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Card based battles? , Through events or principles

I want to impliment cards in my battle system. A cop out would be changing the name of magic to cards or something and having the icons be cards, as well as adding a card graphic when you use a skill.

But I would something with a little more depth than that. Maybe a random deck drawing element, or adding and equipping certain cards or decks that give you certain spells or "cards". Is there

Any way I could add scripting or events to make this a little deeper? Maybe a script that's already out that would compliment one of my ideas in some way? Or mAybe some event set ups that I haven't thought of. Any help would be appreciated.
 
There's lots of ways to do these things-- for example, you could have Battle Events check what equipment people have at the start of the battle, and use Change Skills to give the characters more skills from that point. (Of course, you'll need either a script or a Parallel Process common event removing the skills afterwards.)

If you wanted a random element, you could randomly assign skills at the start of battles-- or have a skill call a Common Event, and have the Common Event randomly perform a skill.

It really depends on how you want to do it. Let me know if you need more details.
 
Well Unka, I figure out the way I wanted to set this up, now I have a different problem.
Instead of potions to restore MP, i have booster packs to restore the cards in your deck.

What I need is a way for using the Item (booster pack) to RANDOMLY have a change to either grant the user another item and say so on screen,

or to have that user randomly unleash a spell from a bank of pre-set spells for the purposes of this random attack unleashed by the booster pack item.
 
That's pretty simple-- just have using the Item call a Common Event.

Then, in the Common Event, use Control Variables to create a random number, use a Conditional Branch based on that number, and either use Change Items and Show Text, or use Force Action (Immediate), with the actual skill used perhaps determined by further Conditional Branches. (You don't need to actually know a skill to have Force Action make you use it.)
 

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