previously I apologize if there are errors in my settings in using this script ...
This bug I found in '
YEZ Job System: Classes',
the code that I edited
module YEZ
module JOB
#===========================================================================
# Basic Settings
# --------------------------------------------------------------------------
# The following below will adjust the basic settings and vocabulary that
# will display throughout the script. Change them as you see fit.
#===========================================================================
# This adjusts the Class scene Info.
CLASS_TITLE = "Kelas"
CLASS_ICON = 131
# These two switches adjust whether or not primary classes and subclasses
# are accessible from the menu. If either switch is on, the "Class" menu
# command will be enabled and shows up.
ENABLE_1STCLASS_SWITCH = 81
ENABLE_SUBCLASS_SWITCH = 82
# This array determines the items shown and displayed in the class menu.
# Rearrange them accordingly. The following options are available:
# :primary Allows player to switch actor's primary class.
# :subclass Allows player to switch actor's subclass.
# :passives Requires Job System: Passives
# :skill Allows player to enter the skill menu scene.
# :equip Allows player to enter the equip menu scene.
CLASS_COMMANDS =[
:primary, # Allows player to switch actor's primary class.
:subclass, # Allows player to switch actor's subclass.
#:formations, # Requires BEZ Formation Macros.
#:mastery, # Requires Weapon Mastery Skills
#:passives, # Requires Job System: Passives
:skill, # Allows player to enter the skill menu scene.
:equip, # Allows player to enter the equip menu scene.
] # Do not remove this.
# The following hash adjusts the text displayed for this script. Adjust
# them accordingly to how you want them to show up.
CLASS_VOCAB ={
:primary => "Kelas 1",
:subclass => "Kelas 2",
:formations => "Tactics",
:mastery => "Weaponry",
:passives => "Passives",
:skill => "Keahlian",
:equip => "Perlengkapan",
:arrow => ">",
:list => "Skill tersedia",
} # Do not remove this.
# This will create a centered command window for the scene.
CLASS_CENTERED_COMMAND = true
# The following hash adjusts which classes are unlocked for the actor by
# default. Note that actor ID 0 is unlocked for the party, which means all
# actors have access to it.
UNLOCKED_1STCLASS ={
# ActorID => [Unlocked Classes]
0 => [1..6],
10 => [10,11],
16 => [10,11],
18 => [7,10,11],
} # Do not remove this,
# The following hash adjusts which subclasses are unlocked for the actor by
# default. Note that actor ID 0 is unlocked for the party, which means all
# actors have access to it.
UNLOCKED_SUBCLASS ={
# ActorID => [Unlocked Classes]
0 => [1..6],
18 => [7,10,11],
} # Do not remove this.
#===========================================================================
# Class Stat Settings
# --------------------------------------------------------------------------
# Since not all classes will have the same stat distributions, this script
# will allow for some classes to have higher MaxHP than others, or lower
# ATK than others, etc. Adjust the following settings accordingly.
#===========================================================================
# This hash adjusts the stats calculated for each stat. Some stats that
# appear here are not available in the database by default and require YEZ
# scripts to function. If the respective scripts do not exist, this script
# will still function.
CLASS_STATS ={ # Do not remove class 0.
# ID => [ HP, MP, ATK, DEF, SPI, RES, DEX, AGI]
0 => [ 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00, 1.00], # Common
1 => [ 1.50, 0.50, 1.30, 1.00, 1.00, 1.00, 1.00, 1.20], # Aksatya
2 => [ 1.00, 1.20, 1.20, 1.25, 1.25, 1.00, 1.00, 1.10], # Anggara
3 => [ 1.00, 1.00, 2.00, 1.00, 1.00, 1.00, 1.00, 1.00], # Triball
4 => [ 0.75, 1.25, 1.00, 1.50, 1.50, 1.00, 1.00, 1.00], # Pranhara
5 => [ 1.00, 1.00, 1.70, 1.00, 1.00, 1.00, 1.00, 1.30], # Prawsa
6 => [ 1.50, 1.20, 1.10, 1.20, 1.00, 1.00, 1.00, 1.00], # Royal Knight
6 => [ 1.50, 1.00, 1.40, 1.20, 1.20, 1.00, 1.00, 1.20], # Mercenary
10 => [ 0.80, 1.70, 1.00, 1.15, 1.35, 1.00, 1.00, 1.00], # Sage
11 => [ 0.80, 1.70, 1.00, 1.00, 1.55, 1.00, 1.00, 1.00], # Magus
#7 => [ 2.00, 0.75, 2.00, 0.75, 0.50, 0.50, 2.00, 1.25], # Grappler
#8 => [ 0.65, 1.50, 1.00, 0.75, 0.75, 0.75, 1.75, 2.00], # Thief
} # Do not remove this.
# This adjusts the multiplier rate each class has an effect on for the
# base stats calculated.
PRIMARY_MULTIPLIER = 1.00
SUBCLASS_MULTIPLIER = 0.50
# When characters level up, they can receive stat bonuses depending on
# what their primary class and subclass are. Adjust the hash below to
# change the way stat growths work for each class.
CLASS_BONUSES ={ # Do not remove class 0.
# ID => [ HP, MP, ATK, DEF, SPI, RES, DEX, AGI]
0 => [ 0, 0, 0, 0, 0, 0, 0, 0], # Common
1 => [ 5, 0, 2, 0, 0, 0, 0, 0], # Aksatya
2 => [ 5, 0, 0, 1, 1, 0, 0, 0], # Anggara
3 => [ 0, 0, 2, 1, 0, 0, 0, 0], # Triball
4 => [ 0, 2, 0, 0, 2, 0, 0, 0], # Pranhara
5 => [ 0, 0, 2, 0, 0, 0, 0, 1], # Prawsa
6 => [ 5, 0, 1, 1, 0, 0, 0, 0], # Royal Knight
10 => [ 0, 2, 0, 1, 2, 0, 0, 0], # Sage
11 => [ 0, 2, 0, 0, 3, 0, 0, 0], # Magus
} # Do not remove this.
# This adjusts the rate of growth for both the primary class and the
# subclass equipped at the time of the level up. If the rate is 0.00, then
# there will be no bonus growth rate at all.
PRIMARY_BONUS_RATE = 1.00
SUBCLASS_BONUS_RATE = 0.50
# To add more variability for your characters, each class can have a random
# stat growth amount. Note that values 0 and 1 won't do anything. Only from
# a value of 2 and onward will actually have an effect.
CLASS_RANDOM ={ # Do not remove class 0.
# ID => [ HP, MP, ATK, DEF, SPI, RES, DEX, AGI]
0 => [ 0, 0, 0, 0, 0, 0, 0, 0], # Common
} # Do not remove this.
# This adjusts the rate of the random stat growth for both the primary and
# subclass equipped at the time of the level up. If the rate is 0.00, then
# there will be no random growth rate at all.
PRIMARY_RANDOM_RATE = 0.00
SUBCLASS_RANDOM_RATE = 0.00
# If Job System: Base is installed, this adjusts how much JP the subclass
# earns whenever JP is gained.
SUBCLASS_JP_MULTIPLIER = 0.0
# This adjusts whether or not subclasses can share weapons or armour
# equips with the main class.
SUBCLASS_WEAPONS = true
SUBCLASS_ARMOURS = false
#===========================================================================
# Skill Settings
# --------------------------------------------------------------------------
# Here, you can set which skills will be considered primary-only skills and
# which skills will be considered subclass-only. This means that certain
# skills will only appear usable if the primary class is equipped or if the
# subclass is equipped. If skills exist in either case, they're usable by
# all standards. If you have Job System: Base installed, the skills within
# the CLASS_SKILLS hash will be usable regardless of primary/subclass-only.
#===========================================================================
# Common skills are usable by all classes but cannot be learned through JP
# unless it exists within the CLASS_SKILLS hash inside of the Job System:
# Base script. Insert here what you wish to be common skills.
COMMON_SKILLS = []
# This hash adjusts the primary only skills. If a class doesn't exist here,
# then that class doesn't have any primary-only skills.
PRIMARY_ONLY_SKILLS ={
#ID => [Skills]
#~ 1 => [148],
} # Do not remove this.
# This hash adjusts the subclass only skills.
SUBCLASS_ONLY_SKILLS ={
#ID => [Skills]
} # Do not remove this.
#===========================================================================
# Display Settings
# --------------------------------------------------------------------------
# This part adjusts the way classes are displayed in the various menus.
# Here, you can allow class name combinations, give special cases for those
# said combinations, and more. Class icons are also defined here.
#===========================================================================
# This adjusts the colour of the primary class and subclass inside of the
# clas changing windows.
PRIMARY_COLOUR = 1
SUBCLASS_COLOUR = 6
# This adjusts the way class orders are displayed within the class list
# windows whenever they appear.
CLASS_ORDER = [1..6,7,10,11]
# This determines which stats will be drawn inside of the class change data
# window in the lower right corner of the class scene.
# :maxhp, :maxmp, :atk, :def, :spi, :res; :dex; :agi
SHOWN_CLASS_STATS = [:maxhp, :maxmp, :atk, :def, :spi, :res, :dex, :agi]
# This allows you to designate icons for your classes. These will show up
# whenever the class name is drawn.
CLASS_ICONS ={
# Class.ID => Icon ID
0 => 176, # Nil Class
#~ 1 => 32, # Paladin(Knight)
#~ 2 => 6, # Warrior
#~ 3 => 128, # Priest
#~ 4 => 119, # Magician
#~ 5 => 3, # Knight(Paladin)
#~ 6 => 136, # Dark Knight
#7 => 132, # Grappler
#8 => 39, # Thief
} # Do not remove this.
# This adjusts the class display name type. Here are the various settings
# in regards to the class name settings.
# 0 - Primary only
# 1 - Primary unless there is a combination name.
# 2 - Primary/Secondary unless there is a combination name.
# 3 - Primary/Secondary only
CLASS_NAME_DISPLAY = 1
# The following here adjusts class combination names. If a combination
# here matches, it will use that name instead.
COMBINATION_NAMES ={
# Combination Required => New Class Name
"Aksatya/Anggara" => "Gladiator",
"Aksatya/Triball" => "Ordainer",
"Aksatya/Pranhara" => "Guardian",
"Aksatya/Prawsa" => "Fencer",
"Aksatya/Royal Knight" => "Death Knight",
"Anggara/Aksatya" => "Gladiator",
"Anggara/Triball" => "Ataraxian",
"Anggara/Pranhara" => "Paladin",
"Anggara/Prawsa" => "Hunter",
"Anggara/Royal Knight" => "Holy Knight",
"Triball/Aksatya" => "Ordainer",
"Triball/Anggara" => "Ataraxian",
"Triball/Pranhara" => "Scout",
"Triball/Prawsa" => "Assasin",
"Triball/Royal Knight" => "Templar",
"Pranhara/Aksatya" => "Guardian",
"Pranhara/Anggara" => "Paladin",
"Pranhara/Triball" => "Scout",
"Pranhara/Prawsa" => "Ninja",
"Pranhara/Royal Knight" => "Mystic Knight",
"Prawsa/Aksatya" => "Fencer",
"Prawsa/Anggara" => "Hunter",
"Prawsa/Triball" => "Assasin",
"Prawsa/Pranhara" => "Ninja",
"Prawsa/Royal Knight" => "Arc Knight",
"Royal Knight/Aksatya" => "Death Knight",
"Royal Knight/Anggara" => "Holy Knight",
"Royal Knight/Triball" => "Templar",
"Royal Knight/Pranhara" => "Mystic Knight",
"Royal Knight/Prawsa" => "Arc Knight",
"Mercenary/Sage" => "Cavalier",
"Mercenary/Magus" => "Thaumaturge",
"Mercenary/Triball" => "Dragon",
"Mercenary/Aksatya" => "Night Sword",
"Sage/Magus" => "Warlock",
"Magus/Sage" => "Warlock",
"Sage/Aksatya" => "Warior Of Light",
"Aksatya/Sage" => "Warior Of Light",
"Magus/Aksatya" => "Ancient",
"Aksatya/Magus" => "Ancient",
#~ "Knight/Warrior" => "Gladiator",
#~ "Knight/Magician" => "Magic Knight",
#~ "Knight/Paladin" => "White Knight",
#~ "Knight/Dark Knight" => "Black Knight",
#~ "Warrior/Knight" => "Combatant",
#~ "Warrior/Grappler" => "Fighter",
#~ "Warrior/Thief" => "Mercenary",
#~ "Priest/Magician" => "Shaman",
#~ "Priest/Paladin" => "Enchanter",
#~ "Magician/Knight" => "Spell Sword",
#~ "Magician/Priest" => "Archmage",
#~ "Magician/Dark Knight" => "Necromancer",
#~ "Paladin/Knight" => "Holy Knight",
#~ "Paladin/Priest" => "Soul Knight",
#~ "Paladin/Dark Knight" => "Arc Knight",
#~ "Dark Knight/Knight" => "Hell Knight",
#~ "Dark Knight/Magician" => "Death Knight",
#~ "Dark Knight/Paladin" => "Night Blade",
#~ "Grappler/Warrior" => "Brawler",
#~ "Grappler/Thief" => "Wrestler",
#~ "Thief/Warrior" => "Rogue Edge",
#~ "Thief/Grappler" => "Assassin",
} # Do not remove this.
# The following adjusts the descriptions used for the classes during the
# class changing scene.
CLASS_HELP_DESCRIPTIONS ={
# ClassID => Description
1 => "Kesatria Ahli Pedang besar.",
2 => "Kesatria Ahli dalam bertahan",
3 => "Kesatria Ahli Tombak",
4 => "Kesatria Ahli Obat-obatan dan dukungan",
5 => "Kesatria Ahli dengan pisau",
6 => "Kesatria yang mempunyai keseimbangan",
7 => "Kesatria Ahli dalam pertarungan",
10 => "Kesatria Ahli dalam sihir dukungan",
11 => "Kesatria Ahli dalam sihir menyerang",
#7 => "Physical fighter who specializes in close combat.",
#8 => "Physical fighter who specializes in quick combat.",
} # Do not remove this.
end # JOB
end # YEZ
This bug I found:
1. when actors are dying, and I tried to change some classes, then the actor HP / MP restored,
2. when I change the subclass, the original class status changes and I did not choose it, ( I do not know this bug or not
)
may be explained by a picture:
for the first bug I finish it (for mine) by disabling the code in line
@actor.hp = [@actor.hp + @actor.maxhp - last_hp, @actor.hp - 1].max
@actor.mp += @actor.maxmp - last_mp
for a second I do not know how, (and sorry if I did not ask permission to change it because I am learning from existing script).
-----------------------
and if I could request, I want to level up as an actor he just get the bonus status of the subclass that is used (as seen from the above may seem at the bonuses of all subclass owned).
or maybe someone can create one for me
----------------------
maybe that's it, thank you for your attention
* sorry if rarely reply because I'm busy college