RPG Maker VX Ace

RPG Maker VX Ace

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Graphman Aug 19, 2015 @ 12:29pm
Class upgrade help!
I would like each class to be able to change to a new, more powerful class using an item. Each starting class has two new, more powerful classes it can change into(for example, the fighter class can become either a warrior or a berserker, and the soldier class can become either a knight or a paladin). I couldn't figure out a way to do this with any party member, only one. can someone help?
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Showing 1-15 of 17 comments
Shiro Aug 19, 2015 @ 12:33pm 
https://yanflychannel.wordpress.com/rmvxa/core-scripts/class-system/

I think that is doable with this script.

If you don't want to use a script then you can maybe do it with an item that switches the class from a specific hero and this class is stronger than the other one which you can control in the menu.
Last edited by Shiro; Aug 19, 2015 @ 12:34pm
Graphman Aug 19, 2015 @ 12:38pm 
thanks, and I have looked at this script before. But it isn't what I'm trying to do. I created an item that allows a player to change class by creating a common event. Then created a conditional branch where, depending on the player's current class, had two new classes to choose from. However, the conditional branch only checks the first actor's class, and I want it to check whichever actor is using the item. Is it possible to make a conditional branch that checks whicever actor is using the item?
Shiro Aug 19, 2015 @ 1:36pm 
By means of a lot of conditional branches in the common event maybe.... but honestly I don't know it off the cuff, sorry.
Graphman Aug 19, 2015 @ 2:02pm 
that's ok. Thanks anyway
Andrettin Aug 19, 2015 @ 2:04pm 
Do you want an item that changes the class when used (and consumed?), is that it?
Graphman Aug 19, 2015 @ 2:08pm 
yes, but I want it to give the user a choice between two classes.
Andrettin Aug 19, 2015 @ 2:21pm 
I've made a script for you which changes the class when an item is used by a character. To use it, simply put code like this in the item's notes: "ChangeClass = 102" (replace 102 with the ID of the desired class). This only works for one class per item, so it isn't exactly what you want, but hopefully it should be a step in the right direction!
Andrettin Aug 19, 2015 @ 2:21pm 
#==============================================================================
# Item Class Change
# @version 1.0
# @author Andrettin
#==============================================================================

class Object
def check(param)
self.each_line { |data| return true if data =~ /#{param}/i }
return false
end
def read(param, onfail=nil)
self.each_line { |data| return data.gsub("#{param} = ", "").chomp if data =~ /#{param} = /i }
return onfail
end
end

module RPG
class Item
def change_class
self.note.read("ChangeClass").to_i
end
end
end

class Game_Battler < Game_BattlerBase
#--------------------------------------------------------------------------
# * Use Skill/Item
# Called for the acting side and applies the effect to other than the user.
#--------------------------------------------------------------------------
def use_item(item)
pay_skill_cost(item) if item.is_a?(RPG::Skill)
consume_item(item) if item.is_a?(RPG::Item)
item.effects.each {|effect| item_global_effect_apply(effect) }
if item.is_a?(RPG::Item) and item.change_class != nil and item.change_class != 0 and self.actor?
self.change_class(item.change_class, true)
end
end
end
Graphman Aug 19, 2015 @ 2:28pm 
Thank you so much! It will be very helpful, and I'm grateful for it!
MaxBedlam Aug 20, 2015 @ 1:03am 
Well I personally think 1 item = 1 class advancement is better than 1 item = 2 class advancement choices.

The more there is of important items like that the more the player will have to explore. Or you can make items for certain cool classes only drop from monsters so players will have to grind for that which will give them a nice sense of achievement once they finally get it.
Graphman Aug 20, 2015 @ 7:18am 
That's not a bad idea. I like that alot, but I wanted one class upgrade to focus around certain attributes, and the other class upgrade to focus on another.
MaxBedlam Aug 20, 2015 @ 7:42am 
Originally posted by Graphman:
That's not a bad idea. I like that alot, but I wanted one class upgrade to focus around certain attributes, and the other class upgrade to focus on another.
Well can't you still do that? Just with different items rather then a single one?
Graphman Aug 20, 2015 @ 8:04am 
But you have two options based on your starting class. Since you can pick your starting class at the beginning of the game, I don't know which two options to designate the item.
And what's keeping you from checking the current class and designating the appropriate item based on that?
Graphman Aug 20, 2015 @ 1:47pm 
because I can only check a specific actor. I want to check whatever actor the item is being used on.
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Date Posted: Aug 19, 2015 @ 12:29pm
Posts: 17