Charas-Project

Game Creation => Requests => RPG Maker Programming => Topic started by: Zorzenon on March 28, 2009, 11:27:53 PM

Title: Help with a Class/Job System.
Post by: Zorzenon on March 28, 2009, 11:27:53 PM
Hey guys. Is there someone who could show me how to link an Equipable item (I renamed the helmet slot "Frame" for now for this reason) to a class? So that when you equip the "Frame" you change your class and can level it up but when removed you change back to the NONE class, to equip another frame or re-equip the same one to return to the level you reached?(hope that made sense) I tried to fiddle around on my own but I cant get the class to go back to "none", among other snags ^^;. Thanks everyone  
Title: Re: Help with a Class/Job System.
Post by: Zorzenon on March 29, 2009, 02:14:13 AM
thank you for your reply but I dont think you read the post carefully enough. I know how to make the the item trigger the event to change the class, the problem I'm having is when I remove the item the class stays the same, It does not revert back to the "none" class. If someone can please help that would be great.
Title: Re: Help with a Class/Job System.
Post by: SaiKar on March 29, 2009, 02:55:13 AM
Something like this?

(http://img.photobucket.com/albums/v319/SaiKar/Charas/ClassChange.png)

(Dophin being the name of the class change, for some odd reason)
Title: Re: Help with a Class/Job System.
Post by: Zorzenon on March 29, 2009, 06:37:33 PM
Thanks for the reply but, Yeah, Thats the type of event I used, but the else case doesnt work, after the Item is removed the class stays the same, Im Able to make another item that can change the class back to "none" but id much rather tie that in with each one of the Class changing equips.  Also, to get the class to change on the status menu you must exit the entire menu and go back in, (before all my equipment would be taken off but I put a change equip event in)
so if anyone knows a way to fix that too thatd be great. Thanks for trying to help guys.
Title: Re: Help with a Class/Job System.
Post by: Prpl_Mage on March 29, 2009, 06:56:45 PM
Thanks for the reply but, Yeah, Thats the type of event I used, but the else case doesnt work, after the Item is removed the class stays the same,

That should work without any problem really. As long as you exit the menu and go back in.
If the item is equipped: you are a fighter.
If the item is not equipped: the class removes.
Should work.

Quote
  Also, to get the class to change on the status menu you must exit the entire menu and go back in, (before all my equipment would be taken off but I put a change equip event in)
so if anyone knows a way to fix that too thatd be great. Thanks for trying to help guys.

It can't be fixed. The common event and parallel thingies will onyl work when you're not in a shop or in menu or the main menu. The event won't start untill you've returned to the "overworld sprite".
Title: Re: Help with a Class/Job System.
Post by: Zorzenon on March 29, 2009, 07:25:49 PM
Hmmm, okay. ill try the else cases agian(might have messed up the first time). Thanks Prpl_Mage, well I guess if the menu thing cant be helped thats okay, ill make sure to make a npc that tells the player that. Thanks agian guys ill let ya know if it works this time.

EDIT FOR UPDATE:  :'( else cases still wont work, im on 2k3 are you guys all refering to xp or vx? I know i'm setting up the equip event correctly but, maybe a seperate switch and var common(s) to keep track of when each piece is equiped or unequiped to change to the "none" class? As I stated before I did make an item to change to the "none" class... maybe ill just have to settle on that till I figure it out. Again thank you very much
Title: Re: Help with a Class/Job System.
Post by: Prpl_Mage on March 29, 2009, 09:21:31 PM
Is it a parallel fucntion?
Title: Re: Help with a Class/Job System.
Post by: Zorzenon on March 30, 2009, 05:58:43 AM
Yeah.
Title: Re: Help with a Class/Job System.
Post by: Prpl_Mage on March 30, 2009, 06:49:16 AM
Okay, I realized what the problem is (silly me, I actually think you tried to explain it).

The class is changed when you equip the item and quit the menu.
All equipment is being removed in classchanges.
The else handler for the change class thingy will play as you no longer have the equipment equipped.

So, I figured it out(Silly me again).

You simply add a "equip: *****" after the change class thing.
Like this. (http://i40.tinypic.com/2zpuiwh.jpg)
Title: Re: Help with a Class/Job System.
Post by: Zorzenon on March 30, 2009, 09:58:51 AM
Thanks for the reply, but I used that codeing when I noticed the item kept comming off, and it didnt fix the "none" class problem(the class was still there without the item, agian! I basically broke down in tears lol). I figure itll be fine how it is though (still got the item I made that changes the class to the none class) itll just look odd if a player notices  :-[
Title: Re: Help with a Class/Job System.
Post by: Prpl_Mage on March 30, 2009, 01:11:14 PM
That's odd, It worked just fine for me in a clean project.
Title: Re: Help with a Class/Job System.
Post by: Zorzenon on March 31, 2009, 11:55:12 PM
just to update if anyone cares, but I thought maybe someother event or var was messing with the "non" class issue that was discussed, so i made a new project to test it (a clean project as prplmage called it) and it still didnt work... for me, im starting to think maybe its the vers I have (and the fact almost every ss of a event code screen ive seen has almost completely different wordings for certian thing). so if anyone else has this problem in their game or their rm2k3 app let me know cause it might be a bug in whatever version I have.