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Dragon Quest VII Class Changing System
#1
Dragon Quest VII: Class Changing System
by Sephirothtds
Nov 15, 2007

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given. If you are the owner of the thread, please contact administration.

Well I rarely post any of my work for personal reasons but I like how this request turned out.


It's a replica of the class changing system in Dragon Quest VII.(Note: I've never played the actual game)

Features:

- 8 Ranks per class.
- Basic, Advance and expert classes.
- Mixing classes to unlock more powerfull ones later on/
- Exp limiter by characters level and troops
- Bonus stat % per class.
- Abilities learned by Rank


The script itself I dont expect most people to be able to use themselves since it was requested to be a replica of the original system as close as possible with some minor edits. Editing the script is not easy if you dont have knowledge of ruby or at least hashes.

Here are some images of the script.

[Image: 8axonwz.png]

[Image: 8ad65w9.png]

[Image: 8e8ddnc.png]


And here's a the demo since the script doesnt seem to fit alone. I didint make make the demo just some of the NPC and the mapping, scripts and music. A friend of mine made the Demo xXDarkDragonXx and Thanks to Ryu for testing it.

New script version(There seems to be an error in the demo that closes the script)


Code:
#==============================================================================
# ** TDS Class Change System
# Version: 1.7
# Request: xXDarkDragonXx
# Special thanks: ASHTON MCNALLY class guide, xXDarkDragonXx(Testing, Ideas).
#------------------------------------------------------------------------------
#  Well this script is a system for class changing that also incluides ranks
#  for each class.
#
#  With each new rank is possible to learn more skills from that class and master
#  it to unluck other more advance classes.
#==============================================================================

#--------------------------------------------------------------------------
# * Ranks for each class
#     Hash Input:
#
#    "Class Name" => ["Ranks 1", "Ranks 2", "Rank 3"]
#--------------------------------------------------------------------------

RANKS = {
#--------------------------------------------------------------------------
# * BASIC CLASSES
#--------------------------------------------------------------------------

# Warrior Class and Ranks
"Warrior" => ["Beginner", "Novice", "Soldier", "Guardsman", "Veteran",
"Warmonger", "Elite", "General"],

# Fighter Class and ranks
"Fighter" => ["Beginner", "Novice", "Grappler", "BlackBelt", "Assassin",
"Ninja", "Sensei", "Master"],

# Mage Class and Ranks
"Mage" => ["Beginner", "Novice", "Dabbler", "Magician", "Sorcerer", "Wizard",
"Warlock", "Archmage"],

# Cleric Class and Ranks
"Cleric" => ["Beginner", "Novice", "Acolyte", "Prelate", "Clergyman", "Priest",
"Bishop", "HiPriest"],

# Dancer Class and Ranks
"Dancer" => ["Beginner", "Apprentice", "ToeTapper", "Dervish", "Amateur",
"Prancer", "Bouncer", "TruTalent"],

# Bard Class and Ranks
"Bard" => ["Beginner", "Novice", "Poet", "Lyricist", "Warbler", "Crooner",
"Songster", "Minstrel"],

# Jester Class and Ranks
"Jester" => ["Beginner", "Novice", "GoofOff", "Buffoon", "StandUp", "Comedian",
"Joker", "Fool"],

# Mariner Class and Ranks
"Mariner" => ["Beginner", "Novice", "DeckHand", "Seafarer", "Navigator",
"Helmsman", "Captain", "Admiral"],

# Thief Class and Ranks
"Thief" => ["Beginner", "Novice", "CutPurse", "Pilferer", "Brigand", "Rogue",
"Scoundrel", "Big Boss"],

# Shepard Class and Ranks
"Shepard" => ["Beginner", "Novice", "FarmHand", "SlopFeed", "Swain", "Fleecer",
"Herder", "SheepLord"],

#--------------------------------------------------------------------------
# * INTERMEDIATE CLASSES
#--------------------------------------------------------------------------

# Dragoons Class and Ranks
"Dragoon" => ["Gladiator", "Fencer", "Swordsman", "Ronin", "Mercenary", "Duelist",
"Champion", "Avenger"],

# Ranger Class and Ranks
"Ranger" => ["Bouncer", "Wanderer", "Scout", "Battler", "Enchanter", "Blade Mage",
"Conqueror", "Faust"],

# Paladin Class and Ranks
"Paladin" => ["Page", "Squire", "Knight", "Zealot", "Crusader", "Templar",
"Holy Knight", "Martyr"],

# Sage Class and Ranks
"Sage" => ["Student", "Counsel", "Arbiter", "Seer", "Oracle", "Wise One", "Elder",
"Prophet"],

# TeenIdol Class and Ranks
"TeenIdol" => ["Fan", "Groupie", "Rebel", "Performer", "Star", "Artist", "Sellout",
"Icon"],

# Pirate Class and Ranks
"Pirate" => ["ShipWreck", "Barnacle", "Swab", "Cutthroat", "Buccaneer", "Smuggler",
"Marauder", "Sea Dog"],

# Tamer Class and Ranks
"Tamer" => ["Pet Owner", "Groomer", "Ranch Hand", "Tracker", "Hunter", "Handler",
"Trainer", "Beast Lord"],

#--------------------------------------------------------------------------
# * EXPERT CLASSES
#--------------------------------------------------------------------------

# GodHand Class and Ranks
"GodHand" => ["Saint", "Angel", "Archangel", "Throne", "Cherubim", "Seraphim",
"Celestial", "Demigod"],

# Summoner Class and Ranks
"Summoner" => ["Theurgist", "Conjuror", "Geomancer", "Elemental", "Maelstrom",
"Tempest", "Fury", "Ragnarok"],

# Hero Class and Ranks
"Hero" => ["Archetype", "Defender", "Paragon", "Savior", "Guardian", "Avatar",
"Legend", "ChosenOne"],

"None" => ["No Rank"]

}

#--------------------------------------------------------------------------
# * Advance Requirements
#     Hash Input:
#
#     "Class Name" => [[skill ID, Rank Required], [skill ID, Rank Required]]
#--------------------------------------------------------------------------

ADVANCE_REQUIREMENTS = {

#--------------------------------------------------------------------------
# * INTERMEDIATE CLASSES
#--------------------------------------------------------------------------

# Dragoons Requirements
"Dragoon" => ["Warrior", "Fighter"],

# Ranger Requirements
"Ranger" => ["Warrior", "Mage"],

# Paladin Requirements
"Paladin" => ["Fighter", "Cleric"],

# Sage Bonuses
"Sage" => ["Fighter", "Mage", "Cleric"],

# TeenIdol Requirements
"TeenIdol" => ["Dancer", "Bard", "Jester"],

# Pirate Requirements
"Pirate" => ["Mariner", "Thief"],

# Tamer Requirements
"Tamer" => ["Thief", "Shepard"],

#--------------------------------------------------------------------------
# * EXPERT CLASSES
#--------------------------------------------------------------------------

# GodHand Requirements
"GodHand" => ["Dragoon", "Paladin"],

# Summoner Requirements
"Summoner" => ["Sage", "TeenIdol"],

# Hero Requirements
"Hero" => ["Dragoon", "Ranger", "Paladin", "Sage", "TeenIdol", "Pirate", "Tamer"]

}

#--------------------------------------------------------------------------
# * Ranks Skills
#     Hash Input:
#
#     "Class Name" => [[skill ID, Rank Required], [skill ID, Rank Required]]
#--------------------------------------------------------------------------

RANK_SKILLS = {
# Warrior skills
"Warrior" => [[57, "Novice"], [58, "Guardsman"], [59, "Warmonger"],
[60, "General"]],

"None" => []

}


#--------------------------------------------------------------------------
# * Ranks Exp limit
#     Hash Input:
#
#     Troop ID => [Exp Given, Level limit]
#--------------------------------------------------------------------------

EXP_LIMIT = { 1 => [1, 10]


}

#--------------------------------------------------------------------------
# * Rank Status Bonus
#     Hash Input:
#
#     "Class Name" =>  [HP, SP, STR, DEX, AGI, INT, ATK, PDEF, MDEF]
#      ** - used for negative values and normal numbers as positive.
#--------------------------------------------------------------------------

CLASS_STATUS_BONUS = {
#--------------------------------------------------------------------------
# * BASIC CLASSES
#--------------------------------------------------------------------------

# Warrior Bonuses
"Warrior" => [10, -60, 10, 0, -35, -30, 30, 30, 0],

# Fighter Bonuses
"Fighter" => [ 0 ,-50, 0, 5, 15, -15, -30, 10, -10, -5],

# Mage Bonuses
"Mage" => [-40, 10, -40, 3, -5, 20, -20, -40, 40],

# Cleric Bonuses
"Cleric" => [-20, 0, -20, 5, -10, 10, -10, -30, 20],

# Dancer Bonuses
"Dancer" => [-30, -20, -30, 30, 30, 0, 10, -40, 0],

# Bard Bonuses
"Bard" => [-20, 0, -25, -10, -5, 20, 0, -15, 10],

# Jester Bonuses
"Jester" => [-30, -40, -30, -20, -30, -20, -30, -40, -40],

# Mariner Bonuses
"Mariner" => [15, -20, 0, 10, 5, -10, 10, 10, -5],

# Thief Class and Exp
"Thief" => [-10, -40, -10, 25, 20, -10, -5, -30, -15],

# Shepard Bonuses
"Shepard" => [-20, -30, -15, 0, 0, 0, -10, -20, -10 ],

#--------------------------------------------------------------------------
# * INTERMEDIATE CLASSES
#--------------------------------------------------------------------------

# Dragoons Bonuses
"Dragoon" => [20, -40, 15, 5, 10, -20, 20, 10, 5],

# Ranger Bonuses
"Ranger" => [-10, 10, 5, 5, 10, 0, 10, -15, 15],

# Paladin Bonuses
"Paladin" => [0, 0, 15, 10, 15, 15, 0, 10, 10],

# Sage Bonuses
"Sage" => [-20, 20, -30, 5, 5, 20, -10, -20, 20],

# TeenIdol Bonuses
"TeenIdol" => [-20, 10, -20, -5, -10, 0, -10, -10, -5],

# Pirate Bonuses
"Pirate" => [5, -10, 10, 10, 10, -10, 10, 20, -10],

# Tamer Bonuses
"Tamer" => [-5, -5, 0, 10, 10, 20, -5, 0, 5],


#--------------------------------------------------------------------------
# * EXPERT CLASSES
#--------------------------------------------------------------------------

# GodHand Bonuses
"GodHand" => [10, -10, 25, 15, 10, 0, 25, 5, 0],

# Summoner Requirements
"Summoner" => [-10, 20, -10, 10, 15, 20, -10, -10, 20],

# Hero Requirements
"Hero" => [10, 10, 10, 10, 10, 15, 15, 10, 10],

"None" => [0, 0, 0, 0, 0, 0, 0, 0, 0]

}


#--------------------------------------------------------------------------
# * Ranks Level Up Points Table
#     Hash Input:
#
#     "Class Name" => [[(Exp for rank start..Exp for rank end).to_a]]
#--------------------------------------------------------------------------

RANK_LV_UP_POINTS = {
#--------------------------------------------------------------------------
# * BASIC CLASSES
#--------------------------------------------------------------------------

# Warrior Class and Exp
"Warrior" => [[(0..9).to_a, (10..30).to_a, (31..55).to_a, (56..90).to_a,
(91..130).to_a, (131..155).to_a, (156..180).to_a, (180..201).to_a]],

# Fighter Class and Exp
"Fighter" => [[(0..9).to_a, (10..30).to_a, (31..55).to_a, (56..90).to_a,
(91..130).to_a, (131..155).to_a, (156..180).to_a, (180..201).to_a]],

# Mage Class and Exp
"Mage" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Cleric Class and Exp
"Cleric" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Dancer Class and Exp
"Dancer" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Bard Class and Exp
"Bard" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Jester Class and Exp
"Jester" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Mariner Class and Exp
"Mariner" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Thief Class and Exp
"Thief" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Shepard Class and Exp
"Shepard" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

#--------------------------------------------------------------------------
# * INTERMEDIATE CLASSES
#--------------------------------------------------------------------------

# Dragoons Class and Exp
"Dragoon" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],


"Jerry" => [[(0..3).to_a, (4..10).to_a]],

# Ranger Class and Exp
"Ranger" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Paladin Class and Exp
"Paladin" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Sage Class and Exp
"Sage" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# TeenIdol Class and Exp
"TeenIdol" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Pirate Class and Exp
"Pirate" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Tamer Class and Exp
"Tamer" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

#--------------------------------------------------------------------------
# * EXPERT CLASSES
#--------------------------------------------------------------------------

# GodHand Class and Exp
"GodHand" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Summoner Class and Exp
"Summoner" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

# Hero Class and Exp
"Hero" => [[(0..9).to_a, (10..19).to_a, (20..29).to_a, (30..39).to_a,
(40..49).to_a, (50..59).to_a, (60..69).to_a, (70..79).to_a]],

"None" => [[(0).to_a]]

}

#==============================================================================
# ** Game_Battler (part 1)
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  #--------------------------------------------------------------------------
  # * Get Attack Power
  #--------------------------------------------------------------------------
  def atk    
    # If self is an actor use bonus
    if self.is_a?(Game_Actor)    
      n = base_atk + class_status_bonus(self.class_name, 6)
    else
      n = base_atk    
    end
  
    for i in @states
      n *= $data_states[i].atk_rate / 100.0
    end
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  # * Get Physical Defense Power
  #--------------------------------------------------------------------------
  def pdef
    # If self is an actor use bonus    
    if self.is_a?(Game_Actor)
      n = base_pdef + class_status_bonus(self.class_name, 7)
    else
      n = base_pdef
    end
    
    for i in @states
      n *= $data_states[i].pdef_rate / 100.0
    end
    return Integer(n)
  end
  #--------------------------------------------------------------------------
  # * Get Magic Defense Power
  #--------------------------------------------------------------------------
  def mdef
    # If self is an actor use bonus    
    if self.is_a?(Game_Actor)        
      n = base_mdef + class_status_bonus(self.class_name, 8)
    else
      n = base_mdef    
    end
  
    for i in @states
      n *= $data_states[i].mdef_rate / 100.0
    end
    return Integer(n)
  end
end

#==============================================================================
# ** Scene_Battle (part 2)
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Start After Battle Phase
  #--------------------------------------------------------------------------
  def start_phase5
    # Shift to phase 5
    @phase = 5
    # Play battle end ME
    $game_system.me_play($game_system.battle_end_me)
    # Return to BGM before battle started
    $game_system.bgm_play($game_temp.map_bgm)
    # Initialize EXP, amount of gold, and treasure
    exp = 0
    gold = 0
    treasures = []
    # Loop
    for enemy in $game_troop.enemies
      # If enemy is not hidden
      unless enemy.hidden
        # Add EXP and amount of gold obtained
        exp += enemy.exp
        gold += enemy.gold
        # Determine if treasure appears
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    # Treasure is limited to a maximum of 6 items
    treasures = treasures[0..5]
    # Obtaining EXP
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    # Obtaining gold
    $game_party.gain_gold(gold)
    # Obtaining treasure
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    
    # Makes Rank exp
    rank_exp = EXP_LIMIT[$game_temp.battle_troop_id][0]    
    
    # Gives i the value of the party size
    for i in 0...$game_party.actors.size
      # If class name is not None and actor is not nil
      if $game_party.actors[i].class_name != "None" and $game_party.actors[i] != nil
       # If game actor level is less than the exp level limit
       if $game_party.actors[i].level < EXP_LIMIT[$game_temp.battle_troop_id][1]
         # Give actors rank exp
         $game_party.actors[i].rank_exp(rank_exp)
         end
       end
    end

    # Make battle result window
    @result_window = Window_BattleResult.new(exp, gold, treasures, rank_exp)
    # Set wait count
    @phase5_wait_count = 100
  end
end


#==============================================================================
# ** Window_BattleResult
#------------------------------------------------------------------------------
#  This window displays amount of gold and EXP acquired at the end of a battle.
#==============================================================================

class Window_BattleResult < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     exp       : EXP
  #     gold      : amount of gold
  #     treasures : treasures
  #--------------------------------------------------------------------------
  def initialize(exp, gold, treasures, rank_exp = 0)
    @exp = exp
    @gold = gold
    @treasures = treasures
    @rank_exp = rank_exp
    super(160, 0, 320, @treasures.size * 64 + 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.y = 160 - height / 2
    self.back_opacity = 160
    self.visible = false
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 32, 200, 32, "Rank Exp Gained:")    
    self.contents.font.color = normal_color
    self.contents.draw_text(170, 32, 200, 32, @rank_exp.to_s)    
    
    x = 4
    self.contents.font.color = normal_color
    cx = contents.text_size(@exp.to_s).width
    self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
    x += cx + 4
    self.contents.font.color = system_color
    cx = contents.text_size("EXP").width
    self.contents.draw_text(x, 0, 64, 32, "EXP")
    x += cx + 16
    self.contents.font.color = normal_color
    cx = contents.text_size(@gold.to_s).width
    self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
    x += cx + 4
    self.contents.font.color = system_color
    self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
    y = 64 #32
    for item in @treasures
      draw_item_name(item, 4, y)
      y += 32
    end
  end
end


#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor   :class_exp                     # EXP for classes
  attr_accessor   :class_rank                    # Rank of the class
  attr_accessor   :master_classes                # Used to store info on class
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  alias tds_transform_skills_setup setup
   def setup(actor_id)
    tds_transform_skills_setup(actor_id)
    actor = $data_actors[actor_id]    
    @class_exp = {}
    @class_rank = {}
    @master_classes = {}
    ranking
  end  
  #--------------------------------------------------------------------------
  # * Set rankings
  #--------------------------------------------------------------------------
  def ranking        
    # Set values for class and exp if they are Nil
    for i in RANKS.keys
      # If Exp is Nil set the exp to the starting value
      if @class_exp[i] == nil
         @class_exp[i] = 0
       end
      # If Rank is nil set the first ranking for the class
      if @class_rank[i] == nil        
        @class_rank[i] = RANKS[i][0]
      end            
    end
    
    # If Ranks Mastered is nil
    if @ranks_mastered == nil
      # Gives values for mastering classes
      for i in RANKS.keys
        # Rank Mastered method
        rank_mastered(i)
      end
    end
  
    # Sets the class bonuses
    set_class_bonus(self.class_name, remove_class_bonus = nil)      
    # Recover all
    recover_all    
    return
  end

  #--------------------------------------------------------------------------
  # * Class Status Bonus
  #     class_name : Class to return value
  #     stat       : Stat to return the value of bonus percent  
  #--------------------------------------------------------------------------    
  def class_status_bonus(class_name = nil, stat = 0)
    # Array for status bonuses
    bonus_array = [self.base_maxhp, self.base_maxsp, self.base_str, self.base_dex,
    self.base_agi, self.base_int, self.base_atk, self.base_pdef, base_mdef]
    # Status that will be used
    @status_used = bonus_array[stat]
    # Bonus percent used to get the total bonus
    @bonus_percent = CLASS_STATUS_BONUS[class_name][stat]
    # Makes total Bonus
    @total_bonus = @status_used * @bonus_percent / 100
    # Returns the bonus for the stat
    return @total_bonus
  end  

  #--------------------------------------------------------------------------
  # * Class ID
  #     return_class_name : Named used to return class ID  
  #--------------------------------------------------------------------------    
  def class_return_id(return_class_name = self.class_name)
    # Gives i the value of the data classes size
    for i in 1...$data_classes.size
      # If any of the classes name is the same as the return name
      if $data_classes[i].name == return_class_name
        # Return ID is the same as the class ID
        return_id = $data_classes[i].id
      end        
    end
    # Returns ID value of the class name
    return return_id
  end  
    
  #--------------------------------------------------------------------------
  # * master?
  #     mster_class_name : Class to verify if it has been mastered
  #--------------------------------------------------------------------------    
  def master?(master_class_name = self.class_name)      
   # If mastered class hash key is not nil
   if @master_classes[master_class_name] != nil
    # If the last value of the array is Mastered
    if @master_classes[master_class_name].last == "Mastered"
        # Mastered is set to true
        mastered = true
      else
        # Mastered is set to false        
        mastered = false        
      end
    end
    
     # Return Mastered value
    return mastered
  end
  
  #--------------------------------------------------------------------------
  # * Can Use Class?
  #     use_class_name : Class to verify if it can be used  
  #--------------------------------------------------------------------------    
  def can_use_class?(use_class_name = self.class_name)    
    # If the requirements hash key is not nil
    if ADVANCE_REQUIREMENTS[use_class_name] != nil
     # Gives x the value of the requirements array size
     for x in 0...ADVANCE_REQUIREMENTS[use_class_name].size
      # If the classes inside the array of requirements have not been mastered
      if master?(ADVANCE_REQUIREMENTS[use_class_name][x]) == false
        # Use is set to false
        use = false
        # Breaks loop
        break
      # If class has mastered the requirements
      else
        # Use is set to true
        use = true      
      end  
     end
   end

   # Returns the value of wheter or not the class can be used
   return use
  end  
  
  #--------------------------------------------------------------------------
  # * Exp For Level
  #     exp_class_name : Class to return value of needed exp
  #--------------------------------------------------------------------------    
  def exp_for_lv(exp_class_name = self.class_name)
    # If the class in the constant is not nil
    if RANK_LV_UP_POINTS[exp_class_name] != nil
     # Gives i the size value size for checking exp
     for i in 0...RANK_LV_UP_POINTS[exp_class_name][0].size
      # If if's not nil continue
      if RANK_LV_UP_POINTS[exp_class_name][0][i].size != nil
       # Gives x the value size of the exp
       for x in 0...RANK_LV_UP_POINTS[exp_class_name][0][i].size  
        # If class exp is equal to the exp in the rank level exp array
        if @class_exp[exp_class_name] == RANK_LV_UP_POINTS[exp_class_name][0][i][x]            
         # If the next level of the arrays is not nil
         if RANK_LV_UP_POINTS[exp_class_name][0][i  + 1] != nil
          # next exp is equal to the first number of the next exp array
          next_exp = RANK_LV_UP_POINTS[exp_class_name][0][i + 1].first
        else
          # Next exp is equal to the last number of all exp arrays
          next_exp = RANK_LV_UP_POINTS[exp_class_name][0][i].last        
        end        
       end
      end
    end
   end
    end
    # Returns the value of the exp for the next level
    return next_exp
  end  

  #--------------------------------------------------------------------------
  # * Rank Lv
  #     master_class_name : Class used to verify info  
  #--------------------------------------------------------------------------    
  def rank_mastered(master_class_name = self.class_name)
    
  # Ranks mastered array
  @ranks_mastered = []
  # Size of the RANK constant ranks
  for i in 0...RANKS[master_class_name].size
   # Break if the Rank on the constant is the same as the current rank
   break if RANKS[master_class_name][i] == @class_rank[master_class_name]
    # If the rank is not the same as the current rank add it to the mastered array
    if RANKS[master_class_name][i] != @class_rank[master_class_name]
     # Add to the mastered array
     @ranks_mastered << RANKS[master_class_name][i]  
    end
  end
  
  # Gives the value of the current mastered classes
  @ranks_mastered = @ranks_mastered
  # If class exp is the same as the last exp on the array master the class
  if @class_exp[master_class_name] == RANK_LV_UP_POINTS[master_class_name][0].last.last
    @ranks_mastered << RANKS[master_class_name].last
    @ranks_mastered << "Mastered"
  end
  
    # Gives the value of the mastered classes to the master hast
    @master_classes[master_class_name] = @ranks_mastered
    # Retunr the value of the variable in an array
    return @master_classes[master_class_name]
  end

  #--------------------------------------------------------------------------
  # * Set Class Bonus
  #     bonus_class_name : The class used to set the bonus
  #     remove_class_bonus: Removes Bonus
  #--------------------------------------------------------------------------  
   def set_class_bonus(bonus_class_name, remove_class_bonus = nil)    
    # If remove bonus is not nil return all stats to normal
    if remove_class_bonus != nil
      self.maxhp = self.base_maxhp    
      self.maxsp = self.base_maxsp        
      self.str   = self.base_str
      self.dex   = self.base_dex    
      self.agi   = self.base_agi
      self.int   = self.base_int      
    end    
    # If remove bonus is nil add all the class bonuses
    if remove_class_bonus == nil
      self.maxhp = self.base_maxhp + self.class_status_bonus(bonus_class_name, 0)  
      self.maxsp = self.base_maxsp + self.class_status_bonus(bonus_class_name, 1)        
      self.str   = self.base_str + self.class_status_bonus(bonus_class_name, 2)
      self.dex   = self.base_dex + self.class_status_bonus(bonus_class_name, 3)    
      self.agi   = self.base_agi + self.class_status_bonus(bonus_class_name, 4)
      self.int   = self.base_int +  self.class_status_bonus(bonus_class_name, 5)    
    end  
   return
  end

  #--------------------------------------------------------------------------
  # * learn_class_skills
  #     learning_class : Class used for learning  
  #--------------------------------------------------------------------------  
   def learn_class_skills(learning_class = self.class_name)      
    # If the Rank Skils Hash key is not nil
    if RANK_SKILLS[learning_class] != nil
     # Gives i the value of class key hash values
     for i in 0...RANK_SKILLS[learning_class].size
      # If a class has been mastered and it's one required to learn a skill
      if @master_classes[learning_class].include?(RANK_SKILLS[learning_class][i][1])          
        # Lean skill
        learn_skill(RANK_SKILLS[learning_class][i][0])          
       end  
      end        
    end    
     return
   end
  
  #--------------------------------------------------------------------------
  # * Rank Exp
  #     amount : Amount of Rank Exp to add to the character  
  #--------------------------------------------------------------------------  
   def rank_exp(amount)    
     # Adds exp to the rank exp
     for i in 0..amount
       # Break loop if exp has reached the desired amount
       break if i >= amount
       # Keep adding exp until you reach the desired amount
       @class_exp[self.class_name] += 1  
       # Update Ranking
       ranking      
     end
    
   # if class exp is equal or more to the last rank limit exp give a max value
   if @class_exp[self.class_name] >= RANK_LV_UP_POINTS[self.class_name][0].last.max
      @class_exp[self.class_name] = RANK_LV_UP_POINTS[self.class_name][0].last.max
   end

   # If exp is less than the minimun of the first rank give it a start value
   if @class_exp[self.class_name] <= RANK_LV_UP_POINTS[self.class_name][0].first.min
      @class_exp = RANK_LV_UP_POINTS[self.class_name][0].first.min
    end      
      
   for i in 0...RANK_LV_UP_POINTS[self.class_name][0].size  
    for x in 0...RANK_LV_UP_POINTS[self.class_name][0][i].size      
     # If class exp for the actor is equal to the exp in one of the exp arrays
     if @class_exp[self.class_name] == RANK_LV_UP_POINTS[self.class_name][0][i][x]
       # Assigns rank to the actor
       @class_rank[self.class_name] = RANKS[self.class_name][i]      
       break
     end
    end
   end
    
   # Update Ranking
   ranking
   # Update Mastered Ranks
   rank_mastered  
   # Updates Learn Skills
   learn_class_skills
   # Return the current class exp
    return @class_exp[self.class_name]
   end  
end

      
#==============================================================================
# ** Dragon Quest VII Class Change System
#------------------------------------------------------------------------------
#  Scene used to choose the character that will change it's class.
#==============================================================================

class Scene_Class_Change_System
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make Spriteset Background
    spriteset = Spriteset_Map.new
  # Introduction message
  intro_message = "Whose Class do you wish to change?"  
  # Creates text window for messages in the class  
  @text_window = Window_Base.new(80, 373, 480, 107)  
  @text_window.contents = Bitmap.new(@text_window.width-32, @text_window.height-32)
  # Introduction text message
  @text_window.contents.draw_text( 0, 0, 420, 25, intro_message.to_s)
  # Text window back opacity
  @text_window.back_opacity = 120
  # Make array for Character command window
  @command_characters = []
  # Make array for Classes command window
  @classes_commands = []
  # Make who to choose title window
  @who_windows = Window_Base.new(346, 165, 140, 46)        
  # Who Window back opacity
  @who_windows.back_opacity = 120
  # Who window contents bitmap
  @who_windows.contents = Bitmap.new(100, 14)
  @who_windows.contents.draw_text(25 , 0-4, 70, 20, "Who?")
  # Make status choose title window
  @status_choose_windows = Window_Base.new(487, 165, 152, 46)      
  # Status choose back opacity
  @status_choose_windows.back_opacity = 120
  # Status choose contents bitmap
  @status_choose_windows.contents = Bitmap.new(120, 14)
  # Makes the window for showing basic status of a player
  @choosing_status_windows = Window_Base.new(487, 212, 152, 125)    
  # Choosing window back opacity
  @choosing_status_windows.back_opacity = 120
  # Choosing window contents bitmap
  @choosing_status_windows.contents = Bitmap.new(120, 87)  
  @choosing_status_windows.contents.draw_text( 0, 64, 120, 25, "Level:")      
  # Checks current party members
  for i in 0...$game_party.actors.size
    # Makes the names of the party members the commands for the window
    @command_characters << $game_party.actors[i].name
  end  

    # Make Character command window  
  @character_command_window = Window_Command.new(140, @command_characters)
  @character_command_window.x = 346
  @character_command_window.y = 212
  # Assigns primary name to the windows
  actor = $game_party.actors[@character_command_window.index]
  @status_choose_windows.contents.draw_text(0 , 0-4, 120, 20, actor.name.to_s, 1)      
  @choosing_status_windows.contents.draw_text( 0, 0, 120, 25, actor.class_name.to_s, 1)    
  @choosing_status_windows.contents.draw_text( 0, 64, 120, 25, "Level:")        
  @choosing_status_windows.contents.draw_text( 77, 64, 120, 25, actor.level.to_s )        
  @choosing_status_windows.contents.draw_text( 0, 32, 120, 25,
  actor.class_rank[actor.class_name].to_s, 1)
  # Character window back opacity
  @character_command_window.back_opacity = 120
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @character_command_window.dispose
  @text_window.dispose
  @who_windows.dispose
  @status_choose_windows.dispose
  @choosing_status_windows.dispose  
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @character_command_window.update  
  # Clears the contents of windows
  @status_choose_windows.contents.clear
  @choosing_status_windows.contents.clear
  # Update the choosing status window information
  update_choosing_status  

    # If C button was pressed
    if Input.trigger?(Input::C)
       # Play decision SE
       $game_system.se_play($data_system.decision_se)                
       # Change to class changing scene
       $scene = Scene_Class_Change_System_Changing_Menu.new(@character_command_window.index)        
      return
    end
  
   if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Switch to map screen
      $scene = Scene_Map.new
      return
    end    
  end
  #--------------------------------------------------------------------------
  # * Update the choosing status window
  #--------------------------------------------------------------------------
  def update_choosing_status
    # Draws content for windows
    actor = $game_party.actors[@character_command_window.index]
    @status_choose_windows.contents.draw_text(0 , 0-4, 120, 20, actor.name.to_s, 1)      
    @choosing_status_windows.contents.draw_text( 0, 0, 120, 25, actor.class_name.to_s, 1)    
    @choosing_status_windows.contents.draw_text( 0, 64, 120, 25, "Level:")        
    @choosing_status_windows.contents.draw_text( 77, 64, 120, 25, actor.level.to_s )        
    @choosing_status_windows.contents.draw_text( 0, 32, 120, 25,
    actor.class_rank[actor.class_name].to_s, 1)
  end
end


#==============================================================================
# ** Dragon Quest VII Class Change System Changing Menu
#------------------------------------------------------------------------------
#  Scene where actual class change happens.
#==============================================================================
class Scene_Class_Change_System_Changing_Menu
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor : Actor for class change
  #--------------------------------------------------------------------------
  def initialize(actor_id = 0)
    # Actor for use in the scene
    @actor_id = actor_id
  end  
      
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Make Spriteset Background
    spriteset = Spriteset_Map.new
  # Introduction message
  intro_message = "Which Class do you wish to take on?"  
  # Class changing steps
  @class_steps = 0
  # X axis value for text
  @x = 0
  # Title text to be used
  @title_text = "None"    
  # Creates text window for messages in the class  
  @text_window = Window_Base.new(201, 373, 440, 107)  
  @text_window.contents = Bitmap.new(@text_window.width-32, @text_window.height-32)
  # Introduction text message
  @text_window.contents.draw_text( 0, 0, 420, 25, intro_message.to_s)
  # Text window back opacity
  @text_window.back_opacity = 120
  # Make array for Classes command window
  @classes_commands = []
  # Make status for jobs window
  @title_windows = Window_Base.new(0, 0, 200, 56)      
  # Status back opacity
  @title_windows.back_opacity = 120
  # Status contents bitmap
  @title_windows.contents = Bitmap.new(160, 20)

  # Commands for basic classes
  @classes_commands = ["Warrior", "Fighter", "Mage", "Cleric", "Dancer",
  "Bard", "Jester", "Mariner", "Thief", "Shepard", "Dragoon", "Ranger",
  "Paladin", "Sage", "TeenIdol", "Pirate", "Tamer", "GodHand", "Summoner",
  "Hero", "None"]

  # Array Index used to change title
  @basic_index = ["Warrior", "Fighter", "Mage", "Cleric", "Dancer",
  "Bard", "Jester", "Mariner", "Thief", "Shepard",  "None" ]
  # Array Index used to change title  
  @intermediate_index = ["Dragoon", "Ranger", "Paladin", "Sage", "TeenIdol",
  "Pirate", "Tamer"]  
  # Array Index used to change title    
  @expert_index = ["GodHand", "Summoner", "Hero"]    
    
  # Delete from commands array
  delete_from_commands = []
  for i in 0...@classes_commands.size
   if $game_party.actors[@actor_id].can_use_class?(@classes_commands[i]) == false    
     # Add to the delete from commands array    
     delete_from_commands << @classes_commands[i]    
    end  
  end

  # Gives i the value for deleting commands
  for i in 0...delete_from_commands.size
    # Deletes from the command array the clases that cannot be accessed yet
    @classes_commands.delete(delete_from_commands[i].to_s)
  end
  
  
    # Make Character command window    
  @class_command_window = Window_Command.new(200, @classes_commands)
  # Gives i the value of the command classes
  for i in 0...@classes_commands.size
   # If the current command is the same as the class of the actor
   if @classes_commands[i] == $game_party.actors[@actor_id].class_name
    # Make the index be the class of the actor
    @class_command_window.index = i
    end
  end

  # Gives i the value of the commands size
  for i in 0...@classes_commands.size
   # If actor has mastered a skill
   if $game_party.actors[@actor_id].master?(@classes_commands[i])
    # Change the color of the command
    @class_command_window.draw_item(i, Color.new(255, 255, 128, 255))
  end
  
  # If class is None draw it in normal color
  if @classes_commands[i] == "None"
    # Draw command
    @class_command_window.draw_item(i, Color.new(255, 255, 255, 255))    
   end  
  end

   # If currently the index is over a basic class
   for i in 0...@basic_index.size  
    # If the current command is the same as one in the basic index
    if @classes_commands[@class_command_window.index] == @basic_index[i]
       # Draw title in title window
       @title_windows.contents.draw_text(57 , 0, 200, 20, "Basic")
       # X axis value for text
       @x = 57
       # Title text to be used
       @title_text = "Basic"      
       # Breaks loop
       break
     end
   end

   # If currently the index is over a intermediate class  
   for i in 0...  @intermediate_index.size  
    # If the current command is the same as one in the intermediate index    
    if @classes_commands[@class_command_window.index] ==   @intermediate_index[i]
       # Draw title in title window      
       @title_windows.contents.draw_text(28 , 0, 200, 20, "Intermediate")
       # X axis value for text
       @x = 28
       # Title text to be used
       @title_text = "Intermediate"                  
       # Breaks loop      
       break
     end
   end
  
  # If currently the index is over a expert class  
   for i in 0...@expert_index.size  
    # If the current command is the same as one in the expert index          
    if @classes_commands[@class_command_window.index] == @expert_index[i]
       # Draw title in title window      
       @title_windows.contents.draw_text(57 , 0, 200, 20, "Expert")
       # X axis value for text
       @x = 57
       # Title text to be used
       @title_text = "Expert"      
       # Breaks loop            
       break
     end
   end
  
  # Gives a color to identify the actors current class
  @class_command_window.draw_item(@class_command_window.index, Color.new(128, 255, 128, 255))  
  @class_command_window.x = 0
  @class_command_window.y = 56
  @class_command_window.height = 424
  @class_command_window.back_opacity = 120  
  # Creates class status window  
  @class_status_window = Class_Status_Window.new(@actor_id)
  # Creates the prompt window for class changing
  @prompt_command_window = Window_Command.new(100, %w(Yes No))  
  @prompt_command_window.x = 539
  @prompt_command_window.y = 276
  @prompt_command_window.back_opacity = 130
  @prompt_command_window.visible = false
  @prompt_command_window.active = false  
  
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
  @text_window.dispose
    @class_command_window.dispose
  @title_windows.dispose
  @class_status_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @class_command_window.update
  @prompt_command_window.update  
  # Clears title text
  @title_windows.contents.clear          
  # Draw title in title window
  @title_windows.contents.draw_text(@x , 0, 200, 20, @title_text.to_s)      
  
  # If current index is not equal to the index variable update
  # (Used to lower refres lag)
  if @class_command_window.index != @index and @class_command_window.active
    # Refreshes status window with the current class in the command window index
    @class_status_window.refresh(@classes_commands[@class_command_window.index])
    # index is given the value of the current class command window index
    @index = @class_command_window.index
    # Updates title text
    update_title_text
  end

  # If prompt window is active and class steops is 0  
  if @prompt_command_window.active and @class_steps == 0
    # Update the first phase of class change    
    class_change_update_step_one
   return  
  end
  
  # If prompt window is active and class steops is 1
  if @class_steps >= 1
    # Update the second phase of class change
     class_changing
   return  
  end
  
   # If C button was pressed and prompt window is not active yet
   if Input.trigger?(Input::C) and @prompt_command_window.active == false
     if @classes_commands[@class_command_window.index] == $game_party.actors[@actor_id].class_name
        # Play buzzer SE
        $game_system.se_play($data_system.buzzer_se)      
        return
       end
      # Play decision SE
      $game_system.se_play($data_system.decision_se)                    
      # Class command window is inactive
      @class_command_window.active = false
      # Prompt command window is visible      
      @prompt_command_window.visible = true
      # Prompt command window is activated
      @prompt_command_window.active = true
      # Class steps is set to pre starting point
      @class_steps = 0
    return
  end  
    

  # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Return back to the class changing scene
    $scene = Scene_Class_Change_System.new
      return
    end    
  end

  #--------------------------------------------------------------------------
  # * Frame Update(Updates Title Text)
  #--------------------------------------------------------------------------  
  def update_title_text  
   # If currently the index is over a basic class
   for i in 0...@basic_index.size  
    # If the current command is the same as one in the basic index
    if @classes_commands[@class_command_window.index] == @basic_index[i]
       # X axis value for text
       @x = 57
       # Title text to be used
       @title_text = "Basic"
       # Breaks loop
       break
     end
   end

   # If currently the index is over a intermediate class  
   for i in 0...  @intermediate_index.size  
    # If the current command is the same as one in the intermediate index    
    if @classes_commands[@class_command_window.index] ==   @intermediate_index[i]
       # X axis value for text
       @x = 28
       # Title text to be used
       @title_text = "Intermediate"            
       # Breaks loop      
       break
     end
   end
  
  # If currently the index is over a expert class  
   for i in 0...@expert_index.size  
    # If the current command is the same as one in the expert index          
    if @classes_commands[@class_command_window.index] == @expert_index[i]
       # X axis value for text
       @x = 57
       # Title text to be used
       @title_text = "Expert"
       # Breaks loop            
       break
     end
   end
  return
end

  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------  
  def class_changing
       # Clears message window contents
       @text_window.contents.clear        
       # Name of the class in the current index
       name = @classes_commands[@class_command_window.index]      
       # ID for class Changing      
       id = $game_party.actors[@actor_id].class_return_id(name.to_s)        

       case @class_steps
        when 1
          # First line of the class changing message
          line_one = "Hold the image of the " +
          @classes_commands[@class_command_window.index].to_s +
          " In your heart"
          # Second line of the class changing message      
          line_two = "and pray."      
        when 2    
          # First line of the class changing message
           line_one = "Oh God, let " + $game_party.actors[@actor_id].name.to_s +
           " walk a new path in life."
        when 3                
         if @once_check == nil
           Audio.se_play("Audio/SE/112-Heal08", 80, 0)  
           @once_check = true
         end
          # First line of the class changing message
           line_one = $game_party.actors[@actor_id].name.to_s +
           ", You will now go forth as a " +
           @classes_commands[@class_command_window.index].to_s + "."                              
           # Change actors class ID to the new class ID
           $game_party.actors[@actor_id].class_id = id        
           # Refresh status windows content
           @class_status_window.refresh(@classes_commands[@class_command_window.index])          
         when 4
          # Return back to the class changing scene
          $scene = Scene_Class_Change_System.new                  
          return
         end                
        
          # Write message in the message window        
          @text_window.contents.draw_text( 0, 0, 500, 25, line_one.to_s)                
          @text_window.contents.draw_text( 0, 32, 420, 25, line_two.to_s)                    
        
        # If C button was pressed
        if Input.trigger?(Input::C)        
           # Play decision SE
           $game_system.se_play($data_system.decision_se)          
           @class_steps += 1          
          return
        end
        return
      end
  
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------  
  def class_change_update_step_one      
    # Clears message window contents
    @text_window.contents.clear
    # New message to be written
    message = "So, " + $game_party.actors[@actor_id].name.to_s +
    ", Do you wish to become a " +
    @classes_commands[@class_command_window.index].to_s + "?"  
    # Write message in the message window
    @text_window.contents.draw_text( 0, 0, 420, 25, message.to_s)    

    # If C button was pressed
    if Input.trigger?(Input::C) and @class_steps = 0
      # Use the prompt command window index to determine action
      case @prompt_command_window.index
       when 0 # When Yes
        # Play decision SE
        $game_system.se_play($data_system.decision_se)        
        # Prompt command window is not visible
        @prompt_command_window.visible = false
        # Prompt command window is not active
        @prompt_command_window.active = false        
        # Class steps is set to it's second point
        @class_steps = 1        
        return
       when 1 # When No
        # Play cancel SE
        $game_system.se_play($data_system.cancel_se)
        # Class command window is activated
        @class_command_window.active = true
        # Prompt command window is not visible
        @prompt_command_window.visible = false
        # Prompt command window is not active
        @prompt_command_window.active = false
        # Clears message window contents
        @text_window.contents.clear    
        # New message to be written
        intro_message = "Which Class do you wish to take on?"  
        # Write message in the message window        
        @text_window.contents.draw_text( 0, 0, 420, 25, intro_message.to_s)            
        return
      end
     return
   end
  
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      @class_command_window.active = true
      @prompt_command_window.visible = false
      @prompt_command_window.active = false
      @class_steps = 0
      @text_window.contents.clear                
      intro_message = "Which Class do you wish to take on?"  
      @text_window.contents.draw_text( 0, 0, 420, 25, intro_message.to_s)            
       return
    end    
  end
end    




#==============================================================================
# ** Class Status Window
#------------------------------------------------------------------------------
#  This window displays class content.
#==============================================================================

class Class_Status_Window < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize(actor_id = 0)
    # Actor info used in window
    @actor_id = actor_id
    super(201, 0, 439, 372)
    self.contents = Bitmap.new(width - 32, height - 32)
    # windows back opacity
    self.back_opacity = 120
    # Current actor used for info
    @actor = $game_party.actors[@actor_id]
    # Status class name variable
    @status_class = @actor.class_name
    refresh(@status_class)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(class_name)
    self.contents.clear
    # Current class name
    @status_class = class_name
    
    self.contents.font.color = system_color    
    self.contents.draw_text(0, -135, 300, 300, "Name:")        
    self.contents.draw_text(190, -135, 300, 300, "Class:")            
    self.contents.draw_text(190, -76, 300, 300, "Rank Exp:")                
    self.contents.draw_text(0, -105, 300, 300, "Rank:")                    
    self.contents.draw_text(190, -105, 300, 300, "Master:")                        

    # Draws all basic status Names
    self.contents.draw_text(0, -62 -14, 300, 300, "HP:")                
    self.contents.draw_text(0, -32 -14, 300, 300, "SP:")        
    self.contents.draw_text(0, 0 -14, 300, 300, "ATK:")        
    self.contents.draw_text(0, 32 -14, 300, 300, "PDF:")            
    self.contents.draw_text(0, 64 -14, 300, 300, "MDF:")    
    self.contents.draw_text(0, 100 -14, 300, 300, "STR:")                    
    self.contents.draw_text(0, 132 -14, 300, 300, "DEX:")                        
    self.contents.draw_text(0, 164 -14, 300, 300, "AGI:")                        
    self.contents.draw_text(0, 196 -14, 300, 300, "INT:")                            
    self.contents.font.color = normal_color
    # Markers
    self.contents.draw_text(84, 0 -76, 300, 300, "  ��")        
    self.contents.draw_text(84, 0 -46, 300, 300, "  ��")          
    self.contents.draw_text(50, 0 -14, 300, 300, "  ��              ��")        
    self.contents.draw_text(50, 32 -14, 300, 300, "  ��              ��")            
    self.contents.draw_text(50, 64 -14, 300, 300, "  ��              ��")    
    self.contents.draw_text(50, 100 -14, 300, 300, "  ��              ��")                    
    self.contents.draw_text(50, 132 -14, 300, 300, "  ��              ��")                        
    self.contents.draw_text(50, 164 -14, 300, 300, "  ��              ��")                        
    self.contents.draw_text(50, 196 -14, 300, 300, "  ��              ��")                                    

    # Status variables
    hp = @actor.base_maxhp + @actor.class_status_bonus(@status_class, 0)
    sp = @actor.base_maxsp +  @actor.class_status_bonus(@status_class, 1)
    str = @actor.base_str + @actor.class_status_bonus(@status_class, 2)
    dex = @actor.base_dex + @actor.class_status_bonus(@status_class, 3)    
    agi = @actor.base_agi + @actor.class_status_bonus(@status_class, 4)
    int = @actor.base_int +  @actor.class_status_bonus(@status_class, 5)    
    atk = @actor.base_atk + @actor.class_status_bonus(@status_class, 6)
    pdef = @actor.base_pdef + @actor.class_status_bonus(@status_class, 7)
    mdef = @actor.base_mdef + @actor.class_status_bonus(@status_class, 8)
    
    # Status with bonuses    
    self.contents.draw_text(127, 0 -76, 300, 300, hp.to_s)        
    self.contents.draw_text(127, 0 -46, 300, 300, sp.to_s)    
    self.contents.draw_text(193, 0 -14, 300, 300, atk.to_s)        
    self.contents.draw_text(193, 32 -14, 300, 300, pdef.to_s)            
    self.contents.draw_text(193, 64 -14, 300, 300, mdef.to_s)    
    self.contents.draw_text(193, 100 -14, 300, 300, str.to_s)                    
    self.contents.draw_text(193, 132 -14, 300, 300, dex.to_s)                        
    self.contents.draw_text(193, 164 -14, 300, 300, agi.to_s)                        
    self.contents.draw_text(193, 196 -14, 300, 300, int.to_s)                            
    
    # Status variables without bonuses
    hp = @actor.maxhp
    sp = @actor.maxsp
    str = @actor.str
    dex = @actor.dex    
    agi = @actor.agi
    int = @actor.int    
    atk = @actor.atk
    pdef = @actor.pdef
    mdef = @actor.mdef
    # Status without bonuses    
    self.contents.draw_text(40, 0 -76, 300, 300, hp.to_s)        
    self.contents.draw_text(40, 0 -46, 300, 300, sp.to_s)          
    self.contents.draw_text(100, 0 -14, 300, 300, atk.to_s)        
    self.contents.draw_text(100, 32 -14, 300, 300, pdef.to_s)            
    self.contents.draw_text(100, 64 -14, 300, 300, mdef.to_s)    
    self.contents.draw_text(100, 100 -14, 300, 300, str.to_s)                    
    self.contents.draw_text(100, 132 -14, 300, 300, dex.to_s)                        
    self.contents.draw_text(100, 164 -14, 300, 300, agi.to_s)                        
    self.contents.draw_text(100, 196 -14, 300, 300, int.to_s)                            
  
    # Master Icons Array
    @master_icons = []
    # If status is other than None
    if @status_class != "None"
    # Gives i the size value of the ranks in the selected class
    for i in 0...RANKS[@status_class].size
      # Adds icons to the master_icon array
      @master_icons << bitmap = RPG::Cache.icon("Master_Icon")      
      # If i is less or equal to the mastered ranks
      if i <= @actor.rank_mastered(@status_class).size - 1
       # Draw mastered icons with full opacity
       self.contents.blt(260 + i * 17, 35, @master_icons[i], Rect.new(0, 0, 24, 24), 255)                  
      else
       # Draw icons unmastered icons with less opacity
       self.contents.blt(260 + i * 17, 35, @master_icons[i], Rect.new(0, 0, 24, 24), 80)                        
      end
     end
    end
  
    # Draw actors class rank
    self.contents.draw_text(55, 30, 300, 32, @actor.class_rank[@status_class].to_s)    
    exp_string =  @actor.class_exp[@status_class].to_s + " / " + @actor.exp_for_lv(@status_class).to_s
    # If current status is not None
    if @status_class != "None"    
      # Draws the exp of the rank      
      self.contents.draw_text(290, 59, 300, 32, exp_string.to_s)            
    # Else if clas is equal to None  
    elsif @status_class == "None"
      self.contents.draw_text(290, 59, 300, 32, "-------")                        
      self.contents.draw_text(264, 30, 300, 32, "-------")                              
    else
      self.contents.draw_text(290, 59, 300, 32, "-------")            
    end  
    # Draws currently selected class
    self.contents.draw_text(250, 0, 300, 32, @actor.class_name)
    # Draws actors name
    draw_actor_name(@actor, 60, 0)    
  end
end


Well I hope people like it even if they're not fans of the series.
}


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