HI! I Want make CCG Game Like a MTG Style
I hope you will be able to add an editor to set the rules one day.
HI! I Want make CCG Game Like a MTG Style
I hope you will be able to add an editor to set the rules one day.
Thanks for creating this. just some questions of my own
how would i be able to implement multiple graveyards per player
example as follows.
attack card put in players hand, attacks creature card then goes to graveyard 1
when creature dies, goes to graveyard 2
when a location enhancement card is played, stays on board til battle is won, when that creature battle is over, this card gets face down and goes on bottom of deck it was pulled from
how would i go about taking a graveyard, shuffling it and put it back into play, like running out of attack cards and reusing them to keep playing while there are still creatures on the play field
is there a way to setup the deck editor to have cards placed on the field while creating the deck and have it saved like that
and only show one type of card, like creatures, attacks, locations when selected?
with having different types of cards, having multiple decks on the play field, like for the location and attack cards
and this would be down the road, using the cameras from cell phones to take a pict of a card and put it in a players collection
also, how would i be able to remove or disable the AI from the toolkit, not needed for this project
im still trying to learn ue4 and this toolkit, so im just a noob, for now
i thank you in advance for any help
Guys i have a question, can you say me why i canāt place the card on the board ? ( I have the mana and itās a creature but i canāt place it) ps : I donāt change the placement blueprint . ty for helps.
Since Iāve got a background in developing myself I am able to conceptualize how to break this down into smaller parts, but when it comes to unreal Iām kinda a novice. So I have just listed what Iād like to accomplish from it. Iāve had the toolkit for a while and just opened up the bad boy yesterday so if I do make headway on my own I will definitely update progress.
**Edit:
You replied to my email and I also hit enter before it posted. Also cleaned up the log
My Networking questions were answered by the link he provided here: **
Loving the toolkit so far. My question is this, is there any function to call to check if it is your active turn or to see which playerās turn it is?
Definitely!
In the Card Game Player Controller, there is a bool for b"IsPlayerTurn" and and you can also use the āIsTurnActiveā macro in the controller if you would like to branch when it is/is not the players turn.
As for knowing which players turn it is, the server game state knows the order of playerās in the āPlayer Turn Arrayā, but keep in mind this is server only. It wont be accessible on the clients but you can definitely use this for gameplay and for abilities and all the rest.
Hey User-400315961!
Glad you fixed the first issue.
As for the second, this message will appear if the āGet Card Dataā function fails to find the card in your card set data tables. This could be simply a spelling error somewhere or the Get Card Data function may have been returning before your new card set (easy mistake ).
If you are referring to the reworked Get Card Data function, with the for loop which uses the array of data tables, this is definitely the better approach of the two and less prone to issues, so glad this helped!
If you hit this again or any other issues, let me know!
Iāve run into the attacking card (has retaliation and has multiple attacks) + receiving card (has retaliation) loop / damage issue.
I need the attacking card to receive retaliation more than once if it attacks the same card again.
I thought to simply check if the attacking card is owned by the current turn player - and if so, do not deal retaliation damage by the player card and end the interaction.
This should make it so there is only 1 received retaliation per player card attack and allow for multiple attacks on same opponent card with retaliation?
Been stuck for a couple of days on how to impliment this check and where to break the interactionā¦ or alternative method to allow this type of interaction = any help would be greatly appreciated. + thanks heaps for giving all of us a great base for a CCG gameā¦!
Here is the reworked function
This should resolve any potential issues with ordering or returning to soon before it can return your card. If you still have the issue after this, then some screenshots of your setup would help narrow this down. Feel free to post them here again or send them through the support email if you want to keep the content confidential.
Hope this helps!
Hey Necr0n99!
My first thought would be to add damage types to the damage call that you can then filter when a card is receives damage and optionally run On Damage abilities using this.
b. CardInteraction_FunctionLibrary -> DealDamageToCard -> and Add DamageType input to the function. you can them plug this into the Takes Damage function call.
In the AbilitiesFunctionLibrary -> Deal Retaliation Damage -> you should now have the ability to set the damage type. Set this to the Retaliation type.
In the 3D Card Blueprint, find the Takes Damage event (should be far right column) and you will see the Damage Type input there. All you will need to do is have a switch that will decide if this is retaliation damage, then skip any ability checks, for example like below.
This should remove the loop issue when both cards retaliate. Now if its retaliation damage then you know it will only happen once. All other damage can just be simple or you can add more types and do other cool mechanics/abilities.
Hope this helps!
Hiya - thanks heaps for the help!!
I noted there was already a DamageType_Enum with Basic / Poison / Stun (not implemented)ā¦ this is used in the Card_Struct.
I went ahead and created a new AbilityDamageType_Enum and added it to the Ability Struct, created the AbilityDamageType variable in 3dcard blueprint and followed instructions above. Worked exactly as intended from testing. I now have cards that can atack multiple times / multiple targets with and without retaliationā¦ and the retaliation loop error is gone.
Sweet as
Now time to try and impliment the base DamageType Poison and Stun on initial attackā¦
Hi,
Was passing through a few weeks ago and was wondering if thereās the possibility of a community which might focus on helping users get started with your toolkit somewhere on the net, or if a community effort could be made to create one? Iām interested in learning this during my seemingly limited time and wouldnāt mind putting some effort into making a contribution to building a community. This depends on how you, and then maybe the existing community feels about it, of course.
Hey Laserbeak43!
This is something that would be really great to see, and Iām sure there are a lot of new users would love to have a place being used and what is possible.
Time to create and support this to the degree I would like is limited unfortunately, but if there were member of the community who were actively wanting to share and help others, I would definitely be all for it.
This thread is always open to showcase anything the yourself and the community is creating, and
If there is enough interest in a discord for something like this, I can definitely make It happen.
Hi again -O)
I have Stun and Poison standard attack + Stun and Poison retaliation ability damage types workingā¦ way cool.
I now have a problem with a need to compare a Card Owner ID against the Client Player ID - then branch to set visibility of a Text Render component of that 3dcard Instance based on boolean. [current card != owned by the current player true / false]
I must be missing something simple hereā¦ I am trying to do this in Musticast_UpdateCardVisualStats to set a cards ātauntā status - i.e. show taunt STATUS TEXT visible on card only if the card is taunt and is not owned by the player (i.e. opponent played taunt card shows taunt text. player owned taunt cards do not show taunt text)ā¦ hope this makes sense? Appreciate the help.
Would be good to have a multi threaded forum - I can volunteer and setup one on a domainā¦
I will have more time in August - but happy to get it started and moderate etcā¦
Iād like to see how others are working with CCG / solving design and technical hurdlesā¦
Helping each other learn Unreal in the context of CCG would be good as it appears many of us are new to game dev on Unreal.
My project have no UI for player 2 (the one who join). Anyone get this error?
Itās a fresh project, so i donāt think i did something that will break it.
Another thing. I want to make my monster attack require some mana. Where can i do that?
edit: never mind this error is in unreal 4.22. when i downgrade to 4.21, itās gone. And the mana when attacking is already available in the card table. my bad for not checking.
Crazy Thing, but I added a new Creature Card, and it does not go to the Graveyard at 0 health? Cant find a card option for thatā¦?
Hey kyrllon,
The board not appearing for player 2 is a known engine issue when entering a match (through the menu) from in-editor play sessions. Starting the match with the arena already loaded in the editor OR running the game through standalone clients should not see this issue.
This should be the same result for both 4.21 and 4.22. If there is a specific repro on 4.22, let me know through the support email and I can take a closer look.
Hope this helps!
Hey Nyfaria,
Creature cards should always go to the graveyard when they reach ā0ā health, if they receive damage.
Does the card start with 0 health? I would be interested to see the other card settings being used to see if I can reproduce this on my end.
Hi! You wrote many times that card layout can be changed in ViewCard and 3dcard but i still donāt get it. I opened ViewCard then tapped on Card frame and then changed image but nothing happens. In 3d card i did the same and nothing happens as well. Also i canāt find how to change layouts of all cards not only the default one. I donāt understand what iām doing wrong, can you help me?
Hello. I wanted to know how to change the look of the menu in CCG toolkit. Im very much a beginner so feel free to just link me something if that answers my questions. I looked through the files and couldnāt find anything that had to do with altering the look/color/layout of the main menu. Thank you in advance.
Hi Shofio - I did a quick video for you on changing the card frame - sorry, not good at explaining but will get better: https://www.youtube.com/watch?v=-RShJ3PmU5M
Hello again! I found out the folder where the menu was located. Posting my question made me look harder so thanks for the help haha.