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> (Alternative) Class Change 1.1, <3
Lettuce
post Jul 10 2008, 12:44 PM
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Class Change
Version 1.1
Author : Lettuce
Release Date : 25 Nov 2008

YOU MUST COPY ALL THE GRAPHICS INSIDE /SYSTEM FOLDER FROM THE DEMO ohmy.gif

Introduction
Another class change script but with this script, your character don't get the choice to change into anything in the database. You have the power to limit advancement for each class. For example, if you currently are swordman, you can only advance into knight or crusader (customizable in the script). ;P

Script
Here

Customization
Advancement:Lets you define which class can change into which~
Advancement = {
1 => [2,3,4,5,6], 2 => [7,8], 3 => [], 4 => [], 5 => [], 6 => [], 7 => [], 8 => []
}


1 => [2,3,4,5,6] <- this means class 1 (Warrior) can change into class 2, 3, 4, 5 and 6. Leave blank for final classes (can't advance any further)
NOTE: You must define this for ALL the classes.

Level_Req:Define the minimum level the actor must be in order for a certain class to become available
Level_Req ={
1 => 0, 2 => 15, 3 => 15, 4 => 15, 5 => 15, 6 => 15, 7 => 30, 8 => 30
}

2 => 15 means the actor must be atleast level 15 for him/her to change into class 2
NOTE: You must also define this for ALL the classes

NOTE 3 : Advancement and Level_Req are linked, so even if your actor is level 99, if the class isn't in the Advancement variable, it won't appear.

You also need a picture for all of the classes, more info at the beginning of the script

Verson 1.1
Version 1.1 comes with one more feature that let you choose different image "set" for each character. In the previous version, the class images are used for all the actors. But what if you have female character? or different race? like this:

Ulrika is stuck with the class images that everybody is using. But with this update, Ulrika can have her own set of class image:


How to do this? Here's how
in the script, there is a new constant:
CODE
GSet =  { #Format : ActorID = "Set Name"
          2 => "female"
        }

Here you can set which character will have its own set of image. In the example above, Ulrika (actor ID 2) is assigned with "female" image set. You will need some images with the name femaleclass1.png, femaleclass2.png etc in your Graphics\System folder.

If in the Advancement you set 2=>[7,8]. then you will need at least 3 images. femaleclass2.png, femaleclass7.png and femaleclass8.png. Of course, if class ID 7 or 8 can advance further, you will need to make a .png for those too.



Compatibility
Should work with anything; no script rewrite~

Screenshot


DEMO
Demoo~

Installation
just put this above main and under scripts that involves def class_id=()

FAQ
none yet biggrin.gif

Terms and Conditions
Use it wherever, just gimme credit~

Credits
poccil for the easy confirmation box biggrin.gif
great pictures from Gravity

This post has been edited by Lettuce: Feb 11 2009, 11:33 AM
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Netto
post Jul 10 2008, 12:51 PM
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Looks great, I might use. I haven't decided on classes for my game yet.


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zolaga
post Jul 10 2008, 02:20 PM
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Wow


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Lockheart
post Jul 10 2008, 07:35 PM
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Looks amazing, and this is like a dream come true, only.. it doesn't work. Whenever I try to change classes it gives me an error:



Hope you can fix this, I'm dying to mess with this script in my game.

And a quick question, is it possible for each character to have their own class pictures? Or are they all linked to the same picture?

This post has been edited by Lockheart: Jul 10 2008, 07:36 PM
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Lettuce
post Jul 11 2008, 07:08 AM
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Sorry about that~ please download the demo again

and you can have a different pictures for each class, look in System folder of your game~

This post has been edited by Lettuce: Jul 11 2008, 07:12 AM
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Lockheart
post Jul 12 2008, 03:22 AM
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QUOTE (Lettuce @ Jul 11 2008, 10:22 AM) *
and you can have a different pictures for each class, look in System folder of your game~


You misunderstood what I was asking, I wanted to know if each ACTOR could have different pictures, not classes.
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Orkhun
post Jul 12 2008, 05:35 AM
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This is great although I was looking for something simple like Knight becomes Paladin with only 1 class change this is great, biggrin.gif


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Lettuce
post Jul 12 2008, 06:08 AM
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Lockheart: no they can't....yet (* . * )

Orkhun: you can do that too. KnightID => [PaladinID]

EDIT:
Lockheart: find this line (there are 2)
draw_picture("class"+........

and add this before the "class"
"Actor"+@actor.id.to_s+

then just rename the pictures to "ActorXclassY" and replace X with character ID and Y with class ID

This post has been edited by Lettuce: Jul 12 2008, 07:02 AM
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mukumuku
post Jul 12 2008, 07:10 PM
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Hi lettuce,

Is there a way to add a sprite changer to lovely system?

I tried with the event, unfortunately i don't know too much scripting to get the call-lines for certain checks.

I've got it to call-comment events, but i can't figure the line to get the condition. For example:

if player1 is class1
then change graphics.

if player1 is level10
then change graphics.

Any help would be appreciated.


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Lettuce
post Jul 13 2008, 07:42 AM
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so you dont want your characters to change class, only the picture?? o.o
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mukumuku
post Jul 13 2008, 02:06 PM
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No, i mean changing the sprite graphic when class is changed XD


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Lettuce
post Jul 13 2008, 04:53 PM
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it does that already, have a look in the Data\System folder

This post has been edited by Lettuce: Jul 13 2008, 04:53 PM
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mukumuku
post Jul 13 2008, 10:17 PM
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QUOTE (Lettuce @ Jul 13 2008, 05:07 PM) *
it does that already, have a look in the Data\System folder


I'm not sure what you mean, i'm not referring to the general display graphics for the window scene. I mean the actual character/battler/mapscene sprites. But as of right now, i can't figure what you mean. I'll look again and hopefully find what you pointed to.


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Psiclone
post Jul 14 2008, 05:01 PM
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I get an error when swapping characters in the scene: "Line 89 NoMethodError, undefined method 'each' for nil:NilClass"

CODE
class Window_Prof_Adv_Choices < Window_Selectable
  def initialize(actor)
        @actor = actor
    super(0,160,544,170)
    self.opacity = 0
    #@column_max = Advancement[actor.class_id].size
    available = []
    for i in Advancement[actor.class_id] <---- This is line 89
      available.push(i) if actor.level >= Level_Req[i]
    end


The script works perfectly in your demo, but it errors in my game. I'm using a lot of scripts.. if you need me to list all of them all... I suppose I can. Any ideas?

This post has been edited by Psiclone: Jul 14 2008, 05:07 PM
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Lettuce
post Jul 14 2008, 05:12 PM
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can you post your configuration? (the bit at the top where you list all the classes and what can be advanced from etc etc~)
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Psiclone
post Jul 14 2008, 05:24 PM
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It's a direct copy from your demo, I haven't changed a thing.

CODE
#===============================================================================
# Alternative Job Change
#             Version 1.0
#             By Lettuce
#
# NOTE: You need pictures for each class in your database
#       The picture must be 70px by 130px
#       Must be named "classX" where X is the class ID number
#       Preferably in PNG format :D
#=============================Configuration=====================================
# Advancement : A list of every class in the DB with classes that can be advanced
#               from it
Advancement = { #format:
                #CurrentClassID => [NextClassID,AnotherNextClass,AndMoreetc...]
                1 => [2,3,4,5,6], #this means, class Paladin (ID 1) can becomes Warrior (ID 2)
                2 => [7,8],
                3 => [],
                4 => [],
                5 => [],
                6 => [],
                7 => [],
                8 => []
}
# Level_Req : Level requirement for each classes
Level_Req ={ #format: ClassID => RequiredLevel
                1 => 0,
                2 => 15, #This means you need to be lvl 15 for Warrior (ID 2) option to appear
                3 => 15,
                4 => 15,
                5 => 15,
                6 => 15,
                7 => 30,
                8 => 30
}
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Lettuce
post Jul 14 2008, 05:25 PM
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;O

how many classes do you have in your database?
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Psiclone
post Jul 14 2008, 05:33 PM
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Whoops! I have several blank ones, but I guess they count, too.. I have 14 classes. Is that my problem?
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Lettuce
post Jul 14 2008, 05:36 PM
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yes~ I mentioned, under Customization part that you must define advancement for all classes~. (if a class cannot advance, you just give it a blank array like this 5 => [])

perhaps I should it red and bold so people can see it easier XD
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Psiclone
post Jul 14 2008, 05:51 PM
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I'm sorry I missed that! lol. I had the TV on at the same time, so I wasn't paying 100% attention to the computer..

At any rate, this script is PERFECT for what I want. Awesome work.
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