So yes, I'm a little bit late on this one and may say something about already made decisions, but please bear with me. After all, I sat 2 hours here to work through this thread. I will bold what is most important to me.
So far I've come up with a compiler script which can read multiple PBS txt files
What exactly are PBS files? And I guess you guys don't HAVE a list of all cards by now? Because that is my main offer: A program to extract that data from a website.
Should this kit support Pokémon Powers at all, or should the older cards be reworked to make them match the most current system? Another example is whether Stadium/Supporter cards should be their own types or a subtype of Trainer cards.
I guess we should handle it as it is handled officially. And through I don't know how, I bet they will match the current system. For example (in Yu-Gi-Oh!), cards which referred to the "Fusion Deck" will now be interpreted as they target the "Extra Deck", because that is what the Fusion Deck became. As I recall, the games actually rewrote the cards for things like this.
Maruno, I think the old GBC game worked well enough, BUT there is a japan-only TCG game for the DS. Take a look:
https://www.youtube.com/watch?v=U1_nqYeBU40
Japan get all the cool stuff <__<
I imagine it would work like Asobikata, in that you select a card and a pop-up menu appears listing the appropriate actions that card can do (rather than the GBC method of choosing the action first then finding a card that can do it). The card graphics in the duel screen would have a number of icons on them, indicating a few things (whether retreat is possible, whether it has a PokéPower, whatever).
This is very much like the Yu-Gi-Oh! games.
You're suggesting that decks act like "recipes", where the cards themselves remain in the Library (rather than the decks physically containing the cards). I did consider this approach, but it would be harder to make sure that decks aren't broken if you get rid of a card (via selling/tossing/trading). I don't think it's worth the effort, it makes less sense than decks physically containing their cards, and it either doesn't affect the player or encourages them to get more cards so they can have both desired decks at once.
Only so difficult that a player can't exit the deck building screen until his deck is playable again. I vote for recipes.
Support for a currency isn't important at the moment. As I've said, I don't know if I'll ever add a currency anyway. It's a matter of what feels right for the game, and I don't think duels for cash feels right.
In addition, a currency would be easy to add, after all.
Where in the GBC game can you decide how many prize cards you will use? I don't recall any choice at all.
Where in the Pokemon games can't you decide with how many Pokemon to battle. 1 or 2 prices could be good for training purposes. Also, extendability. I don't want to see something like "threePrices = True" but rather "prices = 3".
@the__end: Your screens looks great!
well i dont know what else i can tell you about the "seen" option to convince you expect the points i told you in my other post... ^^
how about hearing the opinions of other users?
In YGO you don't get to know where the cards used against you are from, but you have the names and can save up duel points (cash) to get them through their ID, implying you look the ID up through the net. As you, Maruno, don't want cash I would recommend something like the "seen" option – wherever you add it – so the player can get a certain card somehow.
[some discussion about filters]
I'm glad you implemented them after all.
There will be an equivalent of PokeBattle_Effects, which contains some of the more common effects that can happen (e.g. paralysing a Pokémon). However, putting every single possible effect in here is pointless, as most will only be used for one card and may as well go in PokeBattle_MoveEffects under the appropriate function code.
No, I think having a PokeBattle_MoveEffects for card effects (probably one for an attack's effect and one for any other kind of effect), plus creating a PokeBattle_Move entity for each attack and effect when the card is played (and remaining while the card is still in play) is the best option I can think of. It may use elements of your code.
I don't understand this. Guess because I didn't looked into Essentials code so much by now.
But for the effects, I would implement certain effects, e.g. "draw/search X cards from Y", where X and Y are to specify in the specific card. Yes, pretty much like that what Anglican wrote, even if I'm not sure where the 012 comes from.
Surely you couldn't object to keeping Trainers/Energies/Pokémon cards separate? For one, it'd make filters easier.
What is with Fossils?
Pokémon are grouped together according to evolution family (in ascending order), and are then put into element super-groups according to the type of the first Pokémon in that group (e.g. Eevee-related cards will be in the Colourless group).
I can't give you an example, but I'm pretty sure there were Pokemon which had one time this type, the other time another type, but both cards still a basic pokemon. How would that be sorted?
Maybe once the first alpha comes out, there will be more confidence. Some time this month. Actually, I don't know whether it could more accurately be called a beta; I don't do all this version naming stuff.
Alpha means basically untested, beta is when you have your own testers, as far as my understanding goes.
end of commenting old stuff
Naturally, effects and the AI is the most difficult when it comes to card games. I would like to see them and I will as soon as I test out what you did so far. I would like to help with the effects, too. Not so sure about AI, but we will figure something out.
I just wonder where all the other commentators from last year's september have been gone? Do you receive their input by PM now or what?