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> Job changer Blackmorning, updated 27/01/11 class changer, job levels, customize options
Blackmorning
post Jul 24 2009, 09:38 AM
Post #41


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QUOTE (leqesai @ Jul 24 2009, 01:54 AM) *
I've been using your patch for yanfly's aftermath screen and it always shows +0 JP on the individual actor pictures.

I've gone through the script and can't figure out where the problem is... any suggestions?



in my main script, do you have
USE_BONUS_JP = true or false

the old patch still tried to display bonus jp even when you don't earn any.

I've updated it. give it a try and tell me if you still have a problem


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leqesai
post Jul 25 2009, 05:15 PM
Post #42


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QUOTE (Blackmorning @ Jul 24 2009, 10:38 AM) *
QUOTE (leqesai @ Jul 24 2009, 01:54 AM) *
I've been using your patch for yanfly's aftermath screen and it always shows +0 JP on the individual actor pictures.

I've gone through the script and can't figure out where the problem is... any suggestions?



in my main script, do you have
USE_BONUS_JP = true or false

the old patch still tried to display bonus jp even when you don't earn any.

I've updated it. give it a try and tell me if you still have a problem


I have bonus JP turned off.
Tried the updated patch and now it no longer displays the "+0JP" at all. It just shows the character picture and has the JP information at the top and bottom of the screen (I have actor comments turned off, as well).

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Blackmorning
post Jul 25 2009, 06:14 PM
Post #43


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QUOTE (leqesai @ Jul 25 2009, 09:15 PM) *
QUOTE (Blackmorning @ Jul 24 2009, 10:38 AM) *
QUOTE (leqesai @ Jul 24 2009, 01:54 AM) *
I've been using your patch for yanfly's aftermath screen and it always shows +0 JP on the individual actor pictures.

I've gone through the script and can't figure out where the problem is... any suggestions?



in my main script, do you have
USE_BONUS_JP = true or false

the old patch still tried to display bonus jp even when you don't earn any.

I've updated it. give it a try and tell me if you still have a problem


I have bonus JP turned off.
Tried the updated patch and now it no longer displays the "+0JP" at all. It just shows the character picture and has the JP information at the top and bottom of the screen (I have actor comments turned off, as well).




that's good then, 'cause the jp that appears on the characters is for the bonus jp only. The jp won during the fight is at the top.


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leqesai
post Jul 25 2009, 07:30 PM
Post #44


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QUOTE (Blackmorning @ Jul 25 2009, 07:14 PM) *
QUOTE (leqesai @ Jul 25 2009, 09:15 PM) *
QUOTE (Blackmorning @ Jul 24 2009, 10:38 AM) *
QUOTE (leqesai @ Jul 24 2009, 01:54 AM) *
I've been using your patch for yanfly's aftermath screen and it always shows +0 JP on the individual actor pictures.

I've gone through the script and can't figure out where the problem is... any suggestions?



in my main script, do you have
USE_BONUS_JP = true or false

the old patch still tried to display bonus jp even when you don't earn any.

I've updated it. give it a try and tell me if you still have a problem


I have bonus JP turned off.
Tried the updated patch and now it no longer displays the "+0JP" at all. It just shows the character picture and has the JP information at the top and bottom of the screen (I have actor comments turned off, as well).




that's good then, 'cause the jp that appears on the characters is for the bonus jp only. The jp won during the fight is at the top.


Is there any way for me to make it so that the base JP is displayed in the middle?
I am not going to be using bonus JP, in my game, but I think that this display adds to the aesthetic and polish of the victory aftermath scene.
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Blackmorning
post Jul 26 2009, 05:39 AM
Post #45


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QUOTE (leqesai @ Jul 25 2009, 11:30 PM) *
Is there any way for me to make it so that the base JP is displayed in the middle?
I am not going to be using bonus JP, in my game, but I think that this display adds to the aesthetic and polish of the victory aftermath scene.


sure, easy fix

[attachment=2978:blackmor...ob_26_07.rtf]

this will show the enemy jp on the actors as well as at the top of the screen. Values are the values earned for the individuals (ie. if actor has jp booster state, improved value shown).


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leqesai
post Jul 26 2009, 08:42 AM
Post #46


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QUOTE (Blackmorning @ Jul 26 2009, 06:39 AM) *
QUOTE (leqesai @ Jul 25 2009, 11:30 PM) *
Is there any way for me to make it so that the base JP is displayed in the middle?
I am not going to be using bonus JP, in my game, but I think that this display adds to the aesthetic and polish of the victory aftermath scene.


sure, easy fix

[attachment=2978:blackmor...ob_26_07.rtf]

this will show the enemy jp on the actors as well as at the top of the screen. Values are the values earned for the individuals (ie. if actor has jp booster state, improved value shown).


wooo!

*does the happy dance*

Thank you BlackMorning smile.gif
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Andrelvis
post Jul 26 2009, 02:52 PM
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I'm not sure if this is happening just to me, but the actor-level based stat bonuses weren't working, until I took them off def level_up and into def change_exp, right below where it calls for level_up.
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Blackmorning
post Jul 28 2009, 04:26 AM
Post #48


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QUOTE (Andrelvis @ Jul 26 2009, 06:52 PM) *
I'm not sure if this is happening just to me, but the actor-level based stat bonuses weren't working, until I took them off def level_up and into def change_exp, right below where it calls for level_up.


I've fixed that up, I put it in the wrong spot. It's fixed now.

EDIT: Serious bug fixed, see version 1.8

This post has been edited by Blackmorning: Jul 28 2009, 07:29 AM


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Andrelvis
post Aug 3 2009, 09:45 PM
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Blackmorning, what would I need to do to make it so def equippable? checks for all classes the character has available, instead of just the one he is using at the moment?
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Son Goku
post Aug 4 2009, 05:58 AM
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Is there a way to unlock a certain number of classes after a certain event? For example, in FF3, whenever you beat the boss at the crystal, the crystal gives you it's light (which is more jobs), and you have to encounter all 4 four crystals to acquire all jobs besides onion knight.

This post has been edited by Son Goku: Aug 4 2009, 05:58 AM


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Blackmorning
post Aug 4 2009, 06:33 AM
Post #51


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QUOTE (Andrelvis @ Aug 4 2009, 01:45 AM) *
Blackmorning, what would I need to do to make it so def equippable? checks for all classes the character has available, instead of just the one he is using at the moment?


Try this out. Will check all classes that an actor has available.
Based on version 1.81

CODE
# Blackmorning Job Changer Addon
# Equippable items are based on all of the unlocked classes in an actor's list.
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
alias job_equippable? equippable?
#--------------------------------------------------------------------------
def equippable?(item)
result = false
for i in @unlocked_classes
job = $data_classes[i]
if item.is_a?(RPG::Weapon)
result = job.weapon_set.include?(item.id)
elsif item.is_a?(RPG::Armor)
result = job.armor_set.include?(item.id)
end
if result
return result
end
end
return job_equippable?(item)
end
end


QUOTE (Son Goku @ Aug 4 2009, 09:58 AM) *
Is there a way to unlock a certain number of classes after a certain event? For example, in FF3, whenever you beat the boss at the crystal, the crystal gives you it's light (which is more jobs), and you have to encounter all 4 four crystals to acquire all jobs besides onion knight.


How to unlock classes is in the demo and described in the script.


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Andrelvis
post Aug 4 2009, 01:31 PM
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Great, thanks biggrin.gif
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Son Goku
post Aug 5 2009, 07:28 PM
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Ok heres my problem, in the game, the beginning is where you cannot access the menu yet, until you complete a mini dungeon, and I don't want my characters to gain JP just yet, how can I do this?


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Blackmorning
post Aug 6 2009, 04:14 AM
Post #54


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QUOTE (Son Goku @ Aug 5 2009, 11:28 PM) *
Ok heres my problem, in the game, the beginning is where you cannot access the menu yet, until you complete a mini dungeon, and I don't want my characters to gain JP just yet, how can I do this?


try this out. put it below my script and below my yanfly aftermath addon if you're using it.

CODE

module S_B
module CLASS
# unless switch is on, no jp is gained
# switch is automatically on at start of game if MENU_CLASS_CHANGE_OPTION = false
NO_GAIN_JP_SWITCH = 20
end
end
#===============================================================================
# ■ Scene_Title
#===============================================================================
class Scene_Title < Scene_Base
#--------------------------------------------------------------------------
# ● Create various game objects
#--------------------------------------------------------------------------
def create_game_objects
job_create_game_objects
unless S_B::CLASS::MENU_CLASS_CHANGE_OPTION
$game_switches[S_B::CLASS::DISABLE_CLASS] = true
$game_switches[S_B::CLASS::HIDE_CLASS] = true
$game_switches[S_B::CLASS::NO_GAIN_JP_SWITCH] = true
end
end
end
#==============================================================================
# ** Game_Troop (addon) *from yanfly
#==============================================================================
class Game_Troop < Game_Unit
#--------------------------------------------------------------------------
def jp_total
jp = 0
unless $game_switches[S_B::CLASS::NO_GAIN_JP_SWITCH]
for enemy in dead_members
jp += enemy.enemy.enemy_jp unless enemy.hidden
end
end
return jp
end
end
#==============================================================================
# Game_Battler
#==============================================================================
class Game_Battler
#--------------------------------------------------------------------------
# perform gain_jp
#--------------------------------------------------------------------------
def gain_jp_battle(amount)
return unless self.actor?
jp = amount
for state in states
amount *= state.bonus_jp_per
amount /= 100
end
for state in states
amount += state.bonus_jp_set
end
unless $game_switches[S_B::CLASS::NO_GAIN_JP_SWITCH]
self.jp_counter += jp if $scene.is_a?(Scene_Battle)
jp_received(jp)
end
end
end
#==============================================================================
# ** Scene_Battle (addon) *from yanfly
#==============================================================================
class Scene_Battle < Scene_Base
def display_JP
unless $game_switches[S_B::CLASS::NO_GAIN_JP_SWITCH]
if S_B::CLASS::ENEMIES_GIVE_JP
jp = $game_troop.jp_total
if jp > 0
text = sprintf(Vocab::ObtainClassExp, jp)
$game_message.texts.push('\.' + text)
for actor in $game_party.existing_members
last_level = actor.class_level
last_skills = actor.skills
actor.jp_received(jp, nil, true)
end
end
end
unless $imported["battleresults"]
if S_B::CLASS::USE_BONUS_JP
if S_B::CLASS::DISPLAY_BONUS_JP
for actor in $game_party.existing_members
if actor.jp_counter > 0
text = sprintf(Vocab::Display_Actor_Msg, actor.name, actor.jp_counter)
$game_message.texts.push('\>' + text)
end
end
end
end
end
end
end
end
if $imported["VAEP-GainJP"]
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# alias display_extra_pages
#--------------------------------------------------------------------------
def display_extra_pages
create_jp_pages if $imported["JobChange"] && !$game_switches[S_B::CLASS::NO_GAIN_JP_SWITCH]
display_extra_pages_bmjp
end
end
end


This post has been edited by Blackmorning: Aug 6 2009, 04:33 AM


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livpj11
post Aug 22 2009, 02:36 PM
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QUOTE (Blackmorning @ Jun 28 2009, 09:50 AM) *
QUOTE (RPGManiac3030 @ Jun 27 2009, 07:34 PM) *
Great, thanks. Um, is there a way to have some classes locked until certain classes are a certain level, or is that already possible? This is just a hypothetical question. rolleyes.gif


Take a look at the updated script and demo. there's a new command that can check a actor's class level and assign it to a variable. From there, you can make events that can unlock classes once they reach a certain level.


Correct me if I am wrong but it looks like you can only assign classes to unlock based of 1 other class level. For example is there a way to unlock a class when say they are a level 4 warrior and a level 2 thief?


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Blackmorning
post Aug 22 2009, 04:03 PM
Post #56


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QUOTE (livpj11 @ Aug 22 2009, 06:36 PM) *
QUOTE (Blackmorning @ Jun 28 2009, 09:50 AM) *
QUOTE (RPGManiac3030 @ Jun 27 2009, 07:34 PM) *
Great, thanks. Um, is there a way to have some classes locked until certain classes are a certain level, or is that already possible? This is just a hypothetical question. rolleyes.gif


Take a look at the updated script and demo. there's a new command that can check a actor's class level and assign it to a variable. From there, you can make events that can unlock classes once they reach a certain level.


Correct me if I am wrong but it looks like you can only assign classes to unlock based of 1 other class level. For example is there a way to unlock a class when say they are a level 4 warrior and a level 2 thief?


The demo is just an example. Unlocking classes has nothing specific to do with class levels. It is through events that new classes can be unlocked. Class levels can be assigned to any number of variables for checking. you'd just have to have more conditional branches for extra conditions.
I mean, you can use unlock classes based on whatever you like with as many conditions as you can think of.


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livpj11
post Aug 22 2009, 09:05 PM
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Great that makes perfect sense now. Thanks for the speedy reply. Oh and one other question. Is there a script command that will change an actors class? I want to forcibly change an actor from one class to another.


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Andrelvis
post Aug 22 2009, 11:47 PM
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QUOTE (livpj11 @ Aug 22 2009, 09:05 PM) *
Great that makes perfect sense now. Thanks for the speedy reply. Oh and one other question. Is there a script command that will change an actors class? I want to forcibly change an actor from one class to another.


There is a default event command that does that.
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livpj11
post Aug 23 2009, 07:48 AM
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QUOTE (Andrelvis @ Aug 23 2009, 01:47 AM) *
QUOTE (livpj11 @ Aug 22 2009, 09:05 PM) *
Great that makes perfect sense now. Thanks for the speedy reply. Oh and one other question. Is there a script command that will change an actors class? I want to forcibly change an actor from one class to another.


There is a default event command that does that.


Great thanks a bunch. My current project is my first attempt at making a large quality game so I am still a noob at what I can and can't do.


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Vorpal-darkness
post Sep 27 2009, 02:24 AM
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Can you help me.
I have being trying to make a shop where you can buy the classes and then use the item to get them
but i have not succeded.
I have put the item tag in, but it still won't work.

HELP PLZ


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