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  #101    
Old January 29th, 2013 (3:58 PM).
p.claydon p.claydon is offline
 
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well this is still pretty damned kool keep up the good work


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  #102    
Old January 30th, 2013 (9:20 AM). Edited January 30th, 2013 by Ayutac.
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Sorry again for necroreplying to some points before.

So here is what I get: As a coder and concerning this project, there is no way to help you right now, is there?

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  #103    
Old January 30th, 2013 (10:23 AM).
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Any comments, observations, ideas and suggestions about any part of the project (existing or not) are welcome. I've never worked on code alongside someone else before, so I don't know exactly what you could do. I'd like some opinions on how well my code works, as well as pointing out if there are any gaps.

If you want to help in a more direct sense, there's the Card Dex and the Card Summary screens to be created, as well as a way to receive booster packs. I imagine the first two to be direct copies of the Pokédex and Pokémon summary screens respectively. All of these would need to be designed via concept art, obviously.

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  #104    
Old January 30th, 2013 (11:04 AM).
p.claydon p.claydon is offline
 
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i guess the booster pack would depend on what sortta game your planning on but possibly buy them from shops
i dont know how things work fully but in an older version of essentials when i tried to get pokemon in exchange for game corner coins i set up dummy items and once the shop process had finished it would convert the items into pokemon via an event maybe boosters could be the same

  #105    
Old January 30th, 2013 (3:55 PM).
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There'll be no such thing as "buying" in this project. Booster packs can either be free gifts, or rewards for winning duels. Either way, it works the same, as I shall now explain.

I imagined a screen showing the available booster packs (which can either be "all that exist" or "a defined selection of them"), and clicking on a pack will open it and show you what cards you've received. If you're allowed to choose more than 1 booster pack, you then go back to the first screen and choose another pack.

Each booster pack can be finite (you can choose it once and then it disappears from your choices) or infinite (you can choose it as many times as you like). Note that this only applies to a single instance of getting booster packs, and what you choose in one instance has no effect on the next instance (which may well have a different selection of packs to choose from).

I imagine that the "infinite" option would be used either always or never, i.e. not "just some of the time". It would depend on how the user wants their game to work. It only matters in the player can get more than 1 pack at once anyway. Both options have their perks.

Something like this:

The finite/infinite status of booster packs doesn't need to be shown. A single card set can have multiple booster pack artworks (which are part of the definitions alongside the quantity), in which case each one is defined separately and will appear separately.

This method is done even if you can only choose 1 pack. That pack is still shown first in this screen, which you click on to open.

Does anyone know the chances of cards of each rarity appearing in a booster pack? Should booster packs be throttled to force at least (or exactly) 1 rare card (or higher rarity) in every pack?

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  #106    
Old January 30th, 2013 (6:13 PM).
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fair enough sounds acceptable

  #107    
Old January 30th, 2013 (7:33 PM). Edited January 30th, 2013 by donavannj.
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Quote originally posted by Maruno:
Does anyone know the chances of cards of each rarity appearing in a booster pack? Should booster packs be throttled to force at least (or exactly) 1 rare card (or higher rarity) in every pack?

Speaking as someone who actively collects and plays the TCG, every booster after Base Set has had to include a rare card, due to allegations of it basically being gambling targeted at kids.

While I do not know the exact odds of secret rare card pulls, I do know that it has changed over the years and I do know which secret rare types are rarer than others.

I have very limited knowledge of programming, but I do have extensive knowledge about the workings of the TCG and would be willing to lend my knowledge with regards to how some situations would and should play out.

I'm currently downloading your Alpha right now to give what you've currently got developed a look-over.

EDIT: Okay, something that stands out - there is no limit to how much energy can be attached in a single turn in your game engine. In the physical TCG, you can only attach 1 energy per turn unless a PokePower/Ability (Ability technically being the proper current name for PokePowers & PokeBodies), an effect of a card, or an effect of an attack allows you to attach additional energy.

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  #108    
Old January 31st, 2013 (6:36 AM).
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Quote originally posted by donavannj:
Speaking as someone who actively collects and plays the TCG, every booster after Base Set has had to include a rare card, due to allegations of it basically being gambling targeted at kids.

While I do not know the exact odds of secret rare card pulls, I do know that it has changed over the years and I do know which secret rare types are rarer than others.

I have very limited knowledge of programming, but I do have extensive knowledge about the workings of the TCG and would be willing to lend my knowledge with regards to how some situations would and should play out.

Your knowledge would be very helpful.

Here's a couple of questions to start off with:

  1. Are the Metronome attacks for Clefairy and Clefable intended to be identical? Clefable also says to ignore costs of attack (e.g. Charizard's "discard 2 energy"), whereas Clefairy doesn't.
  2. Should Raticate's Super Fang attack ignore all effects/weaknesses/resistances and always deal the amount of damage it says, or is that calculation just for the base damage and it would then be affected by PlusPower and the like?
I'm sure I'll come across more questions when I get round to the various effects. If you can think of any cards/effects/interactions from Base/Jungle/Fossil that you think might be tricky, please let me know.

One thing I was pleased to discover was how cards like Pokémon Breeder should work - the intermediate card (if skipping from Basic to Stage 2) must exist as a card, even if it's not in the deck, and it doesn't work on Baby Pokémon. That makes things more convenient to code.

If possible, could you have a look at the order in which things happen during an attack? It's as follows:

Code:
  def pbUseAttack(user)
    @battle.pbDisplay(_INTL("{1} used {2}!",user.name,self.name))
    target=pbGetTarget(user)                      # Usually done automatically.
    return if !pbBabyCheck(user,target)
    return if !pbOnStartUse(user)                 # e.g. Flip a coin. If Tails, this attack does nothing.
    pbPayAttackCost(user,target)                  # e.g. Discard 2 energy.
    pbCheckEffects(user,target)
    return if !pbConfusionCheck(user)
    if target
      dmg=pbBaseDamage(user,target)
      dmg=pbModifyDamageBefore(dmg,user,target)   # Modifiers on attacker
      dmg=pbEffectiveness(dmg,user,target)        # Weakness/resistance
      dmg=pbModifyDamageAfter(dmg,user,target)    # Modifiers on target
      pbDealDamage(dmg,user,target)
    end
    pbEffect(user,target)
  end
I've tried to take account of whatever I can think of, but I'm sure there'll be things I've overlooked. If an attack can't be used (e.g. don't have enough energy, Farfetch'd's Leek Slap), it can't even be chosen to be used in the first place, so the above code assumes the attack can be used. Checking fainting cards is a separate thing that happens immediately after the attack (as well as on other occasions).

Quote originally posted by donavannj:
EDIT: Okay, something that stands out - there is no limit to how much energy can be attached in a single turn in your game engine. In the physical TCG, you can only attach 1 energy per turn unless a PokePower/Ability (Ability technically being the proper current name for PokePowers & PokeBodies), an effect of a card, or an effect of an attack allows you to attach additional energy.
Yes, it's an alpha. There aren't yet any limits on what you can do in your turn - it helps with debugging, they're easy enough to implement, and I've got other things to worry about at the moment.

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  #109    
Old January 31st, 2013 (3:51 PM).
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Quote originally posted by Maruno:
Your knowledge would be very helpful.

Here's a couple of questions to start off with:

  1. Are the Metronome attacks for Clefairy and Clefable intended to be identical? Clefable also says to ignore costs of attack (e.g. Charizard's "discard 2 energy"), whereas Clefairy doesn't.
  2. Should Raticate's Super Fang attack ignore all effects/weaknesses/resistances and always deal the amount of damage it says, or is that calculation just for the base damage and it would then be affected by PlusPower and the like?
I'm sure I'll come across more questions when I get round to the various effects. If you can think of any cards/effects/interactions from Base/Jungle/Fossil that you think might be tricky, please let me know.

1. Based on the fact that both cards were reprinted in Base Set 2 and follow the wording on Jungle Clefable, they're both intended to work the way Jungle Clefable is worded.

2. Unless the attack specifically says to ignore those effects, those effects still apply to Super Fang. The attack has to specifically say to ignore those effects.

Quote:
One thing I was pleased to discover was how cards like Pokémon Breeder should work - the intermediate card (if skipping from Basic to Stage 2) must exist as a card, even if it's not in the deck, and it doesn't work on Baby Pokémon. That makes things more convenient to code.

There may be a catch if someone were to implement a later card-set into your engine, as that would make a later Alakazam card (it was printed in the Diamond & Pearl era along with an Abra, but no Kadabra was ever printed to accompany those two in that set or any other set released around it) effectively unplayable if the person implementing that set wasn't aware of this being how your code processes how cards like Pokemon Breeder and Rare Candy work. That's probably a problem to save for a later time, however.

Quote:

If possible, could you have a look at the order in which things happen during an attack? It's as follows:

Code:
  def pbUseAttack(user)
    @battle.pbDisplay(_INTL("{1} used {2}!",user.name,self.name))
    target=pbGetTarget(user)                      # Usually done automatically.
    return if !pbBabyCheck(user,target)
    return if !pbOnStartUse(user)                 # e.g. Flip a coin. If Tails, this attack does nothing.
    pbPayAttackCost(user,target)                  # e.g. Discard 2 energy.
    pbCheckEffects(user,target)
    return if !pbConfusionCheck(user)
    if target
      dmg=pbBaseDamage(user,target)
      dmg=pbModifyDamageBefore(dmg,user,target)   # Modifiers on attacker
      dmg=pbEffectiveness(dmg,user,target)        # Weakness/resistance
      dmg=pbModifyDamageAfter(dmg,user,target)    # Modifiers on target
      pbDealDamage(dmg,user,target)
    end
    pbEffect(user,target)
  end
I've tried to take account of whatever I can think of, but I'm sure there'll be things I've overlooked. If an attack can't be used (e.g. don't have enough energy, Farfetch'd's Leek Slap), it can't even be chosen to be used in the first place, so the above code assumes the attack can be used. Checking fainting cards is a separate thing that happens immediately after the attack (as well as on other occasions).

That seems to be largely the correct order by current rules. I have been looking, and I have yet to see a damage booster or a damage reducing card/effect break this order, other than the original PlusPower print, which says to apply the damage after weakness and resistance.

Quote:
Yes, it's an alpha. There aren't yet any limits on what you can do in your turn - it helps with debugging, they're easy enough to implement, and I've got other things to worry about at the moment.

Ah, okay. Makes sense.

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  #110    
Old February 1st, 2013 (8:06 AM).
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Quote originally posted by donavannj:
1. Based on the fact that both cards were reprinted in Base Set 2 and follow the wording on Jungle Clefable, they're both intended to work the way Jungle Clefable is worded.

2. Unless the attack specifically says to ignore those effects, those effects still apply to Super Fang. The attack has to specifically say to ignore those effects.

Ah, I didn't think about reprints. That's convenient - only one attack effect there instead of two.

Super Fang was easy to fix. Fair enough.

Quote originally posted by donavannj:
There may be a catch if someone were to implement a later card-set into your engine, as that would make a later Alakazam card (it was printed in the Diamond & Pearl era along with an Abra, but no Kadabra was ever printed to accompany those two in that set or any other set released around it) effectively unplayable if the person implementing that set wasn't aware of this being how your code processes how cards like Pokemon Breeder and Rare Candy work. That's probably a problem to save for a later time, however.
I considered this "problem" too, but I for one am definitely not going to get to a point where there's no Kadabra (stupid Geller). Besides, all that needs to be done is to create a "dummy" card set (a real set but which the player can never obtain any cards from) containing whichever Kadabra cards you want, just for the sake of them existing. It would ideally contains a Kadabra, Dark Kadabra, and Sabrina's Kadabra to cover all the bases.

Quote originally posted by donavannj:
That seems to be largely the correct order by current rules. I have been looking, and I have yet to see a damage booster or a damage reducing card/effect break this order, other than the original PlusPower print, which says to apply the damage after weakness and resistance.
Good to hear. I'm not surprised PlusPower is a little odd, given that it's an original card. Still, I'm following the original rules as close as possible, so this PlusPower will still apply itself after weakness/resistance calculations (assuming the damage hasn't already been dropped to 0 by then, of course; if the damage ever hits 0 after a step, all later steps are skipped and no damage is dealt).

Obviously the cards I'm using are way before the double battle rules. Can I assume that, unless specifically stated otherwise (which these cards won't), any reference to the "Defending Pokémon" will actually refer to the attack's target? That is, if the opponent has a Charizard and a Blastoise as Active Pokémon, I can only Metronome a Charizard move against Charizard, and a Blastoise move against Blastoise? Not that I'm worrying too much about double battles at the moment, though.

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  #111    
Old February 1st, 2013 (9:56 AM).
p.claydon p.claydon is offline
 
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wit what TCG had double battles (i only got up2 the 1st movie with promo mewtwo) that makes it sound complicated now

  #112    
Old February 1st, 2013 (12:18 PM).
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Quote originally posted by Maruno:
Ah, I didn't think about reprints. That's convenient - only one attack effect there instead of two.

Super Fang was easy to fix. Fair enough.

No problem.

Quote:
I considered this "problem" too, but I for one am definitely not going to get to a point where there's no Kadabra (stupid Geller). Besides, all that needs to be done is to create a "dummy" card set (a real set but which the player can never obtain any cards from) containing whichever Kadabra cards you want, just for the sake of them existing. It would ideally contains a Kadabra, Dark Kadabra, and Sabrina's Kadabra to cover all the bases.

Makes sense.

Quote:
Good to hear. I'm not surprised PlusPower is a little odd, given that it's an original card. Still, I'm following the original rules as close as possible, so this PlusPower will still apply itself after weakness/resistance calculations (assuming the damage hasn't already been dropped to 0 by then, of course; if the damage ever hits 0 after a step, all later steps are skipped and no damage is dealt).

I'm assuming that you'd consider making a version for the newer PlusPower prints at some point? The newer PlusPower prints do apply before Weakness and Resistance are applied. Though all the newer versions of PlusPower are from 2007-onward, so you may not ever get to that point, based on your response to the possible Kadabra problem above.

Quote:
Obviously the cards I'm using are way before the double battle rules. Can I assume that, unless specifically stated otherwise (which these cards won't), any reference to the "Defending Pokémon" will actually refer to the attack's target? That is, if the opponent has a Charizard and a Blastoise as Active Pokémon, I can only Metronome a Charizard move against Charizard, and a Blastoise move against Blastoise? Not that I'm worrying too much about double battles at the moment, though.
Yes, you can assume this. That move wouldn't take on the opponent's typing, however. It would just use Clefairy's/Clefable's, if you weren't sure about that.

Quote originally posted by p.claydon:
wit what TCG had double battles (i only got up2 the 1st movie with promo mewtwo) that makes it sound complicated now

Double battles were attempted to be implemented sometime around 2006/2007, iirc. It didn't catch on, however.

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  #113    
Old February 1st, 2013 (2:03 PM).
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Quote originally posted by donavannj:
I'm assuming that you'd consider making a version for the newer PlusPower prints at some point? The newer PlusPower prints do apply before Weakness and Resistance are applied. Though all the newer versions of PlusPower are from 2007-onward, so you may not ever get to that point, based on your response to the possible Kadabra problem above.
My goal is to make an engine containing the Base Set/Jungle/Fossil cards. Anything beyond that would be a bonus. Eventually I'll be asking for a selection of cards which demonstrate every new mechanic (e.g. burned status, Baby Pokémon, Lv.X, Stadiums, Plasma cards, LEGEND, etc.) so that I can add in some support for them too, but that's only for after I'm done and if I still care by then (the AI and prettying are bound to take a lot out of me).

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  #114    
Old February 5th, 2013 (10:04 AM).
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hows the progress going looking forward to seeing this more complete

  #115    
Old February 5th, 2013 (11:51 AM).
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If anyone gets all the cards graphics, and one internet page saying what each card do, i can make a database and a card battle engine, for Game Maker.

  #116    
Old February 5th, 2013 (12:27 PM).
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Quote originally posted by Fransferdy:
If anyone gets all the cards graphics, and one internet page saying what each card do, i can make a database and a card battle engine, for Game Maker.
Well, there is Bulbapedia.

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  #117    
Old February 5th, 2013 (12:31 PM).
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Quote originally posted by p.claydon:
hows the progress going looking forward to seeing this more complete
I've not done too much recently. Special conditions are now in (both their effects and the card rotations), I'm working on card fainting (it currently works except for the prize card part which needs prize cards in general to be made functional), and I've made some general tweaks. I'm not actually keeping a list of my changes for this, so I couldn't say specifically what I've done.

Quote originally posted by Fransferdy:
If anyone gets all the cards graphics, and one internet page saying what each card do, i can make a database and a card battle engine, for Game Maker.
the__end provided me with card images, and I had Bulbapedia. You have access to both of those too, so "lack of resources" isn't an excuse. You can start making your thing now.

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  #118    
Old February 5th, 2013 (12:38 PM).
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Thanks for the tips, i'll see what i can do. Also good work with Essentials =D

About the TCG Engine, not sure if you are willing to add this, but you could make tcg battles worth of Pokemons, like if each side(you and your enemy) makes a bet, and the winner gets a Pokemon.

  #119    
Old February 5th, 2013 (2:11 PM).
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here is the link for bulbapedia if you still would like it
http://bulbapedia.bulbagarden.net/wiki/List_of_Pok%C3%A9mon_Trading_Card_Game_expansions

  #120    
Old February 5th, 2013 (3:21 PM).
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Quote originally posted by Fransferdy:
About the TCG Engine, not sure if you are willing to add this, but you could make tcg battles worth of Pokemons, like if each side(you and your enemy) makes a bet, and the winner gets a Pokemon.
If you're talking about playing a card game for actual Pokémon, I've already said that I don't support using the TCG extension alongside the classic game, which means there will be no such thing as actual Pokémon in a TCG game. However, if you mean something like an ante rule, I have no particular desire to add that in. Playing for booster packs is good enough (you can always set a duel to give out 0 booster packs, and/or afterwards give the player a specific card if you want).

Oh, I'm always accepting contributions of new premade decks (and deck icons - the ones I bodged together are a bit iffy). Remember that the vast majority of premade decks will belong to enemy trainers only, and will not be accessible to the player, so you can make decks just for Club Masters if you want. Should all (or as many as possible given the card pool) of the decks that appear in the TCG games be included?

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  #121    
Old February 5th, 2013 (4:22 PM).
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Exactly what do you want? I can make / Design Cards (Big and Icons) and everything, but i don't understand the english very well so i am not understanding what do you want

  #122    
Old February 5th, 2013 (4:55 PM).
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Hey Maruno, can you update your first post with all of the information about this?

I'm wondering, is this an addition to Essentials, or at least an editable? I thought you said earlier that it wasn't going to be, but now I see you talking about others adding stuff in (maybe I'm making stuff up lol).

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Yes.
  #123    
Old February 7th, 2013 (6:02 PM).
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Quote originally posted by yakoo:
Exactly what do you want? I can make / Design Cards (Big and Icons) and everything, but i don't understand the english very well so i am not understanding what do you want
The PBS file tcgdecks.txt contains all the premade decks, such as:

Code:
1,STARTERDECK,Starter Deck,0,BASEDIGLETT,3,BASEMACHOP,4,BASEMACHOKE,2,
BASECHARMANDER,4,BASECHARMELEON,2,BASEGROWLITHE,1,BASEPONYTA,4,BASERATTATA,2,
BASEDRATINI,1,BASEBILL,1,BASEENERGYREMOVAL,1,BASEENERGYRETRIEVAL,1,
BASEGUSTOFWIND,1,BASEPOKEDEX,1,BASEPOTION,2,BASESWITCH,2,BASEFIGHTING,14,
BASEFIRE,14
I was asking if people wanted to make their own decks like this, to be included with the project.

Quote originally posted by DaSpirit:
Hey Maruno, can you update your first post with all of the information about this?

I'm wondering, is this an addition to Essentials, or at least an editable? I thought you said earlier that it wasn't going to be, but now I see you talking about others adding stuff in (maybe I'm making stuff up lol).

I'm calling it an extension to Essentials. Essentials itself remains untouched, and the TCG scripts are maybe a dozen additional script sections you can throw in. They're as editable as any Essentials script.

What I was saying is that, if you want to play a regular Pokémon game and have the TCG as just a mini-game within it (rather than having the TCG be the main focus of the game), I'm not going to help you. I've said before that I don't think it should be a mini-game, so I'm not going to support anyone who tries to turn it into one.

There's a huge difference between that and asking for new premade decks.

In other news, I've finally added prize card functionality, including being able to take prize cards for knocking out Pokémon. Once I've added in the win condition checks, you'll be able to play properly! (Except that the AI is a vegetable that does nothing, many card effects don't exist, and there are no restrictions on actions per turn. Apart from all that, though, the only real things left to do are cosmetic.) Of course, there's also still many out-of-duel things to do (Card Dex, summary, booster packs, etc.).

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  #124    
Old February 7th, 2013 (6:42 PM).
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I could certainly contribute some decklists for NPCs.

I'll get back to you when I get the first of those done.

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  #125    
Old February 8th, 2013 (6:18 AM). Edited February 8th, 2013 by the__end.
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Quote originally posted by Maruno:
Code:
1,STARTERDECK,Starter Deck,0,BASEDIGLETT,3,BASEMACHOP,4,BASEMACHOKE,2,
BASECHARMANDER,4,BASECHARMELEON,2,BASEGROWLITHE,1,BASEPONYTA,4,BASERATTATA,2,
BASEDRATINI,1,BASEBILL,1,BASEENERGYREMOVAL,1,BASEENERGYRETRIEVAL,1,
BASEGUSTOFWIND,1,BASEPOKEDEX,1,BASEPOTION,2,BASESWITCH,2,BASEFIGHTING,14,
BASEFIRE,14
I was asking if people wanted to make their own decks like this, to be included with the project.
Maybe you are interested in adding the decks from the GBC game?
Spoiler:
Code:
Practice deck 1 (The one you use against Sam):

14x Water energy 10x Psychic energy 2x Squirtle 1x Wartortle 1x Blastoise 2x Seel 1x Dewgong 2x Staryu 1x Starmie 3x Goldeen 2x Seaking 1x Lapras 2x Abra 1x Kadabra 1x Alakazam 3x Drowzee 2x Hypno 1x Jynx 3x Rattata 2x Raticate 2x Bill 1x Full heal 2x Potion

Practice deck 2 (The one Sam uses against you):

13x Lightning energy 11x Fighting energy 1x Double colorless energy 2x Pikachu lvl 12 1x Pikachu lvl 14 1x Raichu lvl 40 1x Raichu lvl 45 2x Jolteon lvl 29 1x Electabuzz lvl 35 4x Machop 2x Machoke 2x Machamp 2x Diglett 1x Dugtrio 2x Rhyhorn 1x Rhydon 1x Hitmonchan 1x Onix 3x Eevee 2x Rattata 2x Raticate 1x Prof. Oak 1x Bill 1x Gust of wind 1x Potion

Fire & lightning deck:

10x Fire energy 10x Lightning energy 2x Double colorless energy 2x Charmander 1x Charmeleon 1x Charizard 2x Growlithe 1x Arcanine lvl 45 2x Ponyta 1x Rapidash 1x Magmar lvl 24 1x Magmar lvl 31 1x Pikachu lvl 12 1x Pikachu lvl 14 1x Raichu lvl 40 3x Voltorb 1x Electrode lvl 35 1x Electrode lvl 42 2x Magnemite lvl 13 1x Magneton lvl 28 2x Rattata 1x Raticate 1x Prof. Oak 2x Energy search 2x Bill 1x Potion 2x Pluspower 2x Defender 2x Switch

Water & fighting deck:

12x Water energy 10x Fighting energy 2x Double colorless energy 2x Poliwag 1x Poliwhirl 1x Poliwrath 2x Seel 1x Dewgong 2x Staryu 1x Starmie 2x Goldeen 1x Seaking 2x Sandshrew 1x Sandslash 3x Machop 2x Machoke 1x Machamp 2x Rhyhorn 1x Rhydon 1x Hitmonchan 1x Prof. Oak 3x Potion 2x Bill 2x Full heal 2x Energy search

Grass & psychic deck:

12x Grass energy 12x Psychic energy 2x Weedle 1x Kakuna 1x Beedrill 2x Exeggcute 1x Exeggcutor 2x Nidoran (female) 1x Nidorina 2x Paras 1x Parasect 1x Pinsir 3x Abra 2x Kadabra 3x Drowzee 2x Hypno 1x Jynx 1x Farfetch'd 1x Tauros 2x Bill 2x Potion 1x Full heal 2x Energy search 2x Gust of wind

Imakuni? deck:

10x Water energy 16x Psychic energy 4x Psyduck 3x Golduck 4x Drowzee 3x Hypno 2x Slowpoke lvl 9 2x Slowpoke lvl 18 3x Slowbro 4x Farfetch'd 4x Imakuni? 2x Pokemon flute 2x Maintenance 1x Gambler

I'm Ronald deck:

9x Fire energy 10x Water energy 8x Fighting energy 3x Charmander 2x Charmeleon 3x Growlithe 1x Arcanine lvl 45 3x Squirtle 2x Wartortle 2x Seel 1x Dewgong 2x Lapras 3x Cubone 2x Marowak lvl 26 1x Prof. Oak 2x Energy search 2x Gust of wind 1x Switch 1x Pluspower 1x Defender 1x Energy retrieval

Invincible Ronald deck:

7x Grass energy 6x Fire energy 7x Fighting energy 4x Double colorless energy 3x Grimer 2x Muk 4x Scyther 3x Magmar lvl 31 3x Geodude 2x Graveler 2x Kangaskhan 2x Chansey 2x Prof. Oak 2x Pluspower 2x Scoop up 2x Gust of wind 2x Energy retrieval 2x Bill 2x Energy removal 1x Gambler

Powerful Ronald deck:

7x lightning energy 9x Fighting energy 7x Psychic energy 3x Double colorless energy 3x Electabuzz lvl 35 2x Hitmonchan 2x Hitmonlee 1x Mr. mime 2x Jynx 1x Mewtwo lvl 53 2x Doduo 1x Dodrio 2x Kangaskhan 2x Lickitung 3x Tauros 1x Energy search 2x Gust of wind 2x Energy retrieval 1x Super energy retrieval 2x Energy removal 2x Pluspower 1x Switch 1x Full heal 1x Gambler

Love to battle deck:

26x Fighting energy 4x Machop 3x Machoke 2x Machamp 2x Mankey 1x Primeape 3x Rattata 2x Raticate 2x Doduo 1x Dodrio 1x Tauros 4x Defender 2x Full heal 3x Potion 4x Pluspower

Muscles for brains deck:

26x Fighting energy 2x Double colorless energy 3x Machop 2x Machoke 2x Machamp 1x Mankey 1x Primeape 2x Hitmonchan 2x Hitmonlee 3x Meowth lvl 15 2x Persian 1x Lickitung 2x Tauros 1x Kangaskhan 1x Bill 1x Energy removal 1x Revive 1x Potion 1x Super potion 2x Pluspower 1x Full heal 2x Gust of wind

Hard pokemon deck:

25x Fighting energy 4x Geodude 3x Graveler 2x Golem 3x Cubone 2x Marowak lvl 26 2x Rhyhorn 1x Rhydon 3x Onix 1x Snorlax 3x Bill 2x Potion 2x Poke ball 3x Gust of wind 4x Defender

Blistering pokemon deck:

4x Fire energy 7x Fighting energy 5x Psychic energy 2x Double colorless energy 3x Ponyta 2x Rapidash 4x Cubone 2x Marowak lvl 26 4x Rhyhorn 2x Rhydon 4x Onix 3x Jynx 2x Prof. Oak 3x Bill 2x Gust of wind 3x Defender 3x Switch 2x Pokemon trader 2x Mr. fuji 1x Energy retrieval

Lovely Nidoran deck (The one used in the science club):

24x Grass energy 3x Nidoran (male) 2x Nidorino 1x Nidoking 4x Nidoran (female) 2x Nidorina 2x Nidoqueen 2x Grimer 1x Muk 2x Koffing 1x Weezing 1x Pinsir 2x Doduo 2x Meowth lvl 15 2x Farfetch'd 1x Prof. Oak 2x Bill 2x Pokemon breeder 2x Poke ball 1x Switch 1x Gambler

Etcetera deck:

8x Grass energy 4x Fire energy 4x Lightning energy 4x Fighting energy 4x Psychic energy 1x Caterpie 1x Weedle 2x Nidoran (female) 2x Oddish 2x Tangela lvl 12 2x Charmander 1x Magmar lvl 31 2x Pikachu lvl 12 1x Magnemite lvl 13 2x Machop 1x Diglett 2x Gastly lvl 8 1x Jynx 3x Bill 3x Energy search 3x Pluspower 3x Poke ball 2x Defender 2x Energy retrieval

Anger deck:

10x Fire energy 8x Fighting energy 4x Double colorless energy 3x Growlithe 2x Arcanine lvl 34 3x Cubone 3x Rattata 2x Raticate 3x Doduo 2x Dodrio 3x Tauros 2x Prof. Oak 3x Bill 2x Defender 2x Computer search 2x Energy retrieval 2x Gust of wind 4x Pluspower

Flamethrower deck:

22x Fire energy 4x Double colorless energy 2x Charmander 2x Charmeleon 1x Charizard 2x Growlithe 1x Arcanine lvl 45 2x Vulpix 1x Ninetails lvl 32 3x Magmar lvl 24 2x Flareon lvl 28 3x Eevee 1x Pokemon trader 3x Energy retrieval 3x Bill 3x Gust of wind 2x Pluspower 1x Super energy retrieval 2x Switch

Reshuffle deck:

23x Fire energy 2x Double colorless energy 2x Ponyta 2x Growlithe 1x Arcanine lvl 45 4x Vulpix 3x Ninetails lvl 35 4x Pidgey 3x Pidgeotto 2x Pidgeot lvl 38 1x Jigglypuff lvl 13 1x Wigglytuff 1x Tauros 2x Lickitung 1x Kangaskhan 2x Bill 1x Energy removal 1x Super energy removal 2x Switch 2x Energy retrieval

Ghost deck:

6x Grass energy 15x Psychic energy 3x Double colorless energy 4x Zubat 3x Golbat 2x Gastly lvl 8 2x Gastly lvl 17 2x Haunter lvl 17 2x Haunter lvl 22 4x Gengar 3x Meowth lvl 15 3x Ditto 2x Prof. Oak 1x Bill 1x Full heal 2x Potion 2x Pokemon breeder 1x Gust of wind 2x Recycle

Naptime deck:

8x Grass energy 18x Psychic energy 4x Paras 4x Exeggcute 4x Gastly lvl 8 2x Haunter lvl 17 2x Haunter lvl 22 4x Jigglypuff lvl 14 3x Wigglytuff 2x Bill 3x Pluspower 2x Gust of wind 2x Potion 2x Switch

Waterfront pokemon deck:

18x Water energy 7x Psychic energy 2x Squirtle 1x Wartortle 1x Blastoise 2x Poliwag 1x Poliwhirl 1x Poliwrath 2x Goldeen 1x Seaking 2x Psyduck 1x Golduck 2x Staryu 1x Starmie 2x Slowpoke lvl 18 1x Slowbro 1x Farfetch'd 2x Dratini 1x Dragonair 2x Bill 1x Pokedex 2x Switch 2x Potion 2x Energy retrieval 1x Gust of wind 1x Super potion

Lonely friends deck:

8x Grass energy 9x Water energy 4x Double colorless energy 4x Scyther 4x Poliwag 2x Omanyte 1x Omastar 1x Aerodactyl 2x Jigglypuff lvl 13 2x Jigglypuff lvl 14 4x Wigglytuff 2x Prof. Oak 2x Bill 4x Mysterious fossil 4x Clefairy doll 4x Potion 2x Scoop up 1x Super potion

Sound of the waves deck:

24x Water energy 2x Tentacool 1x Tentacruel 3x Krabby 2x Kingler 3x Shellder 2x Cloyster 2x Horsea 1x Seadra 3x Seel 2x Dewgong 3x Lapras 3x Bill 3x Pluspower 2x Energy removal 2x Pokemon trader 2x Full heal

Pikachu deck:

6x Water energy 16x Lightning energy 2x Surfing Pikachu 2x Surfing Pikachu (Different version) 1x Pikachu lvl 12 1x Pikachu lvl 14 1x Pikachu lvl 16 1x Pikachu lvl 16 (Different version) 2x Raichu lvl 40 2x Raichu lvl 45 4x Flying Pikachu 4x Bill 4x Potion 4x Full heal 4x Poke ball 4x Switch 2x Super potion

Power generator deck:

26x Lightning energy 2x Pikachu lvl 12 1x Pikachu lvl 14 1x Raichu lvl 40 1x Magnemite lvl 13 1x Magnemite lvl 15 1x Magneton lvl 28 1x Magneton lvl 35 3x Voltorb 1x Electrode lvl 35 1x Electrode lvl 42 1x Electabuzz lvl 20 1x Electabuzz lvl 35 3x Jolteon lvl 29 2x Zapdos lvl 64 4x Eevee 2x Bill 2x Switch 2x Pokemon trader 4x Defender

Boom boom selfdestruct deck:

8x Grass energy 14x Lightning energy 8x Fighting energy 4x Koffing 3x Weezing 4x Magnemite lvl 15 2x Magneton lvl 28 2x Magneton lvl 35 4x Geodude 3x Graveler 2x Golem 2x Prof. Oak 2x Energy search 2x Defender

Legendary Ronald Deck:

20x Fire energy 4x Double coloress energy 1x Gambler 2x Pokemon breeder 3x Energy removal 1x Pokemon trader 1x Professer oak. 2x Scoop up 4x Bill 4x Evee 4x Dratini 3x Dragonair 2x Dragonite (legendary) 2x Kangaskan 2x Moltres (legendary) 1x Zapdos (legendary) 1x Articuno (legendary) 1x Vaporeon (colorless energy version) 1x Joltien (colorless energy user version) 1x Flareon (colorless energy user version


And do you plan on adding the tcg decks like "Blackout", "Overgrowth", "Zap!" and "Brushfire"?

EDIT
A suggestion how to manage the AI:
Why not add some check for strategies to the prefabricated decks in the PBS file?
For example you could make a check if the deck is an "Evolution deck" or if you mainly use Basic cards.
And because the AI can only use prefabricated decks you have to make different AI for "Evolution decks" and "Basic Card decks".
For example "Evolution decks" should concentrate to evolving their pokemon as fast as possible and using them and "Basic Card" decks (with cards like Electabuzz) should try to overwhelm the opponent at the beginning of the game.
This way you can even combine different checks.
As an example lets use the both strategies above. If you have selected "Evolution deck" and "Basic Card deck" the AI should try to overwhelm the opponent with strong Basic cards at the beginning and try to evolve their other Basic cards as fast as possible. After the weak Basic Cards are evolved the AI should stop using strong Basic cards and start using evolved pokemon cards.
You see that if you combine strategies you need a priority for each one. In the above example the "Basic Card deck" strategy should have a little bit higher priority then the "Evolution Deck" strategy. This way the AI should use the "Basic Card deck" as its main strategy but it doesn't ignore the "Evolution deck" strategy.
Of course you need conditions for each strategy when to get higher or lower priority. For example the "Basic Card deck" should have a condition that this strategy gets lower priority when you have evolved cards. And because the "Basic Card deck" strategy has now lower priority then the "Evolution deck" strategy the AI starts to use evolved pokemon.
And you need to determine which cards can be called "strong" Basic cards so the "Basic Card deck" AI knows with which cards it should try to overwhelm the opponent.
Of course there are more Strategies you can determine for each deck and there are a lot of more ways to combine them. This way you can make a lot of different AI behavior! There are restrictions as well. This way each deck has just one combination of strategy that you can determine. If you want more you have to copy past the deck in the PBS file and change the checks i think. Maybe there is a better way thought.

Hope the stuff i said makes sense. I am not a programmer so i don't know how programming actually works. So sorry if i talked nonsense.

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