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> Job changer Blackmorning, updated 27/01/11 class changer, job levels, customize options
Shanghai
post Jul 14 2009, 03:19 AM
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QUOTE (IkaruTak @ Jul 14 2009, 02:49 AM) *
Well, a little question, If I don't like the Class change in the menu, there is some way to call the script for a common event?



Use Yanfly's Menu Redux for that. Blackmorning uses the same code as Yanfly's to put it where it is and it lets you reorder your menu.


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Blackmorning
post Jul 14 2009, 04:27 PM
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new update

can assign an actor's class list size to a variable


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IkaruTak
post Jul 16 2009, 10:35 PM
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A question:
I like to use a Job System similar of the Job System of Ragnarok Online, I mean, If my actor learns the "Swordman" Class, already couldn't learn "Magician", "Actor", "Archer" classes, and now can learn "Knight" and "Paladin" classes.

How I can do this?


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Blackmorning
post Jul 17 2009, 04:08 AM
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QUOTE (IkaruTak @ Jul 17 2009, 02:35 AM) *
A question:
I like to use a Job System similar of the Job System of Ragnarok Online, I mean, If my actor learns the "Swordman" Class, already couldn't learn "Magician", "Actor", "Archer" classes, and now can learn "Knight" and "Paladin" classes.

How I can do this?


not quite sure I follow, seems like you just want to add knew classes based on some kind of prerequisite. Look at the demo to see how to add classes to the list.


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IkaruTak
post Jul 17 2009, 11:09 AM
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Ok, but I want that if you choose "swordman" already you couldn't choose "magician", " archer, etc..., erease them from the menu when you choose a class

This post has been edited by IkaruTak: Jul 17 2009, 11:10 AM


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Actual Project:
Tales of a Lost Memory

Current Progress:
Histoy: 10%
Maps: 2%
Scripts: 95%
Database: 90%
Translated into English: 0% (I'm actually considering it xD)
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Blackmorning
post Jul 17 2009, 11:50 AM
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QUOTE (IkaruTak @ Jul 17 2009, 03:09 PM) *
Ok, but I want that if you choose "swordman" already you couldn't choose "magician", " archer, etc..., erease them from the menu when you choose a class


You can erase classes from the list, it's in the demo.


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IkaruTak
post Jul 17 2009, 05:57 PM
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Ok, so.. anothe question, If I need to put in a conditional branch something like:
"If (Actor_id) it's (class_id)"
How I can do this?


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Actual Project:
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Scripts: 95%
Database: 90%
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Blackmorning
post Jul 17 2009, 07:27 PM
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QUOTE (IkaruTak @ Jul 17 2009, 09:57 PM) *
Ok, so.. anothe question, If I need to put in a conditional branch something like:
"If (Actor_id) it's (class_id)"
How I can do this?


open an event

use conditional branch => on page 4 use script

type in the blank: $game_actors["actor_id"].class_id == "class_id"
ie. $game_actors[1].class_id == 5


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IkaruTak
post Jul 17 2009, 07:38 PM
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Oh, great, thnx 4 all the help ñ__ñ


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Actual Project:
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Current Progress:
Histoy: 10%
Maps: 2%
Scripts: 95%
Database: 90%
Translated into English: 0% (I'm actually considering it xD)
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Blackmorning
post Jul 18 2009, 07:18 PM
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New update version 1.21, see main


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Andrelvis
post Jul 20 2009, 09:57 AM
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Nice script wink.gif

Would it be possible to make an option for customization so that it is possible to assign the class level up bonuses to character level up instead?
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Blackmorning
post Jul 20 2009, 10:25 AM
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QUOTE (Andrelvis @ Jul 20 2009, 01:57 PM) *
Nice script wink.gif

Would it be possible to make an option for customization so that it is possible to assign the class level up bonuses to character level up instead?


it is now possible.
check out version 1.30

Cheers biggrin.gif


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Andrelvis
post Jul 20 2009, 11:18 AM
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QUOTE (Blackmorning @ Jul 20 2009, 11:25 AM) *
QUOTE (Andrelvis @ Jul 20 2009, 01:57 PM) *
Nice script wink.gif

Would it be possible to make an option for customization so that it is possible to assign the class level up bonuses to character level up instead?


it is now possible.
check out version 1.30

Cheers biggrin.gif


Thanks biggrin.gif

By the way, found a small issue: if the character starts at level 10 (and class level 1), for example, and the class he starts in has class skills set for, say, class level 9, the game will still give him the class 9 skill on startup, even though he doesn't have the class level required for it.

EDIT: A question: how do I give JP by events?

This post has been edited by Andrelvis: Jul 20 2009, 12:01 PM
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Blackmorning
post Jul 20 2009, 01:00 PM
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QUOTE (Andrelvis @ Jul 20 2009, 03:18 PM) *
Thanks biggrin.gif

By the way, found a small issue: if the character starts at level 10 (and class level 1), for example, and the class he starts in has class skills set for, say, class level 9, the game will still give him the class 9 skill on startup, even though he doesn't have the class level required for it.

EDIT: A question: how do I give JP by events?


Fixed version 1.31,
I forgot to reset the skills when initialized. dry.gif
Thanks

Giving JP by Event:
in event, open script
CODE
$game_actors[actor_id].jp_received(jp_gained, class_id)


replace actor_id, jp_gained, and class_id with the values you want. You can also do a mass give jp
in event, open script
CODE
$game_party.members.each do |m|
     m.jp_received(jp_gained, class_id)
   end

replace jp_gained, and class_id with the values you want.
members can be turned to existing_members so as not to include dead actors.

This post has been edited by Blackmorning: Jul 20 2009, 01:03 PM


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Lockheart
post Jul 20 2009, 06:48 PM
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Is there by any chance that this script is compatible with that of Yanfly's Victory screen script? I may consider switching class scripts if it is, there are just certain things that this script has/does that Yanfly didn't want to do or couldn't.
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Blackmorning
post Jul 20 2009, 10:26 PM
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QUOTE (Lockheart @ Jul 20 2009, 10:48 PM) *
Is there by any chance that this script is compatible with that of Yanfly's Victory screen script? I may consider switching class scripts if it is, there are just certain things that this script has/does that Yanfly didn't want to do or couldn't.


Patch made, placement of scripts

Job Changer
Yanfly's Victory
my patch

patch is on main topic page

that was a bit of work happy.gif


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Andrelvis
post Jul 21 2009, 11:22 PM
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If I may make a suggestion, I would propose enabling options for the setting of JP required for individual levels for individual classes, and also another option for instead of gaining a skill by level, being able to "buy" it with the class' JP in the class skill window, using the level set for that class id with a multiplier. For example:

While having the "buying skills by JP option enabled", the skills would cost Class Skill Level * Multiplier. So, if the user sets the level at which a class gains the skill "Cure" as level 5 and if the "Skill JP Multiplier" is set to 10, the skill would cost 5 * 10 = 50 to be "bought".

Oh yes, and a silly thing as well: what about making it possible to have icons for the classes in the class selection?

And again, thanks for the very good script wink.gif

This post has been edited by Andrelvis: Jul 22 2009, 05:44 AM
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Blackmorning
post Jul 22 2009, 08:13 AM
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QUOTE (Andrelvis @ Jul 22 2009, 03:22 AM) *
If I may make a suggestion, I would propose enabling options for the setting of JP required for individual levels for individual classes, and also another option for instead of gaining a skill by level, being able to "buy" it with the class' JP in the class skill window, using the level set for that class id with a multiplier. For example:

While having the "buying skills by JP option enabled", the skills would cost Class Skill Level * Multiplier. So, if the user sets the level at which a class gains the skill "Cure" as level 5 and if the "Skill JP Multiplier" is set to 10, the skill would cost 5 * 10 = 50 to be "bought".

Oh yes, and a silly thing as well: what about making it possible to have icons for the classes in the class selection?

And again, thanks for the very good script wink.gif



your silly thing was the most doable thing on your list.

I'll work on your first idea about the custom jp per class, but the other one with the buying of skills with jp... probably not in the near future.

Edit: jp needed per level calculations can now be modified. (similar to how exp is modified)

DOUBLE EDIT: buying of skills with jp not going to happen with this script. jp is exp for classes. without it classes don't level up, and if you use them for buying skills, class level would go down.
you sound like you want to use it both ways.

This post has been edited by Blackmorning: Jul 23 2009, 05:16 AM


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Andrelvis
post Jul 23 2009, 10:13 AM
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QUOTE (Blackmorning @ Jul 22 2009, 08:13 AM) *
Edit: jp needed per level calculations can now be modified. (similar to how exp is modified)


Nice =)

QUOTE
DOUBLE EDIT: buying of skills with jp not going to happen with this script. jp is exp for classes. without it classes don't level up, and if you use them for buying skills, class level would go down.
you sound like you want to use it both ways.


I managed to do it on my own (making the skills cost AP and be learnable from the skill window, will create a variable that mirrors additions to jp_exp soon, so that I can keep track of levels independently), but thanks anyway happy.gif

EDIT: Checked out the new script version, it's great biggrin.gif

This post has been edited by Andrelvis: Jul 23 2009, 11:06 AM
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leqesai
post Jul 23 2009, 09:54 PM
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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?
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