I need a script that will read equipped item notes with the same hash as unequipped items.
Why? I am trying to make a custom Armor system for actors that works through note text.
for example:
ACTOR NOTE TEXT---> battler[Lion] (would turn the actor sprite to a lion by looking for battler graphic with the name of (Lion))
How It Works [writer wise]: (I already have a writer for this)
ARMOR NOTE TEXT--->(Clown Hat) :head => '.ClownHat'
OR (Item Name) (Hash) (String)
ARMOR NOTE TEXT--->(Red Coat) :body=> '.RedCoat'
How It Works [Reader wise]: (what I am looking for) I have not looked into readers so I am just going to use the word (Read) as the function to pull the equipped hash string
(With Clown Hat equipped)
ACTOR NOTE TEXT---> battler[Lion Read:head:body] -> battler[Lion.ClownHat] (Which would result with the use of the battler graphic [Lion.ClownHat] and resulting in showing a lion wearing a clown hat in battle)
(With Clown Hat and Red Coat equipped)
ACTOR NOTE TEXT---> battler[Lion Read:head:body] -> battler[Lion.ClownHat.RedCoat] (Which would result with the use of the battler graphic [Lion.ClownHat.RedCoat] and in turn show a lion wearing a clown hat and a red coat in battle)
I was thinking of leaving just the stings Ex(.ClownHat) in the items then adding the nesscary hash Ex:)head=>) in whenever an item is equipped through common event paralell processes to get the desired read only equipped items effect, but I cannot script yet and i know that would require a custom script.
any help is greatly appreciated
Equipped items note Reader
● ARCHIVED · READ-ONLY
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Just use a Equipment event script.
Here, Hime made one: http://www.himeworks.com/2013/06/06/common-equip-events/ -
You should explain what you want to accomplish, otherwise you risk running into the XY problem.
I don't know what you are trying to do. -
@zoltor thanks you very much!! I will definatly give it a try/look into it.@zoltor thanks you very much!! I will definatly give it a try/look into it.
@tusukihime
I am using a custom battle system that visualizes actors in battle as a battler graphic (full body not just face) through script and note content--
I need something to change/edit the note content in game (depending on the equipped items note) so the script will then recognize the actor note edit and then change the battler graphic to match. Thus allowing for multiple battler graphics as opposed to the set one that I am restricted to currently. (Hope that clarifies)
@tusukihime
I am using a custom battle system that visualizes actors in battle as a battler graphic (full body not just face) through script and note content--
I need something to change/edit the note content in game (depending on the equipped item) so the script will then recognize the note change and change the battler graphic to match. Thus allowing for multiple battler graphics as opposed to the set one that I am restricted to currently. (Hope that clarifies) -
I don't think you should be editing a note, because notes may hold more than just your graphic information.
It's a lot easier to pull data out of notes and parse them. Trying to modify the note in specific ways is more complicated.
If you have a piece of equip, the equip may specify what graphic parts to use.
The actor would then inherit this information, and the engine will use it to render them. -
@Tsukihime I dont understand how the equip may specify what parts to use.
I will probably wind up using the equipment event script.
Althought I will still need something that will add/remove a specific note section via script (Event Script). (Currently my note sections are blank)
is that possible? -
Yes, if I remember correctly there are scripts for dynamic notetags and similiar options - but only a few, and unfortunately they might not work like you imagine, because there is a big problem with that.Althought I will still need something that will add/remove a specific note section via script (Event Script).
A lot of scripts do not read notetags during the game - they load their data from the notetags into their own data structure on "new game", and ignore all later changes to the noteboxes - because usually nothing changes a notebox after the game has started.
If you use one such script, it will load it's data from the notetags on starting, and then ignore whatever changes you place in the noteboxes, keeping to the original data loaded on gamestart.
I suggest you check the scripts you're planning to use and when/where they are loading their data. If they load the data into another structure, you need to find the script commands to change those datastructures, and then instead of changing notetags you need to use those commands. -
@Andar ive pretty much looked through all of them but im not too fluent when it comes to scripts and so far ive had no luck. :/
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I've looked for myself, and the extended notescripts all only add read-only functions, most only reading the data once. They might be tricked into dynamic tags (one of them loads external tags, and you can save that data file with other commands)
And that points to the other problem I mentioned again: can your other script even handle dynamic notetags?
You haven't said what scripts you want to use to read those notetags, so we can't check for you if your idea of using dynamic tags is even possible with that other script... -
Some scripts simply re-read the note-tag everytime a request is made.
Others create an attribute, read the notes to initialize it, and then assumes that any further changes are done through the attribute itself (rather than the note)
The latter is preferable because you don't really want string-modification to be your only way to modify an attribute. And I'd hate to have to perform regex search-and-replace just because someone has decided that you must modify the note in order to change a value. -
I am using CP's custom battle system, Style 3. I am not using a note tagger/reader at this time if you have any reccomendation that would be awesome.
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