will tackle this task in the near future (need a little break now). 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 19, 2014 (edited) Excellent, Malagar! I will draft a full review for the script this week, bugs, opinions, suggestions, etc. Enjoy your scripting break and thx so much for expanding Raizen's amazing script. Malagar, how do we remove the numbers that are overlayed? Having 2 sets of numbers is very harsh on the eyes! Also, currently, if you open the album without having any cards, the game will crash. Still getting errors, though, Mala. Undefined method for opacity again... Also, I notice the formatting issue, in that you can't see the card you have selected if there is a card under it. You will be unable to see the bottom number on any card if there is a card beneath it. This is quite annoying. I remember this being fixed at some point, though, no? Edited October 20, 2014 by Dymdez 1 Share this post Link to post Share on other sites
Fhizban 96 Posted October 20, 2014 (edited) hi, I also wrote you via PM 1. its because there are numbers in the pictures AND printed via code. I don't have the original pictures, so i could remove the numbers. But you can turn the script-numbering off in general settings. 2. Ill check that with the album. 3. Hmm can't reproduce the opacity error. can you give me the exact line when it crashes? should say so in the error window. 4. yeah i know that one too. I might change the Z axis of the selected card in the next update. EDIT: Ultra-quick fix ironing out the Album and Opacity bug: https://www.mediafire.com/?gg4yjoelf44izyb Edited October 20, 2014 by Malagar 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 20, 2014 (edited) Malagar is a coding robot - that was the fastest patch I have ever seen. Testing now! Pro tip to any newer users: Move starting player towards the bottom of the screen and change slime boys move route to "skip if cant move." this will solve confusion/crash. Question: Mala, didn't halrawk release reformatted cards that fixed the hidden numbers problem? Is it something we can fix by tampering with the card positions in general settings? It should be simple because the cards already move when selected, we just need to adjust it so it moves to the right more, or up a little! edit: I'm currently working on this, hopefully ill have something soon. Update 1: Script looks really good so far Mala, I have played a bunch of games and I'm now just adding some cards. No obvious bugs/glitches Edited October 20, 2014 by Dymdez Share this post Link to post Share on other sites
Nocturnic 7 Posted October 20, 2014 (edited) Oooh, this looks very, very awesome, plus it reminds me of Fallout: New Vegas a bit. Well done. :3 Edited October 20, 2014 by Traxxious Share this post Link to post Share on other sites
halrawk 11 Posted October 20, 2014 Question: Mala, didn't halrawk release reformatted cards that fixed the hidden numbers problem? Is it something we can fix by tampering with the card positions in general settings? It should be simple because the cards already move when selected, we just need to adjust it so it moves to the right more, or up a little! edit: I'm currently working on this, hopefully ill have something soon. Ya I just changed the formatting of the cards a bit, so the numbers were tighter, it fixed the covered number issue completely I haven't updated the script with any of the add-ons, so I don't know if anything has been changed (like the element script and stuff). 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 20, 2014 Weird - I can't see the difference between your cards and Malagars! What did you do exactly? You just raised the numbers up a bit? Share this post Link to post Share on other sites
halrawk 11 Posted October 20, 2014 You can see my card on the right, all I did was squish the numbers together a bit for all the cards I made. Nothing too fancy. I added a little black bar so you can see more easily 1 Share this post Link to post Share on other sites
Dymdez 77 Posted October 20, 2014 (edited) Thanks - just so everyone knows, Halrawks adjustments are downloadable earlier in the thread and can easily be implemented into Malagar's most recent. Malagar, do you know the script call to give a player a particular card? Let's say I want to put card 14 in the players inventory (assuming they have a card album), how would I do that? Edited October 20, 2014 by Dymdez Share this post Link to post Share on other sites
Fhizban 96 Posted October 21, 2014 Hey all, Thanks for your feedback - seems like this thread is slowly gaining some activity! 1. Oh, the starting position of the player is still wrong, i moved it for testing. Should be on the bottom of the map. 2. card position and amount of movement can be adjusted in the script. Im actually working on something that will make the numbers always visible by moving the selected card to the front (will take a while, im having a pause currently). 3. to gain a card you have to use a method from Raizen in a events script call. I think its gain_triad_card(id) if I remember correctly. 4. As mentioned above the Album crash with 0 cards as well as the window opacity bug have been fixed in the most recent version. I might add halrwak's updated card images to the project when I get back to it! Share this post Link to post Share on other sites