This works fine with YEP plugins. For our plugins, it should work with all plugins that are not the Card Game Combat suite. The Odometer will appear just fine, however, when it comes to resolving Actor death state there are still issues with the current version.
MythAtelier
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Hello sizizilly, thanks for your question! Your English is fine, Google Translate did a good job.
If using the Change HP command does not work, then you should still be able to incapacitate the Actor by applying the KO state on them. My guess is that since the HP change is not being applied through the Damage function, the plugin does not register this as Damage and the Mortal Damage flag is not turned on as a result preventing the Actor from becoming incapacitated.
Please use the temporary solution of applying the KO state for now. I will make sure to correct this bug for the next update.
Thanks,
MythAtelier Team
Hey carlos wesley, we don’t have map support for Cards working quite yet. This can be achieved via a workaround using the Show Card plugin we include in the suite and YEP Picture Common Events plugin, however, Card-specific actions (such as Drawing, Discarding, Shuffling) won’t be carried out as Card Zones (such as Hand, Deck and Discard etc.) don’t exist on the Map scene.
Hey TacticianDaraen, thanks for reporting these in! We will keep an eye out for this error. There is a major update coming out in a few days (v1.6.0) which may have already taken care of this issue. Once that update is available, please let us know if the issue persists in which case we can spend some time to investigate the bug and issue a patch to fix it.
Hey MESA, thanks for your question! Don't worry, there are no stupid questions.
You can do this by adding Card Actions to your End Turn Skill. This is the Skill that is activated when you hit the End Turn button, you can set it in the End Turn Button Plugin parameters. For example, the following Notetag:
<willEndTurn>
<Card Actions> Discard Until 0 </Card Actions>
Will Discard all Cards in your Hand and then End your Turn. This makes it such that when you draw cards at the start of your next turn, you will have an empty Hand before cards are drawn. Hope that helps :)
Thanks for the video. We did some investigation and it looks like the scrollbar code we use for Deck Editor doesn't like certain window resolutions. We're working to improve this. We have a major update to all of our Card Game Combat plugins coming out soon, so this will be included in the update for Deck Editor.
Hi IKISAMA, thanks for the question. Could you give us the following bits of information on your project?
- Screenshot of your Plugin Manager so we can see the order of the plugins
- Screenshot of the plugin parameters you are using for the Deck Editor plugin
- Screenshot or clip of what the image issue looks like when you scroll
- Dimensions that you are using for your screen size
Any and all of these you can provide will help us replicate the issue on our end and we can then troubleshoot with you further. If you would like a faster response, we would recommend joining our Discord so a team member can follow up with you in real time. If not, we are happy to help you on here as well :)
Thanks,
MythAtelier Team
Hey hibjgalaphor, thanks for the question. You can set up the End Turn button by setting its settings in the plugin parameter. The most important of these is the End Turn skill which corresponds to the ID of a Skill in the Database which is used by the Actor when the button is pressed in Battle.
In the Demo Project, we have set up the End Turn Skill to look like this in the Database. This Skill must use the <willEndTurn> notetag to indicate that it will end the Actor's turn once the Skill has been used so that it can move onto the turns of other Actors in the party or onto the Enemy Troop depending on the initiative order.
That should be all there is to it, but please follow up and let us know how this looks like in your project so we can help troubleshoot any issues you have been running into :)
Thanks,
MythAtelier Team
Hey zankokunoyami,
Thanks for reporting this in! We will need some more information to help you with this issue:
- Couple screenshots of the cracks as they currently display in your game project
- Screenshot of the list of plugins in your Plugin Manager
- Screenshot of the Shatter Effect plugin parameters you are using
Any and all information you can provide helps us better replicate the issue on our end and solve this issue for you.
Thanks,
MythAtelier Team
Hey JoppeSikken, thanks for your question. We'll need some more info from you in order to troubleshoot this problem.
- When does this error occur: when you run the game, when you open the menu, when you enter battle or some other trigger?
- Does this error happen only in the Demo Project or does it happen even if you make a fresh MZ project and add the Odometer Gauge plugin?
- Are you running any other plugins alongside Odometer Gauge? If so, please post a screenshot of your Plugin Manager and the Plugin Parameters you are using for the Odometer Gauge plugin.
Any and all information you can provide would be helpful to solving this issue.
Thanks,
MythAtelier Team
Hey MultiColors, thanks for reporting this error.
I think you might be right that this is linked to your RPG Maker version. Would you be able to update your engine to version 1.6 or higher and see if the error still persists? Also could you open the console log (press F8 while the game is running) and post a screenshot of what is written there. That could lend some more insight into what part of the code is not working.
- Neel
Hey satukilo, thanks for your inquiry.
To set up State Info Popup with States, you will need to do the following.
1. Create a State in the States Database. Add the following to their Note section:
<State Desc> ... add your State description here ... </State Desc>
For the purposes of this example, let's say that is State 11.
2. Go to the Skill Database. On Skills that would apply that State, add the following to their Note section:
<Show State 11>
Here we are using State 11 because we set it up before. But the 11 could be any valid State ID.
3. To set the number of frames, open the plugin in the Plugin Manager and set the Display Timer to a value of your choosing. For example, 180 would refer to 180 frames. This value applies to each time a State Window would be shown.
Above is the standard method, but you if you would like a little more control than that you can also do this operation via Script Calls. This is sometimes better for Skills that may change what States they apply. In a Troop Event or anywhere that allows a Script Call, call this:
BattleManager.showStateWindows([11, 12, 13])
By calling this function you are having the Battle Manager show the State Windows for States 11, 12, and 13. These values must be included in an array. You can save State IDs to a game variable and give it to this function or you can define the contents of the array during the execution of the skill (such as if you are using YEP Action Sequences). Once you have called this function, make sure to call this function after:
BattleManager.clearStatuses()
This will clear all the State Windows on screen. You can set it to do so on a timer so that it disappears after a number of frames.
Hope some of this helps. Let us know if you need any further help with troubleshooting this plugin.
- MythAtelier Team
Is it possible, after selecting a card (card action pack 1), to modify its variables (using idenpendent card variables)? Something to simulate Yu-Gi-Oh equip cards?Yes, that is what one of the Card Actions in Independent Card Variables is set to do. You will want to use these to achieve it:
Selected Var(X) set Y Selected Var(X) mod [+/-]Y
Taking this opportunity to also ask if it is possible to modify a card variable depending on the number of specific cards and/or a type in a zone?
Yes, you would need to make use of Conditional Card Actions to check how many of a specific Cards or type there are in a Zone and then change those variables on a Selection of Cards.
Let us know in this thread or on the Discord if you need any help setting these up. We can troubleshoot it with you :)
Thanks for the making this request!
- It is possible to swap Odometer Images mid-battle via script calls but there is no tint for damage, healing and facing KO interactions. I will see if I can include that in the upcoming update.
- It will be possible to include both the Visual Gauge and the Odometer once I improve the integration for SRD Battle Status Customizer. Once this is done, you will be able to select which resources use which form of presentation.
Hey D.R.G,
We would recommend using YEP Battle Engine Core and YEP Standard Turn Battle (STB) system plugins for this purpose. That will make it such that you can queue force action Turn Ends and that all the Turn End triggers happen after the Actor has completed their Action. Place these plugins above IsiahCardGameCombat for best compatibility. Once both of these are in, you should be able to use an Eval Card Action or an Action Sequence to fire a skill end the user's turn if their Action Count is reduced to 0.
If you are still having trouble implementing this system, we would be willing to troubleshoot it further with you on our community Discord. We have a dedicated forum by which we can help users with such implementation problems that may be easier than using the ones on itch.io. If however, you would prefer to continue the discussion here, we can do that as well :)
Thanks,
MythAtelier Team
Hey Kobaltblue, while we don't have Random Discard as a Card Action keyword, you can do this using a Card Action Eval.
<Card Action> Eval SceneManager._scene._skillWindow.discardCard(Math.floor(Math.random() * (BattleManager.actor().handSize) + SceneManager._scene._skillWindow._itemsBeforeCards)) </Card Action>
This will discard a random card from your Hand. If you wanted to remove the card instead, you can use the following:
<Card Action> Eval SceneManager._scene._skillWindow.removeCard(Math.floor(Math.random() * (BattleManager.actor().handSize) + SceneManager._scene._skillWindow._itemsBeforeCards)) </Card Action>
If you wanted to discard/remove multiple at random, using the Conditional Card Actions statements, you can create a Loop like so:
<Card Actions> Eval $gameVariables.setValue(1, 3); Label Start If ($gameVariables.value(1) <= 0) Jump to End Eval SceneManager._scene._skillWindow.discardCard(Math.floor(Math.random() * (BattleManager.actor().handSize) + SceneManager._scene._skillWindow._itemsBeforeCards)) Wait 5 Eval $gameVariables.setValue(1, $gameVariables.value(1) - 1) Jump to Start Label End </Card Actions>This would Discard 3 Cards at Random from the hand of the current Actor.
As for Scry type effects, we have that working! You will need the new Card Action Pack 1 plugin that is available to supporters of our Patreon. We will eventually grandfather in the Patron plugin into CGC proper a few months down the line :)
Nice find! So usually when a wave comes in we give it a bit of an initiative boost so that they are able to get some turns in before the player does their thing. I think the UI didn't clean itself up properly after you cleared the prior wave with Party Surprise (because it's trigger can happen in between turns, any source of damage is enough to set it off) which might have resulted in this scenario. Will note this for the next patch :)