- Joined
- Jan 13, 2014
- Messages
- 231
- Reaction score
- 112
- First Language
- English
- Primarily Uses
- RMMV
For the game I am making, I am in need of a system that allows the player to have a deck of "cards" that they can draw from during combat and on the map.
I could see it being useful for anyone wishing to make a 'card type' game, for in combat or an on map card game systems.
This system would require the following things...
* A Separate Inventory (DECK) for all the cards a player has in their deck. "Drawing" a Card from this deck would put it in the player's HAND inventory. This would have a limit on it's size.
* A Separate Inventory (HAND), This would have a limit on it's size.
* A Separate Inventory (CACHE) for all the cards a player owns, but are not in their deck.
* A Separate Inventory (DISCARDS) for all cards that are "used/discarded" until they can be shuffled back into the deck. So you can view, and choose from these, separately then the others.
* The Deck, Cache, Discard and Hand would be "Party Wide" so each actor would not have their own different hand (unless you the scripter wanted to have that as an option, I personally don't need that).
* A Scene that is exactly like the regular inventory screen but has Hand, Deck, Cache, Discards as categories instead of the normal "armor, items, etc"
* A Scene to move cards in and out of the deck. Basically would just need to be two lists side by side that show all cards in the Deck on the left, and all cache cards on the right. You can move the cursor up and down between cards and left and right between the two lists. Selecting a card will swap its side to the other. All cards are instanced/unique and do not stack, so when you "pull a card" it has an equal random chance of coming up, because I think if they were stacked, those cards would likely only be counted once in a random check.
* Ways to limit the number of Cards in your basic inventory "so you have a max hand size."
* Cards would be set up like regular items, but have a tag that indicates it is a card so it is kept in the separate inventory system (they would not show up at all in the reg inv). They would also utilize the "Occasion" setting, so the game designer can let the player use the cards at will, or only in battle, or say never and require plugin commands to access and "use" them.
* When used on the map, cards will use the animation chosen on the item in the database, with the 'target' being the player event if the animation is not set to 'screen'.
* A way to make a shop only buy/sell card items from the player.
* Plugin Manager Options for the following
I could see it being useful for anyone wishing to make a 'card type' game, for in combat or an on map card game systems.
This system would require the following things...
* A Separate Inventory (DECK) for all the cards a player has in their deck. "Drawing" a Card from this deck would put it in the player's HAND inventory. This would have a limit on it's size.
* A Separate Inventory (HAND), This would have a limit on it's size.
* A Separate Inventory (CACHE) for all the cards a player owns, but are not in their deck.
* A Separate Inventory (DISCARDS) for all cards that are "used/discarded" until they can be shuffled back into the deck. So you can view, and choose from these, separately then the others.
* The Deck, Cache, Discard and Hand would be "Party Wide" so each actor would not have their own different hand (unless you the scripter wanted to have that as an option, I personally don't need that).
* A Scene that is exactly like the regular inventory screen but has Hand, Deck, Cache, Discards as categories instead of the normal "armor, items, etc"
* A Scene to move cards in and out of the deck. Basically would just need to be two lists side by side that show all cards in the Deck on the left, and all cache cards on the right. You can move the cursor up and down between cards and left and right between the two lists. Selecting a card will swap its side to the other. All cards are instanced/unique and do not stack, so when you "pull a card" it has an equal random chance of coming up, because I think if they were stacked, those cards would likely only be counted once in a random check.
* Ways to limit the number of Cards in your basic inventory "so you have a max hand size."
* Cards would be set up like regular items, but have a tag that indicates it is a card so it is kept in the separate inventory system (they would not show up at all in the reg inv). They would also utilize the "Occasion" setting, so the game designer can let the player use the cards at will, or only in battle, or say never and require plugin commands to access and "use" them.
* When used on the map, cards will use the animation chosen on the item in the database, with the 'target' being the player event if the animation is not set to 'screen'.
* A way to make a shop only buy/sell card items from the player.
* Plugin Manager Options for the following
- Set a Variable to hold the parties "Max Hand size" base amount, so it can be changed on the fly.
- Set a Variable to hold the parties "Max Deck Size" base amount, so it can be changed on the fly. (All cards added to the Deck by any means that would put it over the Deck max size would fall into the Cache automatically, which has no limit.)
- Set a Text for what is said when you try to draw a card, but you have a full hand, also the name of your Deck, Cache, and Discards and the wording of the main menu command.
- Set a switch to use for showing/hiding of a main menu command to open the deck manager window. Otherwise you could call it with a plugin command in events, if you want the player to only access the cards system at a shop or something.
- Set a switch to allow/disallow viewing of the Cache in the Cards scene.
- Set a switch to allow/disallow the "card" command on all party members during combat. This command would show all cards in hand, and when selected they would be used.
- Only Party Leader option, for the above battle "card command" option. So you can make card only come up for the actor in party slot 1.
- An option to by default send all cards to either the Discards, Deck, or Cache or be 'Lost' when they are played. Allows for a variance on the kind of system you want to use.
- Auto-Draw option to always make the player have a full hand at all times. So right after playing, discarding or losing a card, the game would auto-draw cards up to the max hand size.
- Auto-Shuffle option, to set a number that once reached in the discard pile, to automatically reshuffle all of them into the deck. If set to 0, effect is not used.
- Draw a Card command. (Would be failed if you have a max number of cards.) Would have another modifier that allows for a message to display saying what actually occurred "Drew Magic Touch".
- Draw (Variable#) Cards Command, but would be based on a variable and would draw up to that many cards (without going over the hand limit). Would have another modifier that allows for a message to display saying what actually occurred "Drew X Magic Touch, Drew X Another Card Name Here".
- Draw Max Hand Command, would draw cards to fill your hand. Would have another modifier that allows for a message to display saying what actually occurred "Drew X Magic Touch".
- Choose Card Command. (Like the Choose Item Command in RMMV, but only shows cards in your Hand/Deck/Cache to be chosen from.
- (Action), Last Chosen Card, command. This would have a couple options and would detect what card was last chosen by the player when put in the event editor after the LIST CARDS COMMAND. The following actions would be available. Would have another modifier that allows for a message to display saying what actually occurred "Discarded Magic Touch".
- "Draw", The chosen card goes into your hand.
- "Play", The chosen card item will be "used" and if it has a common event in it's effects it will run.
- "Discard" Send this card to the discard pile without being "used".
- "Store" "Send this card to the Cache without being used.
- "Lose" Remove the chosen card from the player's inventory.
- "Variable:X" The chosen cards item number is saved in a variable for use in conditional branches..
- "Variable Type:X" saves the chosen cards type (see <card type> tag below for more info) to a variable for use in conditional branches.
- "Variable Count:X" The number of cards that you have/own (in total, regardless of location) that match the chosen cards item number is saved in a variable for use in conditional branches.
- Choose Random Card From (Deck/Hand/Cache/Discards) to be used with the Action command above, but instead of letting the player choose the card, the game chooses one randomly from the chosen deck location.
- <card> - Indicates an item is a card and should be used/accessed only through the card inventory.
- <card type:#> Adds a type to the card using RMMV's built in Element system, so you can sort your card inventories with filters, or limit the 'choose card' command to a certain type.
- <card discard type:CHOICE> Lets you choose where a card goes after it is used. Options are, HAND, DECK, DISCARDS, CACHE, LOST. Otherwise the set "default discard action" is used.
- <card hand max:#> Limits you to only having X of these in your hand. When a draw function occurs, it will never give you another of this card if you already have the max.
- <card deck max:#> Limits you to only having X of these in your deck. When a function/event occurs that adds another of this card to this deck over its limit it will automatically drop back into the cache.
- <card sound only> Only plays the sound of the item animation and not the visual animation when the card is used.
- <card no sell> Card can not be sold, regardless of it's purchase price.
- <card hand size:#> tag for states, characters, weapons and armor. Equipping this item/state/character increases/decreases the parties hand max by this amount. (base_max_variable + this)
- <card deck size:#> same as above but for DECK. If changing either of sizes causes its size to be decreased below the current held hand/deck size, overage cards are kept in your hand/deck, it simply prevents drawing more cards until you are under the max. I couldn't think of any other solution that made sense here... if forced to discard overage cards then equipping and unequipping gear could potentially make you discard all of your cards over and over (potentially losing them entirely if that option is set). And in the case of your hand, if placed into the deck again from the hand, then the player could equip/unequip over and over to "reset/change" their hand, almost as a cheat/exploit.

