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MythAtelier

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A member registered Jul 27, 2017 · View creator page →

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Enemies can't play cards currently so you would need to do the resolution of showing their card and cancelling the player card out is inside the Card Actions Notetag of a player Card. The best way to achieve this is through a series of Eval Card Actions.

Are you trying to play those two opposing cards simultaneously? If so, no that is not currently supported by the plugin. You can theoretically have the player play their card and then show the enemy's card without playing it using the Show Card plugin command and then resolve them manually through Eval Card Actions.

Thanks for reporting it int! This is a known issue. Will be fixed in the next major update.

So, most of these would be the properties for Game_Actors. You can view them via the Console or by reviewing the code in rpg_objects.js. We think this resource might be useful as it documents those fairly well: https://docs.google.com/spreadsheets/d/1-Oa0cRGpjC8L5JO8vdMwOaYMKO75dtfKDOetnvh7...

Hey terrapingames, in the Card Passives notetag of the Card please include:

Require user.hp < 25

This will make it such that the card is only playable when the user has less than 25 HP.

Let us know once you implement this on your end if it does the job.

Thanks,

MythAtelier Team

That's a pretty good feature idea. We can probably include that in the next update.

Thanks for the clarification. We can add this to the list of features to include with the next plugin update. Let us know if it works in the manner you are suggesting once that update is out.

Could you explain what would the reapplication behavior entail exactly? Currently once the buildup is complete, you have the State until it elapses or is removed and then you can try to apply it again. Would you like buildup to continue past the fill point even while you have the State applied to a target? Or some other kind of behavior?

Hey hungrykitten, 

Looks like there is a copy error in your plugins which is preventing them from running your game (Unexpected token u in JSON). This usually happens if there is an additional token or character in the plugin itself that disrupts the execution of the code. As one of these errors is with Core Engine and all other plugins in the suite are dependent on it, the entire thing is not compiling and spitting out these errors. We recommend sending a copy of your RPG Maker project to our email (myth.atelier@gmail.com) and we can sort it out for you as this type of error is a little annoying to troubleshoot over forum posts. For the subject line of the email, just mention that it is you (hungrykitten) and we can follow up with you there.

Thanks,

MythAtelier Team

It shouldn't interfere with anything they are doing but if you do run into a compatibility issue unfortunately we can't patch it as VisuStella obfuscates their code. If it ends up being incompatible on your end, please feel free to refund the plugin :)

Hey shoppingcart, we are unable to replicate the error on our end. Could you share your Plugin Manager list and a screenshot/video of when this happens in battle?

Hey shoppingcartforb,

You can achieve this using the Action Pack 2 plugin (currently available via our Patreon) which lets you include the Random modifier to Card Actions.

To make "Discard a random card from you hand, draw 1 card" with Action Pack 2, you might do something like this:

<Card Actions>
Discard Random 1
Draw 1
</Card Actions>

If you don't wish to use Action Pack 2, then something like this would work as well:

<Card Actions>
Eval var skWin = SceneManager._scene._skillWindow; skWin.discardCard(Math.floor(Math.random() * (BattleManager.actor().handSize) + skWin._itemsBeforeCards))
Draw 1
</Card Actions>

Hope that helps. Let us know if you need assistance with anything else.

Thanks,

MythAtelier Team

Hey swoon spoon,

This doesn't seem to match the current behavior of the CGC plugins even if you set the Party and Actor Command parameter skips to false. Are you using any other plugins that may be altering how turns are taken? If so, could you share a screenshot of your Plugin Manager list so we can replicate your setup and see if we can find out what's causing this behavior.

Thanks,

MythAtelier Team

As stated earlier, Party UI Type C will be released alongside the CGC update that includes the Enemy Cards and Zones features. There are still two major version updates that need to happen to CGC before that particular update can be made. We can update this thread once we have a better idea of when it will be released.

Mobile is a little finicky but other users have got it working before. May require some other plugins that help with touch inputs.

Hello Streletz, thanks for your questions. Here are some answers.

  •  Was the steam version updated? 

It will be soon! We don't control the Steam page, that is handled by GGG who are the current RPG Maker license holders. Due to some additional requirements from their end and some scheduling issues, this process has taken a lot longer than expected. As many users have had confusion with versions on different platforms we will do simultaneous releases starting with v1.6.5 so everyone is on the same page.

  • Are the plugins Card shop and Deck editor included into this one? Or do i have to buy the separatly? Are they disponible on steam? 

On itch, we have the CGC expansions on separate Store Pages so that users can pick and choose what modules they think they need for their project. The Steam version by contrast packages all the expansions together because you can't do DLC of DLC on that platform. This bundle is the equivalent of the product on Steam: https://itch.io/s/155264/card-game-combat-plugin-bundle. Both versions receive free updates with bug fixes and new content whenever we put a major or minor version out. If you have purchased CGC products on Steam, we can provide the equivalent itch keys for it so you don't have to buy it again for a new platform.

Let us know if you have any further questions. We would be happy to answer them :)

Should be in our next update which will go out with CGC v1.6.5! We have it selectable in the plugin parameters which of the Scenes you want to use :)

Thanks for giving us those details. That gives us enough to work off from to replicate the issue. We'll let you know once we have a patch for you ready to test.

Interesting. Not familiar with this error. Couple follow up questions:

- Is this error occurring when you run the Souls Status Bars MZ Demo Project or when you place the plugin into a blank MZ project?

-What are the Plugin Parameters you have set up before running the project? (please share a screenshot if able).

- What version of RPG Maker MZ are you running? Is it a standalone install of the program or one linked to Steam?

Any and all information you can provide will help. Once we are able to replicate the issue we can provide steps for how to fix it.

What sort of TypeError are you running into? Could you maybe post a screenshot of the error log?

Thanks for the question! For the current version (v1.0.0) it does change how ALL states behave to be buildup. Future versions of the plugin may allow for delineation between states that function base RM way and others that work like how the plugin is setup.

For now you will need to directly edit the plugin  or override its functions for those changes. We have some visual parameter options to customize the Booster Pack window coming in the next update to this plugin.

Ok, we'll prioritize that then :)

(1 edit)

Apologies for the delay, we were hoping to roll out this bug fix along with the next wave of features for the Version 1.1.0 of this plugin but that's taking a longer than expected given our current resources. If you need us to expedite the patch for this specific issue, we can make it available to you by this coming weekend as a minor update.

It is coming to Steam too! Just taking a minute due to the translation process and getting approved by GGG (the RM license holder) who we have to work through to make updates to Steam.

Thanks for reporting these in. We’ll make sure to address these by the next major update which should hopefully be out later this month.

The Taunt bug is likely due to the update to Card Summons v1.0.4 which was needed to make it compatible with Card Game Combat v1.6.4 but ended up changing how forced actions resolve which causes this issue. Reverting to the previous version of Card Summons (v1.0.3) should fix the issue. Please send an email to myth.atelier@gmail.com and we can provide it for you.

Updated plugin files have already been handed off to GGG. They will be updating the Steam versions sometime later this month.

Thanks for reporting back! Glad to see the old errors were resolved. You are running into a far higher amount of errors than any of our other users on setup so there might be some step missed during the setup process (perhaps when the expansion plugins were put in) that is causing these errors. We are having some issues on our end replicating this latest set of issues so we are going to suggest a different solution.

We are going to recommend sending in a copy of your demo project to our email (myth.atelier@gmail.com). Save your copy of the demo project to a compressed folder, upload it to a service like GDrive/Dropbox/MEGA and send the share link via the email. Please include your username(wingieboi) in the subject line so we know its your support ticket. We will take a look at what is going on in the project. send a fixed copy back and let you know what caused the issues so you can avoid those in the future.

(3 edits)

Thanks for posting those error logs. As you suspected, they all stem from similar errors. A JSON parse error usually means that Plugin Parameters have not properly been initialized. Let's resolve these one by one.

First error is in the Card Summons plugin parameters. The Stats to Display struct parameter value needs to be refreshed. Refreshing the plugin parameter which is a simple matter of double clicking on the parameter, making sure there is a value in place and then hitting Ok and applying the changes.

If you do not wish to use this parameter, then make sure the struct is at least empty. When its empty, it looks like this (pair of square brackets)



Also, will recommend the following Plugin Order change (putting Card Summons Core on the bottom):

  • MYTH_UTIL_WindowResizer
  • MYTH_CGC_CoreEngine
  • MYTH_CGC_CardTypes
  • MYTH_CGC_EquipCards
  • MYTH_CGC_PartyUI_TypeA
  • MYTH_CGC_HelpBoxControl
  • MYTH_CGC_BlockGenerate
  • MYTH_CGC_ActionPack1
  • MYTH_CGC_CardCollection
  • MYTH_CGC_TextFormatPlus
  • MYTH_CGC_DeckEditorCore
  • MYTH_CGC_CardShopCore
  • MYTH_CGC_CardSummonsCore

That might clarify what is happening with the Deck Editor and Card Shop interactions as these three plugins generally don't talk to each other.

Let us know once you have made the changes and run the game. If this error has been resolved, it should no longer appear in the console log. Check the console once again and see what errors are there after this change and post the error logs on your next reply. We'll continue troubleshooting from there.

Sure, you can post those errors in this thread or in the dedicated thread here. We would ask for screencaps of the following to troubleshoot your issues:

- Plugin Manager List

- Console Log when the Error happens (press F8 and click on the Console tab on the top of the window, errors will be in red)

We have setup the Demo Projects to work out of the box as much as possible, however, given that users may have different system configurations on their end the chance of running into errors is still present. We are happy to work with you on fixing these issues until all those errors can be resolved :)

Thanks,

MythAtelier Team

No idiocy detected. We used two other plugins along with Turn Based Movement for the demo in that example. Here they are:

- MV3D: https://cutievirus.itch.io/mv3d

- Silver’s Advanced Minimap: https://forums.rpgmakerweb.com/index.php?threads/silvers-advanced-minimap-now-with-fog-of-war.51307/

Both of these can be combined with TBM to effectively make the setup for a First-Person Dungeon RPG with enemies on field moving after you do based on their move route. Hope that helps :)

It might come down to plugin order as both plugins override the encounterSteps function. Let us know if there is any incompatibility and we can make a patch for the plugin to allow using YEP Rebel and Lure's features along with it :)

Not sure! We can test that for you and report back :)

(1 edit)

Sure, could you share screencaps your full Plugin Manager list and Souls Status Bars parameters page so we can replicate the issue on our end?

Couple more questions:

- When you say Block do you mean taking the Guard action?

- When it crashes on a fresh new project what is the error log? 


Any information you can give will be helpful in troubleshooting the issue.

Thanks,

MythAtelier Team

Good news! Latest patch (v1.0.6) has added support for Table names with spaces and Plugin Commands for changing In-Game Message Modes. Please give it a try and let us know if those new features are working for you :)

(1 edit)

- Discord link on the Store Page appears to still be working. If not, you can try it here: https://discord.gg/eshquedrqU

- Block Generate is working in both the v1.6.4 Blank Template and Demo Projects so there may be an issue with plugin parameter setup on your end. If you can provide further details, we can troubleshoot the issue.

- You can post in the existing pinned threads for asking these questions:

https://itch.io/t/2159254/how-would-i-do-this-qa-thread

https://itch.io/t/2159243/bug-report

Hope that helps,

MythAtelier Team

Hey Terrofacial, this Notetag should be able to implement what you are looking for:

<Card Summons Scope>
If target.fieldCount() > 0
Creature
If target.fieldCount() == 0
Battler
</Card Summons Scope>

If you are running both Field Spells and Field Creatures, then you'll want to filter by Type:

<Card Summons Scope> 
If target.fieldCount("ally", "Creature") > 0 
Creature 
If target.fieldCount("ally", "Creature") == 0 
Battler 
</Card Summons Scope>

This will let you attack the Player/Battler when there are no more Cards of Type "Creature" on the opponent's Field. You'll need to give those cards the "Creature" Type by adding it to the Type List in the Card Types plugin and giving them the <Card Type: Creature> Notetag.

Hope that helps,

MythAtelier Team

Hey Andy, check to see if maybe you have invisible followers in your Starting Party in the System settings in the database. It could be that the event is colliding with them.

Hey Naughty Underworld,

We are working towards a major update by the end of this year that will include Enemy Cards and Zones. Party UI Type C will be shipping with that update as a support plugin. It should help with the Single Deck for Whole Party that is piloted by a "commander" figure. If you have any specific requests for what you need from this support plugin, please let us know and we can try to accommodate as development goes on.

Thanks,

MythAtelier Team

It does not! Just for Battler Sprites and Backgrounds for now. We'll see if we can add that feature for a future update :)