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Feedback & Feature Requests Sticky

A topic by MythAtelier created Jun 07, 2022 Views: 1,853 Replies: 50
Viewing posts 1 to 22
Developer (1 edit)

This is a thread where you can give us feedback on the plugin and requests to add features to improve it in the future. Please check our roadmap first to see if we don't already have a feature planned before you make a request. You can also post these in the #feature-request channel of our Community Discord for a faster reply!

We will do our best to incorporate your feedback and requests as we continue to develop this plugin :)

Is it just me or is the hand draw static and not random? I seem to be getting the same pulls all the time just draws the next card Que'd in the order the player is assigned skills.

(2 edits)

Maybe just on the opening hand (First time through deck) is static, not sure.

Developer (5 edits)

Hello, thanks for the feedback! The hand draws are randomised, however, we know from our previous conversations with you that your game adds the cards dynamically based on equipment rather than have a fixed deck. That slightly changes things.

We would recommend adding a Shuffle Deck action to the Battle Start Actions plugin parameter if that is not there already. If cards are being added dynamically AFTER this step through a script call, common event or troop event, then that might be what is causing static hand draws. If this is the case, you can shuffle the deck using the following set of script calls placed in a Troop or Common Event:

$gameParty.leader().discardCardsUntil(0);
$gameParty.leader().reshuffleDeck();
$gameParty.leader().shuffleDeck();
$gameParty.leader().drawCardsUntil(5);

Note: the 5 in that last function can be replaced with whatever your game's max hand size is. 

You can use the debugger (F8) to check the contents of your deck at any point using this function:

$gameParty.leader()._cardDeck; 

This outputs an ordered array with the IDs of the cards in deck. If you notice that the order is not changing after the set of script calls above it means something has gone wrong with the shuffle method which we will need to patch. We will add improved randomisation options and draw variance to our roadmap so that users have more control over this in the future.

Let us know if you continue to run into issues even after implementing this solution. Would be happy to help :)

(1 edit) (+1)

actually, I tried to add the cards the default way, before I reached out, so I have no idea what's going on xD.

Only happens first pass-through the deck, but will try some of your work arounds.

By default I mean through the class skill list.

(1 edit)

Seems Shuffle deck was missing from my plugin parameters. Thank you for the help!

Developer

That would do it! Glad you could resolve the issue :)

(2 edits)

I have been waiting for a plugin like this for some time. I can finally switch over from VX ACE as I was using this script. I have a bunch of feature requests. 

1). Either a card fusion system where you temporarily combine 2 or more cards in battles like  Yugioh Forbidden Memories, Yugioh Duelist of the Roses, or Sleights from Kingdom Hearts: Chain of Memories. Ex. You press the up button to temporarily combine two Fire Cards into a Fira Card (The cards used in the fusion go to the Discard Pile. The Fused Card created is removed from play after use/end of battle (Like how using the Venom Pouch card in the demo to temporarily add Poison Dart to the deck. After use or at the end of the battle, it is removed from the deck.)

2). Many of the older Yugioh video games had deck costs limiting specific cards based on a deck cost limit. Deck Costs/Card Points where each card has a cost toward the deck cost limit. Kingdom Hearts Chain of Memories had a similar card limiting system. Whenever you level up, you can increase the card point capacity by a few points or so. Ex. Your Deck Cost limit is 200 and you add 20 cards that each have a card cost of 10 points.

3). In Wizard101, there are cards that are tied to equipment. These cards are called Item Cards. If a piece of that equipment is equipped, that item card is automatically added to the actor's deck and does not count towards the deck cost limit/deck limit. If a piece of equipment that has an item card is unequipped, then the item card is removed from the actor's deck.

4). Add limits on the number of card copies allowed in a deck. You can use script calls to change the limit.

5). Add Field Spells that can either affect the actor party, enemy party, or both parties

6). Add equipment that dictates things like deck cost limit, number of max cards in the deck,  size of card hand, and how many cards are drawn at the beginning of the turn, etc. Ex. You can have a deck item that changes the deck cost limit, hand size from 5 to 6, and add +1 to cards drawn at the beginning of each turn after the first turn.

7). Click on Discard  Pile to view cards discarded. Be able to have card effects that can add cards from the discard back to the deck other than reshuffling cards.

8). In Addition to upgrading cards, include progression paths like Wizard101's Spellwrighting System. Collect items call Spellements that can be used as a cost to upgrade certain cards.

9). Be able to click on the discard pile to view discarded cards.

10). Enemies having decks/ use cards.

Developer

Thank you so much for putting together this feature list (especially appreciate the detailed examples)! We'll look into what we can add onto our Roadmap :)

(+1)

Thank you for the quick response. I appreciate you making this plugin. :)

Yes please, would love suggested features from 1 and 2 to be added!

Developer

The good news is we have since developed a Deck Editor extension which takes care of #2 as well as #4 and #6. In fact, it's been almost exactly a year since Vibrant Fervor's initial post and we've added most of these features in some form or another.

Ah, my bad. I just got the plugins recently and just started testing them out. Really awesome stuff, got a little ahead of myself with excitement. ^^;

can we get text codes for the amount of damage a card will do ? like if its powered up by an increase in str, the card will show the new damage number

Developer

Hi, thanks for your Feedback Request! I'll cover both your points in a single reply here.

1. Enemy Intents - This has been added to our Future Features list on our Trello, and we'll see which of our future updates we can make this available with. We can definitely extend how State Icons work and draw Text next to them that contains the expected Damage or Shield amount. There are a few questions from this point:

- If there are multiple targets for an action, how would you want the icons and the text to reflect that?

- If Damage text is calculated, would you only display the raw value or does it account for the target's stats, buffs and debuffs, element rates etc.?

- Where are we pulling Enemy Intents from? Would this be using the Base RPG Maker Action Patterns or something like YEP Battle A.I. Core Notetags or an entirely new set of Notetags specific to this plugin?

- Do we account for Intents changing after they have been decided for the turn? For example, the Writhing Mass enemy in Slay the Spire changes its intent each time it is damaged.

Once we have a good idea on what answers work best with where the plugin is currently at, we can proceed to work on implementing this feature.

2. Dynamic Card Text - This currently can be achieved in a limited capacity with YEP Message Eval Text where you can place an expression into an Eval Text code, however, if you want the enemy's stats to be factored in so as to have the Damage number on the card change depending on which target you try to select then it would require a more complex solution.

We should be able to implement this feature once the plugin supports Card Types and Keywords which ishappening over the next two major updates to the plugin.

If you have any thoughts on how you think these features would best be implemented, please let us know and we will do our best to incorporate your suggestions. If you happen to run into other plugins that offer either of these features outside of a card game/deckbuilder context, we can try to extend compatibility to them :)

in slay the spire, it shows the default damage calculation unless you hover the card over a vulnerable enemy (which changes the result)
i'd be fine with it just saying the default damage on a normal unbuffed enemy
i assume pulling the enemy intent would work by grabbing whatever the enemy was choosing to do that turn, since i assume theyre decided before the player chooses what to do

I want it so the enemy stats arent taken into account since theyd have state icons you could hover over for a description to factor it in
like state vulnerable - takes 50% more damage
i think i already have a plugin for the state descriptions on hover
im gonna need to find a stacking states plugin too

also i hear the adding cards reward screen is just a choice with no picture, it could probably be replaced with a common event for each card, and yanflys picture common events plugin
using the skill number as the picture id and a script call for show picture.
alternatively, you could code a proper rewards screen with the cards drawn properly the way they are in battle

the most anoying part is coding my own slay the spire prototype was really easy in game maker, but i can't use live2d natively in it, so id have to either learn spine pro or put up with live2d exported as frames

(+1)

Circling back on one of my requested features for fusing cards in combat, I came across three plugins that mimic what I am hoping for. The first two will require MV or the Project Fossil Plugin for MZ. I'm posting these links for idea-building purposes.

1). Rune Skills: Rune Skills (Skill System) | RPG Maker Forums (rpgmakerweb.com) This system allows you to create rune skills that can be combined in the battle to create powerful skills. I can't seem to get it to work properly and the skills only appear as skill icons, not cards.

2). Victor Engine: VE Mix Actions: Mix Actions | Victor Engine (wordpress.com) This plugin allows you to combine skills, items, and/or skills and items in battle. This plugin is very flexible but requires a lot of setups as you have to manually set up different actor commands for the skills and items you want a party member to be able to mix. I got this one to work but it is very buggy as sometimes while I am mixing actions, it will use a card instead of the mixed action. Like the Rune skills plugin, it is a skill icon, not a card when selecting what skills to mix.

3).  Battle System - BTB VisuStella MZ - Yanfly.moe Wiki  This battle system uses the boost points (BP) like in Bravely Default and Octopath Traveler to use more than one action. However, this system has an action fusion feature that allows you to use boost points to use multiple actions and depending on the actions, you instead unleash a more powerful skill. For example, you use 3 BP to use three random skills.  Let's say you use 3BP and use it with three Attack cards. Instead of three attacks, you activate an action fusion skill called Triple Attack.  This plugin isn't as flexible as the VE Mix Actions because this one doesn't let you mix skills and items. This one also requires a lot of setup. You can only combine skills with skills and items with items. I can't use this plugin because it isn't compatible with this card battle plugin. I'm not sure if it will show up as cards or skill icons like the prior mentioned plugins. 

Developer

Hey Sanciboue! Thanks once more suggesting more features. You might be interested to know that for the next major update v.1.4.0, we plan to implement both Fusion/Sacrifice type card effects (where a single action requires multiple cards or the action depends on which cards are chosen). Thanks for putting these on our radar, we will take note of these three plugins before we start coding the new feature :)

I'm excited for 1.4. Thank you!

(+1)

This plugin is absolutely SPLENDID! A real masterclass in plugin design. ^_^
One feature request I have is for the enemy to have their own separate deck. Give the big Yu-Gi-Oh! vibes. 

Developer

Thanks for your kind words! Yeah, we have Enemy Decks listed as a Future Feature so we will tackle it on a later update. One clarifying question: Would you want each Enemy Actor to have their own Deck, only the "leader" of the Enemies to have a Deck or for the Enemy Troop collectively to have one Deck (with Cards corresponding to specific Enemy IDs or Types)?

All of these are possible, but depending on which solution we go with that will change how we approach implementing this feature.

(2 edits)

It would be nice to have all versions because for single enemies that summon monsters, it would work good. There may be tag team duels that might require more enemy decks. Or if it is a collaberation/collective style duel, it would be nice to share just one deck for that enemy troop. Could  these 3 versions be applied to player decks too? It would be an interest battle to have the party leader with the only deck, each player with their own deck (already implelemented) and a collective shared deck by the party. It would be nice to have different kinds of card combat scenarios to spice battles up. 

(2 edits) (+1)

Hmm, a few more ideas. 

https://himeworks.com/2013/05/battle-rules/ Battle Rules. It allows you to set up conditions for winning certain card battles. For example, you may have a tutorial battle where you are learning about certain card types and your objective is to use an attack card to finish an enemy off in one turn. It replicates later Yugioh games feature called Duel Trials. You can make condituons that seal certain cards and card types, defeat  enemies in x number of turns, with x number of moves/ cards left. Etc. You could also add some bonus challenges that give out bonuses deoending on card combos and actions taken. For example, you pulled off a certain sequence of cards multiple times during the battle  or perform x number of fusions or sacrifices. 

 

 

(3 edits)

My suggestion:

Variations on card discarding. As it stands the plugin only seems to allow for one type of discard; the player chooses what they discard (or if the discard is the size of their entire hand, it's handled for them automatically). What about randomly chosen discards? What about discarding cards from the top of the deck instead of the hand? What about 'discarding' to the top of the deck, instead of the discard pile?

Enemy attacks forcing the player to discard cards (their choice or random) too?

Edit: also, mouse support. I don't seem to be able to select different cards using my cursor, only confirm the current selection. This might impact mobile compatibility, too.

Developer(+1)

Thanks for the feedback!

Yes, we could definitely add in a <Discard Random X> as a card action. Adding from the Enemy’s side is a little more complicated (given that they currently don’t have their own decks), but it should be possible to setup where them succeeding on an attack can proc a separate skill which makes the target have to discard.

 As for Discarding from top of deck (Milling type actions/costs), that will be included in the next major update as part of the Card Filtering feature (Version 1.4.0).

(+1)

Also, just want to say, as it is this plugin is already absolutely excellent.

(2 edits)

Could a new card action be added to cast random skills from a pool of skills, that add a random card from a pool of skills, and card action to link multiple skills together? Ex. Use a Skill called Spectral Blast will cast a random Fire, Thunder, or Ice spell. Ex. Use a skill called Divine Light That heals all allies, damages all enemies, and removes all negative ailments from allies.

this can be done with eventing just takes some work

Is it possible to have multiple actors but only 1 of those actors has a deck, and the other actors battle as normal?

Developer

Thanks for the request! Currently that is not possible as the plugin determines whether or not Skill Cards are used universally at start up, but we could certainly offer this in the future through Actor notetags. Will add it to our Future Features list :)

(+1)

Thank you for the prompt reply! This plugin looks amazing, & I look forward to using it!

(+1)

Hello! MythAtelier.
I have one question and two loose suggestions for plugins.

[Question]

I would like to know where the Terms of Use page are or what they say. (If possible, it would be easier for other users to see that page ;>)

I am currently making a game using this plugin, but the content is an adult game...:'( 
I was so engrossed in the creation that I neglected to check the terms and conditions...
I would be happy if the terms and conditions were relaxed for such genres if possible.

[Suggestions for plug-ins]

I honestly don't think it should be that much of a priority, but I want to tell you what I think would be useful to have.
If you can add it easily, please consider it.

[1]
I would like the ability to hold a card until the end of the turn to invoke a debuff or common event.

The great thing is, combined with Yanfly's and other plugins, this plugin is already pretty playable!!!
However, I feel that compared to the original, the Curse cards are only intimidating enough to squeeze a slot in the deck.

If there are Curse cards whose effects are triggered at the end of the turn, I believe it would add more patterns to the enemy's fight.
For example:add "time bomb" cards to players that deal damage at the end of the turn if not used, add debuffs, etc.

[2]
I may try to adjust the positioning of the card anatomy images and add frames, 
which is a really loose suggestion, because of processing speed issues and the possibility that some users may not want this change.

Here is a screen shot of a card I am working on, but I have not added frames to the cards on the left and right.
It looks a little disappointing when CardArt is placed bare on the card.

I thought it would be easier to make the card look cooler if the position of the frames and CardArt could be adjusted.

Developer(+1)

Hey gamemakeru, thanks for your post! Let's tackle each point one by one:

-  Don't worry, you are right we don't have an official Terms of Use page so you should be in the clear. We simply ask that you don't try to sell or distribute the plugin as your own. After you purchase it from us, you are free to mod it as you wish. We are fine with our tool being used in any type of game project, so adult games are totally fine! We will add a Terms of Use section in our Help Doc and the Plugin File starting with v1.4.0. Also once your game is ready to show, we would encourage you post some (tastefully obscured) screenshots in the Game Showcase thread :)

- Curse Cards are on our Future Features list! We are hoping to tackle them in v.1.4.5. The Time Bomb curse card would be an excellent test case for the Curse Cards feature. Thanks for bringing it to our attention!

- Adjustable Frames would be a good addition, so we can look into that. We are hoping to eventually template the layers such that the user can specify how many layers there are on a card and what their specific names are for Notetag purposes. This is a longer term feature so you may need to wait a few months before we are able to deliver on it. But it is coming!

Hope this has answered some questions. Let us know if there is anything else we can help with :)

(1 edit) (+1)

Thanks for the quick reply.
I'm relieved to hear that you don't have a problem with the Terms of Service in making the game:'-)
The game is not quite finished yet, so don't expect to see any screenshots, I guess x(

As for the two suggestions, I'll be fine after I prioritize other things. I'm glad you have them as ideas.
Thanks for responding to all of them :>

Developer(+1)

Hey gamemakeru, just wanted to let you know that we have Terms of Use now! You can find these in our Help Doc, hope they are amenable to the project that you want to do :)

(+1)

I was relieved that the terms and conditions were simple.
Thanks for going to the trouble of writing them!
On an unrelated note, congrats on ver 1.40!
I'm registered on Patreon, albeit for a small amount! Keep up the good work!

Developer(+1)

Glad to hear the terms were cimple. Thank you for supporting our Patreon :)

(+1)

Hello. First off, great plugin. This is truly an awesome piece of software. One quick thing I have noticed is that playing the MZ demo version (I haven't touched a thing on it) if you play with other members in your group, the game eventually crashes. However, if you only play with one character (Reid) instead of a whole party, there seem to be no issues. Are you aware of this and if so, are there any work arounds? Thank you!

Developer

We were not aware of this issue! Thanks for bringing it to our attention. Would you be able to post a screenshot of the error message when it crashes? You can open the Debugger by pressing F8 and that will output a more detailed error log. If you could take a screenshot of the Debugger log as well then we can pinpoint exactly where in the code the issue is happening and issue a patch :)

Hi, thanks for the super rapid response. Much appreciated! So, I tried it again and this is what came up when I pressed the "recycle" button  (sorry I think it might be the mulligan button) on the left of the screen with a 4 party group. Also, on a side note, is there any way to make the cards and card images bigger? Thanks again!



Developer

Thanks for sending these through! We have been able to replicate the issue on our end and added it to our Bug Tracker. We will be issuing a patch as part of our upcoming Version 1.5.0 update to address it.

As for making the cards and card images bigger, you only need to provide images of larger dimensions to make them bigger. You can specify a Card Base of a larger size using plugin parameters or notetags and it will assume that is the default size of cards for spacing in Menu and in Battle. Make sure to change the plugin parameters for Max Hand Width and Min Card Separation Width to match as those do not adjust automatically and need to be specified by the user.

(+1)

Awesome! Y'all are doing a great job and providing an incredible resource. Keep it up and have a great 2023!

I haven't bought the plugin yet, but is it possible for there to be multiple party members in battle? Or to limit which cards a class can use? Or to limit the amount of actions each actor can take per round?

Developer

Yes, the plugin supports multiple Party Members and ways to limit Class Cards. In terms of limiting actions per Round, this can be achieved either through the cost of the cards (reducing from MP or TP) or through the use of variables (increment a variables after each card is played and after the variable exceeds a maximum prevent being able to play any other cards this turn).

(+1)

Hello! Recently purchased the card combat system and I'm very pleased with it's base functionality. I'm looking forward to incorporating it into a future project and wanted to thank you for the hard work! I'm looking forward to seeing it continue to develop/expand, and hope to be able to reach out when I have questions!

I think it should be possible to have a card let you search your deck for a specific type of card, then re-shuffle it.

(2 edits)

Would it be possible to add something akin to Final Fantasy Tactics Advance's judge system? For instance, during a fight a specific card type, element, or item is forbidden and if you were to break the rule it would incur some sort of penalty.

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 :)