Thread: [Essentials Script] Pokémon TCG mod
View Single Post
Old September 27th, 2012 (7:57 AM).
Awkward Squirtle Awkward Squirtle is offline
,@,e .ºoO
    Join Date: Jul 2011
    Gender: Male
    Posts: 110
    Firstly, I apologise for forgetting this is an extension to Essentials - it slipped my mind when I was writing the reply.

    Here's a layout I quickly threw up for the deck edit screen:

    You can see the deck contents in the right pane, and switch between deck and library panes with a key press (ideally with a smooth slide animation).
    There's still probably a lot missing, but you get the idea. 256x192 isn't much to work with :/

    You don't necessarily make a deck based around a type. Sure, it's the easiest way, and starting players will probably do that. But more advanced players might want to make decks based around other things than type.
    For example, the most popular (and powerful) deck back when the TCG was new was based around strong basic Pokémon that had efficiently-costed attacks (e.g. Hitmonchan, a 70HP Pokémon that deals 20 damage for a single Energy, or Electabuzz, capable of paralysing opponents with just a single Energy and dealing 40 damage with two).
    It would be useful to have some sort of filtering function for this kind of thing.

    Define a simple set of filters, such as type and evolutionary stage, and allow multiple filters (of different types) to be on at once. And allow sorting by values such as HP, attack damage, or even Pokédex number. That should be enough to satisfy the majority of players.

    I would personally allow people to have incomplete decks, as long as they have at least one complete deck to use. Surely it can't be difficult to implement a check for this/automatically switch to a complete deck if cards are removed from the current deck?

    In regards to Energy costs, you're proposing a greedy algorithm (always choose the most limited Energy first). This won't necessarily work. Imagine you have an attack that costs [Metal, Darkness], and your attached energies are [BlendWLFM, DarknessMetal]. Using the greedy algorithm, you'd match DarknessMetal first, and match it with the first cost (Metal). Then, you'd pair BlendWLFM with Darkness, and what do you know, it doesn't match. You might say "well then, you'd start by pairing DarknessMetal to Darkness". But how does the game know to do this? Once you have a method that you think works, can you prove it works, for all possibilities?
    Anyway, I have a suggestion on the same topic in regards to 'optional' Energy costs (e.g. Secret Wonders Blastoise's Hydro Pump). I'd give such attacks a preference as to what Energy should be left over (alternatively what Energy should be used for the attack). Blastoise's Hydro Pump should prioritise keeping Water Energy aside for its effect. If you just used the greedy algorithm, a Blastoise with 3 Water Energy and a Blend Energy GFPD would assign the 3 Waters to the main cost, leading to a 50 damage attack (when it could have done 70).

    Filters/sorting in Ruby/RGSS are both really easy. You can use code blocks to supply sort/filter criteria to Ruby's built-in methods. For example, this code sorts a list of cards by HP (the <=> method returns -1, 0, or 1 depending on the results of comparing the left value with the right value, used by the sort method):
    sortedList = cardList.sort {|a, b| a.hp <=> b.hp}
    And this filters out only stage 2 cards:
    stage2 = cardList.find_all {|card| card.stage == Stage2}
    If you don't have experience with something, it's an opportunity to expand your skills in that area. Don't just say "I don't know how to do it, so it's not happening"