
Card Summons - CGC Expansion - MV/MZ
A downloadable tool
Where’s your posse, bro!? No self-respecting Duelist rolls without a legion of Minions ready to do their bidding! With Card Summons you can roll deep with a horde of creatures primed for mayhem. Angels, demons? We got those! Dragons? You bet! Lawyers? Uh… let’s not go crazy, those things are dangerous.
Card Summons is an expansion for Card Game Combat that adds a new Field Zone that Cards can be played to. Using Notetags to link a Skill to an Enemy, Cards summon Creatures to the Field when played. These Creatures have their own stats and skills and are under the control of the Party/Troop leader. Users can determine whether the Creatures require the player to perform actions for them or if they act independently based on the Action Patterns table.
Plugin Features
- Adds a system for Summoning Creatures in battle through Card Skills that are under the control of the Party/Troop leader.
- The Party and Troop each have a customizable Field to host Cards and Creatures that can be targeted independently from Battlers.
- Send Cards to the Field after they resolve, or send Creatures to the Field to execute Skills available from their list in the Enemies Database.
- Modify Cards and Creatures with Field Skills or attach unique properties via Notetags.
- Customize Cards and Tokens with Stat Display Elements which can track any parameter of a Creature
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Updated | 5 days ago |
Published | 21 days ago |
Status | Released |
Category | Tool |
Author | MythAtelier |
Genre | Card Game |
Tags | Deck Building, RPG Maker, rpgmaker-mv, RPG Maker MZ, Turn-Based Combat |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $8.75 USD. You will get access to the following files:
Development log
- Card Summons - Version 1.0.0 - Launch Post!21 days ago
Comments
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Getting
type error
battler.isCreature is not a function
error
uncaught TypeError: Cannot read property 'length' of undefined
TypeError
this.initialize is not a function
i followed the instructions in the text file. i get this error in the demo and in a fresh project.
Thanks for reporting this in! This error is from an incorrect configuration of the plugin parameters. Please make sure of the following:
1) Make sure Card Summons is below CGC Core Engine and CGC Party UI Type A in the Plugin Manager list.
2) Copy over the img/CGC/summons folder to your new project so it can reference those image files. Make sure the plugin parameters are referencing the names of the image files in that folder.
3) When Card Summons is placed into a CGC v1.6.3 Demo Project, it should automatically grab the plugin parameters from before it was removed. If this is not the case, please follow the images provided to replicate the settings manually.
If after going through these steps, the error happens again, press F8 to open the Developer Tools window and click on the Console tab near the top. It should have some errors in red text, please post a screenshot of that in your reply and we should be able to troubleshoot further.
got it working! thanks for the tips. now i wonder if it's possible to turn off field overlay when switching between battle modes (the summons field is still displayed in regular card combat) . i'll get to tinkering.
Glad to hear you got it working!
Yes, it is absolutely possible to turn off the Grid Overlay. You can use the Plugin Commands: EnableCardField to turn ON the Card Grid and DisableCardField to turn OFF the Card Grid. These must be called in Events before Battle Processing starts so that the plugin knows whether the next battle will be a regular CGC battle or a Card Summons one.
thank you! now my game is how i like. =^_^=
I'm so excited to check this out, it looks really cool!
This is phenomenal
TABLETOP GAME???!!!
YESSSSSSSS!!!!!
Amazing!