Subclasses - equip weapons on certain subclasses

Nantas

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Hello everyone !


I am encountering a little problem, but maybe you will know how to help me : I would like to change the weapon equipped when a certain subclass is chosen.

I am using Yanfly's classes and subclasses plugin.

Is that possible ?
( maybe a formula, when a certain subclass is chosen, call a common event in order to change the equipped weapon via the database. )
 

Jeremiah Eastman

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Hey there, so I have Yanfly's classes and sub classes but I don't use a method for what you are asking for. I have, however, seen a plugin that may work for what you need but I haven't used it myself, so I can't be sure. Anyways, I'll post a link to the plugin see if it's anything that would do what you're asking for. Best of luck to you.

With this I believe it would equip the best weapon available among the weapon types listed in the subclass, although if weapon types are allowed from other means it may conflict with what you were asking for.

https://forums.rpgmakerweb.com/inde...equipment-optimization-on-class-change.64642/
 

Nantas

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I have tried to do as you proposed, but this plugin (along with the other plugin it requires) are breaking the class system. When I choose a subclass, even with <Subclass Only> tag, the subclass becomes a class.
But when I remove these plugins, everything works fine.

Looks like I cannot use these plugins, but thank you for your help !
(but if it had worked, it would have been good, even if I don't like the little popup ^^)

Another idea ?


EDIT : Seems like calling a common event and check if the player is a certain class doesn't work, because subclasses aren't considered as classes... And there isn't any script conditionnal call :kaocry:
 
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Jeremiah Eastman

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Dang sorry that didn't work. I do have another idea but it's completion would be a little beyond my current scripting skills, but maybe someone else can help with it. Yanfly's Equip Requirements using the proper script calls would probably allow this. For example,

<Custom Equip Requirement Condition>
if (user.name() === ‘Harold’) {
condition = true;
} else {
condition = false;
}
</Custom Equip Requirement Condition>

This is the lunatic code sample from the plugin. So something like (user.currentClass().id === ‘1’) That would tell that weapon when you are class 1 to do things. It would require a lot more work to get to do what you want but it is probably doable. I would think it would equip the lowest id number first so you may have to set your weapons up so that like weapon 1 is the strongest and work down from there. Anyways sorry I can't be more helpful but I think this may be the only other way without someone writing a custom script for this. Best of luck to you on this one, hopefully someone more skilled than myself can jump in here.:smile:
 

Zarsla

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You'd have to do what @Jeremiah Eastman said, use Yanfly Equip Requirements. This is the code you need:
<Custom Equip Requirement Condition>
if (user.subclass().id === x) {
condition = true;
} else {
condition = false;
}
</Custom Equip Requirement Condition>
where x is the subclass you require.
 
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Nantas

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You two have great ideas and I thank you for that, and thank you for your help :kaopride:
But alas since I didn't make a proper use of the class system in my game, I decided to upgrade this system not by adding subclasses, but by doing what I did with the subclasses on the classes.

That way, the problem is solved : with Yanfly's Utility Common Events plugin, I can with a common event when the menu is closed check what is the class chosen by the player for each character and replace the weapons I want for each class.

What I didn't tell you (and I am sorry for that !) is that I don't use any equipment system in my game :kaojoy:
 

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