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pencilcase27

CardGame inspired skill and battle system

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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.  

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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 by pencilcase27

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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 by pencilcase27

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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 by Amber

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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 by pencilcase27

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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).

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@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.

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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.

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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 :)

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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?

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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 by pencilcase27

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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 by Darthrafael

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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.

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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 by pencilcase27

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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.

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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?

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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 

 

 

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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?

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