Version 1.6.1 Released!


This one has a lot of bug fixes. Get ready.


Fixes in this update:

Core Engine v1.6.1

  • Simple View in the Card Library will now show Var values when using MYTH_CGC_IndependentCardVariables.
  • Fixed bug where Zone names weren't properly case-insensitive
  • Fixed bug with YEP_BattleEngineCore that would break card forced actions.
  • Fixed bug with card forced actions that would sometimes discard a card on execution.
  • Fixed bug where card forced actions would interrupt empty zone actions.
  • Fixed Jump To Label Card Action not working within Card Target Actions
  • Fixed MZ touch input crash when hovering over zone sprites.
  • Fixed MZ plugin commands not working.
  • Fixed crash if skills force actions when no target is available.
  • Fixed MZ bug where status windows would fail to appear/disappear when navigating item selection in battle.
  • Fixed MV touch input bug where zone images' hitbox would be based on the entire sheet instead of just the invisible sprite.
  • Added MV compatibility with SDJB_MouseHover and TDDP_MouseSystemEx.
  • Fixed bug with YEP_X_BattleSysSTB that would cause actors to repeat their Start of Turn Card Actions.
  • Extra error handling for improved compatibility with other plugins.
  • Added Skip Party Command Menu plugin parameter.

Card Types v1.2.1

  • Fixed Icon Formatting Issues and added new plugin parameters.
  • Fixed TextFormatPlus bug where wrong ResetFontSettings was being used.

Equip Cards v1.0.2

  • Fixed rare bug where testing a troop battle would double cards gained from equipment.

Text Format Plus v1.0.2

  • Fixed MV slowdown when using YEP_CoreEngine and non-default fonts.

Help Box Control v1.1.1

  • Fixed conflicts with PartyUI A. Anchors and Card Align should work now.
  • Added some basic word wrapping so Descriptions don't get cut off.
  • Fixed bug where Help Window wouldn't close when you return to Party Command.
  • Consolidated some params into more comprehensible categories

PartyUI_TypeA v1.1.1

  • Fixed bug where Battle Log and Help Windows got cut off.
  • Actor and Party Status Windows are on their own Window Layers now.
  • Fixed Actor Portraits so that they don't go out of bounds.
  • Fixed bug where Status Offset Windows wouldn't work.
  • Changed Actor Status UI Elements to better show States.
  • Fixed TP gauges in Actor and Party Status Window.

Block Generate v1.1.0

  • Added in Health Icon in case users want to show both Health and Block on a Battler. Has a Notetag if you want to show it.
  • Block and Health values in are written to Actor & Party State Icons. Can set different Fonts for Block and Health Icon text.
  • Exposed the text for State Messages for Block and Break. Now can be customized.  Has differences between MV and MZ.
  • Added support for Elements. You can now choose which Damage Types the Block State reduces vs which ones are ignored.
  • Different Icon Offsets can be declared for Actors and Enemies.

And if you're a Patron, you'll appreciate these changes:

Independent Card Variables v1.1.0

  • Simple View for the Card Library is now forced so that Var values can be displayed per-card.
  • Var values are now shown on cards in the Card Library Simple View.
  • Initial Var values are now shown on cards in all scenes where previously their values always shown as 0.

What to look forward to

The last time I wrote a "what to look forward to" section I said 1.5.0 would be the last major version uploaded to itch. Well, here we are in 1.6.1 and it looks like I was wrong, so let's do it again.

  • Card Library Overhaul + Library Plus Update

Some of you may have noticed that for your specific game resolution and your specific card resolution the Card Library can't properly keep track of what row to be on. I want to completely change the backend code of the Card Library with the assistance of a larger brain than I had when I first wrote it.

Patrons may have also noticed that Library Plus breaks completely if you have Deck Editor. We realized in hindsight that this plugin had the lowest maintenance priority because it was the least essential to people's projects, and few people were using it. Our solution? Make it more available. Alongside the overhaul to the Card Library, Library Plus will be made a part of the main plugin suite.

What this most likely means is that Card Library customization will be moved entirely out of the CoreEngine plugin to de-clutter the parameters of that plugin and make sure you know all Card Library related parameters are in the Card Library plugin.

  • State Info Popup Menu Integration

If you like our State Info Popup plugin but wish it could be baked into the Card Library or the Selection Window, good news! Now you (will be able to) can!

  • Highlight Spritesheets + Custom Highlight Conditions

Neel was fighting for this in 1.6.0 and it didn't make the cut, but we're moving more towards spreadsheets as we go. Highlight sprites are going to be made into spritesheets just like zone sprites, and while we're at it we're going to give you some more options, including more kinds of highlights for when a card is being selected for positive effects, when a card can't be played, and so on.

  • Multiline Eval Card Actions

I've seen some of your Eval CAs posted in our discord server. Those things need more room to breathe. The format will be something like:

<Card Actions>
Eval{
code
code
code
}
</Card Actions>

No more trying to fit everything into one line.

Oh, speaking of...

  • Multiline Conditional Card Actions

I played too much Human Resource Machine and thought the Label system would be intuitive enough but it turns out there's a reason modern programming languages don't use them. So I'm expanding the Conditional Card Actions to support brackets. Something like:

<Card Actions> 
If [expression] {
Draw 1
Discard 1
Other Card Action
} 
</Card Actions>

Maybe I'll include and Else and a While, if there's demand for it.

  • Dynamic Card Selections

This is a modification to the Card Selection Actions which would allow you to declare that the player can pick any number of cards within the selection before the next action is performed. This could be good for cards that have effects that scale based on a number of cards selected such as "Remove any number of cards off the top of your deck. Deal 10 DMG to All Enemies for each card removed this way."

We also want to support randomized selections so you don't have to declare which IDs or Zone a selection will target from in Notetags rather it can be determined at the time the card is played. This can be good for effects like Discover from Hearthstone where a random selection of 3 cards is presented based on some criteria and the player gets to pick which one they add to their Hand.

  • Comments for Card Actions & Passive Notetags

Currently having anything but actions inside the CA notetags breaks things, or at least throws up a warning. We're going to build in comment support. If you start a line with "//" then the rest of the line will be ignored by CGC.

  • ... and a whole bunch of bug fixes ...

Neel told me to add that part. He's right, of course. Alas, our work is never done. 

But maybe it will be worth it if we get to bring more cool card games into the world. Maybe.

Cheers,

Isiah and Neel

Files

Card Game Combat (v1.6.1) - Demo Projects 360 MB
27 days ago
Card Game Combat (v1.6.1) - Blank Templates 147 MB
27 days ago
Card Game Combat (v1.6.1) - Plugin Suite + Image File 552 kB
27 days ago
Card Game Combat (v1.5.7) - Legacy Files 183 MB
86 days ago

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Comments

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(+1)

lovely and welcome update~
I LOVE this plugin, by the way. It's super innovative and awesome ^^