YEP.32 – Class Change Core

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugin here:

English Mirror

This plugin creates a system where your player can change classes through the main menu allowing for more customization!

NOTE: If you are using the Class Change Core and are wondering why skills from other classes are appearing in other classes, it is because you are using the same skill type. This is an intended function. The same way if you were to NOT use the Class Change Core plugin and use RPG Maker MV’s default class changing event, any skills acquired from the class you changed from will remain in the character even after changing. That is just how it works and I have no plans on changing that. If you wish to distinguish your skills to certain classes, then make different skill types for those classes and set those skills to those new skill types.

Add Ons

  • Fox’s JP Levels – This Plugin adds levels to the Yanfly’s JobPoint System, like Final Fantasy Tactics had. It allows for restrictions on what skills your allowed to buy with the SkillLearnSystem based on the current classes’ Job Level. It allows for restrictions on what class your allowed to equip with the ClassChangeCore based on the current classes’ Job Level. The Job automatically gains levels just by gaining JobPoints.


Introduction


This plugin 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.


Notetags


The following are some notetags you can use with the Class Change Core plugin.

Actor Notetags:
<Unlock Class: x>
<Unlock Class: x, x, x>
<Unlock Class: x to y>
This actor will have class(es) x unlocked at the start of the game in addition to its current class and access to any of the global classes.

<Class x Character: filename y>
When this actor’s class is x, the actor’s character sprite will become ‘filename’ and index y on the fieldmap.

<Hero Character: filename y>
<Warrior Character: filename y>
If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s character sprite will become ‘filename’ and index y on the fieldmap.

<Class x Face: filename y>
When this actor’s class is x, the actor’s face graphic will become ‘filename’ and index y for menus.

<Hero Face: filename y>
<Warrior Face: filename y>
If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s face graphic will become ‘filename’ and index y for menus.

<Class x Battler: filename>
When this actor’s class is x, the actor’s battler sprite will become ‘filename’ in battle.

<Hero Battler: filename>
<Warrior Battler: filename>
If you prefer to use class names instead of the class ID, use the above format. When this actor is this class, the actor’s battler sprite will become ‘filename’ in battle.

Class Notetags:
<Icon: x>
Sets the icon for this class to x. This icon is used in the Class Change menu listing.

<Help Description>
Text
Text
</Help Description>
Sets the help description for the class to the specified text.

<Level Unlock Requirements>
Class x: Level y
Class x: Level y
</Level Unlock Requirements>
Sets the requirements for unlocking that particular class. The unlocking of the class will require classes x to be at level y. Insert multiple of the strings in between the two opening and closing notetags to require all of the class levels to be met.

<Level Unlock Requirements>
Hero: Level y
Warrior: Level y
</Level Unlock Requirements>
If you prefer to use class names instead of the class ID, use the above format. This will set the level requirement for the mentioned class to y. If there are multiple classes with the same name, the class with the highest ID value will be taken.


Plugin Commands


Included in this plugin are multiple Plugin Commands to help assist you with class changing for your game.

Plugin Command

OpenClass
This opens the class changing scene.

ShowClass
This shows the Class option from the main menu.

HideClass
This hides the Class option from the main menu.

EnableClass
This makes the Class option enabled.

DisableClass
This makes the Class option disabled.

UnlockClass 5 6
This allows Actor 5 to unlock Class 6.

RemoveClass 5 7
This causes Actor 5 to no longer access Class 7.

UnlockClassAll 8
This unlocks Class 8 for the global pool.

RemoveClassAll 9
This removes Class 9 from the global pool.


Also, as some goodies, I’ve uploaded the images I’ve used to make those custom appearances for those who want the class images for Harold and co.


Harold1

Harold1

Harold_Cadet

Harold_Chemist

Harold_Warrior

Harold_Knight

Harold_Monk

Harold_Priest

Harold_Pyromancer

Harold_Cryomancer


Therese1

Therese1

Therese_Cadet

Therese_Chemist

Therese_Warrior

Therese_Knight

Therese_Monk

Therese_Priest

Therese_Pyromancer

Therese_Cryomancer


 Marsha1

Marsha1

Marsha_Cadet

Marsha_Chemist

Marsha_Warrior

Marsha_Knight

Marsha_Monk

Marsha_Priest

Marsha_Pyromancer

Marsha_Cryomancer


Lucius1

Lucius1

Lucius_Cadet

Lucius_Chemist

Lucius_Warrior

Lucius_Knight

Lucius_Monk

Lucius_Priest

Lucius_Pyromancer

Lucius_Cryomancer


Happy RPG Making!



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