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haothehare

a problem with Yanfly's Class System

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nice work, I was in the middle of typing a long response for this but then something really weird happened and closed all my web browsers. Now I lost my trend of thought... I had a lot of important questions to ask too T_T.

 

I only remember 2 questions. (let's pray to god I don't get the same error that closes all my web browsers)

 

1. how do you define or make a generic class graphics set? How do you

 

# You can also set a class specific graphic for the actor itself. # # <character set: x, y, z> # <face set: x, y, z> # # x: the class id. # y: the character / face image. # z: the index.

how do you know what the index is? What is the index? What does it mean?

2. How do you change the sprite instead of just the actor/face image? This only matters for the main character of course, or if the party members are following the main character caterpillar style.

 

EDIT: Should I use your script or should I keep what I have now? Right now I've got:

 

#==============================================================================
#
# â–¼ Yanfly Engine Ace - Class System v1.10
# -- Last Updated: 2012.01.29
# -- Level: Normal, Hard
# -- Requires: n/a
#
#==============================================================================

$imported = {} if $imported.nil?
$imported["YEA-ClassSystem"] = true

#==============================================================================
# â–¼ Updates
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# 2012.08.06 - Leveling issue if class level exceeds actor level.
# 2012.01.29 - Visual Bug: Disabled classes now have faded icons.
# 2012.01.08 - Compatibility Update: Learn Skill Engine
# 2012.01.05 - Bug Fixed: Equipment no longer gets duplicated.
# 2012.01.04 - Update: Autobattle will no longer use skills not available to
#              that class for specific actors.
# 2012.01.02 - Efficiency Update.
# 2011.12.26 - Added custom command functionality.
# 2011.12.23 - Compatibility Update: Class Specifics.
# 2011.12.22 - Compatibility Update: Ace Menu Engine.
# 2011.12.20 - Compatibility Update: Class Unlock Level.
# 2011.12.19 - Started Script and Finished.
#
#==============================================================================
# â–¼ Introduction
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script adds the ability for your player to freely change the classes of
# actors outside of battle from a menu. When changing classes, this script
# gives the option for the developer to choose whether or not classes have
# their own levels (causing the actor's level to reset back to the class's
# level) or to maintain the current level. In addition to providing the ability
# to change classes, equipping a subclass is also doable, and the mechanics of
# having a subclass can also be defined within this script.
#
#==============================================================================
# â–¼ Instructions
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# To install this script, open up your script editor and copy/paste this script
# to an open slot below â–¼ Materials/ç´ æ but above â–¼ Main. Remember to save.
#
# -----------------------------------------------------------------------------
# Actor Notetags - These notetags go in the actors notebox in the database.
# -----------------------------------------------------------------------------
# <unlocked classes: x>
# <unlocked classes: x, x>
# This will set the default classes as unlocked for the actor. This does not
# override the default classes unlocked in the module, but instead, adds on
# to the number of unlocked classes.
#
# -----------------------------------------------------------------------------
# Class Notetags - These notetags go in the class notebox in the database.
# -----------------------------------------------------------------------------
# <icon: x>
# Sets the icon representing the class to x.
#
# <help description>
#  string
#  string
# </help description>
# Sets the text used for the help window in the class scene. Multiple lines in
# the notebox will be strung together. Use | for a line break.
#
# -----------------------------------------------------------------------------
# Script Calls - These commands are used with script calls.
# -----------------------------------------------------------------------------
# $game_actors[x].unlock_class(y)
# This allows actor x to unlock class y, making it available for switching in
# and out in the Class scene.
#
# $game_actors[x].remove_class(y)
# This causes actor x to remove class y from being able to switch to and from.
# If the actor is currently class y, the class will not be removed. If the
# actor's current subclass is y, the subclass will be unequipped.
#
#==============================================================================
# â–¼ Compatibility
# =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
# it will run with RPG Maker VX without adjusting.
#
#==============================================================================

module YEA
  module CLASS_SYSTEM
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Class Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the general settings regarding the whole script. They control
    # various rules and regulations that this script undergoes. These settings
    # will also determine what a subclass can do for a player.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    CLASS_MENU_TEXT = "Class"  # Text that appears in the Main Menu.
    MAINTAIN_LEVELS = false    # Maintain through all classes. Default: false.
    DEFAULT_UNLOCKS = [ 1]   # Classes unlocked by default.
    
    # The display between a primary class and a subclass when written in a
    # window will appear as such.
    SUBCLASS_TEXT = "%s/%s"
    
    # This adjusts the stat rate inheritance for an actor if an actor has a
    # subclass equipped. If you want to disable this, set the rate to 0.0.
    SUBCLASS_STAT_RATE = 0.0
    
    # This adds subclass skill types to the available skill types usable.
    SUBCLASS_SKILL_TYPES = false
    
    # This adds subclass weapons to equippable weapon types.
    SUBCLASS_WEAPON_TYPES = false
    
    # This adds subclass weapons to equippable armour types.
    SUBCLASS_ARMOUR_TYPES = false
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Class Scene Commands -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings adjust how the class scene appears. Here, you can adjust
    # the command list and the order at which items appear. These are mostly
    # visual settings. Adjust them as you see fit.
    #
    # -------------------------------------------------------------------------
    # :command         Description
    # -------------------------------------------------------------------------
    # :primary         Allows the player to change the primary class.
    # :subclass        Allows the player to change the subclass.
    #
    # :learn_skill     Requires YEA - Learn Skill Engine
    #
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    COMMANDS =[ # The order at which the menu items are shown.
    # [ :command,   "Display"],
      [ :primary,   "Change Class"],
      [:subclass,  "Subclass"],
      [:learn_skill, "Custom"],
    # [ :custom1,   "Custom1"],
    # [ :custom2,   "Custom2"],
    ] # Do not remove this.
    
    #--------------------------------------------------------------------------
    # - Status Class Commands -
    # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    # For those who use scripts to that may produce unique effects for the
    # class menu, use this hash to manage the custom commands for the Class
    # Command Window. You can disable certain commands or prevent them from
    # appearing by using switches. If you don't wish to bind them to a switch,
    # set the proper switch to 0 for it to have no impact.
    #--------------------------------------------------------------------------
    CUSTOM_CLASS_COMMANDS ={
    # :command => [EnableSwitch, ShowSwitch, Handler Method,
      :custom1 => [           0,          0, :command_name1],
      :custom2 => [           0,          0, :command_name2],
    } # Do not remove this.
    
    # These settings adjust the colour displays for classes.
    CURRENT_CLASS_COLOUR = 14     # "Window" colour used for current class.
    SUBCLASS_COLOUR      = 4      # "Window" colour used for subclass.
    
    # This adjusts the display for class levels if MAINTAIN_LEVELS is false.
    CLASS_LEVEL     = "LV%s"      # Text display for level.
    LEVEL_FONT_SIZE = 16          # Font size used for level.
    
    # This array sets the order of how classes are ordered in the class listing
    # window. Any class ID's unlisted will not be shown.
    CLASS_ORDER = [1..999]
    
    # This adjusts the font size for the Parameters window.
    PARAM_FONT_SIZE = 20
    
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Switch Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the switches that govern whether or not certain menu items will
    # appear and/or will be enabled. By binding them to a Switch, you can just
    # set the Switch ON/OFF to show/hide or enable/disable a menu command. If
    # you do not wish to use this feature, set these commands to 0.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    SWITCH_SHOW_CLASS      = 0    # Switch that shows Class in Main Menu.
    SWITCH_ENABLE_CLASS    = 0    # Switch that enables Class in Main Menu.
    SWITCH_SHOW_PRIMARY    = 0    # Switch that shows Subclass in Class Menu.
    SWITCH_ENABLE_PRIMARY  = 0    # Switch that enables Subclass in Class Menu.
    SWITCH_SHOW_SUBCLASS   = 2    # Switch that shows Subclass in Class Menu.
    SWITCH_ENABLE_SUBCLASS = 2    # Switch that enables Subclass in Class Menu.
    
  end # CLASS_SYSTEM
end # YEA

#==============================================================================
# â–¼ Editting anything past this point may potentially result in causing
# computer damage, incontinence, explosion of user's head, coma, death, and/or
# halitosis so edit at your own risk.
#==============================================================================

module YEA
  module CLASS_SYSTEM
    module_function
    #--------------------------------------------------------------------------
    # convert_integer_array
    #--------------------------------------------------------------------------
    def convert_integer_array(array)
      result = []
      array.each { |i|
        case i
        when Range; result |= i.to_a
        when Integer; result |=
        end }
      return result
    end
    #--------------------------------------------------------------------------
    # converted_contants
    #--------------------------------------------------------------------------
    DEFAULT_UNLOCKS = convert_integer_array(DEFAULT_UNLOCKS)
    CLASS_ORDER = convert_integer_array(CLASS_ORDER)
  end # CLASS_SYSTEM
  module REGEXP
  module ACTOR
    
    UNLOCKED_CLASSES =
      /<(?:UNLOCKED_CLASSES|unlocked classes):[ ]*(\d+(?:\s*,\s*\d+)*)>/i
    
  end # ACTOR
  module CLASS
    
    ICON_INDEX = /<(?:ICON_INDEX|icon index|icon):[ ](\d+)>/i
    HELP_DESCRIPTION_ON  = /<(?:HELP_DESCRIPTION|help description)>/i
    HELP_DESCRIPTION_OFF = /<\/(?:HELP_DESCRIPTION|help description)>/i
    
  end # CLASS
  end # REGEXP
end # YEA

#==============================================================================
# â–  Switch
#==============================================================================

module Switch
 
  #--------------------------------------------------------------------------
  # self.class_show
  #--------------------------------------------------------------------------
  def self.class_show
    return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS <= 0
    return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_CLASS]
  end
 
  #--------------------------------------------------------------------------
  # self.class_enable
  #--------------------------------------------------------------------------
  def self.class_enable
    return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS <= 0
    return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_CLASS]
  end
 
  #--------------------------------------------------------------------------
  # self.primary_show
  #--------------------------------------------------------------------------
  def self.primary_show
    return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY <= 0
    return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_PRIMARY]
  end
 
  #--------------------------------------------------------------------------
  # self.primary_enable
  #--------------------------------------------------------------------------
  def self.primary_enable
    return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY <= 0
    return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_PRIMARY]
  end
 
  #--------------------------------------------------------------------------
  # self.subclass_show
  #--------------------------------------------------------------------------
  def self.subclass_show
    return true if YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS <= 0
    return $game_switches[YEA::CLASS_SYSTEM::SWITCH_SHOW_SUBCLASS]
  end
 
  #--------------------------------------------------------------------------
  # self.subclass_enable
  #--------------------------------------------------------------------------
  def self.subclass_enable
    return true if YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS <= 0
    return $game_switches[YEA::CLASS_SYSTEM::SWITCH_ENABLE_SUBCLASS]
  end
    
end # Switch

#==============================================================================
# â–  Numeric
#==============================================================================

class Numeric
 
  #--------------------------------------------------------------------------
  # new method: group_digits
  #--------------------------------------------------------------------------
  unless $imported["YEA-CoreEngine"]
  def group; return self.to_s; end
  end # $imported["YEA-CoreEngine"]
    
end # Numeric

#==============================================================================
# â–  DataManager
#==============================================================================

module DataManager
 
  #--------------------------------------------------------------------------
  # alias method: load_database
  #--------------------------------------------------------------------------
  class <<self; alias load_database_cs load_database; end
  def self.load_database
    load_database_cs
    load_notetags_cs
  end
 
  #--------------------------------------------------------------------------
  # new method: load_notetags_cs
  #--------------------------------------------------------------------------
  def self.load_notetags_cs
    groups = [$data_actors, $data_classes]
    for group in groups
      for obj in group
        next if obj.nil?
        obj.load_notetags_cs
      end
    end
  end
 
end # DataManager

#==============================================================================
# â–  RPG::Actor
#==============================================================================

class RPG::Actor < RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :unlocked_classes
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_cs
  #--------------------------------------------------------------------------
  def load_notetags_cs
    @unlocked_classes = []
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::ACTOR::UNLOCKED_CLASSES
        $1.scan(/\d+/).each { |num|
        @unlocked_classes.push(num.to_i) if num.to_i > 0 }
      #---
      end
    } # self.note.split
    #---
  end
 
end # RPG::Actor

#==============================================================================
# â–  RPG::Class
#==============================================================================

class RPG::Class < RPG::BaseItem
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :icon_index
 
  #--------------------------------------------------------------------------
  # common cache: load_notetags_cs
  #--------------------------------------------------------------------------
  def load_notetags_cs
    @icon_index = 0
    @help_description_on = false
    #---
    self.note.split(/[\r\n]+/).each { |line|
      case line
      #---
      when YEA::REGEXP::CLASS::ICON_INDEX
        @icon_index = $1.to_i
      #---
      when YEA::REGEXP::CLASS::HELP_DESCRIPTION_ON
        @help_description_on = true
      when YEA::REGEXP::CLASS::HELP_DESCRIPTION_OFF
        @help_description_on = false
      #---
      else
        @description += line.to_s if @help_description_on
      end
    } # self.note.split
    #---
    @description.gsub!(/[|]/i) { "\n" }
  end
 
end # RPG::Class

#==============================================================================
# â–  Game_Temp
#==============================================================================

class Game_Temp
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :scene_class_index
  attr_accessor :scene_class_oy
 
end # Game_Temp

#==============================================================================
# â–  Game_Action
#==============================================================================

class Game_Action
 
  #--------------------------------------------------------------------------
  # alias method: valid?
  #--------------------------------------------------------------------------
  alias game_action_valid_cs valid?
  def valid?
    return false if check_auto_battle_class
    return game_action_valid_cs
  end
 
  #--------------------------------------------------------------------------
  # new method: check_auto_battle_class
  #--------------------------------------------------------------------------
  def check_auto_battle_class
    return false unless subject.actor?
    return false unless subject.auto_battle?
    return false if item.nil?
    return false if subject.added_skill_types.include?(item.stype_id)
    return false if item.id == subject.attack_skill_id
    return true
  end
 
end # Game_Action

#==============================================================================
# â–  Game_BattlerBase
#==============================================================================

class Game_BattlerBase
 
  #--------------------------------------------------------------------------
  # public instance variables
  #--------------------------------------------------------------------------
  attr_accessor :temp_flag
 
  #--------------------------------------------------------------------------
  # alias method: added_skill_types
  #--------------------------------------------------------------------------
  alias game_battlerbase_added_skill_types_cs added_skill_types
  def added_skill_types
    result = game_battlerbase_added_skill_types_cs
    result |= subclass_skill_types
    return result
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_skill_types
  #--------------------------------------------------------------------------
  def subclass_skill_types; return []; end
 
  #--------------------------------------------------------------------------
  # alias method: equip_wtype_ok?
  #--------------------------------------------------------------------------
  alias game_battlerbase_equip_wtype_ok_cs equip_wtype_ok?
  def equip_wtype_ok?(wtype_id)
    return true if subclass_equip_wtype?(wtype_id)
    return game_battlerbase_equip_wtype_ok_cs(wtype_id)
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_equip_wtype?
  #--------------------------------------------------------------------------
  def subclass_equip_wtype?(wtype_id); return false; end
 
  #--------------------------------------------------------------------------
  # alias method: equip_atype_ok?
  #--------------------------------------------------------------------------
  alias game_battlerbase_equip_atype_ok_cs equip_atype_ok?
  def equip_atype_ok?(atype_id)
    return true if subclass_equip_atype?(atype_id)
    return game_battlerbase_equip_atype_ok_cs(atype_id)
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_equip_atype?
  #--------------------------------------------------------------------------
  def subclass_equip_atype?(atype_id); return false; end
 
end # Game_BattlerBase

#==============================================================================
# â–  Game_Actor
#==============================================================================

class Game_Actor < Game_Battler
 
  #--------------------------------------------------------------------------
  # alias method: setup
  #--------------------------------------------------------------------------
  alias game_actor_setup_cs setup
  def setup(actor_id)
    game_actor_setup_cs(actor_id)
    init_unlocked_classes
    init_subclass
  end
 
  #--------------------------------------------------------------------------
  # new method: init_unlocked_classes
  #--------------------------------------------------------------------------
  def init_unlocked_classes
    @unlocked_classes = actor.unlocked_classes.clone
    @unlocked_classes.push(@class_id) if !@unlocked_classes.include?(@class_id)
    @unlocked_classes.sort!
  end
 
  #--------------------------------------------------------------------------
  # new method: init_subclass
  #--------------------------------------------------------------------------
  def init_subclass
    @subclass_id = 0
  end
 
  #--------------------------------------------------------------------------
  # new method: unlocked_classes
  #--------------------------------------------------------------------------
  def unlocked_classes
    init_unlocked_classes if @unlocked_classes.nil?
    return @unlocked_classes
  end
 
  #--------------------------------------------------------------------------
  # new method: unlock_class
  #--------------------------------------------------------------------------
  def unlock_class(class_id)
    init_unlocked_classes if @unlocked_classes.nil?
    return if @unlocked_classes.include?(class_id)
    @unlocked_classes.push(class_id)
    learn_class_skills(class_id)
  end
 
  #--------------------------------------------------------------------------
  # new method: remove_class
  #--------------------------------------------------------------------------
  def remove_class(class_id)
    init_unlocked_classes if @unlocked_classes.nil?
    return if class_id == @class_id
    @unlocked_classes.delete(class_id)
    @subclass_id = 0 if class_id == @subclass_id
    refresh
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass
  #--------------------------------------------------------------------------
  def subclass
    init_subclass if @subclass_id.nil?
    return $data_classes[@subclass_id]
  end
 
  #--------------------------------------------------------------------------
  # alias method: change_class
  #--------------------------------------------------------------------------
  alias game_actor_change_class_cs change_class
  def change_class(class_id, keep_exp = false)
    @subclass_id = 0 if @subclass_id == class_id
    game_actor_change_class_cs(class_id, keep_exp)
    learn_class_skills(class_id)
    unlock_class(class_id)
  end
 
  #--------------------------------------------------------------------------
  # new method: learn_class_skills
  #--------------------------------------------------------------------------
  def learn_class_skills(class_id)
    return if class_id <= 0
    return if $data_classes[class_id].nil?
    $data_classes[class_id].learnings.each do |learning|
      learn_skill(learning.skill_id) if learning.level == class_level(class_id)
    end
  end
 
  #--------------------------------------------------------------------------
  # new method: change_subclass
  #--------------------------------------------------------------------------
  def change_subclass(class_id)
    return if class_id == @class_id
    unlock_class(class_id)
    @subclass_id = @subclass_id == class_id ? 0 : class_id
    learn_class_skills(@subclass_id)
    refresh
  end
    #————————————————————————–
    # new method: class_level Edited by DisturbedInside
    #————————————————————————–
    def class_level(class_id)
        return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
            temp_class = $data_classes[class_id]
            @exp[class_id] = 0 if @exp[class_id].nil?
            #declare a max level (using EXP)
            #If you can’t find it, go to the class database and select exp curve
            #then switch view to total at the top
            @exp[max_level] = 2547133 #This is the value to change. It declares a max level
            #You need to calculate how much exp for max level
            #Do it manually if using Yanfly-Adjusting Limits
            #To calculate max level exp if using Yanfly-adjusting limits is all math!!

            # Level 99 = 2547133
            # to calculate past there…. have to add on multiples of 50744
            # Level 110 = 3156061
            # To go from 99 -> 110 have to add on 12 multiples of 50744.
      
            n = 1            
            loop do
                break if temp_class.exp_for_level(n+1) > @exp[class_id]
                n += 1
                #add a restriction to “kick out†of loop if exp exceeds max level exp
                break if temp_class.exp_for_level(n+1) > @exp[max_level]
            end
        return n
    end
 
  # Experiment class 1
        def class_level(class_id)
        return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
            temp_class = $data_classes[class_id]
            @exp[class_id] = 1 if @exp[class_id].nil?
      @exp[max_level] = 40899
      n = 1            
            loop do
                break if temp_class.exp_for_level(n+1) > @exp[class_id]
                n += 1
            break if temp_class.exp_for_level(n+1) > @exp[max_level]
            end
        return n
    end
 
  # Experiment class 2
         def class_level(class_id)
        return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
            temp_class = $data_classes[class_id]
            @exp[class_id] = 2 if @exp[class_id].nil?
      @exp[max_level] = 40899
      n = 1            
            loop do
                break if temp_class.exp_for_level(n+1) > @exp[class_id]
                n += 1
            break if temp_class.exp_for_level(n+1) > @exp[max_level]
            end
        return n
    end
 
  #--------------------------------------------------------------------------
  # new method: subclass_level
  #--------------------------------------------------------------------------
  def subclass_level
    return 0 if @subclass_id == 0
    return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
    return class_level(@subclass_id)
  end
 
  #--------------------------------------------------------------------------
  # alias method: param_base
  #--------------------------------------------------------------------------
  alias game_actor_param_base_cs param_base
  def param_base(param_id)
    result = game_actor_param_base_cs(param_id)
    unless subclass.nil?
      subclass_rate = YEA::CLASS_SYSTEM::SUBCLASS_STAT_RATE
      slevel = subclass_level
      result += subclass.params[param_id, slevel] * subclass_rate
    end
    return result.to_i
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_skill_types
  #--------------------------------------------------------------------------
  def subclass_skill_types
    return [] unless YEA::CLASS_SYSTEM::SUBCLASS_SKILL_TYPES
    return [] if subclass.nil?
    array = []
    for feature in subclass.features
      next unless feature.code == FEATURE_STYPE_ADD
      next if features_set(FEATURE_STYPE_ADD).include?(feature.data_id)
      array.push(feature.data_id)
    end
    return array
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_equip_wtype?
  #--------------------------------------------------------------------------
  def subclass_equip_wtype?(wtype_id)
    return false unless YEA::CLASS_SYSTEM::SUBCLASS_WEAPON_TYPES
    return false if subclass.nil?
    for feature in subclass.features
      next unless feature.code == FEATURE_EQUIP_WTYPE
      return true if wtype_id == feature.data_id
    end
    return super
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_equip_atype?
  #--------------------------------------------------------------------------
  def subclass_equip_atype?(atype_id)
    return false unless YEA::CLASS_SYSTEM::SUBCLASS_ARMOUR_TYPES
    return false if subclass.nil?
    for feature in subclass.features
      next unless feature.code == FEATURE_EQUIP_ATYPE
      return true if atype_id == feature.data_id
    end
    return super
  end
 
  #--------------------------------------------------------------------------
  # alias method: release_unequippable_items
  #--------------------------------------------------------------------------
  alias game_actor_release_unequippable_items_cs release_unequippable_items
  def release_unequippable_items(item_gain = true)
    item_gain = false if @temp_flag
    game_actor_release_unequippable_items_cs(item_gain)
  end
 
end # Game_Actor

#==============================================================================
# â–  Game_Interpreter
#==============================================================================

class Game_Interpreter
 
  #--------------------------------------------------------------------------
  # overwrite method: command_321
  #--------------------------------------------------------------------------
  def command_321
    actor = $game_actors[@params[0]]
    if actor && $data_classes[@params[1]]
      maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
      actor.change_class(@params[1], maintain)
    end
  end
 
end # Game_Interpreter

#==============================================================================
# â–  Window_Base
#==============================================================================

class Window_Base < Window
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_actor_class
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y, width = 112)
    change_color(normal_color)
    if actor.subclass.nil?
      text = actor.class.name
    else
      fmt = YEA::CLASS_SYSTEM::SUBCLASS_TEXT
      text = sprintf(fmt, actor.class.name, actor.subclass.name)
    end
    draw_text(x, y, width, line_height, text)
  end
 
end # Window_Base

#==============================================================================
# â–  Window_MenuCommand
#==============================================================================

class Window_MenuCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # alias method: add_formation_command
  #--------------------------------------------------------------------------
  alias window_menucommand_add_formation_command_cs add_formation_command
  def add_formation_command
    add_class_command unless $imported["YEA-AceMenuEngine"]
    window_menucommand_add_formation_command_cs
  end
 
  #--------------------------------------------------------------------------
  # new method: add_class_command
  #--------------------------------------------------------------------------
  def add_class_command
    return unless Switch.class_show
    text = YEA::CLASS_SYSTEM::CLASS_MENU_TEXT
    add_command(text, :class, Switch.class_enable)
  end
 
end # Window_MenuCommand

#==============================================================================
# â–  Window_ClassCommand
#==============================================================================

class Window_ClassCommand < Window_Command
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(x, y)
    super(x, y)
    @actor = nil
  end
 
  #--------------------------------------------------------------------------
  # ◠ウィンドウ幅ã®å–å¾—
  #--------------------------------------------------------------------------
  def window_width; return 160; end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # item_window=
  #--------------------------------------------------------------------------
  def item_window=(window)
    @item_window = window
  end
 
  #--------------------------------------------------------------------------
  # visible_line_number
  #--------------------------------------------------------------------------
  def visible_line_number; return 4; end
 
  #--------------------------------------------------------------------------
  # make_command_list
  #--------------------------------------------------------------------------
  def make_command_list
    return if @actor.nil?
    for command in YEA::CLASS_SYSTEM::COMMANDS
      case command[0]
      when :primary
        next unless Switch.primary_show
        add_command(command[1], command[0], Switch.primary_enable)
      when :subclass
        next unless Switch.subclass_show
        add_command(command[1], command[0], Switch.subclass_enable)
      when :learn_skill
        next unless $imported["YEA-LearnSkillEngine"]
        add_learn_skill_command
      else
        process_custom_command(command)
      end
    end
    if !$game_temp.scene_class_index.nil?
      select($game_temp.scene_class_index)
      self.oy = $game_temp.scene_class_oy
    end
    $game_temp.scene_class_index = nil
    $game_temp.scene_class_oy = nil
  end
 
  #--------------------------------------------------------------------------
  # process_ok
  #--------------------------------------------------------------------------
  def process_ok
    $game_temp.scene_class_index = index
    $game_temp.scene_class_oy = self.oy
    super
  end
 
  #--------------------------------------------------------------------------
  # process_custom_command
  #--------------------------------------------------------------------------
  def process_custom_command(command)
    return unless YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS.include?(command[0])
    show = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][1]
    continue = show <= 0 ? true : $game_switches[show]
    return unless continue
    text = command[1]
    switch = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][0]
    enabled = switch <= 0 ? true : $game_switches[switch]
    add_command(text, command[0], enabled)
  end
 
  #--------------------------------------------------------------------------
  # update
  #--------------------------------------------------------------------------
  def update
    super
    update_visible_windows
  end
 
  #--------------------------------------------------------------------------
  # update_visible_windows
  #--------------------------------------------------------------------------
  def update_visible_windows
    return if @current_index == current_symbol
    @current_index = current_symbol
    @item_window.refresh unless @item_window.nil?
  end
 
  #--------------------------------------------------------------------------
  # add_learn_skill_command
  #--------------------------------------------------------------------------
  def add_learn_skill_command
    return unless Switch.show_learn_skill
    name = YEA::LEARN_SKILL::COMMAND_NAME
    add_command(name, :learn_skill, true)
  end
 
end # Window_ClassCommand

#==============================================================================
# â–  Window_ClassStatus
#==============================================================================

class Window_ClassStatus < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy, window_width, fitting_height(4))
    @actor = nil
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; Graphics.width - 160; end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    return if @actor.nil?
    draw_actor_face(@actor, 0, 0)
    draw_actor_simple_status(@actor, 108, line_height / 2)
  end
 
end # Window_ClassStatus

#==============================================================================
# â–  Window_ClassParam
#==============================================================================

class Window_ClassParam < Window_Base
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    super(dx, dy, window_width, Graphics.height - dy)
    @actor = nil
    @temp_actor = nil
    refresh
  end
 
  #--------------------------------------------------------------------------
  # window_width
  #--------------------------------------------------------------------------
  def window_width; return Graphics.width * 2 / 5; end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    8.times {|i| draw_item(0, line_height * i, i) }
  end
 
  #--------------------------------------------------------------------------
  # set_temp_actor
  #--------------------------------------------------------------------------
  def set_temp_actor(temp_actor)
    return if @temp_actor == temp_actor
    @temp_actor = temp_actor
    refresh
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(dx, dy, param_id)
    draw_background_colour(dx, dy)
    draw_param_name(dx + 4, dy, param_id)
    draw_current_param(dx + 4, dy, param_id) if @actor
    drx = (contents.width + 22) / 2
    draw_right_arrow(drx, dy)
    draw_new_param(drx + 22, dy, param_id) if @temp_actor
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_background_colour
  #--------------------------------------------------------------------------
  def draw_background_colour(dx, dy)
    colour = Color.new(0, 0, 0, translucent_alpha/2)
    rect = Rect.new(dx+1, dy+1, contents.width - 2, line_height - 2)
    contents.fill_rect(rect, colour)
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_param_name
  #--------------------------------------------------------------------------
  def draw_param_name(dx, dy, param_id)
    contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
    change_color(system_color)
    draw_text(dx, dy, contents.width, line_height, Vocab::param(param_id))
  end
 
  #--------------------------------------------------------------------------
  # overwrite method: draw_current_param
  #--------------------------------------------------------------------------
  def draw_current_param(dx, dy, param_id)
    change_color(normal_color)
    dw = (contents.width + 22) / 2
    draw_text(0, dy, dw, line_height, @actor.param(param_id).group, 2)
    reset_font_settings
  end
 
  #--------------------------------------------------------------------------
  # draw_right_arrow
  #--------------------------------------------------------------------------
  def draw_right_arrow(x, y)
    change_color(system_color)
    draw_text(x, y, 22, line_height, "→", 1)
  end
 
  #--------------------------------------------------------------------------
  # draw_new_param
  #--------------------------------------------------------------------------
  def draw_new_param(dx, dy, param_id)
    contents.font.size = YEA::CLASS_SYSTEM::PARAM_FONT_SIZE
    new_value = @temp_actor.param(param_id)
    change_color(param_change_color(new_value - @actor.param(param_id)))
    draw_text(0, dy, contents.width-4, line_height, new_value.group, 2)
    reset_font_settings
  end
 
end # Window_ClassParam

#==============================================================================
# â–  Window_ClassList
#==============================================================================

class Window_ClassList < Window_Selectable
 
  #--------------------------------------------------------------------------
  # initialize
  #--------------------------------------------------------------------------
  def initialize(dx, dy)
    dw = Graphics.width - (Graphics.width * 2 / 5)
    dh = Graphics.height - dy
    super(dx, dy, dw, dh)
    @actor = nil
    @command_window = nil
    @status_window
    @data = []
  end
 
  #--------------------------------------------------------------------------
  # actor=
  #--------------------------------------------------------------------------
  def actor=(actor)
    return if @actor == actor
    @actor = actor
    @last_item = nil
    refresh
    self.oy = 0
  end
 
  #--------------------------------------------------------------------------
  # command_window=
  #--------------------------------------------------------------------------
  def command_window=(command_window)
    @command_window = command_window
  end
 
  #--------------------------------------------------------------------------
  # status_window=
  #--------------------------------------------------------------------------
  def status_window=(status_window)
    @status_window = status_window
  end
 
  #--------------------------------------------------------------------------
  # item_max
  #--------------------------------------------------------------------------
  def item_max; return @data ? @data.size : 1; end
 
  #--------------------------------------------------------------------------
  # item
  #--------------------------------------------------------------------------
  def item; return @data && index >= 0 ? @data[index] : nil; end
 
  #--------------------------------------------------------------------------
  # current_item_enabled?
  #--------------------------------------------------------------------------
  def current_item_enabled?; return enable?(@data[index]); end
 
  #--------------------------------------------------------------------------
  # include?
  #--------------------------------------------------------------------------
  def include?(item)
    return true if YEA::CLASS_SYSTEM::DEFAULT_UNLOCKS.include?(item.id)
    return @actor.unlocked_classes.include?(item.id)
  end
 
  #--------------------------------------------------------------------------
  # enable?
  #--------------------------------------------------------------------------
  def enable?(item)
    return false if item == @actor.class
    return true
  end
 
  #--------------------------------------------------------------------------
  # make_item_list
  #--------------------------------------------------------------------------
  def make_item_list
    @data = []
    for class_id in YEA::CLASS_SYSTEM::CLASS_ORDER
      next if $data_classes[class_id].nil?
      item = $data_classes[class_id]
      @data.push(item) if include?(item)
    end
  end
 
  #--------------------------------------------------------------------------
  # select_last
  #--------------------------------------------------------------------------
  def select_last
    case @command_window.current_symbol
    when :primary
      select(@data.index(@actor.class))
    when :subclass
      select(0) if @actor.subclass.nil?
      select(@data.index(@actor.subclass)) unless @actor.subclass.nil?
    else
      select(0)
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_item
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    return if item.nil?
    rect = item_rect(index)
    rect.width -= 4
    reset_font_settings
    set_item_colour(item)
    draw_class_icon(item, rect)
    draw_class_name(item, rect)
    draw_class_level(item, rect)
  end
 
  #--------------------------------------------------------------------------
  # set_item_colour
  #--------------------------------------------------------------------------
  def set_item_colour(item)
    if item == @actor.class
      change_color(text_color(YEA::CLASS_SYSTEM::CURRENT_CLASS_COLOUR))
    elsif item == @actor.subclass
      change_color(text_color(YEA::CLASS_SYSTEM::SUBCLASS_COLOUR))
    else
      change_color(normal_color, enable?(item))
    end
  end
 
  #--------------------------------------------------------------------------
  # draw_class_icon
  #--------------------------------------------------------------------------
  def draw_class_icon(item, rect)
    icon = item.icon_index
    draw_icon(icon, rect.x, rect.y, enable?(item))
  end
 
  #--------------------------------------------------------------------------
  # draw_class_name
  #--------------------------------------------------------------------------
  def draw_class_name(item, rect)
    text = item.name
    draw_text(24, rect.y, rect.width-24, line_height, text)
  end
 
  #--------------------------------------------------------------------------
  # draw_class_level
  #--------------------------------------------------------------------------
  def draw_class_level(item, rect)
    return if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
    return if @actor.nil?
    level = @actor.class_level(item.id)
    contents.font.size = YEA::CLASS_SYSTEM::LEVEL_FONT_SIZE
    text = sprintf(YEA::CLASS_SYSTEM::CLASS_LEVEL, level.group)
    draw_text(rect, text, 2)
  end
 
  #--------------------------------------------------------------------------
  # update_help
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_item(item)
    return if @actor.nil?
    return if @status_window.nil?
    update_param_window
  end
 
  #--------------------------------------------------------------------------
  # update_param_window
  #--------------------------------------------------------------------------
  def update_param_window
    return if @last_item == item
    @last_item = item
    class_id = item.nil? ? @actor.class_id : item.id
    temp_actor = Marshal.load(Marshal.dump(@actor))
    temp_actor.temp_flag = true
    case @command_window.current_symbol
    when :primary
      temp_actor.change_class(class_id, YEA::CLASS_SYSTEM::MAINTAIN_LEVELS)
    when :subclass
      temp_actor.change_subclass(class_id)
    end
    @status_window.set_temp_actor(temp_actor)
  end
 
  #--------------------------------------------------------------------------
  # update_class
  #--------------------------------------------------------------------------
  def update_class
    @last_item = nil
    update_help
    refresh
    activate
  end
 
  #--------------------------------------------------------------------------
  # refresh
  #--------------------------------------------------------------------------
  def refresh
    make_item_list
    create_contents
    draw_all_items
  end
 
end # Window_ClassList

#==============================================================================
# â–  Scene_Menu
#==============================================================================

class Scene_Menu < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # alias method: create_command_window
  #--------------------------------------------------------------------------
  alias scene_menu_create_command_window_cs create_command_window
  def create_command_window
    scene_menu_create_command_window_cs
    @command_window.set_handler(:class, method(:command_personal))
  end
 
  #--------------------------------------------------------------------------
  # alias method: on_personal_ok
  #--------------------------------------------------------------------------
  alias scene_menu_on_personal_ok_cs on_personal_ok
  def on_personal_ok
    case @command_window.current_symbol
    when :class
      SceneManager.call(Scene_Class)
    else
      scene_menu_on_personal_ok_cs
    end
  end
 
end # Scene_Menu

#==============================================================================
# â–  Scene_Class
#==============================================================================

class Scene_Class < Scene_MenuBase
 
  #--------------------------------------------------------------------------
  # start
  #--------------------------------------------------------------------------
  def start
    super
    create_help_window
    create_command_window
    create_status_window
    create_param_window
    create_item_window
    relocate_windows
  end
 
  #--------------------------------------------------------------------------
  # create_command_window
  #--------------------------------------------------------------------------
  def create_command_window
    wy = @help_window.height
    @command_window = Window_ClassCommand.new(0, wy)
    @command_window.viewport = @viewport
    @command_window.help_window = @help_window
    @command_window.actor = @actor
    @command_window.set_handler(:cancel,   method(:return_scene))
    @command_window.set_handler(:primary,  method(:command_class_change))
    @command_window.set_handler(:subclass, method(:command_class_change))
    process_custom_class_commands
    return if $game_party.in_battle
    @command_window.set_handler(:pagedown, method(:next_actor))
    @command_window.set_handler(:pageup,   method(:prev_actor))
    @command_window.set_handler(:learn_skill, method(:command_learn_skill))
  end
 
  #--------------------------------------------------------------------------
  # process_custom_class_commands
  #--------------------------------------------------------------------------
  def process_custom_class_commands
    for command in YEA::CLASS_SYSTEM::COMMANDS
      next unless YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS.include?(command[0])
      called_method = YEA::CLASS_SYSTEM::CUSTOM_CLASS_COMMANDS[command[0]][2]
      @command_window.set_handler(command[0], method(called_method))
    end
  end
 
  #--------------------------------------------------------------------------
  # create_status_window
  #--------------------------------------------------------------------------
  def create_status_window
    wy = @help_window.height
    @status_window = Window_ClassStatus.new(@command_window.width, wy)
    @status_window.viewport = @viewport
    @status_window.actor = @actor
  end
 
  #--------------------------------------------------------------------------
  # create_param_window
  #--------------------------------------------------------------------------
  def create_param_window
    dx = Graphics.width - (Graphics.width * 2 / 5)
    dy = @status_window.y + @status_window.height
    @param_window = Window_ClassParam.new(dx, dy)
    @param_window.viewport = @viewport
    @param_window.actor = @actor
  end
 
  #--------------------------------------------------------------------------
  # create_item_window
  #--------------------------------------------------------------------------
  def create_item_window
    dy = @status_window.y + @status_window.height
    @item_window = Window_ClassList.new(0, dy)
    @item_window.help_window = @help_window
    @item_window.command_window = @command_window
    @item_window.status_window = @param_window
    @item_window.viewport = @viewport
    @item_window.actor = @actor
    @command_window.item_window = @item_window
    @item_window.set_handler(:ok,     method(:on_class_ok))
    @item_window.set_handler(:cancel, method(:on_class_cancel))
  end
 
  #--------------------------------------------------------------------------
  # relocate_windows
  #--------------------------------------------------------------------------
  def relocate_windows
    return unless $imported["YEA-AceMenuEngine"]
    case Menu.help_window_location
    when 0 # Top
      @help_window.y = 0
      @command_window.y = @help_window.height
      @param_window.y = @command_window.y + @command_window.height
    when 1 # Middle
      @command_window.y = 0
      @help_window.y = @command_window.height
      @param_window.y = @help_window.y + @help_window.height
    else # Bottom
      @command_window.y = 0
      @param_window.y = @command_window.height
      @help_window.y = @param_window.y + @param_window.height
    end
    @status_window.y = @command_window.y
    @item_window.y = @param_window.y
  end
 
  #--------------------------------------------------------------------------
  # on_actor_change
  #--------------------------------------------------------------------------
  def on_actor_change
    @command_window.actor = @actor
    @status_window.actor = @actor
    @param_window.actor = @actor
    @item_window.actor = @actor
    @command_window.activate
  end
 
  #--------------------------------------------------------------------------
  # command_class_change
  #--------------------------------------------------------------------------
  def command_class_change
    @item_window.activate
    @item_window.select_last
  end
 
  #--------------------------------------------------------------------------
  # on_class_cancel
  #--------------------------------------------------------------------------
  def on_class_cancel
    @item_window.unselect
    @command_window.activate
    @param_window.set_temp_actor(nil)
  end
 
  #--------------------------------------------------------------------------
  # on_class_ok
  #--------------------------------------------------------------------------
  def on_class_ok
    Sound.play_equip
    class_id = @item_window.item.id
    maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
    hp = @actor.hp * 1.0 / @actor.mhp
    mp = @actor.mp * 1.0 / [@actor.mmp, 1].max
    case @command_window.current_symbol
    when :primary
      @actor.change_class(class_id, maintain)
    when :subclass
      @actor.change_subclass(class_id)
    else
      @item_window.activate
      return
    end
    @actor.hp = (@actor.mhp * hp).to_i
    @actor.mp = (@actor.mmp * mp).to_i
    @status_window.refresh
    @item_window.update_class
  end
 
  #--------------------------------------------------------------------------
  # new method: command_learn_skill
  #--------------------------------------------------------------------------
  def command_learn_skill
    return unless $imported["YEA-LearnSkillEngine"]
    SceneManager.call(Scene_LearnSkill)
  end
 
  #--------------------------------------------------------------------------
  # command_name1
  #--------------------------------------------------------------------------
  def command_name1
    # Do nothing.
  end
 
  #--------------------------------------------------------------------------
  # command_name2
  #--------------------------------------------------------------------------
  def command_name2
    # Do nothing.
  end
 
end # Scene_Class

#==============================================================================
#
# â–¼ End of File
#
#==============================================================================

 

 

These are the changes I made:

 

# new method: class_level Edited by DisturbedInside
    #————————————————————————–
    def class_level(class_id)
        return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
            temp_class = $data_classes[class_id]
            @exp[class_id] = 0 if @exp[class_id].nil?
            #declare a max level (using EXP)
            #If you can’t find it, go to the class database and select exp curve
            #then switch view to total at the top
            @exp[max_level] = 2547133 #This is the value to change. It declares a max level
            #You need to calculate how much exp for max level
            #Do it manually if using Yanfly-Adjusting Limits
            #To calculate max level exp if using Yanfly-adjusting limits is all math!!

            # Level 99 = 2547133
            # to calculate past there…. have to add on multiples of 50744
            # Level 110 = 3156061
            # To go from 99 -> 110 have to add on 12 multiples of 50744.
      
            n = 1            
            loop do
                break if temp_class.exp_for_level(n+1) > @exp[class_id]
                n += 1
                #add a restriction to “kick out†of loop if exp exceeds max level exp
                break if temp_class.exp_for_level(n+1) > @exp[max_level]
            end
        return n
    end
 
  # Experiment class 1 -
        def class_level(class_id)
        return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
            temp_class = $data_classes[class_id]
            @exp[class_id] = 1 if @exp[class_id].nil?
      @exp[max_level] = 40899
      n = 1            
            loop do
                break if temp_class.exp_for_level(n+1) > @exp[class_id]
                n += 1
            break if temp_class.exp_for_level(n+1) > @exp[max_level]
            end
        return n
    end
 
  # Experiment class 2
         def class_level(class_id)
        return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
            temp_class = $data_classes[class_id]
            @exp[class_id] = 2 if @exp[class_id].nil?
      @exp[max_level] = 40899
      n = 1            
            loop do
                break if temp_class.exp_for_level(n+1) > @exp[class_id]
                n += 1
            break if temp_class.exp_for_level(n+1) > @exp[max_level]
            end
        return n
    end
 
  #--------------------------------------------------------------------------
  # new method: subclass_level
  #--------------------------------------------------------------------------
  def subclass_level
    return 0 if @subclass_id == 0
    return @level if YEA::CLASS_SYSTEM::MAINTAIN_LEVELS
    return class_level(@subclass_id)
  end
 
  #--------------------------------------------------------------------------
  # alias method: param_base
  #--------------------------------------------------------------------------
  alias game_actor_param_base_cs param_base
  def param_base(param_id)
    result = game_actor_param_base_cs(param_id)
    unless subclass.nil?
      subclass_rate = YEA::CLASS_SYSTEM::SUBCLASS_STAT_RATE
      slevel = subclass_level
      result += subclass.params[param_id, slevel] * subclass_rate
    end
    return result.to_i
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_skill_types
  #--------------------------------------------------------------------------
  def subclass_skill_types
    return [] unless YEA::CLASS_SYSTEM::SUBCLASS_SKILL_TYPES
    return [] if subclass.nil?
    array = []
    for feature in subclass.features
      next unless feature.code == FEATURE_STYPE_ADD
      next if features_set(FEATURE_STYPE_ADD).include?(feature.data_id)
      array.push(feature.data_id)
    end
    return array
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_equip_wtype?
  #--------------------------------------------------------------------------
  def subclass_equip_wtype?(wtype_id)
    return false unless YEA::CLASS_SYSTEM::SUBCLASS_WEAPON_TYPES
    return false if subclass.nil?
    for feature in subclass.features
      next unless feature.code == FEATURE_EQUIP_WTYPE
      return true if wtype_id == feature.data_id
    end
    return super
  end
 
  #--------------------------------------------------------------------------
  # new method: subclass_equip_atype?
  #--------------------------------------------------------------------------
  def subclass_equip_atype?(atype_id)
    return false unless YEA::CLASS_SYSTEM::SUBCLASS_ARMOUR_TYPES
    return false if subclass.nil?
    for feature in subclass.features
      next unless feature.code == FEATURE_EQUIP_ATYPE
      return true if atype_id == feature.data_id
    end
    return super
  end
 
  #--------------------------------------------------------------------------
  # alias method: release_unequippable_items
  #--------------------------------------------------------------------------
  alias game_actor_release_unequippable_items_cs release_unequippable_items
  def release_unequippable_items(item_gain = true)
    item_gain = false if @temp_flag
    game_actor_release_unequippable_items_cs(item_gain)
  end
 
end # Game_Actor

what I did was since I don't code I just copied the entire section for specifying class max level for each individual class, so I specify each class' max level individually by giving them a level cap based on max total exp value.

 

as well as this change:

 

 

   #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - Switch Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the switches that govern whether or not certain menu items will
    # appear and/or will be enabled. By binding them to a Switch, you can just
    # set the Switch ON/OFF to show/hide or enable/disable a menu command. If
    # you do not wish to use this feature, set these commands to 0.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    SWITCH_SHOW_CLASS      = 0    # Switch that shows Class in Main Menu.
    SWITCH_ENABLE_CLASS    = 0    # Switch that enables Class in Main Menu.
    SWITCH_SHOW_PRIMARY    = 0    # Switch that shows Subclass in Class Menu.
    SWITCH_ENABLE_PRIMARY  = 0    # Switch that enables Subclass in Class Menu.
    SWITCH_SHOW_SUBCLASS   = 2    # Switch that shows Subclass in Class Menu.
    SWITCH_ENABLE_SUBCLASS = 2    # Switch that enables Subclass in Class Menu.

switch 2 is defined as "Always OFF switch" for all functions in the game from scripts I don't want (there are quite a few scripts I'm running)

 

and this change:

 

 

#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # - General Class Settings -
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These are the general settings regarding the whole script. They control
    # various rules and regulations that this script undergoes. These settings
    # will also determine what a subclass can do for a player.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    CLASS_MENU_TEXT = "Class"  # Text that appears in the Main Menu.
    MAINTAIN_LEVELS = false    # Maintain through all classes. Default: false.
    DEFAULT_UNLOCKS = [ 1]   # Classes unlocked by default.

 

    
    # The display between a primary class and a subclass when written in a
    # window will appear as such.
    SUBCLASS_TEXT = "%s/%s"

 

#I'm not using the subclass function so I'm disabling everything here
    
    # This adjusts the stat rate inheritance for an actor if an actor has a
    # subclass equipped. If you want to disable this, set the rate to 0.0.
    SUBCLASS_STAT_RATE = 0.0
    
    # This adds subclass skill types to the available skill types usable.
    SUBCLASS_SKILL_TYPES = false
    
    # This adds subclass weapons to equippable weapon types.
    SUBCLASS_WEAPON_TYPES = false
    
    # This adds subclass weapons to equippable armour types.
    SUBCLASS_ARMOUR_TYPES = false
  

By setting Maintain levels to false I want the actor's level displayed to reflect the level of the class that he is currently... like if he has a level 4 rogue

and can play as a level 4 rogue, his level will show up as a level 4 rogue when he is a rogue even though he could also play as his level 10 mage.

 

I'm using Common Events right now to make character graphics changes:

classsystem12_zps64cc0de1.png

 

the result of using said common events for class changes is as follows:

1. I open up the menu

2. I open up class

3. I find the class I want to change into and change into it

4. the class change occurs. but picture and sprite remains the same at this point.

5. I exit out of my menus.

6. Common Event triggers and my picture and sprite changes for my character.

 

 

Obviously I think your script will be better for me, but before I make the switch I would like to know how to properly use your script so I can emulate what I have so far, since I really only have 1 issue right now with everything as is. and that is the time delay of the picture/sprite changes. At this point I don't want to just switch over to your script and have to debug lots and lots of problems once again for just 1 problem UNLESS you can explain to me what I need to do to get the same results using your script. Obviously using your script would be awesome since using notetags make the whole process of assigning level caps easier.

Edited by haothehare

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I already updated my script in the release thread. I made a silly mistake where the player sprite didn't get changed.

 

The index is the character on the charset / faceset, as in, the top left face is index 0, the image next to it is index 1, and the image below 0 has index 4 (since there are only four images per line).

 

The generic graphics set is defined in the script itself. For example:

    GENERIC_CLASS_GRAPHICS = {}
    GENERIC_CLASS_GRAPHICS["DEFAULT"] = {
    # ClassID => [  CharacterName,  CharacterIndex, FaceName,   FaceIndex ],
      1       => [  "Actor1",       0,              "Actor1",   0 ],
    }

This is the default graphics set. To add a new one, create one with a different name, like, for example, "FEMALE".

    GENERIC_CLASS_GRAPHICS["FEMALE"] = {
    # ClassID => [  CharacterName,  CharacterIndex, FaceName,   FaceIndex ],
      1       => [  "Actor1",       1,              "Actor1",   1 ],
      2       => [  "Actor2",       3,              "Actor2",   3 ],
      3       => [  "Actor4",       3,              "Actor4",   3 ],
    }

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what about doing the same thing except with non generic class graphics? unique pictures for each character based on class and gender (gender is only relevant for main character)?

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Well, you can have unique class graphics for each character by using

<character set: class_id, image_name, image_id>
<face set: class_id, image_name, image_id>

Or you could create a generic set for each individual character.

 

I mean, it's not like characters suddenly change gender, right?

 

For example, say you created a generic set called "Eric". You could then use the following notetag:

<generic set: Eric>

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Ok another question <--- sorry I'm just full of these

 

Say I go into the Face generator and I create multiple expressions for a character, how do I make them into a "set" ? Like right now all my generated images get put as separate sets and they're face index is 0, but the rest of of the index positions are empty... (this is also why I was confused by the index value at first)

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If you only want facesets of eight faces instead of single faces, you'd better be getting an image editor (like the GIMP or Paint.NET) to manually assemble them.

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Ok so I posted my game in Project development and I am officially "recruiting" someone who can script since I see that this project is going to require a lot of scripting help regardless. I can say this thread should probably be closed, because I'll never run out of questions to ask but the original problem has largely been solved.

 

If you might find it interesting to look at my project or might want to continue helping me on that thread, please check it out:

http://www.rpgmakervxace.net/topic/9691-scillian-breakdown-ff-tactics-meets-fire-emblem-meets-pokemon-meets-zelda-meets-fatestay-night/

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