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Job changer Blackmorning, updated 27/01/11 class changer, job levels, customize options |
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Jul 24 2009, 09:38 AM
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Level 5

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

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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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Jul 25 2009, 05:15 PM
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Level 2

Group: Member
Posts: 16
Type: Writer
RM Skill: Intermediate

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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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Jul 25 2009, 06:14 PM
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Level 5

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

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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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Jul 25 2009, 07:30 PM
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Level 2

Group: Member
Posts: 16
Type: Writer
RM Skill: Intermediate

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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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Jul 26 2009, 05:39 AM
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Level 5

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

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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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Jul 26 2009, 08:42 AM
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Level 2

Group: Member
Posts: 16
Type: Writer
RM Skill: Intermediate

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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
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Jul 28 2009, 04:26 AM
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Level 5

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

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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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Aug 4 2009, 06:33 AM
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Level 5

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

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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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Aug 6 2009, 04:14 AM
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Level 5

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

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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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Aug 22 2009, 02:36 PM
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Rise of Aden

Group: Revolutionary
Posts: 312
Type: Developer
RM Skill: Intermediate

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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.  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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Aug 22 2009, 04:03 PM
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Level 5

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

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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.  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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Aug 22 2009, 09:05 PM
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Rise of Aden

Group: Revolutionary
Posts: 312
Type: Developer
RM Skill: Intermediate

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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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Aug 22 2009, 11:47 PM
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Level 6

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

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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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Aug 23 2009, 07:48 AM
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Rise of Aden

Group: Revolutionary
Posts: 312
Type: Developer
RM Skill: Intermediate

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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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