Alright so here is the basic concept, I want to be able to infinitely add actors to a game. I will lay out the system I want to build and what I am having issues with. For the most part this will end up being a massive rebuild of the party, actor, and battle systems into something quite a bit different than anything I have seen.
The system as a whole:
The player uses $game_player only for his/her character, I have already added new properties to Game_Player such as name, and will continue to add as needed.
Game_Actor will be where all of my party members are stored, however I wish to be able to create new actors using script. I will give an example
This is where my problem is, I am unsure how to go about the process of overwriting an entire actor. Any tutorials I can find on RGSS do not really go into inheritance in any sort of minimalistic detail that could be useful.
My theory is that I would use $game_actors[001] = [Array of properties] but could someone clarify and maybe give me some guidance? Taking in all of the RGSS is a little much, but I really don't want to wait to get this system started.
So continuing on, to complete my description of the system. When you loadout a character, removing them from the party, they are actually removed from the actors list and placed into a new database such as Owned_Actors.
I have plenty of ideas how to do all of this with text files or .rb files, but I would like to keep as much as possible INSIDE the save file. Please, any pointers are helpful.
Charlie Fleed apparently HAD a script for cloning actors but I am unable to find it on Planet Fleed.
Edit: Also please do not point me towards pokestarter, it is absolutely attrocious for learning, it is great for making pokemon games though. Another note, if anyone has PSP (pokemon script project) in english, I would love to get my hands on it, it uses more of a system I would be interested in. (I know its based on pokestarter but it is better organized and not everything is called Pokemon this and that (gets confusing using all the same naming)
Edit2: From my research I have found that the Actors are not so easily changed and I will have to create some sort of temporary variable to handle the new actors I create if I intend for them to be unique, it seems as though I may very well have to use external files to deal with this, I can use Marshal.dump to save out a $game_owned_actors list with all the information, then I can load it up for additonal tweaking on the next load, but for the most part it seems I am not going to be able to actually overwrite Actors.
The system as a whole:
The player uses $game_player only for his/her character, I have already added new properties to Game_Player such as name, and will continue to add as needed.
Game_Actor will be where all of my party members are stored, however I wish to be able to create new actors using script. I will give an example
Code:
Game is started, you reach the point where you choose your first battler.
Battler information including name, graphics etc are loaded from a text file or an alternate database.
Battler information is written to Actor 001-006 depending on a slot chosen by a menu. Given unique ID
(This is because I want to create unique actors, so I could have 10 of the same actors with different stats, skills, exp curves, etc)
My theory is that I would use $game_actors[001] = [Array of properties] but could someone clarify and maybe give me some guidance? Taking in all of the RGSS is a little much, but I really don't want to wait to get this system started.
So continuing on, to complete my description of the system. When you loadout a character, removing them from the party, they are actually removed from the actors list and placed into a new database such as Owned_Actors.
I have plenty of ideas how to do all of this with text files or .rb files, but I would like to keep as much as possible INSIDE the save file. Please, any pointers are helpful.
Charlie Fleed apparently HAD a script for cloning actors but I am unable to find it on Planet Fleed.
Edit: Also please do not point me towards pokestarter, it is absolutely attrocious for learning, it is great for making pokemon games though. Another note, if anyone has PSP (pokemon script project) in english, I would love to get my hands on it, it uses more of a system I would be interested in. (I know its based on pokestarter but it is better organized and not everything is called Pokemon this and that (gets confusing using all the same naming)
Edit2: From my research I have found that the Actors are not so easily changed and I will have to create some sort of temporary variable to handle the new actors I create if I intend for them to be unique, it seems as though I may very well have to use external files to deal with this, I can use Marshal.dump to save out a $game_owned_actors list with all the information, then I can load it up for additonal tweaking on the next load, but for the most part it seems I am not going to be able to actually overwrite Actors.