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Tutorial - 'Interchangeable Job System (Part 2)' by Guest

An item about RPGMaker 2000 posted on

Blurb

The second part of Kryptonite3d's Job tutorial that shows us how to add learnable skills that can be gained along with these "jobs."

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Hey again, Kryptonite3d here to brighten up everyone’s day (or try to at least :))

In this tutorial, I will attempt to explain how my interchangeable job system that was introduced in my last tutorial, can be made even more special and sparkly by giving each job its own specialised skills that work on a battle basis.

Note: I did this in RPG Maker 2003. I don't think this works in RPG Maker 2000, but with some tweaking, it might still work.

Need:
9 Variables: Battle, Monster1 HP – Monster8 HP; 1 Switch: Battle; Battle Commands for all your classes (For this tutorial, make 3: Slash for the Knights, W.Magic for the White Mages, and B.Magic for the Black Mages); Common Events for all your characters.

In your database, make new Battle Commands for all of your jobs by going to the Class tab, and clicking on the Set button (Make all 3 commands Skill Subsets). Make it so that the classes have the ability set. Go to the Skills menu and make the following 3 skills: Sweep (Classification: Slash), Cleave (Classification: Slash), Heal (Classification: W.Magic), Cure (Classification: W.Magic), Fireball (Classification: B.Magic), and Blast (Classification: B.Magic). Make All the second-level sills more powerful than their first-level counterparts.
Note: You don’t have to put these exact skills , but it would be advised until you get the hang of things.

Now go to the Common Events and make an event for each character who will be using this system (I only have four characters in my game, so this didn't take that long). Make the events Parallel Process with no trigger switch. The coding for this event should look like this, or at least, vaguely resembling this:

<>Branch if {Hero1's Name} Knight Bracer Equipped
<>Change Skills: {Hero1’s Name} Sweep Add
<>Branch if Var [XXXX:Battle] is 50 or more
<>Change Skills: {Hero1’s Name} Cleave Add
<>
: Else Handler
<>
: End
<>
: Else Handler
<>Change Skills: {Hero1’s Name} Sweep Remove
<>Change Skills: {Hero1’s Name} Cleave Remove
: End
<>Branch if {Hero1's Name} White Mage Bracer Equipped
<>Change Skills: {Hero1’s Name} Heal Add
<>Branch if Var [XXXX:Battle] is 50 or more
<>Change Skills: {Hero1’s Name} Cure Add
<>
: Else Handler
<>
: End
<>
: Else Handler
<>Change Skills: {Hero1’s Name} Heal Remove
<>Change Skills: {Hero1’s Name} Cure Remove
: End
<>Branch if {Hero1's Name} Black Mage Bracer Equipped
<>Change Skills: {Hero1’s Name} Fireball Add
<>Branch if Var [XXXX:Battle] is 50 or more
<>Change Skills: {Hero1’s Name} Blast Add
<>
: Else Handler
<>
: End
<>
: Else Handler
<>Change Skills: {Hero1’s Name} Fireball Remove
<>Change Skills: {Hero1’s Name} Blast Remove
: End

Now just do that for each character, remembering to give any female characters Bangles instead of Bracers.

Whew! Now for everyone’s least favourite part of coding, the battle events.
Go to the Monster Groups Tab and make a new page. Have the trigger as Turns Elapsed [0]. The coding for this page should look like this:
<>Switch Operations: [XXXX:Battle] On
<>
Make another new page, but this time make the trigger Switch [XXXX:Battle] On. The coding for this page will now look this, but shorten the amounts of variables you use depending on the circumstances (eg: don’t use eight variables if you only have two monsters!):
<>Variable Oper: [XXXX:Monster1 HP] Set, 1:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster2 HP] Set, 2:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster3 HP] Set, 3:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster4 HP] Set, 4:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster5 HP] Set, 5:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster6 HP] Set, 6:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster7 HP] Set, 7:{Monster’s Name} HP
<>Variable Oper: [XXXX:Monster8 HP] Set, 8:{Monster’s Name} HP
<>Branch if Var [XXXX:Monster1 HP] is 0
<>Branch if Var [XXXX:Monster2 HP] is 0
<>Branch if Var [XXXX:Monster3 HP] is 0
<>Branch if Var [XXXX:Monster4 HP] is 0
<>Branch if Var [XXXX:Monster5 HP] is 0
<>Branch if Var [XXXX:Monster6 HP] is 0
<>Branch if Var [XXXX:Monster7 HP] is 0
<>Branch if Var [XXXX:Monster8 HP] is 0
<> Variable Oper: [XXXX:Battle] +, 1
: End
<>
: End
<>
: End
<>
: End
<>
: End
<>
: End
<>
: End
<>
: End

Finally! That is all the work I’m going to do for now. Your interchangeable job system should now have specialised skills that run off a time released basis (Try saying that 3 times fast!). With some modifying, this system should be a nice touch to your game. If you use this system in your game, please give me some credit. If something is wrong, email me at kryptonite3d@hotmail.com, and I’ll see what I can do to help. But please, only serious problems, as my email can only handle so much.

Kryptonite3d

"Sleep... those little slices of death... how I loathe them." William Shakespeare