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CardGame inspired skill and battle system

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I understand. Just thought I'd bring them up and see what you could do about them/what you would have to say about it, and of course hoping for any possible fixes. 

 

As far as the second problem is concerned, would using conditional branches to check if the player has a starting card or not the way to go about preventing an auto party wipe?

 

Also, for the revive item. This is what needs to be entered into the items formula box in order for it to work as intended, or rather, How I thought it would be appropriate but eh, I'll let each person be the judge of that.

 

b.throw_cards(0); b.revive_grave; b.mhp

 

and now it works exactly how I wanted it to. The other formula you originally had did not do what the item description said it would do but with the modified formula, now it will.

 

Revive Item and Deck Replenish 

 

Video with the old Formula: https://www.youtube.com/watch?v=X2lfzmiaZwc

 

---

 

Video with the Modified Formula: https://www.youtube.com/watch?v=ROksQFlwfsI

 

Thanks for the pm with the extra formula codes, or rather, the precise code I needed since I've really never dabbled in modifying skill formulas before So I was really lost with the a/b thing. They really helped. This particular problem for me is finally solved *Yay*.

 

 

Also, a suggestion I wanted to make if you're interested in adding more features to this system at all, is one that would allow the player to combine cards to create new cards. It's up to you how you would want to go about this (Outside of battle/inside of battle). If you ever played the battle network series, there's a neat little feature which allowed you to combine certain battle chips together to create something called a program advance, or in this case, a new, stronger card, while the other cards that were used for the combination would be discarded. It would be awesome to see something similar in this system in the future.

Edited by MHRob

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Without a doubt, brilliant idea. This outside the box thinking renews my joy in working on my own game...not that it uses this, but its good to see this kind of commitment. 

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The most recent version of the demo should have this feature build in. Just select the "Grave" command in battle. However he bug MHRob described when viewing an empty grave still persists and wont be fixed until the next update.

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Feature suggestion:

Cards can have images instead of text. If no image exists for the card - use text. And card name could be something Card[iD].png for it.

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So was reading the script call part of the script and noticed one in particular that, just by going by it's description, doesn't sound so great.

 

remove_card(id1, id2, ...) 

Removes all cards of the given skill id from both the players decks and
from the collection

Is there a way to just make it remove x amount from either a players deck or collection and by actor x/y? The reason I ask is because I wanted to make several npc's that would ask the player for a specific card and then give you the choice of trading a card he/she is asking for in exchange for the card they have. Basically trading of cards with other npcs. Unless you plan on adding a separate function for card trading or something, several or just one very dynamic script call would help in this case, if at all possible.

Edited by MHRob

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Feature suggestion:

Cards can have images instead of text. If no image exists for the card - use text. And card name could be something Card[iD].png for it.

Done, will be present in the next version.

 

@rob: That shouldn't be that hard. I'll look into it.

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Suggestion: maybe add a conditional branch if you have said card then something will happen like exchange for rare cards or card trading.

I just love you add limited/semi-limit list for certain cards remains me of yugioh :P

 

and I can't select certain type of card from the grave :(

Edited by Amber

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I was gonna suggest something similar.

 

Suggestion: Can certain script calls be created and used as conditional branches in which it checks if a player has any cards in his/her deck? This would be a great way to keep a player from entering an area with any kind of monster encounter or for other types of events. I guess this could also be used to see if the player also has a certain card before allowing them to enter a certain area or something.

 

Suggestion 2: Any plans to add a shop that specifically sells skills since the cards are skills and not items?

 

(I'm currently looking at other scripts that try and do the same thing and will edit/post back if I find a compatible one.  Nope, just tried one like CSCA's skill shop and upon buying the "skill", nothing was added to the card collection. I think an especially made card shop might be needed in order to actually be able to buy cards with the way this script handles skills.)

 

Edit: For those looking to change the field of battle, sort of like how Yugioh does it or how in pokemon you use stadium cards or whatever, yanfly has a similar script that does something to that extent. I believe Soulpour also has one but I've yet to check it out. Here's Yanfly's version if anyone is interested: http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/field-state-effects/

 

Nevermind, can't seem to get it to work properly with the card system. I'm gonna take a look at the one made by soul to see if it's any better for use in this system, If I can find it >_<;;

Can't seem to find soul's version :/. It's a shame since I really wanted to use field effects for this system, being a card game and all, it would have made perfect sense to use with this system. I can't seem to get Yanfly's battle engine to work with the card skill system either so that may be why his field effects don't seem to work.

 

Edit 2: Bug Report!

 

Problem: Game Crashes upon checking out your deck after using any card that lets you search your deck for any number of cards.

 

How To Produce this problem: Use any card that would allow you to check out your deck if you are out of cards (0 cards left in the deck). Similar to the grave being empty problem, the same issue occurs if you check your deck out when it's at 0 cards. Use the Forest Fire card to see what I mean. This may or may not also occur when using cards like Intervention or foresight.

 

Screenshot of said problem: http://imgur.com/q1UNK13

 

(It's actually the same exact error as the grave one!)

Edited by MHRob

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Updatet to v1.03.

Bugfixes, custom card images and more complex card effects. You can now, for example make a card where you need to discard two cards to play them or let the player choose multiple cards from his grave and shuffle them into his deck.

The demo is NOT updated. Please set up your game yourself this time and read the instructions carefully. I could need some feedback on how easy/hard they are to understand.

 

 

Btw, I tested the script with yanflys field effect and it worked just fine. Maybe it's because of the newer version.

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Any chance on the card shop thing. I was thinking that the player could buy booster packs instead of cards. It adds more fun

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Card shops are next, right after all the bugs are fixed with the new effect system^^

Boosters you can make yourself. Just make a item with a common event with this inside script:

booster = [3, 4, 5, 7, 12, 15]
n = 4

n.times do
  add_card_to_coll(booster.sample)
end

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If you put this piece of code inside a common event and then bind the event to an item, it will choose n random cards out of that booster and add them to your collection.

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Items that used special formulas don't seem to work anymore for me after adding the updated script meaning i'm right back to that golden cross item not doing it's full effect and stimulant no longer seems to draw cards (Is it possible to upload the script via pastebin or something in the future? Makes copying and pasting sooo much faster). Empty grave problem seems fixed. 

 

Edit: I think I have the revive item working How I wanted to again, but there is no damage formula for drawing a certain number of cards so I can't seem to get the stimulant to draw 2 cards again. I've even tried using the new card effects thing with it's note tag feature, but no dice.

 

Well, herp derp. It seems I was trying to make the enemy draw cards with the :targ part. It wasn't until I added your example of "draw2" into the card effect module or whatever that I was finally able to make the stimulant work again >_>;; my head. Speaking of, Would it be possible to make it so that enemies could be assigned decks to be used against the player as well? I don't know why, But I find that idea to be both funny and somewhat challenging for the player. Anyways, I think i'm gonna give this a rest for a day or so.

Edited by MHRob

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I know that the card effect system is a little bit difficult, but if you understand it, it gives you a tons of opportunities. Regarding to your second question, no, I will not make enemys use decks, too. This would be insane... I'd need to programm an AI for them, and the developer would had to set up 30 card decks for every single enemy. And I don't see that much of a use for this.

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Alright, big long post ahead now that I decided to give this another round. Problems and suggestions ahead. Will list problems/bugs/whatever they may be considered to you, first.

 

Problem 1: Card Icon and the amount of cards left in the deck are completely absent when using Yanfly's battle engine.

 

How to produce mentioned problem: Use Yanfly's battle engine with the card skill system. The yanfly battle fix mentions what order the scripts should be and they are in said order, otherwise I get a game crashing error.

 

Screenshots/Videos:  http://imgur.com/AHWoCsP

-

 

Oddities: There are a few oddities as well when using the card skill system with yanfly's battle engine.

 

Here's a video with a few of them. I listed some of the issues in the video description, but I will list them here for convenience's sake.

 

https://www.youtube.com/watch?feature=player_detailpage&v=ZuSuV4DFpYQ

 
 
1.Some odd occurences when using items on yourself or on a different party member. If for an example, Natalie uses an item, it shows up on eric as using the item but Natalie still gets the items effect.
 
 
2. I didn't manage to record this one since it's an option in the YEA BATTLE ENGINE and forgot to toggle it, but when you run away in battle, and you are using yanfly's visual battlers along with the card skill system, your characters will all of a sudden be pushed to the far left of the screen. Odd stuff.
 
and of course the issue with the deck icon and remaining number of cards as mentioned above.
 
The main reason I would even bother to use Yanfly's battle system with the card skill system would be to use the really neat field states script, which only seems to work with Yanfly's battle system and not as a stand alone, which sucks since it would be really great to use with switching the field up and stuff. Very card game-esque type of thing.
 
-
 
Now, onto the new feature you recently added to the script, or rather, revamped. While I was able to re-add some of the special effects certain support cards had through the card effects system, I have yet to be able to completely reproduce the Recovery card and it isn't working like it originally was supposed to, but this one isn't related to YANFLY'S BATTLE ENGINE, but rather something in the card skill script that changed how effects are handled now. I can't seem to reproduce the "50% chance to draw an extra card" effect. Even at 100% chance, the second effect never goes through. I'm guessing card effects are exclusive for each card meaning only one effect can be used per card?
 
Is there a work around for that effect? It's also in the video so you can see for yourself that it isn't working. I know the video is short but during my non-video sessions, even having the second effect at 100% chance still didn't give me that second extra draw effect. I'm not sure how to set up secondary effects with the card effect unless, like mentioned above, they are only exclusive as 1 card effect per card, then well, I'll just have to erase the second part of the description and that would be that.
 
Probably a ton more stuff to find when I get the chance. Anyways, moving onto suggestions now.
 
I have several, and not sure if you'll proceed with any of them, but it would be VERY nice to have, if at all possible.
 
1.Conditional branches to check Actor X's deck for card Y or a certain amount of cards from that actor's deck for that matter (EX: Conditional branch to check if Eric has 4 flares in his deck). 
 
2.Conditional branches to check if the player has card x in his collection and how many (EX: Conditional branch checks if the player has 7 recovery cards in his/her collection)
 
3.Ability for any actor to have a certain maximum number of decks that he/she can switch between whenever he/she wants instead of just constantly modifying a single deck, which can either be used as note tags to use for an actors or class note tags (EX: What If the player wanted 1 deck that specializes in fire cards, another deck that specializes in ice cards and another in electric cards or the likes for eric and the other actors?)
 
4.The ability to be able to name said decks to make it easier to know which one is which for easy switching when your outside of battle (EX: I have a grand gaia deck and want to switch to my spark plasma deck, naming makes that easier instead of just deck 1, deck 2, deck 3, etc.)
 
5.Possible to have starter decks in which the developer could set up within the script itself within a module or something, so you would just use a script call to assign actor x with deck y, so long as the deck stays within the rules set for the defaults. This would be a great way to give the player a choice of 3 starter decks for them to equip right away once given the option in the beginning of a game and a great way to add a new deck to that actors amount of decks, if desired.
 
6.Card fusion or whatever you want to call it. A choice in battle to select two or more cards to fuse together to create a new card while sacrificing the previous cards in order to conjure the new card up. The new card created will of course, come from the database. There would need to be a way either via note tagging or something to determine what fusion is successful with what card, which would be set via the developer from within the script or something.
 
7.A card shop. I know you mentioned you were working on one so I only added this here in hopes that you'll succeed in doing so.
 
8.An option to clear out your deck of cards so that all the cards in an actor's deck are thrown back into your collection. 
 
That's all I have for suggestions and I'm hoping you'll be able to do them, though if you feel it's too much work, I do want to let you know that I am more than willing to commission you to add them in.
 
Also, if you don't mind explaining a bit about the new feature of adding pictures to cards. It only mentions in the script that you just need to drop em off at the graphics folder, but doesn't exactly specify where and how to go about assigning a picture to any of the cards, or perhaps i'm misunderstanding that one a bit. It mentions having to name them Card x, x being whatever card skill id, but would you also be able to use text to explain what a card does or would you also have to add all those details to the picture? 
 
I will try to play around with that bit a little later on when I get the chance as it sounds like a pretty neat feature to have and use.
 
Overall, I apologize for the long post but I wouldn't have bothered if I didn't like your script to begin with. I'm looking forward to a response to all these. In the meantime, I will continue to play around with it to see what else I may find. Do you intend on spreading awareness of this script by posting it on the official rpg maker forums?
Edited by MHRob

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I am well aware of the compatibillity issues with yanflys battle engine, and I almost have a add on for that. But the field state effect does not require the yanfly ace engine. I tried that myself.

 

For the draw card effect, yes, I sacrificed that feature for the revamped card cost/impact system. Each card can have one effect and one impact. I am not 100% happy with this system, thats also the reason why I have not posted this script else where.

 

The conditional branches you can add yourself by watching an half hour long tutorial on ruby. I am sorry but I simply cannot add every little detail someone needs. Maybe once the main script is done, I can grant extras, but I think you agree that a card shop is maybe a little bit more important :)

 

For multiple decks per actor I'd need to rewrite half the script. Probably.

 

For start decks, why dont you just use the add card function. Somewhere you have to write down all the 30 cards the deck contains, does it matter where?

 

Card fusion: do you want to do this out side of battle and to be permanent or inside of battle, and at the end of the battle the cards de-fuse?

 

Clear Deck: Good idea, I should be able to add this function tho the filter window without too much problems.

 

The card picture feature is to add the entire card as a picture, not just the art work. I would recomend something like magic set editor.

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Thanks for the reply.  As for the card fusion, is it possible to have a card synthesis shop where you can fuse cards outside of battle to make a new card? It's okay if not, as for in battle, the cards would defuse after each battle, as it would only be a temporary change that occurs in battle, sort of how it works in yugioh, but then again, not really sure how yugioh handles card fusion, I'm just aware that it does something similar.

 

As for the conditional branches, I find them important mainly not just for my own use, but for universal use in which anyone could use, such as setting special rules where a player can't enter a certain dungeon with certain cards in his/her deck or engage in certain battles with certain cards, which would all be handled by the conditional branches/parallel processes. I won't push this particular topic any further, but just wanted to get that out there. It could also be used for card trading with npcs looking for specific cards, but anyways, I understand.

 

I think you may have misunderstood the part about starter decks, but I'll just leave that alone. I cannot for the life of me get yanfly's field effects to work outside of it's battle engine :/

 

Thanks for clearing up how pictures would work. Would indeed need something like an editor to properly make them or something. As for the recovery, alright, that's understandable as well.

 

Overall, thanks for the reply and looking forward to the next version of your script.

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If I use the 'remove_all_cards(id1, id2, ...)' script call, it crashes my game!

Script 'Game_Interpreter' line 1411: NoMethodError occurred.

undefined method 'each' for #<Game_Actors:0x9ad5d64>

 

It doesn't matter whether the card I want it to remove is in the Deck or not.

What am I doing wrong?

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