Job Points for Actors instead

kovak

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I understand this is a complicated request.

So yanfly's job points plugin allows each class to have their own pool of job points
http://yanfly.moe/2015/11/13/yep-27-job-points/

What i need is to make all classes to use the same pool instead, when you switch from one class to another the job points wouldnt change. I don't know if it's possible to make it happen based on Actor ID but it would make sense to store job points based on Actor's ID.
 

atoms

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@kovak

@zilgaant

Look at the plugin commands.

Plugin Commands:

gainJp actorId jp
gainJp actorId jp classId
Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will let the actor gain JP.

loseJp actorId jp
loseJp actorId jp classId
Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will cause the actor to lose JP.

setJp actorId jp
setJp actorId jp classId
Replace ‘actorId’ with the ID of the actor you wish to change the JP of. Replace ‘jp’ with the amount of JP you wish to alter. If you are using ‘classId’, replace it with the ID of the actor’s class you wish to alter. This command will set the actor’s JP to a particular value.

You can make it through battle events so everytime an enemy is defeated in battle actorID gains JP classID, classID2, classID3, classID4



Then, seperately, my other thought isn't exactly what you want, but alternatively, you could use items to increase JP, that would still limit it to one class but you'd choose where the JP goes. You can have a JP item per enemy in battle being defeated through the battle events.

If actor 1 has 5 classes, he could have 5 JP items, the only problem is they can be spent by any actor on any class, and while that would work fine for some games I'm not sure if it would for yours. It's similar to what your looking for, but possibly not a solution for either of you.

If not, the first solution should hopefully work for exactly what you want, I just gave you the alternative as I thought it may work better for your type of games depending how the mechanics go.
 

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