Class System

TicklishWasabi

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Ok, quick question. Lets say I created a class system, where, at the beginning of the game the player can choose which class they wanted. (lets say we have 4) Since each class has different types of weapons, how would I do weapon rewards for quests? Would I just create a switch for each class, and If that switch is on then I give them the corresponding reward? If so, would I just leave the else branch blank then, because there would never be an instance where you would have no class, then put the other 3 conditional branches down for each class? Or is there an easier way to do this?

P.S That turned out to be a bunch of long questions lol.
 
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Andar

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That is one way to do it, especially with a low number of classes. You might need to do something else or request a plugin if you plan to have much more in classes to prevent the events from being too large, but I would start like you described.

One additional tip however: you have a checkbox on the conditional branch command to disable and hide the else branch, use that for better readability.
 

gstv87

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depending on how large the project is, you can create a small *manager*
a manager is a simple structure that returns an output based on a set of inputs.
it has it's own internal logic, independent from the game, and it only responds to specific inputs.

what you can do, is process the quest as usual (assuming that all the characters go through the same scenario), and at the moment of returning the reward, you put up:
1- the player class
2- the quest ID
3- the result of the quest
into a variable.
you can use one single variable set to script, as [ X, Y, Z ].... it will work if the manager is set accordingly.
read those values, process the result, and return the item to the event that called it (I assume, a map event), and then give that item to the player.
once the manager stops processing, you clear that dummy variable.

if you're taking that approach, reserve a couple of variables on the variable list, just to use them as exchange variables... as in, you won't care what goes into those variables, and those variables hold one data for one process, and then they're cleared.
 

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