Class System
July 3, 2010
SummaryI need a class system for an RPG I'm working on. It's going to be massive so I wanted an in depth system with said class system. What I want exactly will be in the features desired list. I KNOW it's a massive request, and thank you for hearing me out but I'd love to make a good, in depth RPG, so... Also, I'd love to have it really really well tailored for the game so, I'm asking pretty specifically.
Hi, and thanks for reading this. If you decide to help me, really, thanks in advance. I've been asking around but I'm not finding anything so I really want this. Anyway, I'm looking for the basic class system with some tweaks to make it better for my game.
The Script:I want a class system. In the menu, I'd like for there to be a "Class" option (or in the status menu if you could pull that off
). In the class menu, it would just go to highlight the 4 characters (much much like the "equipment" command in the menu or the "skill" command). Then, once you enter, you would enter a menu with something much much like an equipment menu.
The menu would go like:
Class:
Sub-Class:
Secondary Tech:
Passive 1:
Passive 2:
Passive 3:
Status:
Inherent Abilities:
Now this system in concept would be
very similar to that of Final Fantasy Tactics Advance or Final Fantasy V Advance. Here is a summary of the FFVA job system from
this guide.Next, let's discuss what jobs are. In Final Fantasy V, you can control up to four characters at once, with a few exceptions to be talked about later. A job has four ability slots. Except the Mime job, all of the other jobs have !Attack and !Items as two permanent ability slots. This means that you can have up to two abilities. However, each job will have a default ability, taking up one of the last two ability slots. The last ability slot can be any ability that you have already learned. To summarize, when one character has a certain job, it can also have one ability from another job. And lastly, expect each character to switch jobs many times and learn lots of many abilities from many different jobs. This isn't Final Fantasy I where you can only have that job throughout the entire game.
Inherent Abilities A class gets these when they equip said class. As they get "JP" or whatever with said class, they can get these for other classes. I would like these, not to be equipped, but to always be had. These are simply passives and I can make the skills (that give bonuses when learnt. I have the script). The "Equip Slot" for inherent abilities is simply to be a list of inherent abilities you have.
Class The basic Class that you have equipped. You can "Level it up" with "JP" or whatever you want to call it. Once leveled, they can give abilities, passives, inherent abilties, and the like. They naturally give inherent abilities when equipped and once leveled up enough can give the inherent abilities to other classes.
Sub-Class The secondary class equipped. Half of the bonus
base stats are transferred onto said character. They gain the techniques of that class I think an example might show the point better.
Warrior: +10 atk, +5 defense; +2 atk per lvl, +1 defense per lvl. C
leric: +16 int, +2 agi; +5 int per lvl, +1 agi per lvl.
I have warrior as a primary, I get +10 atk and +5 defense. Cleric as a secondary gives me +8 int, +1 agi, no status bonus per lvl. I get 10 JP in a fight, I get +10 JP to my warrior class, and +5 to my Cleric Class. I am able to use "Sword Tech" and "White Magic" and have the inherent abilities of both classes.
Secondary Active These are like the !commands of FFVA. But rather, it's a whole spellbook. I.E. if I equip "White Magic" as my secondary active, I can use white magic. If Black Mage was my primary and Blue mage was my secondary class, I could use black magic, blue magic, and white magic. (Using examples from FFVA.)
Passives 1-3: Passive abilities given to these people. If I learned counter as monk and pharmacy as chemist (FFVA examples again), i can equip these on the Passives Slots. I can make the passive skills (or hopefully will be able to
)
Status A stat boost. For example, if I leveled warrior enough, and I equip "Warrior" in my status, I gain +10 atk, +5 def )Reference to sub class section).
Thats essentially it. Unfortunately, characters learn skills individually, so I have to ask for help (again) that if I re-equip cleric (for example) I can make it so I can use white magic.
My super total-fail pathetic mockup:
Thanks for reading this far, it's very specific and may not be entirely easy so thanks again.
Features Desired- Final Fantasy Tactics and Final Fantasy V (American Numbering) like
- Equip a Class
- Equip a Subclass
- Equip a 3rd active ability set (i.e. I might want black mage, white mage subclass, then alchemist active abil set)
- Bonus stats for equipped Subclass
- Bonus stat gains at level up for equipped for Sub Class
- Up to 3 passive boosts than you can equip from other classes (say, mana regen/turn, hp regen/turn, and +15 spirit)
- Class levels to get the passives and the like, as well as other actives.
- JP system to choose what you get when you "level up the class"
- Pre-requisites to gain certain class skills with JP
Games its been in- Final Fantasy V (American Numbering)
- Final Fantasy Tactics
- Final Fantasy Tactics Advanced
Did you search?Yes
Where did you search?- google.com
- bing.com
- yahoo.com
What did you search for?- RPG maker VX scripts
- RPG maker VX class scripts
- RPG maker VX sub class scripts
- RPG maker VX custom class scripts
EDIT: I managed to piece together some scripts to reduce the work whoever helps me has to do.
If I'm 'leeching,' sorry but I'd love the help