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How would I do this? (Q&A Thread) Sticky

A topic by MythAtelier created Jun 07, 2022 Views: 2,825 Replies: 91
Viewing posts 1 to 20 of 33 · Next page · Last page
Developer (1 edit)

This is a thread where you can ask the topic question with regards to your game design ideas. Describe what you would like to get working using the plugin in as much detail as possible (pictures are good!) so that either we (the devs) or the community can provide you with suggestions on how to implement it. Hopefully we can find a solution together :)

You can also post these in the #cgc-general channel of our Community Discord where we can respond to your questions in real-time.

(1 edit)

Say I wanted to get basic functions going with the RMMV SRPG Engine (The SRPG Engine is a battle system similar to Final Fantasy Tactics or Fire Emblem) which basically makes all combat occur on a map instead of in a normal battle, it has turns and all of that like a normal battle does, would it be possible to do so?

Developer(+1)

Thanks for your question! As of the current version (v.1.1.1), there is no way to set up Card Battles using the plugin outside of the battle scene. As a result, we unfortunately can't guarantee that there is compatibility with SRPG engine at this time. We are looking finding a solution for this in the future. We will keep you updated when the plugin does a reach a point where it is compatible :)

(+1)

Thank you, please do

Hi, i am Luan, codename: Hawkzera - I from Brazil, Excuse me, my english is bad ;-; 

So you didn't notice your plugin as skills to transform on cards, and the skill icon turn the image on the card, right? The question is whether somehow to customize the image on the letter, that it does not have a low resolution.

Any idea?

Developer (1 edit)

Hi Hawkzera, if we are understanding your question correctly: you would like to use higher resolution icons for the Card Art.

To do this, we would recommend making the icons into separate high resolution images and placing those in the Card Art Directory. Then using the <Card Art: file_name> notetag to specify the image for each Skill so that the Card is using the high resolution icon. 

Pictured below are the steps you would need to do to achieve this:

1. Create the high resolution icon image and place it in your Card Art Directory.

2. Add the <Card Art: file_name> notetag to the Skill you want to give this image to (it will override the default icon).

3. Run the project can see it in action. Make adjustments based on how you would like it to appear.


You can also change the dimensions of the Card itself based on the image provided to the Card Design plugin parameter.

Let us know if we have answered your question. We are happy to help :)

(+2)

Perfect, thank you very much

Hello. I have a question.

I am considering purchasing plug-ins. Is it possible to separate cards that can be used and cards that cannot be used according to their status?

(e.g., cards that can be used with a level of 10 or higher, cards that can be used with an ATK of 30 or higher, etc.)

Developer

Thanks for your inquiry! As of v.1.2.0 of the Card Game Combat plugin, you can do this using the Require keyword in the Card Passives notetag. Here's an example of one such requirement below:


This Card can be in a Deck but can't be played until the Require conditions are met. This keyword makes the check whenever the player attempts to play the card so if something changes during battle it may be possible to play this Card at a later point. If you want to go the extra step to hide the Card in the Deck if the user doesn't meet the requirement, you will need to set up either a Troop or Common Event to remove or include cards based on Card requirements at the start of battle. We can look into offering a keyword or plugin parameter that does this automatically in the future if there is demand for it.

Hope that helps. Let us know if you have  more questions :)

(+1)

Thank you very much. It was very helpful. This is a good plugin. I know it is a lot of work to develop it, but I support it.

(1 edit)

 *It may be difficult to understand my English because I am using a translator. Sorry!* I know I have to put the end turn button on the right, but I can't think of a better UI at this moment. Is there a way to activate the end turn button by pressing the left key on the item button?

Developer (1 edit)

Our plan is to eventually look into allowing users to define their own buttons, which would let you create a new End Turn button with control over whether it was at the beginning or the end of the list.

In the meantime I wrote a short fix - you'll need to download this as a .js file and place it below IsiahCardGameCombat.

IsiahCGCEndButtonIndexFix (EDIT: for anyone else wanting the same thing, please use the updated link posted further down the thread instead)

This code will move the End Turn Button to the beginning of the list of options instead of the end.

There will be a graphical glitch while you're using v1.2.2 which our upcoming update should fix - the button won't highlight properly in v1.2.2. Everything else should work just like you want it! Let me know if it doesn't.

-Isiah

God this is a solution beyond what I expected! It is working perfectly in v.1.2.5. Thank you so much!

(2 edits)


It was almost perfect, but the discard button doesn't work when I discard or remove the card. I think it's working like a decision key.

Developer

Oh, whoops! Yeah, the plugin is trying to make sure you don't select the Item button when in discard mode, and since the item button is between the cards and the Discard button you can't reach the Discard button.

I've written a fix but it has one small issue: The item button can be highlighted (but not activated), just as a necessity to get to the discard button using the keyboard. Hopefully this is fine for you.

Here's the new version of that plugin. Once again, let me know if there are any issues aside from the one I just mentioned.

(+1)

Both discard and remove work smoothly. Thank you so much! Thanks to you, I think I can complete the game soon.

Developer

Glad to hear it! Let us know if you anything else comes up, we'll be happy to take a look at it :)

Developer(+1)

Hey MALGOOSIX, hope you are doing well! Our lead programmer Isiah (who is on vacation now) told me to give you this update to the Button Fix plugin before he left. It should make your specific Button changes compatible with the latest version of the Card Game Combat plugin (v.1.3.0) is you decide to update to it. We will be incorporating this Button fix into the Core plugin itself in our next minor update thanks to your help identifying this issue :)

- Neel

I won't update it because I finished the game now, but it can be useful in the next game. Thank you so much to your team!

Developer

Glad to hear your game is complete! As always, happy to help :)

(+1)

Hi! I'd like to create a card that does "Deal damage to an enemy. If Fatal, Draw a Card."

I'm using Yanfly's plugins, and found a way to have an effect trigger if the skill used is fatal. However, I don't know how to make the player draw through this method. Is there a way I'm not seeing?

Developer(+1)

Thanks for your question! With Yanfly Plugins, this makes the solution a lot easier. Using YEP Skill Core, you can set up a skill similar to this:


YEP Skill Core has the After Eval notetag which lets us put in code to check if the target is either Dead or at 0 HP after the execution of the Skill. If the condition is met then it will call the drawCards function from our Card Game Combat plugin to draw 1 Card. You can change the number of cards drawn by changing the number in the parameter of the function. You can also use this function as part of an Eval step in a YEP Action Sequence.

Once we get to Card Game Combat v1.4.0, we hope to implement some popular Card Keywords such as in this case Mortal / Lethal / On Death which should help with these types of trigger conditions. Until then, hope this workaround helps. Let us know if you run into any issues or if you have any further questions :)

(+1)

Thanks for answering, especially with a helpful screenshot! Not only did it answer my question, it opens up a whole new way of making skills for me. I'm looking forward to the future updates!

this needs the ability to see what the enemy is about to do to make good decisions as a player

in slay the spire theres a relic that removes the ability to see
but it was
dagger icon + damage its about to do
shield icon if it will gain block (temp hp)
swirly green smoke if debuffing you
swirly purple if hex (not sure whats different about it, maybe permanent reductions instead of temp states)

sorry, didn't see the feature request thing, but it really is important

i was gonna use my cardgame setup from my last game with srd's choice pictures but it didnt look very good, only thing i couldnt solve was how i'd do enemy intent

What I've been using is a combination of enemy states + enemy AI. The intents are the states, visible as icons, and the enemies can only use specific skills skills depending on their "intent" state.  Can't tell you the exact plugins I'm using right now cause I'm on the go, but I'm pretty sure you can do it with Yanfly's stuff.

before i found this i thought of doing that, but id have needed a different state icon for every amount of damage an enemy attack could do, and then theres multiple attacks

(1 edit)

I have another question! If it looks specifically at your skills for your cards, would it be possible to tie what cards are present in your deck based on your equiped items assuming you used a plugin that allowed you to tie whether you knew skills or not to your items?

Developer(+1)

Thanks for your question, Chessa1! While the plugin doesn't currently (as of Version 1.3.0) support any special features that tie Skills to Equipment, many of our users have found a workaround using a combination of Scripting and/or Common Events. We actually did end up developing an extension plugin for this for another community member, however, they seem to have found another solution which they went with instead. I've cleared it with our lead programmer, so I'll share the extension plugin here: IsiahEquipCommonEvents.

Here's how to use this extension plugin:

1. Add it to your RPG Maker Project's plugin folder and then add it in the Plugin Manager below IsiahCardGameCombat


2. For each Equipment that you want to have add/remove Skills, put an <Equip Common Event X> and a <Remove Common Event X> notetag


3. Create the corresponding Equip and Remove Common Events. While here we are showing one Common Event per piece of Equipment, with some clever scripting you might be able to get it down to just 2 Common Events: one for Equipping, the other for Removing.


4. Test in game to see if equipping the Item adds the Cards to the Actor's Deck (Note: this extension was made before the Party Combat, so it may not support Equipment based Cards for multiple party members)

We want to stress that this extension plugin was unfinished and so there may still be some wonkiness with it (for example, if you choose Optimize in the Equip Menu it duplicates cards that you already have). However, it will hopefully give you a starting point to prototype your concept with. We plan on properly implementing States and Equipment support to the Core plugin by Version 1.5.0. Let us know if that helps :)

- Neel

(1 edit) (+1)

Hello! I had two questions, was wondering if anyone had a way to achieve the following:

  • Is it possible to add effects to cards that activate when they're discarded for the cost of another card? For example, I have a card that discards 1 to draw 2 -- I would want to have some cards that say like, when discarded add X amount of MP/TP, etc, to allow for little combos/interactions like that.
  • Is it possible to summon party members to the current battle with a card (and then have them disappear after the battle)? So basically a little summon mechanic. Or is there a plugin that would do this without having to set card skill effects?

Thank you! really enjoying the plugin so far!

Developer

Hey dcucco, thanks for your questions! Apologies for the late reply, but here goes:

- Activation on Discard, Draw and Removal effects are planned to be added in Version 1.4.0. It should work exactly as you have outlined.

- As of Version 1.3.5 (current version as of this post), it is now possible to summon party members who have their own deck! You can do this either via Eval or through a Common Event attached to a Skill. Some funkiness does happen when you summon the same party member twice, we should have that smoothed out by Version 1.4.0.

Hope that helps. Let us know if you have any other questions or requests :)

Hi! Absolutely amazing plugin, I've been looking all over for something like this for a long time. Just a question - I know that you mentioned that due to VisuStella plugins being encrypted, it's impossible to offer compatibility with their plugins, but is it currently possible the features of this plugin with something like the VisuStella Free Turn Battle? (http://www.yanfly.moe/wiki/Battle_System_-_FTB_VisuStella_MZ)

What I would be hoping for is a team-based combat system where every party member draws their hand of cards, and then you would be able to cycle between the party members freely to play any party member's cards in any order, with the only limit being the energy points of the FTB system. Almost like a party-based Slay The Spire variant. Would this be possible, currently?

Thank you very much for your hard work!

Developer

Thanks for your inquiry HeyItsNeo! We are sorry to say that even after reaching out to them VisuStella will not allow us to extend Card Game Combat to have compatibility with their plugins and as such we are unable to support an extension to Free Turn Battle. However, we can certainly look into adding some settings that allow the player to choose the party member in any order. Hope that helps :)

(2 edits)

How do I make the item button work? for me, the item menu isn't accessible it shows the item icon but doesn't let me open the inventory, I can't seem to figure it out, if you don't mind telling me. I'm kind of new to this. (RPG Maker MV)

Man, I found the same problem. You can turn off IsiahCGCPartyUI_ A, but it's not a good idea.

Developer

Hi, thanks for the reporting this in! We are looking into it and should be able to issue a patch to fix it soon :)

Developer (1 edit)

Hello again, we have patched a fix for the Party UI Plugin (v.1.03) that should help. Try downloading the new version of the plugin and see if that resolves the issues. Let us know if the problem with the Item Button continues to persist in your project :)

(+1)

This is amazing. Thx, that fixed it :

(+1)

Hi there! This might be a silly question, but is there a way to make the player have two separate decks? Something like Griftlands, where each character has a Battle deck and a Negotiation deck.

Developer (1 edit)

Hey Flow9881, thanks for the question! While we do not currently support multiple decks per Actor, there is a definitely a way to do this:

1.  Create two Actors which will serve as the player. One is the Combat character, one is the Negotiation character.

2. Before a Combat Encounter, remove the Negotiation character from the party and add the Combat character. Before a Negotiation encounter, remove the Combat character from the party and add the Negotiation character. This ensures that the correct deck is being used in each case.

3. If you have level and stat progression in your game, create a Common Event that you call which sets the levels and stats of both characters whenever a switch happens. Call this Common Event before you swap the characters before each encounter.

4. When you are adding new Cards, you can choose which character learns it by using the script call:

$gameActors.actor(X).learnSkill(Y)

where X is the ID of the Actor and Y is the card added to their Deck. We don't want a case where the Combat character is getting Negotiation cards or vice versa.

There is a downside with this method currently in that when your player looks at their Deck, they will only see the deck of either the Combat or the Negotiation character. You can have an Event that the player can interact with which switches the characters to alleviate this issue.

We will be adding support for Card Types soon with the v.1.4.0 of the plugin. That should allow you to specify what are Combat cards and what are Negotiation cards so that when looking at the Deck screen, the player is clear on which Deck they have for a given situation. Once we have support for switching Classes in (by v.1.5.0), this will become as easy as switching the class of a single character.

Hope this method helps. Let us know if you have any other questions or would like to troubleshoot this until we get it working :)

Thanks so much for the quick reply! Can't wait to try this!

(+1)

How do I change the default hand size from five? For example a piece of equipment that lets you draw more cards at the start of your turn.

Developer (3 edits)

Thanks for the question! You can change the default drawn by changing the Battle Start Actions and Turn Start Actions parameters. For example, let's say your Hand Size is determined by Variable 7 called MaxHandSize. You can edit the Battle Start Actions parameter to say: "Shuffle Deck, Draw \\v[7]" and the Turn Start Actions to say: "Discard Until 0, Draw \\v[7]". The number of cards drawn in each case will be based on the value of Variable 7.

If you want to tie this to Equipment, you can use the IsiahEquipCommonEvents plugin and have one Common Event for equipping the Item and one for unequipping the Item specified in the Equipment's notetags. The Common Events should manipulate that MaxHandSize variable value to give you the intended effect.

Hope some of this helps. Let us know if you have any other questions or wish to troubleshoot further :)

(+1)

Great, thanks very much!

(+1)

I just played KAIJU and I have three questions!
Sorry if you already have the same questions or how to use it.

Q1.How do you put the mana position to the left?

Q2.How did you put the debuff icon under the mana?

Q3.In Kaiju, the skill names appear to be centered. Is this manipulated by some plugin?

I was surprised to see the card art, text and UI in KAIJU.
I didn't know RPGMaker could create such a stylish card game...
I would like to know how to do it if possible.
I'm looking forward to the implementation if you plan to make it an additional plugin in Patreon; )

Developer(+1)

Hi gamemakeru, thanks for playing the game! Here are some answers:

1. We used YEP_SkillCore for the Energy Costs and then edited CGC plugin to customize the skillCostX and skillCostY position. These can be found in line 859 - 860 of IsiahCardGameCombat.js. We are adding this feature in the CGC v1.4.5 update so you will be able to manipulate the coordinates using plugin parameters.

2. The Speed Icons are baked into the Card Base. For each Kaiju, there are three card frames for each speed: Regular, Fast (yellow arrow), Slow (blue arrow), We do want to provide support for custom icons for CGC in the future, but that may not happen for a few versions.

3. This was once again achieved by editing the CGC plugin. The X and Y coordinates for the Card Names can be found in line 856 - 857 of IsiahCardGameCombat.js. We are adding this feature in the CGC v1.4.5 update so you will be able to manipulate the Name coordinates using plugin parameters. The Card Names don't have an alignment yet, but we are hoping to add that in the future.

All of these additions will be made available to all CGC users, including those that support the Patreon :)

(1 edit) (+1)

Thanks for getting back to me so quickly!

1,3. I thought you were using YEP_SkillCore to make the adjustments, but it was code.
2.I didn't realize you were setting up a diff that only changed the icon.

I'm relieved that you can't do it by changing the current plugin parameters.
As for 1 and 3, I'm looking forward to the v1.4.5 update :>.

(+1)

Hi! Congratulations on the excellent plugin! I would like to know if it is possible to check if one or more specific cards are present in the hand/discard pile/deck. It's possible?

*sorry for my english

Developer (1 edit)

Thanks for the question (and your English is fine, don't apologize)! Yes, it is possible to check if one or more specific cards are in a zone using Eval expressions to access the _cardHand, _cardDeck and _cardDiscard variables of each party battler. For example, the expression

 $gameParty.leader()._cardHand.includes(X) 

will return true if a Card of Skill ID X is in the Party Leader's Hand.

You can also use this with the Require keyword in a Card Passives notetag with one of following expressions:

- user._cardHand.includes(Y)
- user._cardDeck.includes(Y)
- user._cardDiscard.includes(Y)

In the above expressions, Y is the Skill ID of the specific card you are checking for. The expression will return true if a card of that ID is in that zone and allow you to play the card.

Hope that explanation helps. Let us know if you have any more questions :)

Thanks! It's exactly what I wanted! This gave me more ideas, so I would like to know if it is also possible to know how many specific cards are in that zone? Thanks again!

Developer (1 edit)

Yes, this is possible using a filter function on the zone's array of Skill IDs for a given party battler. For example,

$gameParty.leader()._cardDeck.filter(x=> x==7).length

will give you the number of Cards in the Party Leader's deck that have the Skill ID 7. You can change the battler, the zone or the specific ID you are looking for to use this expression in multiple ways.

(+1)

Awesome! Thanks again!

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