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Article - 'Get A Job!' by Angroth

An item about Game Design posted on Aug 9, 2003

Blurb

Hopefully this will give you some help & idea's on creating jobs / classes for your game.

Body

This tutorial for a job system can be done in many ways. Its main intentions are to give you idea's or help towards producing a class, rank or job type system within your rm2k game. Here are a few examples of its use:
Army Game - Changing rank type eg. Soldier, Medic etc and going up ranks (if you're doing this then you're probably bonkers and should go off to fight the big Mr. Moustacheo with the help of the Americans and British, heck why not be rambo! You could... err, heh...)
Fantasy Game - Changing hero class like in FF5 or like Might and Magic (but where you can change it...)
Rm2k Survivor / The Sims - Remember that rm2k game? You could do something like that but have jobs you could get, like in the computer game The Sims etc.
I'd also like to mention before I type the body of this, that it is much easier to do with a custom combat system than with the default one. (get lost you miserable fool!) No seriously, I'll explain why later.


Version 1 - Class Change
Here you'll be doing changing classes. From knight and thief to sorceror.
This one is much easier in a CBS. Here is a step by step for a custom battle system version:
1. Create your characters
2. Create your custom battle system.
3. At beginning of game make it so you must choose a character class eg. Knight.
4. Make it possible somewhere to change your character class. Maybe through an old wise man or even in a custom menu system. All this event needs to do is be able to switch off a class eg. switch 001:Knight OFF and switch 002:Mage ON etc. You should also make it so that the job class of the hero changes accordingly too. And you can make it so that the characters walk graphics change to accomidate different classes clothing styles (armour for knights blah blah).
5. Make an event for each character after each combat. You'll need a fork to check if the person is in the party, if they are then you'll need a fork condition to check which class they are, here is an example:
Yanik is in the party (yes)> Yanik is a knight (no)> Yanik is a thief (no)> Yanik is a sorceror (yes)>
Well you get the jist of it!
6. Then you can add up the experience and if they level up, their attributes go up differently depending on which class they belong to. They can also receive different skills.
OR you might want to do it without experience and have a different % chance for each class to gain attributes after the battle (I prefer this method). So after defeating 2 goblins a Knight could gain the following:
Hp +1 - 50%
Str +1 - 25%
Def +1 - 20%
And then if the knight defeated an ogre (boss) it might look like this:
Hp +2 - 75%
Str +1 - 55%
Def +1 - 40%
Agl +1 - 25%
But to do that you will need to know how to use variables. All you have to do though is create a random number between 1 and 100 and if it is 75 or below then you gain a certain statistic (not too difficult).

Now here is the version you are more likely to use if you aren't including a CBS:
1. Create your characters
2. Create define skills for each class eg Fireball at Lv3 for sorcerors but Tri-Slash at Lv3 for knights.
3. At beginning of game make it so you must choose a character class eg. Knight.
4. Make it possible somewhere to change your character class. Maybe through an old wise man or even in a custom menu system. All this event needs to do is be able to switch off a class eg. switch 001:Knight OFF and switch 002:Mage ON etc. You should also make it so that the job class of the hero changes accordingly too. And you can make it so that the characters walk graphics change to accomidate different classes clothing styles (armour for knights blah blah).
5. Personally, the easiest way to do this is to make you pay a certain amount of cash to level up (like in might and magic). 1000 Gold for lvl 2, 2000 Gold for lvl 3 etc.
6. Then all you have to do is make each level up give different stats and skills depending on which class you are. eg:
Sorceror level 1 to level 2:
Hp+1, Mp+3, Def+1, Int+2
Sorceror level 2 to level 3:
Hp+2, Mp+2, Agl+1, Int+2, +Frost Missile skill
Knight level 1 to level 2:
Hp+3, Mp+1, Def+1, Str+2
Knight level 2 to level 3:
Hp+2, Mp+2, Agl+1, Str+2, +Bash skill


Version 2 - Class Change + Gain Ranks
Here you'll be doing changing classes. From knight to mage. You will also get rank bonus to commander and master mage etc.
It is a waste of time and effort to basically write out the above with a slight addition due to the fact that this is merely the same with an extension. Also, if this is too long, less people will read it! (naughty people).
Extension:
1. You could make a variable called Warrior Path. Every level up in this class and you gain +1 to this variable.
2. Make it so that when levelling up as a knight a fork condition will check if that variable is 4.
3. As soon as it is 4, after the level up you go up a rank and you can change clothes (Hero Walk Graphics), change the hero's job class to the next rank. You could also give more privaleges and bonus' to this rank.
4. Repeat for all other classes, such as thief and mage.


Version 3 - The Sims Type Jobs
Here you'll be changing jobs, getting promoted and receiving different salaries.
Once again this is only an extension on version 2 (an extension of an extension!? Are you nutz!!??). This is similar to FF8 in the way that you receive money when wandering (however you could make it set).
Extension:
1. Create a parellel process in the main database commands.
2. Make it a simple cycle of checking (via les fork conditienne, oh I hate french!) each character class (of the hero(s)) and give a certain amount of money with a message letting you know of it.
3. Ensure that there is a decent wait between each salary received. If you have a custom time system you could make it so that every day or week you receive this cash however if not simply put in a few wait commands to get the job done.