Change Actor Upon Weapon Equip & Keep XP

Planetcaravan

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I'm trying to make a system where my game's main character, upon equipping a new weapon, will change actor. The reason for this is that I'm using Holders' Battlers and have a different animated battler for the player for each type of weapon, but this means that to show different weapons in battle, I have to change the actor (the notetag for changing the battler is in the actor note box).

What I'm hoping to do is keep XP consistent when changing actors. I'm planning on keeping one class going the entire game, and having skills entirely dependent upon what weapon is equipped.

So, TLDR, I'm hoping to have some assistance with (1) changing actor when a specific weapon is equipped, and (2) keeping XP consistent from one actor to another.

Any help greatly appreciated!!
 
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Evgenij

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What script do you use for your holder battlers?
 

Planetcaravan

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Yami Engine Symphony Holder Battlers
 

WilloftheWay

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I myself have actually been tossing this idea around, but I'm using the Victor Engine scripts... because Victor Engine lol. At first I looked into a dynamic note tag changing script, and there are those around, but I do know that most scripts load note tags at game load, rather than dynamically, though the battle engines may check them each time combat loads. Setting this up with the script I found would be more work than I'm prepared to do in my current planning phase, but if the battle engines do in fact load note tags each time battle is joined, it should work perfectly.

As far as your idea to change Actors goes, I think the simplest way to avoid a lot of scripting would be to set up parallel process events on each map that stores Actor XP as a variable and then keeps the different actors at the same level through that. Would probably include a lot of if/thens. You'd also want to store/call a variable based on when you equip an item that would then edit your party accordingly. I'm not real familiar with Ruby yet so I'm not sure if this would be easier done through scripting, but if you do have trouble finding someone to script it, I believe events could be made to handle it.
 

Tsukihime

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I would just change the actor's graphic...
 

Shaz

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and alter the animated battlers script to change the battler based on the character sheet and index used by the actor, and not by the actor's name (if that's actually what it's doing).
 

WilloftheWay

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Well I'm not 100% sure how Yami's battler script works, but Victor's reads the note-tags in the Actor's notes to determine which battler to assign to the Actor, and that applies for all types of battlers, Charset/Kaduki/Holder. And unfortunately there's nothing I can find there to specify a conditional reading of tags, like "if such and such, use tag 1, instead use tag 2"

Re-Edit: Now that I think about it, maybe the simplest path would be adding Class tagging support to either Victor or Yami's battle script

Re-re-edit: The Re-Editing: I did a lot of digging through the VE Base, Animated Battlers, and Actor Battlers scripts, and I thought I found the lines that made it read note tags for the battlers, but I must be wrong because I can't imagine he's built in a failsafe to disallow that since what he likes most about his animated battler script is how much customization it offers. I'm not sure, maybe someone with better knowledge than myself could look it over

Re-Edit 3: Edit Another Day: Ok, I know that you are using Symphony, but depending on how Yami sets things up, what I've discovered may be of use to you. While I still cannot discover where Victor points to the actor notebox, I did find that the Actor Battlers script includes a simple comment call event processing to change actor battlers whenever you want to, so if Yami has anything like that, may be of some use to you.
 
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Planetcaravan

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Thanks for your help! Can you point me to where in the Actor Battlers scripts this comment call is? And how could I set that up with equipment changes? i.e. can I have a comment call made when an actor equips a certain weapon?
 

Planetcaravan

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I would just change the actor's graphic...
The problem is that the "Actor graphic" is a separate character sheet than the animated "battler" character sheet. These are the Pioneer Valley/High Fantasy animated battlesheets I'm using.
 

WilloftheWay

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Thanks for your help! Can you point me to where in the Actor Battlers scripts this comment call is? And how could I set that up with equipment changes? i.e. can I have a comment call made when an actor equips a certain weapon?
I'll dig it up for you. And yeah, you should be able to make a multi-page common event that stores/reads weapon equips as variables. I'll edit my post to include my findings.

Edit: So not having played with common events much previously, I didn't realize that they don't get to be multi-page. But I found a script that allows you to use note-tags to directly run common events via equiping items

http://himeworks.wordpress.com/2013/06/06/common-equip-events/

Also, if you do decide on VE, the instructions for the note tag comment calls are lines 57 through 63 of the Actor Battlers script
 
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Shaz

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Planetcaravan, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Please use the edit button to add more to your post rather than double posting.
 

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