Rizki291 1 Posted September 29, 2014 good work i think this make us able to make yugioh card game '-' Share this post Link to post Share on other sites
vivi21 1 Posted September 29, 2014 Not quite since enemies can't use decks plus there's no spell or trap card support. I'd like to see this in a future release though. Share this post Link to post Share on other sites
pencilcase27 66 Posted September 29, 2014 (edited) OP updated to v1.05. I also added a new image. I've choosen to release the card shop as an additional script. It can be found in the OP right beneath the battle system script Edited September 29, 2014 by pencilcase27 Share this post Link to post Share on other sites
Amber 1 Posted September 29, 2014 So how do we set the price for each card? Share this post Link to post Share on other sites
pencilcase27 66 Posted September 29, 2014 (edited) I'm not a smart man... Notetag skills with <card price: x> I'll add this information to the script right away, sorry and thx^^ Edited September 29, 2014 by pencilcase27 Share this post Link to post Share on other sites
vivi21 1 Posted September 30, 2014 Can you add booster packs too if it's not too much trouble. Share this post Link to post Share on other sites
Amber 1 Posted September 30, 2014 (edited) Actually you can make a booster by binding an item to a command event or script itself thru event booster = [4,5,6,9,11,12,17] n = 30 n.times do add_card_to_coll(booster.sample) end There's no need such troublesome feature. Edited September 30, 2014 by Amber Share this post Link to post Share on other sites
pencilcase27 66 Posted September 30, 2014 (edited) I improved that booster script a little bit so it can show messages now and added a few instructions. #-- The skill id's of possible cards your booste can give you. The the more often #-- a card is in that array, the more likely it is to get this card. possible_cards = [4,5,6,7,8,9,10,11,12,13,13,13,13] #-- How many cards does the booster contain? n = 5 #-- The text that is shown when you recive a card. (+ card name) text = "You got: " n.times do card = possible_cards.sample add_card_to_coll(card) msg = text + $data_skills[card].name # If you don't want to $game_message.add(msg) # show a message, delete wait_for_message # these three lines end I hope this is not too complicated. Edited September 30, 2014 by pencilcase27 Share this post Link to post Share on other sites
Khaliid 0 Posted September 30, 2014 Is it possible to add the following: Each actor has AP (Action Points). At the start of each turn the party's AP is replenished (for example 3). Whenever a card is used in battle it costs AP. When you run out of AP your turn is ended automaticly. The next turn your AP is set back to 3 (following the example). Share this post Link to post Share on other sites
pencilcase27 66 Posted September 30, 2014 @Khaliid: You could use either MP or TP (and a script that lets you change the way TP is handled) for this. The only thing that this would not grant is the auto turn end once your actor is out of AP. Then simply give a constant mana/tp reg to actors. Share this post Link to post Share on other sites
Khaliid 0 Posted September 30, 2014 That could work, but problem is that I'm using both MP and TP . It's just when being able to use whole your hand, the battles aren't really fair. Share this post Link to post Share on other sites
pencilcase27 66 Posted September 30, 2014 Well, for me, beeing able to handle your recources and then spend them as you wish is one of the strongest points card games have. Therefore resticting players actions with such a hard cap is nothing I'd like to see in such a game. I suggest you ballance mp/tp cost and gain for your actors so they are not able to spam all their skills in turn 1. Maybe actors shouldn't start battles with their full mp? I don't know, I am just the guy who writes the script. Making a good game out of it is your job Share this post Link to post Share on other sites
vivi21 1 Posted October 1, 2014 Can you please make it to where each party member comes with their own pre-made deck upon joining and that you have a pre-made deck when you begin the game? Share this post Link to post Share on other sites
pencilcase27 66 Posted October 1, 2014 (edited) Can you please make it to where each party member comes with their own pre-made deck upon joining and that you have a pre-made deck when you begin the game? This shouldn't be too hard, I'll look into it after breakfast EDIT: Done, v1.06 is up. Edited October 1, 2014 by pencilcase27 Share this post Link to post Share on other sites
Darthrafael 0 Posted October 1, 2014 (edited) Would it be possible for the Shop to sell infinite cards/only limit specific cards? Edit: And would it also be possible to add the option to make normal attacks possible as well, so people can make their characters use normal weapons from the beginning and only get Cards in a later stadium of their game. Edited October 1, 2014 by Darthrafael Share this post Link to post Share on other sites
vivi21 1 Posted October 1, 2014 Dude this script is just full of win:) Keep it up and it might even rival Gubid's Tactical Battle System in terms of customization options. Share this post Link to post Share on other sites
pencilcase27 66 Posted October 1, 2014 (edited) Updated to 1.07 due to a nasty bug when canceling items. Sorry for the many updates Would it be possible for the Shop to sell infinite cards/only limit specific cards? Edit: And would it also be possible to add the option to make normal attacks possible as well, so people can make their characters use normal weapons from the beginning and only get Cards in a later stadium of their game. I'll look into both. But the second one will only work for the "Attack" and "Guard" command, not for regular skills. Edited October 1, 2014 by pencilcase27 Share this post Link to post Share on other sites
Darthrafael 0 Posted October 1, 2014 Would it be possible for the Shop to sell infinite cards/only limit specific cards? Edit: And would it also be possible to add the option to make normal attacks possible as well, so people can make their characters use normal weapons from the beginning and only get Cards in a later stadium of their game. I'll look into both. But the second one will only work for the "Attack" and "Guard" command, not for regular skills. Thanks, I didn't need the Regular Skills, only the Normal Attack & Guard Commands. Share this post Link to post Share on other sites
vivi21 1 Posted October 2, 2014 Hey, can you give the option to make it to where if someone dies and if they're not revived by the end of the battle they lose a random card from they're deck? Share this post Link to post Share on other sites
pencilcase27 66 Posted October 2, 2014 Hey, can you give the option to make it to where if someone dies and if they're not revived by the end of the battle they lose a random card from they're deck? No, this would be too specific to add to the script. But I could give you a short snippet to do that: module PC27 module CG LOOSE_CARD_ENABLE_SWITCH = 0 # If this is not 0, this switch can be used to turn this effect on or off. end end class Game_Actor < Game_Battler #------ alias pc27_loose_card_if_dead_game_actor_on_battle_end on_battle_end def on_battle_end pc27_loose_card_if_dead_game_actor_on_battle_end loose_random_card if death_state? && loose_card_switch? end #------ def loose_card_switch? PC27::CG::LOOSE_CARD_ENABLE_SWITCH == 0 || $game_switches[PC27::CG::LOOSE_CARD_ENABLE_SWITCH] end #------ def loose_random_card x = rand(@deck.size) @deck.delete_at(x) end #------ end Share this post Link to post Share on other sites
vivi21 1 Posted October 2, 2014 Where do I put that in the script? Share this post Link to post Share on other sites
pencilcase27 66 Posted October 2, 2014 Nowhere. Just add it below as a new script. Share this post Link to post Share on other sites
vivi21 1 Posted October 2, 2014 Question, in the booster pack common event example is that all one script call or are each of those meant to be separate script calls? Share this post Link to post Share on other sites
pencilcase27 66 Posted October 2, 2014 Its one scriptcall. I added a few pictures on how to set up such an item to the OP. Share this post Link to post Share on other sites