BM VX Class Changer
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Version 2.04
Blackmorning
01/27/2011
I kept looking at all the different job changers. I liked parts of each of them, but none did exactly what I wanted, so I took from each of them and added my own flair to create this.
This was my first script. Like I said, there are some features that might look familiar, but haven't been seen all in the same script.
Windowed interface to change an actor's class.
Features
Blackmorning
01/27/2011
I kept looking at all the different job changers. I liked parts of each of them, but none did exactly what I wanted, so I took from each of them and added my own flair to create this.
This was my first script. Like I said, there are some features that might look familiar, but haven't been seen all in the same script.
Windowed interface to change an actor's class.
Features
- skills are based on individual class level
- set max levels for classes
- job points are learned by monsters defeated and/or actions taken in battle
- each actor has their own list of classes
- classes can be added or removed
- base stats (atk, def, spi, agi) can be dependent on class
- actor options (ie. Super Guard, 2-swords, autobattle, pharmacology) can be dependent on class
- actor graphic can change based on class
- class dependent increases when actor level increases
- shows in menu (disable/enable, hide/show with switches)
EVENT SCRIPT CODES
For example: actor_class_list_size(1, 5) assigns actor 1 class list size to variable 5
For example: check_class_level(1, 1, 5) assigns actor 1 class 1 level to variable 5
For example: $game_party.members[0].class_level_up(2)
For example: Character_Class.new_class(1,6) Ralph learns Dark Knight
SKILL NOTETAGS
<jp_boost_set x>
If an actor uses this skill, that actor will gain x set amount of JP.
<jp_boost_ran x>
If an actor uses this skill, that actor will gain x random amount of JP.
ITEM NOTETAGS
<gain_jp x>
The item will give the target ally JP of x amount. JP is given to whatever the ally's current class is.
<unlock class x>
The item will unlock class x for the target ally. Use multiple of these tags if you want an item to unlock more than one class.
<lock class x>
The item will lock class x for the target ally. Use multiple of these tags if you want an item to lock more than one class.
ENEMY NOTETAGS
<enemy_jp x>
This determines the amount of JP given by that enemy. If nothing is determined by this set value and you allow your enemies to give JP, then the JP delivered will equal to the ENEMIES_DEFAULT amount.
STATE NOTETAGS
<bonus_jp_per x>
JP gain rate is x%. If x is 200, then the JP gain rate is 200%.
<bonus_jp_set x>
x is added to JP gain. This means if JP gain is 20 and x is 10, total is 30.
- To assign an actor's class list size to a variable
For example: actor_class_list_size(1, 5) assigns actor 1 class list size to variable 5
- To assign an actor's class level to a variable
For example: check_class_level(1, 1, 5) assigns actor 1 class 1 level to variable 5
- To increase the level of a specific job for an actor:
For example: $game_party.members[0].class_level_up(2)
- Allows you to enable or disable the JobChange screen on the main command menu. This also actives or deactivates CLASSES_SWITCH.
- Adds a class to the selected actor:
For example: Character_Class.new_class(1,6) Ralph learns Dark Knight
- Removes Class from character, doesn't work if character is currently at that class
SKILL NOTETAGS
<jp_boost_set x>
If an actor uses this skill, that actor will gain x set amount of JP.
<jp_boost_ran x>
If an actor uses this skill, that actor will gain x random amount of JP.
ITEM NOTETAGS
<gain_jp x>
The item will give the target ally JP of x amount. JP is given to whatever the ally's current class is.
<unlock class x>
The item will unlock class x for the target ally. Use multiple of these tags if you want an item to unlock more than one class.
<lock class x>
The item will lock class x for the target ally. Use multiple of these tags if you want an item to lock more than one class.
ENEMY NOTETAGS
<enemy_jp x>
This determines the amount of JP given by that enemy. If nothing is determined by this set value and you allow your enemies to give JP, then the JP delivered will equal to the ENEMIES_DEFAULT amount.
STATE NOTETAGS
<bonus_jp_per x>
JP gain rate is x%. If x is 200, then the JP gain rate is 200%.
<bonus_jp_set x>
x is added to JP gain. This means if JP gain is 20 and x is 10, total is 30.
Add-ons/Extras
- Create requirements to unlock new classes (up to three requirements) based on different class levels (similar to Final Fantasy Tactics)
- Change equippable items based on all classes in an actor's list.
ie. if an actor can become a knight and a mage, equippable items are from both classes, not just the class equipped.
put addon below script
Compatibility
- works with KGC limit break, KGC EquipExtension, YERD Equip Skill Slots
- Yanfly's Display Victory aftermath, put this patch below my script and DVA
- Requiem ABS 9, I made a patch to make them work together. Put the patch below my script and Requiem.
- ORBS battle system I made a patch to make it work a little better. Put the patch below my script and ORBS. It makes it so that enemies give JP when defeated. It also allows you to get jp for using a skill in ORBS. It already works for giving jp for attacking.
Special thanks:
Yanfly, Prexus, tkblackknight and BigEd781.
This script would not be complete without yours to inspire & help me.
Yanfly, Prexus, tkblackknight and BigEd781.
This script would not be complete without yours to inspire & help me.