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Job changer Blackmorning, updated 27/01/11 class changer, job levels, customize options |
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Jul 14 2009, 03:19 AM
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Level 31

Group: Revolutionary
Posts: 747
Type: Developer
RM Skill: Skilled

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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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Jul 16 2009, 10:35 PM
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Level 2

Group: Member
Posts: 29
Type: Event Designer
RM Skill: Advanced

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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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 All of u!!! Please!!! Sorry for my bad english xD 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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Jul 17 2009, 04:08 AM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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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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Jul 17 2009, 11:09 AM
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Level 2

Group: Member
Posts: 29
Type: Event Designer
RM Skill: Advanced

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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
__________________________
 All of u!!! Please!!! Sorry for my bad english xD 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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Jul 17 2009, 11:50 AM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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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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Jul 17 2009, 05:57 PM
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Level 2

Group: Member
Posts: 29
Type: Event Designer
RM Skill: Advanced

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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?
__________________________
 All of u!!! Please!!! Sorry for my bad english xD 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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Jul 17 2009, 07:27 PM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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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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Jul 17 2009, 07:38 PM
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Level 2

Group: Member
Posts: 29
Type: Event Designer
RM Skill: Advanced

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Oh, great, thnx 4 all the help ñ__ñ
__________________________
 All of u!!! Please!!! Sorry for my bad english xD 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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Jul 20 2009, 10:25 AM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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QUOTE (Andrelvis @ Jul 20 2009, 01:57 PM)  Nice script 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
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Jul 20 2009, 11:18 AM
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Level 6

Group: Member
Posts: 84
Type: None
RM Skill: Undisclosed

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QUOTE (Blackmorning @ Jul 20 2009, 11:25 AM)  QUOTE (Andrelvis @ Jul 20 2009, 01:57 PM)  Nice script 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  Thanks 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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Jul 20 2009, 01:00 PM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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QUOTE (Andrelvis @ Jul 20 2009, 03:18 PM)  Thanks 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. 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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Jul 20 2009, 10:26 PM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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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
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Jul 21 2009, 11:22 PM
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Level 6

Group: Member
Posts: 84
Type: None
RM Skill: Undisclosed

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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
This post has been edited by Andrelvis: Jul 22 2009, 05:44 AM
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Jul 22 2009, 08:13 AM
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Level 5

Group: Member
Posts: 69
Type: Event Designer
RM Skill: Skilled

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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  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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Jul 23 2009, 10:13 AM
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Level 6

Group: Member
Posts: 84
Type: None
RM Skill: Undisclosed

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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  EDIT: Checked out the new script version, it's great
This post has been edited by Andrelvis: Jul 23 2009, 11:06 AM
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