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Good day MythAtelier, Just bought your plug in on Steam and I allready loving it! I always wanted to make a card game and this is my chance!

I want to asked, there is a way to alter the end phase, or discard phase? 

For the proyect I have in mind, I would like to go for a more traditional route of keeping my hand, drawing one card of turn. I have found how to do this on the plug. However, I have not found how to stop it for dicarding my hand... beside the long and tedius route of adding EVERY SINGLES SKILL to the Sustain part in the Initialize common event

Also, when you updated the plug in, will also be updated in Steam?

Good day Arcanamoon,

Yes, there is a way to alter the End/Discard Phase. The Hand Discard actually happens at the Turn Start for the Party, so if you don't want the Hand discarded you can edit the Turn Start parameters in CGC Core Engine and remove the Eval that does the Discard before the cards are drawn by the following Eval. In the Blank Templates, you'll see that it is a lot simpler and we use the Card Action "Discard Until 0" at Turn Start, that can just be removed to have more traditional card gameplay. We cover this exact topic in our tutorial video about Card Actions.

And yes, plugin updates will go across all platforms we make our plugins available. For Steam, there will be a slight delay as GGG needs to localize new content we add to Japanese and once that's done will be part of the following month's update to RPG Maker MV & MZ.

Oh! Thank you! This help me alot with my project. There is sugestion I would like to recomend for incoming updates, if possible. 

I would like to use variable number on the cards, here in one of the in your sample cards: 

Gain \c[3]30 HP\c[0] and Clear Neg Effects for One Ally. \c[5]Exile\c[0] this.

I would like that 30 that is written there, would be the result of the skill formal, an example woul be: 30 + a.mat(10) 

The final result showing in the card would be

Gain \c[3]Formala Result (40) HP\c[0] and Clear Neg Effects for One Ally. \c[5]Exile\c[0] this.

I not going to use complex formulas like involving target HP, or stats, but I would love to use my character stats on the cards and are reflected there on the card. Is there is already a way to do this? 

For what I have been told, i can be done using Variables to store the character Stats, and another one to do the math.

Gain \c[3] \v[X] HP\c[0] and Clear Neg Effects for One Ally. \c[5]Exile\c[0] this.

This aint gonna work for something like "Strike" a basic card every character have has a starting card.

One last question! If a character has Deck restriction on types, but a Card has multiple types, like: the Character can use Fire and Earth, but the Card is Fire, Earth, and Ice Type. Can that caracter still include that card on the deck?

I guess I could test it, but this game is my "second project" my main project is a book, and still on the phase planing "cards" and character before jumping in to program that.

Thank you for your time. I'll continue watching over you :)

This can already be done actually! If you are using MV, you can use YEP Message Eval Text in order to make that formula calculation by grabbing the current active actor and accessing their params. Make sure to set Active Updating on Text Format Plus to true so you are seeing the most recent value on the card.

You can also use our Independent Card Variables plugin we have which stores variables on a card instance and has a text component which updates when those variables are changed. ICVs can also be used in Damage Formulas so you can probably achieve what you described using these.

As to Deck Editor and multiple types, it will exclude the Cards if they have even one of the types that is excluded. If that doesn't work for you, then you can use the Require Eval in the Deck Restriction Notetags to make a custom restriction that works with the configuraiton you want for your game.

Hope this helps. Let us know if you have any other questions.