Class Switching Question.

Which anime do you prefer Durarara!! or Baccano! ?

  • Durarara!!

    Votes: 0 0.0%
  • Baccano!

    Votes: 3 75.0%
  • Neither, MHA! PLUS ULTRA!!!

    Votes: 0 0.0%
  • Don't watch anime.

    Votes: 0 0.0%
  • Don't know any of these animes.

    Votes: 1 25.0%

  • Total voters
    4
  • Poll closed .

Nanashi_Studios

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I really hope I am posting this in the right place. *nervous chuckle* :oops:

I am currently using the Yanfly Class change core plugin linked below as well as the Yanfly Job points plugin.

http://www.yanfly.moe/wiki/Class_Change_Core_(YEP)
http://www.yanfly.moe/wiki/Job_Points_(YEP)

The game I am developing has other more advanced classes that just require levels in various jobs to unlock them. ( I can do that)
What I am attempting to do is make it so if you wanted to switch to one of the other "basic jobs"
I.E. Mage, Warrior, Priest, Thief, etc. You have to have their starter gear.

So if a mage wanted to gain the Thief Job he would need say 500 JP and the dagger weapon as well as the leather chest (armor)

Is there anyway to add in item requirements like that to a class? Would I need another plugin, if one for that even exists? :LZYhuh:

Thanks for any and all assistance!!! :LZYcheeze:
 

slimmmeiske2

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I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.


Also, please don't make pointless polls that have nothing to do with your thread.

 

Wavelength

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No easy way without an additional enhancement plugin, but I believe I've thought of a workaround.

There is a plugin command you can use with Class Change Core: UnlockClass x y where x is the Actor ID and y is the Class ID. There is also the similar RemoveClass x y command.

You could have a Common Event that checks whether you have the equippable Item using a Conditional Branch, and if you have it, it Unlocks the class; otherwise, it Removes it. I assume that you are trying to check whether each actor has the item equipped, rather than that the party has it in their inventory - but both of these options exist in the Conditional Branch command. Do this for each actor, for each relevant equip.

Then, figure out a way to run the Common Event when necessary. Here are some ways you could do it:
  • Set a Switch every time the player visits the menu. You will need a very easy, tiny extra plugin to do this - just alias a method where the player first goes to the menu from the map, to turn this Switch ON. Ask in "Learning Javascript" if you can't figure out how to do this. Then, at the end of the Common Event, turn this Switch back OFF, and make this Switch being ON a Requirement to run the event. This will allow changes to commit after the player leaves the menu.
  • Set a Switch every time the player enters battle. Turn it back OFF at the end of the Common Event, and make it a Requirement to run the event. You can do this with Troop Events (including Yanfly's "Base Troop Events" script which will save you time). This will allow changes to commit after the player enters a battle.
  • Have the Common Event run every 30-300 frames (0.5 to 5 seconds) that the player is on the Map. To do this, set the Common Event's scope to Parallel Process, and don't require any switches to run the event. At the end of the Common Event, set a "Wait" of 30 frames to 300 frames. The lower the number, the more often changes will commit - but the higher chance of introducing a bit of lag to your game.
Note that none of these workarounds will allow you to equip and item and then directly go to the Class menu to see the new classes that have opened up. To do this, you would need a larger enhancement plugin.
 

Nanashi_Studios

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Sorry, been neck deep in the software and RL concerns. Thank you for the response, after familiarizing myself a bit more with what you were explaining I got a solution worked up. Much appreciated!
 

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