SirFeikelton

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Hello my dears,
I wanted to ask if there is a way to select the cards by using keyboard arrows and the spacebar (for example). It seems to do so in the demo video you just posted but in my game i can only Drag&Drop it with my mouse.

Also, thank you for the amazing Plugin, Triple Triad is one of my alltime favorite mini games!

Edit: nvm, figured it out. Go to "Image and Sound Configuration" -> "usingCursor" -> false
 
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SirFeikelton

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Aaaaand I ran into another problem. The card picking animation for a battle or in the album seems to be a bit janky. The x coordinate on the first arrival of said card is too low. But I just cannot figure out where to edit the code. Maybe you could help me? On the other hand the removal of a card is normal.

I think is has something to do with line 3140 an below.

Code:
Scene_Album_TT.prototype.move_card_to_hand = function () {

    if (this.triple_triad_frame_count >= 15) {
        this._cards_back_cards.x = this.card_end_position[0];
        this._cards_back_cards.y = this.card_end_position[1];
        this.phase = 2;
        this.phase_flip = 0;
        AudioManager.playSe({ name: this.aux_images['card_flipping_sound'], pan: 0, pitch: 100, volume: 100 });
    }
    else {
        var x = this.card_end_position[0] - this.card_start_position[0];
        var y = this.card_end_position[1] - this.card_start_position[1];
        this._cards_back_cards.x += parseInt(x / 15);
        this._cards_back_cards.y += parseInt(y / 15);
    }
};

I attached a video to show what I mean.
 
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Jathan

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This is really cool. Honestly I want something like this for my project but what I want is closer to tetra master rather than triple triad. Hopefully I'll be able to find someone who will make it for me pretty soon.
 

ave36

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@Raizen Are there any updates concerning Elemental and other rules not implemented currently?
 

Raizen

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@Raizen Are there any updates concerning Elemental and other rules not implemented currently?
Hey friend! Not at the moment :( , I'm not really sure if I am going to add new content in short time, but I will fix any bugs if there happens to be any of course.

Aaaaand I ran into another problem. The card picking animation for a battle or in the album seems to be a bit janky. The x coordinate on the first arrival of said card is too low. But I just cannot figure out where to edit the code. Maybe you could help me? On the other hand the removal of a card is normal.

I think is has something to do with line 3140 an below.

Code:
Scene_Album_TT.prototype.move_card_to_hand = function () {

    if (this.triple_triad_frame_count >= 15) {
        this._cards_back_cards.x = this.card_end_position[0];
        this._cards_back_cards.y = this.card_end_position[1];
        this.phase = 2;
        this.phase_flip = 0;
        AudioManager.playSe({ name: this.aux_images['card_flipping_sound'], pan: 0, pitch: 100, volume: 100 });
    }
    else {
        var x = this.card_end_position[0] - this.card_start_position[0];
        var y = this.card_end_position[1] - this.card_start_position[1];
        this._cards_back_cards.x += parseInt(x / 15);
        this._cards_back_cards.y += parseInt(y / 15);
    }
};

I attached a video to show what I mean.
Oh sorry for the long time to answer, I will try to get this part to you, did you manage to fix it?
 

falken14

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Oh sorry for the long time to answer, I will try to get this part to you, did you manage to fix it?
Hey Raizen, my game also does that sort of weird movement when the cards move across the deck selection scene to their designated spots, so whatever fix you come up with, I would be interested too. Thanks!
 

SirFeikelton

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Oh sorry for the long time to answer, I will try to get this part to you, did you manage to fix it?
Hey Raizen, don't worry it's been a while but not too long. I am still working on my game and just put the card game to side for now. I made everything how I wanted except for this problem.
I still couldn't fix it.
So I will patiently wait for your response. Thank you in advance and please don't trouble yourself!

Btw, I am still so much in love with your great work, thanks again!
 

ave36

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@Raizen Would you be OK with another coder implementing Elemental, Random and Diff if you can't do so?
 

Raizen

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Hey Raizen, don't worry it's been a while but not too long. I am still working on my game and just put the card game to side for now. I made everything how I wanted except for this problem.
I still couldn't fix it.
So I will patiently wait for your response. Thank you in advance and please don't trouble yourself!

Btw, I am still so much in love with your great work, thanks again!
I'll check it out asap :( , sorry for the trouble

@Raizen Would you be OK with another coder implementing Elemental, Random and Diff if you can't do so?
For me, no problem! I think the code is a little messy, but if another coder does it, I don't see any issues.
 

ave36

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Ladies and gentlemen! My fork of this plugin now has a fully functional Random rule!

You still get to pick your hand at the beginning, because the pick your hand phase happens before the game rules are defined; it's just how the code is written. I've so far not found how to skip picking your hand with the Random rule in effect (maybe @Raizen has some advice, maybe no). However, when the actual game begins, your hand is randomized. The code correctly assesses win and loss of cards.

Minor QoL improvement: the Open and Sudden Death rules are now correctly displayed at the rules screen.

Next to be implemented: the Diff trade rule! Elemental I'll save for last.

1618047129863.png
 
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ave36

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Good news, everyone: Diff now works, too! Elemental is next!

1618075081566.png
 

ave36

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This is the beta version of the Elemental rule. It is implemented as a game mechanic, but the AI so far cannot use it effectively. I'll be working on it.
Addendum: basic card flip Elemental AI is implemented. I tested it by making moves exposing a card with a 2 left side to the elemental square when the AI has 3 right side cards. The AI not even once tried to beat my Spider from the left with a Spider, Weed or Bug on the elemental square, realizing it will not work because of the elemental modifier. Though the combination of Same and Elemental still confuses the AI.

1618139197113.png
 
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Raizen

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Hey friend! thanks for the new content :), sorry I wasn't much of a support lately, since I uploaded a fix, would you mind when the version is stable to request a merge? I fixed the album problem that was happening.
@SirFeikelton, fixed here:

@ave36 thanks a lot for the great work! Sorry for the messy code and all, I think I can manage to make the random work without the album screen, I just don't remember how exactly the random worked on the game if there was that function hahah.
 

ave36

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OK @Raizen, I'll send you my code. How would you like to receive it, by email, by PM or by making it public? Warning, it has even more dirty hacks than yours. At least I had the decency to comment them in English.
 

SirFeikelton

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Hey friend! thanks for the new content :), sorry I wasn't much of a support lately, since I uploaded a fix, would you mind when the version is stable to request a merge? I fixed the album problem that was happening.
@SirFeikelton, fixed here:

@ave36 thanks a lot for the great work! Sorry for the messy code and all, I think I can manage to make the random work without the album screen, I just don't remember how exactly the random worked on the game if there was that function hahah.
Thanks for the quick fix! It's working just fine :D

When you and ave finished working on the elemental feature are you going to post it here as well? I would be interested in it too!

I also made a little random Card function (for like booster packs). But since I am not that good in javascript and especially not with the rpg maker js I didn't manage to do it in a visible manner for the player. If I ever get it to work as I wanted, I will let you know if you are interested.
 

Ophiucus Games

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Excellent plugin, really great work. thank you so much!

I'm having trouble with the MZ version the mouse support and the use of the extra buttons (Return, Duel and Options).

1) The mouse is supported for the card select scene - you can click the return and duel buttons. BUT the return but is invalid (the buzzer sound is played) - why is this? If it's not possible to stop a duel before you start, then why have the button there?

2) The mouse is not supported on the duel scene. So the return and options buttons are displayed but there's no way to click on them
 

UPRC

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I seem to be having a hard time getting this off the ground in my project. I have a few cards already made and am in the process of adding a card album to the player inventory as well as a few starter cards.

If I do "tripleTriadAddCard(0)", the card album cannot and will not open. I tried making an NPC who opens the album instead and it also does nothing. I then changed the event's script command to "tripleTriadAddCard(1)" and the gallery opens without any issue at all, but when I try to select the card with 1 as its ID, which is the second card down, I get this error:
error.png
Anyone else get this, or know what might be going on?
 

falken14

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I seem to be having a hard time getting this off the ground in my project. I have a few cards already made and am in the process of adding a card album to the player inventory as well as a few starter cards.

If I do "tripleTriadAddCard(0)", the card album cannot and will not open. I tried making an NPC who opens the album instead and it also does nothing. I then changed the event's script command to "tripleTriadAddCard(1)" and the gallery opens without any issue at all, but when I try to select the card with 1 as its ID, which is the second card down, I get this error:
View attachment 197039
Anyone else get this, or know what might be going on?
Hey, if you didn't figure this out, you might want to check your individual card settings. I got that error when I was putting text in some of the fields for the card setting parameters (e.g. 'Rarity').
 

falken14

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Hey @Raizen, I was talking about this idea with another poster on the forum and I thought we should post this here:

Is there an easy method to link card IDs with database item IDs?

That way, you could handle trading, selling, even using the cards in-battle etc. as you would for database items. It could remove the need to set up a card shop function as well. I tried adding a function where you can return the number of a specific card, and have a common event set [Item ID x = Card ID x], but this got messy because I couldn't figure out how to make sure the reverse was true (i.e. setting the number of the card to match the number of the card item when the item quantity changed).

I can see you've been busy pumping out some cool MZ plugins, so no rush - just wanted to see how easy/difficult this would be to do as the plugin is currently designed. I know that Tomoaky's card game plugin links cards with database items but I couldn't figure out how from their plugin.
 

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