Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
# 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
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.