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Pondering an on the fly class changing system...not sure how I would go about it

I am not sure if this is the right place to talk about this...but I am thinking about using a system where you are able to change your class in the heat of battle, giving your character access to different skills, stats, etc. So think Pokemon and Nocturne (or some other SMT game) had a baby. I was thinking about using Yanfly's class changing plug-in, but I saw that you are unable to change classes in battle. So, anyone got any ideas for how I can get this to work?

I am planning on having only one character, but they are able to change classes in order to overcome enemies.
 
Just speculating here.

you could have an non consumable item used in battle that calls a common event ( might need some script work in the item's note section). from there you common event has all the necessary choices and conditions to change classes, portrait, animations, sv battler (if applicable) and damage sprites.

ill test this out if have time after work.

Edit: after testing items and skill based class change neither seems to work using common event calls.

placing $gameTemp.reserveCommonEvent(n) where N is the common event number no longer gives an error message upon use but nothing happens during the battle to change class, make new skills available or change stats. no changes seem to happen after battle either.

more testing is required
 
Last edited:

Freakytapir

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Maybe a silly idea, but have the classes work like a complicated status effect/buff that can only be removed by applying another one.
So you have a skill that runs a common event that adds skills according to level through the use of conditional branches , and apply a state which grants the stat bonuses
Then after combat, through a paralel event, have the game check for the status effect and remove it, and apply the correct class through the class change script.
 
Maybe a silly idea, but have the classes work like a complicated status effect/buff that can only be removed by applying another one.
So you have a skill that runs a common event that adds skills according to level through the use of conditional branches , and apply a state which grants the stat bonuses
Then after combat, through a paralel event, have the game check for the status effect and remove it, and apply the correct class through the class change script.
That's an interesting idea. I guess you could use a reusable item to apply the status effects. I need the ability to change in the middle of a fight though. I am thinking about just running it like pokemon instead, just have capture-able monsters to join my party and have an active party size of one. Then I would just need to figure out how to switch party members in the middle of a fight.
 
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