Have you tried placing it directly after the Branch for Validate Card Interaction? EG connect True from the Branch checking Validate Card Interaction to the first Branch in your screenshot and then connecting your screenshot code to Charge Interaction Points.
If that isn’t working, I would first look at the branch that looks at the Interaction Receiving Card’s “Type”. Perhaps that’s from a different version than mine (UE4 version 25), but I don’t see that available in my project. I see “Card Type”, “Ability Type”, and “Card Damage Type”. Without any other information, I assume that “Type” is a new variable you created in the 3DCard blueprint. If so, that may be the reason your code isn’t working.
I would recommend using the “Ability Type” array that the toolkit has to offer. Thus, if you use Get Ability Type from the Interaction Receiving Card and use Find (selecting the Taunt Ability), you can branch off of whether the Find results in -1 (which means it didn’t find the ability, in this case Taunt) or not (checking with a >= 0 if you want to keep the same True/False routes, I think. If I messed that up, reverse the direction). Replace your first Branch in your code with that and don’t forget to also replace the Get Type in your Loop with the same Get Ability Type setup. Hope that helps.
The challenge with turn points is that I believe the Toolkit is currently setup to Set Turn Points to 1 at the beginning of their turn. Thus, if you simply reduce an opponent’s card’s Turn Points to 0 or less on your turn, it’ll go to 1 at the beginning of the opponent’s turn. I think this happens in the 3DCard blueprint at the Event On Active Player Turn. I would suggest adding a branch in there before the “Set Turn Point to 1” to check for a new Boolean Variable (Which for this example, we’ll call “Stunned”). If True, Set Turn Points to 0, Set Card Active to False (otherwise the card won’t darken, indicating that it can’t attack), and Set the Stunned Boolean to False and continue as normal (EG . If False, continue with the code that the Toolkit already has.
For your Ability, follow the tutorial in the Toolkit’s Documentation. In the Ability - Stun function (or whatever you want to name it) it only needs to turn the Interaction Receiving card’s Stunned Boolean variable to True.
Anonymouse,
I think it is a stock version.
I made videos of the issue I was looking into if you have some time to have a look.
I’m honestly desperate lmao. If you can be contacted via email, discord, Facebook, etc let me know.
I think it is a stock version. It imported as 4.15 I believe.
But it seems to have enough updates (AI included, custom deck building etc).
It will defaults to click as touch, and there is basically zero mouse click logic.
I’m just trying to figure out why it doesn’t work out the box with mouse or an I doing something wrong.
I CAN play cards, but it requires a really funky interaction and I have to draflg and drop twice before it plays… Hit me up on discord if you can, I left my tag.
Thanks!
Hi, I’m new here and I need some help!
When I create the folder and click on “miscellaneous” and click on “Data Table”, in the sub window I find more options then in the tutorial manual.
I still select one of the two “Card_Struct” options, but when I open the NewDataTable it’s empty.
In the documentation I see there are two row (Data table and Row editor), but I can’t see anything.
It sounds like the tabs might have been closed in a prior session. If you go to the editor menu, and Under Window, there should be some additional tabs that probably don’t have the tick next to them. If you select both tabs from this list, they should pop up in the editor.
So far, I am fully content with the Toolkit. I just had to get used to it and to Unreal - but that was no issue.
As of right now, I am struggling with a problem, which is: Under the Deck Editor window, in the “All” cards section, my own Cardsets do not show up, while the basic and the debug sets do. I have followed the manual and its instructions to my knowledge.
Any insight would be greatly appreciated. Even regarding in which function library or file can I resolve this problem.
Hi, I don’t if it says somewhere but I can’t find it anywhere.
Is there a way to add more parameters to the cards and be able to select the parameter you want to use when you play your card, similar to Top Trumps. Hope you can help me so i can decide if i should invest in the toolkit.
I noticed that there were predefined enums for the card type and class, but is there a way for me to create my own types and classes? I was able to trace to the “Gameplay Enums” folder and i found the “card_Class enums” and “CardTypeEnums” folders. I added my own enums and was able to put them on the card but then the card wouldnt show in the deck builder when i went to test it. It worked normally when i used the premade enums on the card as it then showed in the deck builder.
Hi, guys hope you people are well. I have two questions related to the plugin.
I am changing the cards but I can’t find a way to fix the white hue on top I cant find a way to fix it.
I want to change the main game function of the guy with the most health wins to the guy with most cards in the hand how can I achieve this. Thx for the help in advance.
Just got this and was trying to figure out how to make my game more YU-GI-OH like. I want to:
replace the mana system with my tribute monster system
Make it where cards can be rotationed/flipped
make it to where certain cards can be placed in certain slots. Like how spell/traps card have to be placed at the bottom, while monsters have to be placed at the top.
Where/How might I go about doing this in the toolkit?
not fit at all.
first of all, ygo allows players to order their cards effects , not auto asserted by order you using it order
secondly, ygo solves chain, from the last card to former. HS etc, doesnot have similar mechanic.
and ygo has really strict game phases only attack at Bp, generally summon at mp1,2
I means, not just " oh I can flip my card" make ygo the ygo.
I guess ccgtoolkit cant afford your idea.
Hey guys! I dont know if this thread is still going, but inwas wondering if you could help me out. Im new to UE5 im trying to impoment a system were certain creatures have a base attack, speed and defensive power that is then added on to by dice roll. Does anyone know how to use blueprints to make this work with CCG? Thanks everyone!