Note Tag

Discussion in 'RGSSx Script Support' started by DaneReid, Mar 19, 2014.

  1. DaneReid

    DaneReid Musician Veteran

    Messages:
    88
    Likes Received:
    5
    Location:
    USA
    Hello, is it possible to change an actors note tag in gameplay?
     
    #1
  2. Tsukihime

    Tsukihime Veteran Veteran

    Messages:
    8,230
    Likes Received:
    3,067
    Location:
    Toronto
    First Language:
    English
    Why do you want to do that?
     
    #2
  3. ShadowLurk

    ShadowLurk Tanoshii~ Veteran

    Messages:
    226
    Likes Received:
    53
    You should not need to do this. Why do you want to change it anyway?
     
    #3
  4. ??????

    ?????? Diabolical Codemaster Veteran

    Messages:
    6,264
    Likes Received:
    2,313
    Location:
    Your OS
    First Language:
    Binary
    Primarily Uses:
    RMMV
    Yes it is.

    Is it wise to change an actors notetag during gameplay?

    Most definitely not!! DONT DO IT!
     
    #4
  5. DaneReid

    DaneReid Musician Veteran

    Messages:
    88
    Likes Received:
    5
    Location:
    USA
    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.
     
    #5
  6. ??????

    ?????? Diabolical Codemaster Veteran

    Messages:
    6,264
    Likes Received:
    2,313
    Location:
    Your OS
    First Language:
    Binary
    Primarily Uses:
    RMMV
    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.
     
    #6
  7. Tsukihime

    Tsukihime Veteran Veteran

    Messages:
    8,230
    Likes Received:
    3,067
    Location:
    Toronto
    First Language:
    English
    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.
     
    Last edited by a moderator: Mar 19, 2014
    #7
  8. DaneReid

    DaneReid Musician Veteran

    Messages:
    88
    Likes Received:
    5
    Location:
    USA
    Hmm alright, I'll see what I can do. Thank you.
     
    #8
  9. Rieker

    Rieker >9000 pixels Veteran

    Messages:
    82
    Likes Received:
    17
    Location:
    Canada
    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
     
    #9
  10. DaneReid

    DaneReid Musician Veteran

    Messages:
    88
    Likes Received:
    5
    Location:
    USA
    I see what you're trying to do. Yeah I'll let you know if I figure something out.
     
    #10
  11. Mouser

    Mouser Veteran Veteran

    Messages:
    1,246
    Likes Received:
    264
    First Language:
    English
    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.
     
    #11
  12. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

    Messages:
    14,640
    Likes Received:
    2,966
    Location:
    Philippines
    First Language:
    Tagalog
    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
     
    Last edited by a moderator: Mar 19, 2014
    #12
    ShadowLurk likes this.
  13. Rieker

    Rieker >9000 pixels Veteran

    Messages:
    82
    Likes Received:
    17
    Location:
    Canada
    I tried...i failed

      def char_graphic

         if $game_variables[30] = 2

         $game_actors.set_graphic("testgraphic")

     

    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
     
    #13
  14. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

    Messages:
    14,640
    Likes Received:
    2,966
    Location:
    Philippines
    First Language:
    Tagalog
    $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[1]
     
    #14
  15. ??????

    ?????? Diabolical Codemaster Veteran

    Messages:
    6,264
    Likes Received:
    2,313
    Location:
    Your OS
    First Language:
    Binary
    Primarily Uses:
    RMMV
    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.

    Note:

    If you honestly have no idea how to script, ,it really isnt a smart idea to start with a battle script mod...
     
    #15
  16. Zoltor

    Zoltor Veteran Veteran

    Messages:
    1,550
    Likes Received:
    208
    First Language:
    English
    Note:

    "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.
     
    #16
    Shaz and ?????? like this.
  17. Rieker

    Rieker >9000 pixels Veteran

    Messages:
    82
    Likes Received:
    17
    Location:
    Canada
    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 :)
     
    #17
  18. Engr. Adiktuzmiko

    Engr. Adiktuzmiko Chemical Engineer, Game Developer, Using BlinkBoy' Veteran

    Messages:
    14,640
    Likes Received:
    2,966
    Location:
    Philippines
    First Language:
    Tagalog
    please put a link to the script ur using, we might be able to help you more if you do that
     
    #18
  19. Rieker

    Rieker >9000 pixels Veteran

    Messages:
    82
    Likes Received:
    17
    Location:
    Canada
    http://victorscripts.wordpress.com/rpg-maker-vx-ace/battle-scripts/animated-battle/

    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

      def char_graphic

         if $game_variables[30] == 2

         return "$char_lantern"

       test ????   

       end  

     

    ^^the :test test was because i didn't know what Dekita meant by :gphc_var_thing :)
     
    #19
  20. Rieker

    Rieker >9000 pixels Veteran

    Messages:
    82
    Likes Received:
    17
    Location:
    Canada
    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.
     
    Last edited by a moderator: Mar 19, 2014
    #20

Share This Page