RPG MAKER 2003 CLASS SWITCHING TROUBLES

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Alright so i've got my fighting system going on, and there's a specific skill that lets you switch to another class mid battle. Making the transformation was simple and it switches you back after a set amount of turns, but my real problem is when the battle ends. Now if I win the battle with the character using this secondary class, he obviously will stay that way afterwards, which I can easily switch back on the map screen, but the experience points will go to the second class, and when I switch back, its as if the fight never happened when it comes to gaining exp. This really sucks because there are several different skills that let you change into seperate classes, and this just ruins it. Maybe there's a simple way to fix it and im just stupid, maybe its not possible and i have to do it another way, but i'd appreciate some help, thank you
You could use a common event to give exp after battle instead of the default way
When you do the class switching, do you keep the character's EXP/Level (there is a setting to have it reset to level 1, half the level, or keep it the same level).
author=kentona
When you do the class switching, do you keep the character's EXP/Level (there is a setting to have it reset to level 1, half the level, or keep it the same level).


I have to keep it the same level because this skill doesnt "make the character super powerful" it just gives the same stats but allowing you to attack twice and have double defense
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.
THIS TOPIC IS FULL OF LINK.

Alternatively, c-c-c-COMBO BREAKER.

P.S.: I'm sorry I'm not contributing in a productive way, I shall move to the shame corner.
author=kentona
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.


By doing so would you still be able to change all of the animations of the specific character, such as idle and attack and stuff like that?
I don't think so, no.
author=kentona
I don't think so, no.


Damn, because the skill actually makes a clone, and without seperate animations it would just kinda be stupid if you get what I mean
author=Lil_Nuggets
author=kentona
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.
By doing so would you still be able to change all of the animations of the specific character, such as idle and attack and stuff like that?


You could change attack animations with duplicated weapons. You COULD do most of your animation control with multiple status effects, but it would be a lot of work and might screw up other things.
author=Killer Wolf
author=Lil_Nuggets
author=kentona
You could probably replicate the effects of that skill without class switching. I think you only need it to be able to dual wield.
By doing so would you still be able to change all of the animations of the specific character, such as idle and attack and stuff like that?
You could change attack animations with duplicated weapons. You COULD do most of your animation control with multiple status effects, but it would be a lot of work and might screw up other things.


Indeed it would mess up other status animations like stun and such, thanks for trying to help though
Well, depending on how much work you want to do, and how many different animations you need, you could stack them together.

Class 2 Animation - Idle Animation Status
Class 2 Animation - Stun Animation Status + Stun Effect

etc.

There are always workarounds, but sometimes they are more work than they are worth.
It's at this point where I'd be working greatly against the engine that I would consider rethinking the concept I was trying to implement and either scrap it or replace it with a more workable idea.

It might be time to just think about what you are after and consider whether the returns merit the work. (it still might! Just give some consideration to it!)
author=kentona
It's at this point where I'd be working greatly against the engine that I would consider rethinking the concept I was trying to implement and either scrap it or replace it with a more workable idea.

It might be time to just think about what you are after and consider whether the returns merit the work. (it still might! Just give some consideration to it!)


Thanks for the advice, unfortunately i can't just scrap the idea because it's involved in several other skills, so its either i work out another way, which im trying to think of, or drop the project altogether
On that note, is there ANY way to automaticlly switch classes the second the enemies are defeated and before xp is distributed? aka before the battle "actually" ends
author=Link_2112
You could use a common event to give exp after battle instead of the default way


Uh, hello? Did you read this? I'm fairly certain this is the answer.

If the problem is how RPGmaker dishes out exp, then create your own custom system of giving out exp and your problem is solved. It's very easy to do, I'm sure. I've never tried it but others have done it, like LockeZ's game Vindication. You do something like set switches and variables during the battles, which are used in the common event after battle to increase the hero's exp by whatever amount.
author=Link_2112
author=Link_2112
You could use a common event to give exp after battle instead of the default way
Uh, hello? Did you read this? I'm fairly certain this is the answer.

If the problem is how RPGmaker dishes out exp, then create your own custom system of giving out exp and your problem is solved. It's very easy to do, I'm sure. I've never tried it but others have done it, like LockeZ's game Vindication. You do something like set switches and variables during the battles, which are used in the common event after battle to increase the hero's exp by whatever amount.


Oh sorry i didn't respond, i've tried that method several times, and it ended with me banging my head in the wall, but those were my specific methods, if you'd care to try your specific way like this Locke fellow or give me directions i'd certainly be grateful
I agree with Link. Just use less of the default systems. Turn on a switch when the skill is used, before the battle starts, or on turn 0 of the battle events commands and have an autorun map event after the combat that either gives EXP or switches the class back.
Or do what I do. No enemy gives "exp" as far as rm2k3 is concerned, but turn 0 (the beginning of the battle) sets an "Exp variable" that I use to award exp after the battle (when back on the game map) and you could use it to make sure that the right character+class gets the exp.
Also, you may want to check how the stats change. I'm pretty sure that if you use a seed/tab (statistic increase) item the stats will revert when switched back to a different class even if the level is the same. But again, I'm not positive.
Edit: Common events > Map events
author=Demicrusaius
I agree with Link. Just use less of the default systems. Turn on a switch when the skill is used, before the battle starts, or on turn 0 of the battle events commands and have an autorun map event after the combat that either gives EXP or switches the class back.
Or do what I do. No enemy gives "exp" as far as rm2k3 is concerned, but turn 0 (the beginning of the battle) sets an "Exp variable" that I use to award exp after the battle (when back on the game map) and you could use it to make sure that the right character+class gets the exp.
Also, you may want to check how the stats change. I'm pretty sure that if you use a seed/tab (statistic increase) item the stats will revert when switched back to a different class even if the level is the same. But again, I'm not positive.
Edit: Common events > Map events


I see, it makes sense, i'll give it a go and get back to you
The first suggestion was one i've already tried, so I attempted the second one, and it ended up in failure as well. Though im successfully adding the exp to the correct class, it seems Rm2k3 doesn't want any of this cleverness and decides to reset your exp when you switch classes to what that specific class has. Example - Class 1 = 200 exp while Class 2 = 0 exp. I can add 200 to class 1 (which is what i want) making 400, but when i switch to Class 2, it resets my Class 1 exp to 0 again. Not sure why this would effect class 1's total exp, but it does, im starting to think this is impossible, thoughts anyone?
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