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FEATURES

  • RPG Maker MV and MZ compatibility.
  • Customizable UI
  • Customizable Field
  • Setup custom cards (Monster, Ability or Field).
  • Setup fusion cards.
  • Setup tributes for attack, placement, standby and ability
  • Multiple strategic options (Facedown, Monster Ability, etc.).
  • Independent scenes for high cross-compatibility.
  • Drag and zoom for the duelist scene.
  • Dynamic field modification.
  • Turn based ability durations.
  • Animated card back/front setup

Extensions:

Cool Resources:

Playlist for neat tricks: Duelist Cards How To's - YouTube

The plugin parameters compared to before has been simplified. You can collapse each section to focus on specific parameters.

To begin, you want to setup the following parameters:

  • Duel Status Variable: The game variable used for the game result.
  • Card Width/Height: Draws the card dimensions to that size.
  • Slot Limit: Set monster and ability placement slots on field.
  • Default Duel Phases: Set the turn flow progression. (Draw, Placement and Battle)
  • Duel Scene UI Setup: Required as there is no pre-made UI elements.
  • Duel Phase Transition Setup: The graphic popup for transitioning through the duel phases, counters, victory and defeat.

The project demo has examples on how to set these up. In particular, the UI setup is quite intensive:


Design Custom Windows section for UI setup allow for designing custom windows under conditions such as:

  • When a monster/ability/field card is active/selected
  • When no other UI element is open and you want to view battler status (Player/Enemy)

Card Data Windows can be set to display highly specific information about cards and the plugin user can further dictate how the text is drawn in these windows, Example:

For selected monster card I have setup multiple windows displaying specific information.


I have set draw card rank to true and set the format for how I want it drawn and the coordinates in the window (Rank X and Rank Y) of where I want this text draw started from.

  • Dimension Configuration: Set screen position of window and its size.
  • Window Font and Style Configuration: Modify window skin, change font color and style, change font size, change font outline settings.
  • Name doesn't do anything. It's just to help Identify what the window does, a convenience label for the game designer.

Card rank drawn in game. Added Element to let it be a bit more informative. You can add whatever information you want in each window setup.

Transition setup is a lot more straightforward:

  • "Gfx Image": Allows for setting up multi-frame graphics
  • Position X/Y refer to the screen position.
  • Fade/Retain Durations control how long the graphic remains on screen.
  • Music/Sound Effects play on transition start.

There is a significant amount of setup for transition effects, however, if you power through this and the UI setup, you can have a duelist card game that's truly YOURS.

After doing the initial plugin parameter setup, we want to look at these parameters now:

  • Card Setup
  • Monster Deck Limit
  • Ability Deck Limit
  • Field Deck Limit
  • Fusion Deck Limit
  • Total Deck Limit
  • Card Back Graphic
  • Initial Player Deck
  • Premade Decks

Card setup should be first:

The demo has five (5) cards setup. Reid and Priscilla are setup as monster cards. Rosa and Michelle are ability cards whilst Eliot is a fusion field card.

For example, for Reid Card you can setup Cost, Rank, Weight, Element, Type, Fusion Designation, Monster Data (Seeing as type is 'monster')

  • Cost refers to the battler power required to place the card on the field or the power gained when the card is sacrificed.
  • Rank is the "Tier" of the card. A high rank card will have immunity against effects of a lower ranked card.
  • Card Weight is a "Space Occupied" variable used when the player is setting up their deck.
  • Element ID is the element of the card. The name is referenced from the database position
  • Type can be monster, ability or field. Monster and Ability cards can be placed but field cards can not. Field cards are activated during placement phase.
  • Graphic is the front facing graphic. It can be setup as animated.
  • Monster configuration sets up the base parameter of the monster. See following:

  • ATK: Used to determine the power of the card when in attack mode. 
  • DEF: Used to determine the power of the card when in defense mode.
  • HP: The life value of the monster. Leave at 1 if you're not going to use it. 
  • SLD: The number of attacks this card can block.
  • Attack/Defend Animation play depending on the mode of the card and if the card counters the opponent card.
  • Placement Ability will activate if the card is placed face-up on the field.
  • Flip Up will activate if the card is placed face-down and then later flipped up.
  • Destroy will activate when the card is about to be destroyed. Destroy ability effects do not respect turn duration.

Monster ability and ability cards have the following parameters to consider:


You can setup animation to play on the cards, on the user deck or on the opponent deck. Other than that, it is clear to see that ability setup is extensive...:

  • Scope can be all, user, ally, opponent, enemy or none.

Scope applies mainly towards the cards on the field. Battler effects will apply if the card has any to do so and is not limited to the Types list which clearly defines what effects are added to cards.

Scope Options:

  • Ally: Single user card
  • Enemy: Single opponent card
  • User: All user cards
  • Opponent: All opponent cards
  • All: All cards on field
  • None: No cards. Similar effect if Types list is left empty.

Type Options:

  • ATK Mod: Modifies card ATK .
  • DEF Mod: Modifies card DEF .
  • HP Mod: Modifies card HP .
  • SLD Mod: Modifies card SLD.
  • Rank Mod: Changes the card rank
  • Cost Mod: Changes the power cost value of card
  • Destroy: Sends card to grave.
  • Banish: Returns target cards to hand (Deck if option selected.)

Once you set scope and type you can set any effects you want to apply directly to the player battler or enemy battler. This includes adding a shield against direct attacks.

The revive cards parameter designates the number of cards the user can revive from grave to the user's hand which can be then added to field (At Cost) during next placement phase.


Field Configuration is where you setup backgrounds for the duel scene, set the animation to play when a card is placed on field and also played on all placed cards every turn (Activate Animation) and if not the base field, a turn duration to the field effect can be set.

Status Effects are globally applied effects which remain until the field has ended.

  • No Attacks: Prevents monster cards from attacking any other monster card.
  • No Defense: If any card is in defense mode, force change to attack mode and prevent change to defense mode.
  • No Life Effects: Prevent direct life modification to the battler's HP (In short no "Life point" changes)
  • Placement Seal: Prevent placing cards on field.
  • Reveal Seal: Prevent direct flip up of card.
  • Draw Seal: Prevents drawing cards.

You can have the field provide specific effects to monster cards when placed on field:

Element ID refers to the element of the card. You can further specify placement effects for the card here. The "Apply Shield" parameter will prevent the card from suffering a direct attack (Destroy/Banish effects not included).

After this, just set the elements the field will ban from being in play and the animation to play when removing banned cards (Banned Animation).

Now that we're done with card setup, we need to setup the decks. To start, we'll begin by limiting the card types in a deck and also adding a total limit of cards to the deck:

After this, let's make the initial player deck:



The "Unique Name" parameter does nothing. It can be ignored. What you want to focus on is the "Cards" parameter.


You should be able to see that you need to put the card name exactly as the name of the "Unique Name" of the card in "Card Setup" parameter. There is a problem here however:


Eliot Card is a fusion card and you can only hold two (2) fusion cards in your deck with current limit setup What happens is that after adding two "Eliot Card" to the deck, any further fusion cards are ignored.. To fix this there are several options:

  • Add cards to player inventory during the game.
  • Reduce the initial amount of copies.
  • Change Eliot Card from being a fusion card.

Premade decks can be setup in much the same way as the initial player deck but the difference is that the "Unique Name" for the pre-made deck is rather important when they need to be referenced during gameplay later.

After all that, give your cards a nice card back graphic (Which can be animated) by setting up the parameter:

The last mandatory setup should be the elemental configurations:

To get the small stuff out of the way, according to the image above:

  • If a monster card element is advantageous to the card it is attacking, the monster ATK is multiplied by the parameter "Advantage Element Rate" which is 2.00.
  • If a monster card element is disadvantageous to the card it is attacking, the monster ATK is divided by the parameter "Disadvantage Element Rate" which is 2.00.

Each element can be configured to have a list of elements it is advantageous to and disadvantageous to.

From the database for elemental name reference:

From the elemental setup, Physical element is strong against fire but weak against ice.

Plugin parameters like "Deck Weight Formula" can be experimented with to limit cards in deck by weight.

Last thing we need to do to finish Duelist Cards setup would be to setup the game itself. For MV users you can follow along via Premade Games setup which is in the plugin command. (MZ users too if they want to setup premade games)

There's a lot of options here for your card game in which you can forcibly make the player use a premade deck, set deck-out lose or defense damage reflection. Nothing here should be especially hard to understand and if anything, you may use the demo project as reference for how to set this up to start your new duelist game.

If you have any concerns, consider messaging me on DISCORD

Updated 25 days ago
StatusReleased
CategoryTool
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
AuthorSynrec
GenreCard Game, Role Playing
TagsRPG Maker

Purchase

Get this tool and 4 more for $40.00 USD
View bundle
Buy Now$25.00 USD or more

In order to download this tool you must purchase it at or above the minimum price of $25 USD. You will get access to the following files:

Duelist_Cards_Backup.zip 190 MB
Card Game.zip 503 MB
Synrec_Duelist.js 874 kB

Development log

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Comments

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(+1)

Hi there! Is there a way to show Defense when playing the game? Maybe have it replace the HP, like in the examples and earlier videos you recorded? Cool Plugin btw, I love yugioh! :D

(+1)

Yeah the UI is completely customizable

What you want to edit is the Selected Monster Card Windows

Ah, so that's where it was! Good to know, thanks!

(+2)(-1)

I wrote a review for anyone who's interested.

Got an error when I tried to play the card that lets me revive monster cards for the second time in a match.  

rmmz_managers.js:2032 Error: [object Object]addChildAt: The index 45 supplied is out of bounds 44

    at SpriteDuelist_DuelCardController.Container.addChildAt (pixi.js:7970)

    at Synrec_Duelist.js:7254

    at Array.forEach (<anonymous>)

    at SpriteDuelist_DuelCardController.updateCardLayering (Synrec_Duelist.js:7233)

    at SpriteDuelist_DuelCardController.update (Synrec_Duelist.js:6560)

    at Scene_Duelist.Scene_Base.updateChildren (rmmz_scenes.js:129)

    at Scene_Duelist.Scene_Base.update (rmmz_scenes.js:52)

    at Scene_Duelist.update (Synrec_Duelist.js:13936)

    at Function.SceneManager.updateScene (rmmz_managers.js:2099)

    at Function.SceneManager.updateMain (rmmz_managers.js:2059)

If the issue still persists, please contact me on DIscord.

Also, what happened to the victory/Defeat common events, was that taken out?

Yep, please use the designated "Duel Status Variable".

Do you think you can make it to where the player can make multiple decks, that's a feature that most card games have.

(+1)

Hey I just wanted to let you know that sometimes when the opponent finishes an action the game locks up and won't progress.   Clicking on a card fixes it but I just wanted to let you know as some people may not figure that out.

No notice of next phase pops up?

(+1)

No, it just doesn't progress until I click on the card my opponent attacked with..

Huh ok thanks. Weird bug then...

(+1)

Dude, your plug ins are amazing and worth every penny.   Do you think you could implement tag duels where like you and your party members (or at least one of them) vs 2 opponents, each player having their own deck like in some Yu-Gi-Oh games?

That would require some extensive planning especially to have AI systems account for itself and other battlers and the player.

Thanks for the compliment however! If possible, a review/rating would be very helpful!

Ah ok, that's understandable.   Regardless, I've been looking for a card game plug in for a mini game in my project and I thank you very much for providing it.


If it wouldn't be too much trouble, could you add support for conditional branches based on whether you win or lose or maybe give the option to let each match have their own win/lose common events?

You can already do this with the plugin

How?

Plugin parameters should let you set a defeat and victory common event

(+1)

Hello, this plugin and the booster pack look sooo good !
Hope you have some plan to support them ^^ (maybe w/ a patreon ?)
Before my purchase i have some question : Is it possible to add another element beside ATK/DEF for monsters ? example : ATK/DEF/LIFE ?
And adding some  ressource costs cards management ? (colors, lifepoints etc..)
Thank you for your work really !

I am currently undergoing some development with this plugin over the month. The suggestion is noted. Thanks for bringing it to my attention!

(+1)

Thanks for the quick response !
Well, Good luck with the development :)

(+1)

Hello. Your plugin looks great and im tempted to buy it, but I had a question. Are we able to buy booster packs? If no do you plan on adding that feature? Also I did not notice but do you plan on adding fusion or an extra deck? That part is not important but the booster pack is something i am interested in. Thank you.

Thank you for your suggestion. It'll be considered for future update.

Hello there. I got 2 questions before I buy this awesome looking tool :D

1. Does it work with Visustella? (because I had the problem with another card tool)

2. Could I possibly draw my own cards, with picture and details about the card, all on this card-picture. So I wouldnt need to click the card for its details. (everything i need is shown on the card-picture itself).

Thanks already in advance ^^

(+1)

Good day, sorry for late reply, I understand that it can work with visustella seeing as it uses its own scene.

Yes you can use your own graphics for the card.

thank you very much

Just to let you know, it does not work with Visualstella.   Visualstella seems to not play nice with some plug ins unfortunately.

What do you mean by doesn't work with Visustella?

Never mind it was another plug in, I'm using.   I apologize for my mistake:(

Is this plugin only usable with keyboard and mouse? Or is drag and drop not neccessary and a gamepad would work?

Currently mouse/touch support only

Is gamepad support added at some point? Is it possible at all?

Gamepad not possible at the moment. For something like that, will have to implement a cursor however. I'll make note of this.

(+1)

I had no intention of making a game with a mechanic like this but, damn does this sound like something that needs supported.

Thank you for the support!

(+1)

If we could get a full video tutorial on making cards and whatnot

Anything in particular you would like in the video?  I can see a video demonstration of the setup being useful for those who do not want to read through the page.

I dont understand the sacrifice mechanic, and fields.

I also feel like a plugin for buying and opening packs would be great along side this.



Sorry for the late reply, i was starting a new job when this was created

Sacrifice temporarily adds bonus points to the user's base rating to activate/place cards with a high rating value than base the sacrificed card's rating will be added to the user's base. Field will apply effects based on plugin parameter settings.

Card packs will be considered in the future based on demand.

(+1)

This looks so good I wish I was developing a card game. Maybe for my next game huh.