Discussion in 'RGSSx Script Support' started by DaneReid, Mar 19, 2014.
Hello, is it possible to change an actors note tag in gameplay?
Why do you want to do that?
You should not need to do this. Why do you want to change it anyway?
Yes it is.
Is it wise to change an actors notetag during gameplay?
Most definitely not!! DONT DO IT!
There is a reason for this...
I'm using Victors Animated Battlers script also I created my own "Character Creation" system. In order to use Victors Animated Battlers script you need to add a note indicating which character graphic you are using. Since I have the character creation system, there are many character graphics to use. So if I need to use a graphic when you are creating the character, I would also need to add a note to that actor data base, in game.
Does that make sense? My explanation skills aren't that good yet.
You still shouldnt need to change the database notetags. It sounds like it would be wiser to simply modify the method that reads the notatag to take the data from an actor variable, which is changed depending on which character you choose.
You may need to re-think your creation system then.
Changing a note-tag doesn't mean other scripts are going to reload them.
Maybe his script does, but you should probably just modify his method to pull the sheet from somewhere else.
Hmm alright, I'll see what I can do. Thank you.
Hmm, i need to do the same sort of thing. Throughout the game you will be able to select new "suits" for your character, problem is changing the battler graphic in the note tag. So if you find a way let me know lol
I see what you're trying to do. Yeah I'll let you know if I figure something out.
Why not just have your character creation script change the actors variables directly (through accessor methods you write)?
This way, the note tag values are simply ignored.
Note tags are an awful hack to begin with - trying to change them mid stream is asking for all sorts of trouble.
In your case I would suggest first having your character creation system set all the variables, including character graphic, then change Victor's script to read the character graphics you created, rather than loading the value from note tags.
the purpose of the notetags should simply be to have a base value to load for the data. any in-game changes should be made to the data directly...
so for example, if you have a variable named lolz for $game_actors, it should only load the notetags during init... and if you wanna change it in-game just modify the lolz variable directly
I tried...i failed
if $game_variables = 2
i have no clue what I'm doing but i don't understand how to add a graphic to a variable...i tried many different ways other than that one^^ but i give up lol
$game_actors is an array, you'd need to access a specific actor in that...
for example if you want to get actor 1, you'll use $game_actors
the comparable operator you used is also invalid.
= makes something equal a value
== checks if something is equal to a value..
It would look more like this (not tried or tested or anything)
alias :gphc_var_thing :char_graphic def char_graphic if $game_variables[id] == value return "Graphic Name" end grpc_var_thing # < to call orig method end
Thats obviously assuming that you are aliasing a method and not creating a new method.
If you honestly have no idea how to script, ,it really isnt a smart idea to start with a battle script mod...
"If you honestly have no idea how to script, ,it really isnt a smart idea to start with a battle script mod..."
Those are words to live by there lol, seriously battle scripts are pretty much the most confusing kind of scripts to understand, only experienced scripters should even attempt to screw around with battle scripts.
It's not really a dumb idea.. i learned more than i knew 20 mins ago lol. But yeah i cant see me figuring this one out
please put a link to the script ur using, we might be able to help you more if you do that
Its victors anim battlers.
I changed line 4426 to actor = char_graphic[battler.script_processing($1)]
char_graphic was the new method i was trying to make i assume, then i added
alias :test :char_graphic
if $game_variables == 2
^^the :test test was because i didn't know what Dekita meant by :gphc_var_thing
I just realized that that wouldn't have worked anyway, since it would change all actors when i only want to change 1 at a time. Each actor would then need to have a list of graphics that correspond to the variable number.
Oops sorry double post.
Separate names with a comma.