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Feedback & Feature Requests Sticky

A topic by MythAtelier created Jun 07, 2022 Views: 4,336 Replies: 55
Viewing posts 21 to 25 of 25 · Previous page · First page

Hello, we are having some problems with version 1.6.0, I used the mv.

1.When discarding, the third button displayed is the one that ends the turn instead of discarding.

2.When using the MYTH_CGC_DeckEditorCore plugin, the arrow icon does not appear when entering the edit deck for the first time and the DP display position is skewed in the middle. Return and enter again to display complete.

3.In MYTH_CGC_ActionPack1, how do I change the character display that appears after a pop-up window?

I've got a feature request for ya. Extra decks.

An actor has two decks: a main deck, where all the magic happens, and an Extra deck, full of special cards. Cards of the Extra deck cannot be played by direct selection - you need to use a card on your hand to use those. Some cards can generate other cards to be sent to the Extra deck. Once a card from the Extra Deck is used, it is automatically removed from play - there is no discard pile for those.  Cards can also have additional effects if played through the Extra Deck rather than the main one. This would add a layer of strategy to cards, since where you place them becomes important.

Developer

Sort of like a sideboard? Yeah, that's a great idea!

Deck Editor expansion might be a better fit for this feature update. You can also achieve some of it right now with Custom Zones.

But yeah, we'll add it to the list and let you know once it is ready :)

Good day, as indicated, I'm moving my suggestion/request for the plug in here: 

Good day Myth. In your sample game script you have in one of your cards: 

Eval var skillIDs = Myth.CGC.getIDsOfType("Rare"); var index = Math.floor(Math.random() * skillIDs.length); user.addCardToZone(skillIDs[index],"hand"); BattleManager._logWindow.addText("Added \c[6]" + $dataSkills[skillIDs[index]].name + "\c[0] to Hand.");

If a Skill have multiple types. All those types will between the brackets? Example:

Eval var skillIDs = Myth.CGC.getIDsOfType("Rare", "Fire"); var index = Math.floor(Math.random() * skillIDs.length); user.addCardToZone(skillIDs[index],"hand"); BattleManager._logWindow.addText("Added \c[6]" + $dataSkills[skillIDs[index]].name + "\c[0] to Hand.");

This way, we the card will generate a random "Rare" and "Fire" Type. This is a feature which will be nice to add, allowing us to have more control for random cards like these.

By the way, I don't know if tha is coded correctly, I took the code from the Demo you have with the plugg in and put it has example XD

Developer

Hello again Arcanamoon, this was actually a lot of fun to figure out and we'll be including it with the next update. Let's get into it.

So, first, you need to edit the MYTH_CGC_Card Types plugin and include two new functions at the bottom.

1. Go to the js/plugins folder in the project directory. Open MYTH_CGC_CardTypes.js in a text editor (like Notepad) or IDE (like Visual Studio) and scroll all the way to the bottom.

2. Copy and paste the following code block below the last curly brace so that it doesn't mess with the existing functions.

//Returns array of Skill IDs that have ANY of the listed types
Myth.CGC.getIDsOfTypesOR = function (...types)
{
    var matchType = [];
    for (let type of types) matchType = matchType.concat(Myth.CGC.getIDsOfType(type));
    return matchType;
}
//Returns array of Skill IDs that have ALL of the listed types
Myth.CGC.getIDsOfTypesAND = function (...types) 
{
     var matchType = [];
     for (let type of types)
     {
         if (matchType.length == 0)
         {
             matchType = Myth.CGC.getIDsOfType(type);
             continue;
         }
         nextType = Myth.CGC.getIDsOfType(type);
         matchType = nextType.filter(elem => matchType.includes(elem));
     }
      return matchType;
}

3. Save this copy of MYTH_CGC_CardTypes and close the editor.

Now, open up your RPG Maker project and go to the Skill Notetags of the Card in your project where you are trying to generate Cards of both Rare and Fire type. The Eval script call will now look like this:

Eval var skillIDs = Myth.CGC.getIDsOfTypesAND("Rare", "Fire"); var index = Math.floor(Math.random() * skillIDs.length); user.addCardToZone(skillIDs[index],"hand"); BattleManager._logWindow.addText("Added \c[6]" + $dataSkills[skillIDs[index]].name + "\c[0] to Hand.");

This will look through the Database for Skills that have both "Rare" and "Fire" type and then add them to the pool of cards that could be generated. This function is not restricted to two types btw, you can specify any number of types and get the result you want.

Let us know if you are able to get it working on your end. Happy to continue troubleshooting till we get things working :)

Cheers,

MythAtelier Team

Good day, here is a new sugestion for future updates: in the MYTH_CGC_CoreEngine, I would be nice to have the option control how much mana/energy/resource of any given game is gained or lose at the start of the turn. If this is already possible, how can I do it?

Developer

Hey Arcanamoon,

You can already do this a few different ways: 

- You can have this be part of the Battle Start / Turn Start params. Use the Eval Card Action and then call the gainHp(), gainMp(), gainTp() for the user to set their starting resources.

- You can tie these to the End Turn button Card Actions (in the Demo Project we use the End Turn button to reset a number of local variables)

- You can do this via Troop Events and set up Commands to change either an actor's or the party's resources at the Start/End of each Turn

- You can set in the Traits table for your Actor or Class how much they recover (in the Demo Project we have MP Regenerate to 100% to emulate the recovery of Energy per turn in Slay the Spire).

Let us know if these ways work for you or you require another solution for them.

Thanks,

MythAtelier Team

Alright, I'm coming back to this since I have been playing games with a card-like combat system.

1. Operator Skills. Those are essentially skills that aren't cards, they are bound to a button. They trigger skills, like "Draw 2", "Reshuffle", "Discard", but they are not cards (a bit like the button common event plugin that used to be around in a previous update). They can have a limited amount of uses per battle instead of costing MP or something else.

2. Card Rating. I know you can make the cards look different, but I wish to add functionality to that. Say that you have a "Star Heal" card (and you use Star to refer to rarity), that consumes another card and causes healing dependant on the amount of Stars from the consumed card. The Rating of the consumed card becomes a power source for another card, which is then discarded or removed from play.

3. A feature to lock certain actors from having their decks edited by the player.

Viewing posts 21 to 25 of 25 · Previous page · First page