I haven't found any ways of figuring out the class of the actor in turn on the internet; I suspect maybe it's too complicated or impossible. Planning to have different events for every type. Below is just a sample on the "structure," not close to the solution I think.

Figuring out the class of the actor in turn
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I would create a common event that, once per turn, checks through conditional branches which class an actor is and then assign it with a value in a variable.
Conditional branch, tab 2, class.
Yes, it's going to be a pain to set up if you have a large number of different actors/classes, but once you've got it down, it should function well. -
Can you help with screenshots?