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Party & Class
#1
Party & Class Changing System

by SephirothSpawn
Last Updated: 11.30.05

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
No support is given.


The Demo:

.zip   Party___Class_Changing.zip (Size: 199.58 KB / Downloads: 3)


Features

Features
  • Give Your Actors Sex (Male or Female)
       Simply add "(M)" (Male) or "(F)" (Female) to the end of your actors name, to give them a sex. (Tell you why in a minute)
       The default is set for male, so technically, "Arshes" is the same as "Arshes(M)".
  • Class Level Requirements for Advancing
       Add a Hash to the end of your characters Name to set required levels before a player can access a class. (Think FFT).

       Samurai{4=>2,5=>3,6=>4}
       Means, you need to be at level 2 with class 4, (4=>2), level 3 with 5 (5=>3) & level 4 with class 6 (6=>4).

  • Sex Requirements for Advancing
       Put a restrection on what sex your character may be to access a class. Just add (M) or (F) to the end of the name. The default is set for no sex requirement, meaning, those classes can be accessed by both males and females.
  • Reserves Party
       Stores Actors into a reserve party
  • Multiple Levels for Every Class, Skills, and Experience.
  • Think that's it...


REQUIRED FILE
Place this in your Character Folder


Here's the script. Just insert it in above Main.


Code:
#==============================================================================
# Party & Class Changing System
#--------------------------------------------------------------------------
# Created By SephirothSpawn (11.27.05)
# Last Updated: 11.30.05
#==============================================================================

#==============================================================================
# Class Scene Title
#==============================================================================
class Scene_Title
#--------------------------------------------------------------------------
# * Alias' New Game Method
#--------------------------------------------------------------------------
alias new_game command_new_game
#--------------------------------------------------------------------------
# * Adds Base Stats For Enemies
#--------------------------------------------------------------------------
def command_new_game
# Sets Class Requirements
for i in 1...$data_classes.size
$data_classes[i].set_reqirements
end
# Sets Characters Sex
for i in 1...$data_actors.size
$data_actors[i].set_sex
end
new_game
end
end

#==============================================================================
# ** Module RPG
#==============================================================================
module RPG
#===========================================================================
# ** Class Actor
#===========================================================================
class Actor
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sex
#--------------------------------------------------------------------------
# * Set Sex
#--------------------------------------------------------------------------
def set_sex
if @name.include?('(')
@sex = @name.slice!(@name.index('(')..@name.index(')')) == '(M)' ? 1 : 2
else
@sex = 1
end
end
end
#===========================================================================
# ** Class Class
#===========================================================================
class Class
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :level_requirements
attr_accessor :sex_requirements
#--------------------------------------------------------------------------
# * Set Requirements
#--------------------------------------------------------------------------
def set_reqirements
# Sets Level Requirements
@level_requirements = @name.include?('{') ?
toto (@name.slice!(@name.index('{')..@name.index('}'))) : {}
# Sets Sex Requirements
if @name.include?('(')
sex = @name.slice!(@name.index('(')..@name.index(')'))
@sex_requirements = sex == '(M)' ? 1 : 2
else
@sex_requirements = 0
end
end
end
end

#==============================================================================
# ** Class Window_Base
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Item Name
# item : item
# x : draw spot x-coordinate
# y : draw spot y-coordinate
# width : draw text width
# align : text align
#--------------------------------------------------------------------------
def draw_item_name(item, x, y, width = 212, align = 0, type = 0)
if item == nil
case type
when 0 # Weapon
bitmap = RPG::Cache.icon("001-Weapon01")
when 1 # Shield
bitmap = RPG::Cache.icon("009-Shield01")
when 2 # Helmet
bitmap = RPG::Cache.icon("010-Head01")
when 3 # Armor
bitmap = RPG::Cache.icon("014-Body02")
when 4 # Accessory
bitmap = RPG::Cache.icon("016-Accessory01")
end
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), disabled_color.alpha)
self.contents.font.color = disabled_color
self.contents.draw_text(x + 28, y, width - 28, 32, "Nothing Equipped", align)
return
end
bitmap = RPG::Cache.icon(item.icon_name)
self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, width - 28, 32, item.name, align)
end
#--------------------------------------------------------------------------
# * Draw Sprite
#--------------------------------------------------------------------------
def draw_sprite(x, y, name, hue, pose, frame, actor_contents = true)
bitmap = RPG::Cache.character(name, hue)
cw = bitmap.width / 4
ch = bitmap.height / 4
# Facing Direction
case pose
when 0 ;a = 0 # Down
when 1 ;a = ch # Left
when 2 ;a = ch * 3 # Up
when 3 ;a = ch * 2 # Right
end
# Current Animation Slide
case frame
when 0 ;b = 0
when 1 ;b = cw
when 2 ;b = cw * 2
when 3 ;b = cw * 3
end
# Bitmap Rectange
src_rect = Rect.new(b, a, cw, ch)
# Draws Bitmap
if actor_contents
@sprite_contents.bitmap.blt(x - cw / 2, y - ch, bitmap, src_rect)
else
self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
end
end
#--------------------------------------------------------------------------
# Draw Bar
# Credit Near Fantastica for Orginal Script
#--------------------------------------------------------------------------
def draw_bar(x, y, min, max, width = 152, height = 20)
self.contents.fill_rect(x, y, width, height, Color.new(255, 255, 255, 100))
bar_color = Color.new(0, 0, 200, 255)
for i in 0..(width * min / max)
r = bar_color.red * (width - i) / width + 0 * i / width
g = bar_color.green * (width - i) / width + 0 * i / width
b = bar_color.blue * (width - i) / width + 0 * i / width
a = bar_color.alpha * (width - i) / width + 255 * i / width
self.contents.fill_rect(x + i, y, 1 , height, Color.new(r, g, b, a))
end
end
#--------------------------------------------------------------------------
# * Alias Update
#--------------------------------------------------------------------------
alias sprite_update update
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
sprite_update
unless @sprite_contents == nil
@sprite_contents.x = self.x + self.ox + 16
@sprite_contents.y = self.y + self.oy + 16
end
end
#--------------------------------------------------------------------------
# * Alias Dispose
#--------------------------------------------------------------------------
alias sprite_dispose dispose
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
sprite_dispose
unless @sprite_contents == nil
@sprite_contents.dispose
@sprite_contents.dispose
end
end
end

#==============================================================================
# ** Window_Selectable
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :cursor_height
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias custom_int initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x, y, width, height)
custom_int(x, y, width, height)
@cursor_height = 32
end
#--------------------------------------------------------------------------
# * Get Top Row
#--------------------------------------------------------------------------
def top_row
# Divide y-coordinate of window contents transfer origin by 1 row
# height of @cursor_height
return self.oy / @cursor_height
end
#--------------------------------------------------------------------------
# * Set Top Row
# row : row shown on top
#--------------------------------------------------------------------------
def top_row=(row)
# If row is less than 0, change it to 0
if row < 0
row = 0
end
# If row exceeds row_max - 1, change it to row_max - 1
if row > row_max - 1
row = row_max - 1
end
# Multiply 1 row height by 32 for y-coordinate of window contents
# transfer origin
self.oy = row * @cursor_height
end
#--------------------------------------------------------------------------
# * Get Number of Rows Displayable on 1 Page
#--------------------------------------------------------------------------
def page_row_max
# Subtract a frame height of 32 from the window height, and divide it by
# 1 row height of @cursor_height
return (self.height - 32) / @cursor_height
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect
# If cursor position is less than 0
if @index < 0
self.cursor_rect.empty
return
end
# Get current row
row = @index / @column_max
# If current row is before top row
if row < self.top_row
# Scroll so that current row becomes top row
self.top_row = row
end
# If current row is more to back than back row
if row > self.top_row + (self.page_row_max - 1)
# Scroll so that current row becomes back row
self.top_row = row - (self.page_row_max - 1)
end
# Calculate cursor width
cursor_width = self.width / @column_max - 32
# Calculate cursor coordinates
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * @cursor_height - self.oy
if self.active == true
# Update cursor rectangle
self.cursor_rect.set(x, y, cursor_width, @cursor_height)
end
end
end

#==============================================================================
# ** Window_Command
#==============================================================================
class Window_Command < Window_Selectable
#--------------------------------------------------------------------------
# * Unisable Item
# index : item number
#--------------------------------------------------------------------------
def undisable_item(index)
draw_item(index, normal_color)
end
end

#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :class_levels
attr_accessor :class_exp
attr_accessor :class_skills
attr_accessor :sex
#--------------------------------------------------------------------------
# * Alias Setup
#--------------------------------------------------------------------------
alias class_setup setup
#--------------------------------------------------------------------------
# * Setup
#--------------------------------------------------------------------------
def setup(actor_id)
class_setup(actor_id)
@class_levels, @class_exp, @class_skills = [nil], [nil], [nil]
for i in 0...$data_classes.size
@class_levels.push(1)
@class_exp.push(0)
@class_skills.push([])
end
@sex = $data_actors[actor_id].sex
end
#--------------------------------------------------------------------------
# * Switch Class
#--------------------------------------------------------------------------
def switch_class(class_id)
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
# Loads New Class ID
@class_id = class_id
# Loads Class Level & Exp Count
@level = @class_levels[class_id]
@exp = @class_exp[class_id]
@skills = @class_skills[class_id]
end
#--------------------------------------------------------------------------
# * Update Levels & Exp
#--------------------------------------------------------------------------
def update_classes
# Updates Class Arrays
@class_levels[@class_id ] = @level
@class_exp[@class_id] = @exp
@class_skills[@class_id] = @skills
end
end

#==============================================================================
# ** Class Game_Party
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :reserve_actors
#--------------------------------------------------------------------------
# * Alias Initialization
#--------------------------------------------------------------------------
alias reserve_initialize initialize
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
reserve_initialize
@reserve_actors = []
end
#--------------------------------------------------------------------------
# * Add an Actor
# actor_id : actor ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# Get actor
actor = $game_actors[actor_id]
# If the party has less than 4 members and this actor is not in the party
if @actors.size < 4 and not @actors.include?(actor)
# Add actor
@actors.push(actor)
# Refresh player
$game_player.refresh
elsif @actors.size >= 4 and not @actors.include?(actor) and not @reserve_actors.include?(actor)
# Add actor
@reserve_actors.push(actor)
# Refresh player
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# * Move To Reserve
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_reserve(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @actors.include?(actor)
@actors.delete(actor)
@reserve_actors.push(actor)
end
# Refresh player
$game_player.refresh
end
#--------------------------------------------------------------------------
# * Move To Party
# actor_id : actor ID
#--------------------------------------------------------------------------
def move_to_party(actor_id)
# Get actor
actor = $game_actors[actor_id]
if @reserve_actors.include?(actor)
@reserve_actors.delete(actor)
@actors.push(actor)
end
# Refresh player
$game_player.refresh
end
end

#==============================================================================
# ** Window_Member_Sprites
#==============================================================================
class Window_Member_Sprites < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(x = 0, y = 384, width = 160)
super(x, y, width, 96)
self.z = 500
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 505
self.contents.font.size = 10
# Animation Varaibles
@pose, @frame = 0, 0
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Stores Actors
@actors = actors.dup
# Adds Blank Actors
max = @actors == $game_party.actors ? 3 : 14
@actors.push(nil) until @actors.size > max
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draw Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
draw_sprite(i * 32 + 16, 64, "Empty", 0, @pose, @frame)
else
draw_sprite(i * 32 + 16, 64, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draw Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
for i in 0...@actors.size
actor = @actors[i]
if actor == nil
contents.font.color = disabled_color
contents.draw_text(i * 32, 0, 32, 12, "Empty", 1)
else
contents.font.color = normal_color
contents.draw_text(i * 32, 0, 32, 12, actor.name, 1)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
def update_cursor_rect(index)
self.cursor_rect.set(index * 32, 0, 32, 64)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end

#==============================================================================
# ** Window_Party_Changing
#==============================================================================
class Window_Party_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 640, 288)
# Sets Cursor Height
self.cursor_height = 64
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Sets Up Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Sprite Contents
@sprite_contents = Sprite.new
@sprite_contents.bitmap = Bitmap.new(width - 32, height - 32)
@sprite_contents.z = 500
# Updates Window
update
end
#--------------------------------------------------------------------------
# * Refresh
# actors : $game_party.actors or $game_party.reserve_actors
#--------------------------------------------------------------------------
def refresh(actors)
# Clears Contents
contents.clear
@sprite_contents.bitmap.clear
# Duplicates Actors
@actors = actors.dup
# Checks Actors List
max = @actors == $game_party.actors ? 3 : 0
@actors.push(nil) until @actors.size > max
# Sets Up Item Max
@item_max = @actors.size
# Draw Sprites
draw_sprites
# Draws Info
draw_info
end
#--------------------------------------------------------------------------
# Draws Sprites
#--------------------------------------------------------------------------
def draw_sprites
@sprite_contents.bitmap.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
draw_sprite(20, y + 48, "Empty", 0, @pose, @frame)
else
draw_sprite(20, y + 48, actor.character_name, actor.character_hue , @pose, @frame)
end
end
end
#--------------------------------------------------------------------------
# Draws Information
#--------------------------------------------------------------------------
def draw_info
contents.clear
# Draws actors
for i in 0...@actors.size
actor = @actors[i]
y = i * 64 + 8
if actor == nil
contents.font.size = 40
contents.font.color = disabled_color
contents.draw_text(60, y - 8, contents.width, 64, "Empty Position")
else
contents.font.size = 22
# Draws Name
contents.font.color = normal_color
contents.draw_text(60, y, 90, 24, actor.name)
# Draws Class
contents.draw_text(60, y + 24, 90, 24, $data_classes[actor.class_id].name)
# Draws Level
contents.font.color = system_color
contents.draw_text(160, y, 100, 24, "Level")
contents.font.color = normal_color
contents.draw_text(160, y, 100, 24, actor.level.to_s, 2)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(160, y + 24, 100, 24, state)
# Draws Experience
contents.font.color = system_color
contents.draw_text(274, y, 160, 24, "Exp")
contents.font.color = normal_color
contents.draw_text(274, y, 160, 24, actor.exp.to_s, 2)
# Draws Next Level Bar
draw_bar(270, y + 26, actor.exp, actor.next_exp_s.to_i, 168)
# Draws Next Level
contents.font.color = system_color
contents.draw_text(274, y + 24, 160, 24, "Next Level")
contents.font.color = normal_color
contents.draw_text(274, y + 24, 160, 24, actor.next_rest_exp_s.to_s, 2)
# Draw HP Bar
draw_bar(446, y + 2, actor.hp, actor.maxhp)
# Draw MP Bar
draw_bar(446, y + 26, actor.sp, actor.maxsp)
# Draws HP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y, 160, 24, $data_system.words.hp)
contents.font.size = 16
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(452, y, 140, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP
contents.font.size = 22
contents.font.color = system_color
contents.draw_text(452, y + 24, 160, 24, $data_system.words.sp)
contents.font.size = 16
contents.font.color = actor.sp == 0 ? knockout_color : normal_color
contents.draw_text(452, y + 24, 140, 24, "#{actor.sp} / #{actor.maxsp}", 2)
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
draw_sprites
end
#--------------------------------------------------------------------------
# * Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
draw_sprites
end
end

#==============================================================================
# ** Window Class Changing
#==============================================================================
class Window_Class_Changing < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 64, 160, 320)
# Sets Cursor Height
self.cursor_height = 72
# Sets Index
self.index = 0
# Animated Sprite Counters
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Window Contents
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
# Clears Contents
contents.clear
# Duplicates Actors
@actors = $game_party.actors.dup
# Checks Actors List
@actors.push(nil) until @actors.size > 3
# Sets Up Item Max
@item_max = @actors.size
# Draw Actors Info
contents.clear
for i in 0...@item_max
actor = @actors[i]
y = i * 72
# Draws Animated Sprite
if actor == nil
draw_sprite(20, y + 66, "Empty", 0, @pose, @frame, false)
contents.font.color = disabled_color
contents.draw_text(32, y + 2, contents.width - 40, 24, "", 2)
contents.draw_text(32, y + 24, contents.width - 40, 24, "Empty", 2)
contents.draw_text(32, y + 46, contents.width - 40, 24, "", 2)
else
draw_sprite(20, y + 66, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.color = normal_color
# Draws Name
contents.draw_text(32, y + 2, contents.width - 40, 24, actor.name, 2)
# Draws Class
contents.draw_text(32, y + 24, contents.width - 40, 24, $data_classes[actor.class_id].name, 2)
# Draws Level
contents.draw_text(32, y + 46, contents.width - 40, 24, "Level: #{actor.level}", 2)
end
end
end
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh
end
end

#==============================================================================
# ** Window Character Status
#==============================================================================
class Window_Character_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
# actor : actor
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Animation Varaibles
@pose, @frame = 0, 0
# Window Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Refreshes Contents
refresh($game_party.actors[0])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor)
# Clears Contents
contents.clear
# Stores Actor
@actor = actor
if actor == nil
draw_sprite(contents.width / 2, contents.height / 2, "Empty", 0, @pose, @frame, false)
# Draws Empty Text
contents.font.size = 48
contents.font.color = system_color
contents.font.color.alpha = disabled_color.alpha
contents.draw_text(0, contents.height / 2, contents.width, 48, "Empty Position", 1)
else
draw_sprite(40, 80, actor.character_name, actor.character_hue , @pose, @frame, false)
contents.font.size = 22
contents.font.color = normal_color
# Draws Name
contents.draw_text(-8, 4, 96, 24, actor.name, 1)
# Draws State
state = make_battler_state_text(actor, 112, true)
contents.font.color = actor.hp == 0 ? knockout_color : normal_color
contents.draw_text(96, 8, 96, 24, state, 1)
# Draws Class
contents.font.color = system_color
contents.draw_text(96, 32, 96, 24, actor.class_name, 1)
# Draws Level
contents.font.color = system_color
contents.draw_text(96, 56, 96, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(96, 56, 96, 24, actor.level.to_s, 2)
# Draws Experience
contents.font.color = system_color
contents.draw_text(224, 8, 224, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(216, 8, 224, 24, actor.exp_s, 2)
# Next Level Experience
contents.font.color = system_color
contents.draw_text(224, 32, 224, 24, "Next Level :")
contents.font.color = normal_color
contents.draw_text(216, 32, 224, 24, actor.next_rest_exp_s, 2)
# Draws Next Level Bar
draw_bar(224, 58, actor.exp, actor.next_exp_s.to_i, 216)
# Draws HP Bar
draw_bar(32, 126, actor.hp, actor.maxhp, 228, 24)
# Draws HP
contents.font.color = system_color
contents.draw_text(40, 126, 224, 24, "HP")
contents.font.color = normal_color
contents.draw_text(32, 126, 224, 24, "#{actor.hp} / #{actor.maxhp}", 2)
# Draws SP Bar
draw_bar(32, 158, actor.sp, actor.maxsp, 228, 24)
# Draws SP
contents.font.color = system_color
contents.draw_text(40, 158, 224, 24, "SP")
contents.font.color = normal_color
contents.draw_text(32, 158, 224, 24, "#{actor.sp} / #{actor.maxsp}", 2)
# Draws Equiped Items
draw_item_name($data_weapons[actor.weapon_id], 36, 190, 224, 2, 0)
draw_item_name($data_armors[actor.armor1_id], 36, 222, 224, 2, 1)
draw_item_name($data_armors[actor.armor2_id], 36, 254, 224, 2, 2)
draw_item_name($data_armors[actor.armor3_id], 36, 286, 224, 2, 3)
draw_item_name($data_armors[actor.armor4_id], 36, 318, 224, 2, 4)
# Draws Stats
stat_names = [$data_system.words.str, $data_system.words.dex, $data_system.words.agi,
$data_system.words.int, $data_system.words.atk, $data_system.words.pdef, $data_system.words.mdef, "Evasion"]
stats = [actor.str, actor.dex, actor.agi, actor.int, actor.atk, actor.pdef, actor.mdef, actor.eva]
for i in 0...stats.size
contents.font.color = system_color
contents.draw_text(278, 108 + i * 32, 170, 24, stat_names[i])
contents.font.color = normal_color
contents.draw_text(270, 108 + i * 32, 170, 24, stats[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor)
end
#--------------------------------------------------------------------------
# Update Pose
# direction : 0 - Left 1 - Right
#--------------------------------------------------------------------------
def update_pose(direction)
if direction == 0
@pose == 0 ? @pose = 3 : @pose -= 1
else
@pose == 3 ? @pose = 0 : @pose += 1
end
refresh(@actor)
end
end

#==============================================================================
# ** Window_Class_Status
#==============================================================================
class Window_Class_Status < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(160, 64, 480, 416)
# Creates Contents
self.contents = Bitmap.new(width - 32, height - 32)
# Animation Varaibles
@pose, @frame = 0, 0
# Refreshes Contents
refresh($game_party.actors[0], $data_classes[1])
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh(actor, current_class)
# Clears Contents
contents.clear
# Requirements Met (For Return)
@requirements_met = true
# Stores Variables for Refreshing
@actor = actor
@current_class = current_class
# Draws Actors Info
contents.font.size = 22
contents.font.color = normal_color
# Draws Name of Actor
contents.draw_text(0, 4, contents.width / 3, 24, actor.name, 1)
# Draws Actor Sprite
draw_sprite(contents.width / 6, 82, actor.character_name, actor.character_hue , @pose, @frame, false)
# Current Class
contents.font.color = system_color
contents.draw_text(contents.width / 3 + 4, 4, contents.width / 3, 24, actor.class_name, 1)
# Current Level
contents.draw_text(contents.width / 3 + 4, 30, contents.width / 3, 24, "Level :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 - 4, 30, contents.width / 3, 24, actor.level.to_s, 2)
# Current Experience
contents.font.color = system_color
contents.draw_text(contents.width / 3 + 4, 56, contents.width / 3, 24, "Experience :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 - 4, 56, contents.width / 3, 24, actor.exp_s, 2)
# Checks to Make Sure Current Class isn't Nil
if current_class == nil
contents.font.size = 32
contents.font.color = system_color
contents.draw_text(0, contents.width / 2 - 18, contents.width, 36, "Return to Actors", 1)
else
contents.font.size = 22
contents.font.color = normal_color
# Next Class
contents.font.color = system_color
contents.draw_text(contents.width / 3 * 2 + 4 , 4, contents.width / 3, 26, current_class.name, 1)
# Next Level
contents.draw_text(contents.width / 3 * 2 + 4, 30, contents.width / 3, 26, "Level :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 * 2 - 4, 30, contents.width / 3, 26, actor.class_levels[current_class.id].to_s, 2)
# Next Experience
contents.font.color = system_color
contents.draw_text(contents.width / 3 * 2 + 4, 56, contents.width / 3, 26, "Experience :")
contents.font.color = normal_color
contents.draw_text(contents.width / 3 * 2 - 4, 56, contents.width / 3, 26, actor.class_exp[current_class.id].to_s, 2)
pos = current_class.position == 0 ? "Front Row" : current_class.position == 1 ? "Middle Row" : "Back Row"
contents.draw_text(0, 96, contents.width, 24, "#{current_class.name}: #{pos}", 1)
contents.font.color = system_color
# Draws Class Requirements
contents.draw_text(0, 120, contents.width, 24, "Requirements", 1)
contents.draw_text(4, 144, contents.width, 24, "Sex Requirement:")
# Sex Requirements
contents.font.color = normal_color
sex_req = current_class.sex_requirements
if sex_req == 0 or sex_req == actor.sex
contents.font.color = normal_color
else
contents.font.color = disabled_color
end
contents.draw_text(32, 168, contents.width, 24, sex_req == 0 ? "None" : sex_req == 1 ? "Male" : "Female")
contents.draw_text(- 8, 168, contents.width, 24, actor.sex == 1 ? "Male" : "Female", 2)
# Checks if Requirements met
@requirements_met = false unless sex_req == 0 or sex_req == actor.sex
# Class Level Requirements
contents.font.color = system_color
contents.draw_text(4, 192, contents.width, 24, "Class Requirement:")
contents.draw_text(32, 216, contents.width, 24, "Class")
contents.draw_text(160, 216, contents.width, 24, "Req. Level")
contents.draw_text(-8, 216, contents.width, 24, "Current Level", 2)
contents.font.color = normal_color
# Class Requirement Arrays
classes, level_reqs, levels = [], [], []
current_class.level_requirements.each_key { |key|
classes.push($data_classes[key].name)
level_reqs.push(current_class.level_requirements[key])
levels.push(actor.class_levels[$data_classes[key].id]) }
for i in 0...classes.size
if levels[i] >= level_reqs[i]
contents.font.color = normal_color
else
contents.font.color = disabled_color
@requirements_met = false
end
contents.draw_text(32, 240 + i * 24, contents.width, 24, classes[i])
contents.draw_text(160, 240 + i * 24, contents.width, 24, level_reqs[i].to_s)
contents.draw_text(-8, 240 + i * 24, contents.width, 24, levels[i].to_s, 2)
end
end
end
#--------------------------------------------------------------------------
# Frame Update
#--------------------------------------------------------------------------
def frame_update
@frame == 3 ? @frame = 0 : @frame += 1
refresh(@actor, @current_class)
end
#--------------------------------------------------------------------------
# Check Requirements
#--------------------------------------------------------------------------
def check
return @requirements_met
end
end

#==============================================================================
# ** Scene Party Changer
#==============================================================================
class Scene_Party_Changer
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Current Phase
@phase = 0
# Frame Update (For Sprite Animations)
@update_frame = 0
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Member To Transfer to Reserves", 1)
@help_window.z = 9999
# Active Party Window
@active_actors_window = Window_Party_Changing.new
@active_actors_window.refresh($game_party.actors)
@active_actors_window.y = 64
# Reserve Party Window
@reserver_actors_window = Window_Party_Changing.new
@reserver_actors_window.refresh($game_party.reserve_actors)
@reserver_actors_window.y = 352
@reserver_actors_window.active = false
# Active Party Sprites
@active_actors_sprites = Window_Member_Sprites.new
@active_actors_sprites.refresh($game_party.actors)
@active_actors_sprites.update_cursor_rect(0)
# Reserve Party Sprites
@reserve_actors_sprites = Window_Member_Sprites.new(160, 384, 480)
@reserve_actors_sprites.refresh($game_party.reserve_actors)
@reserve_actors_sprites.update_cursor_rect(0)
# Scene Objects
@objects = [@help_window, @active_actors_window, @reserver_actors_window,
@active_actors_sprites, @reserve_actors_sprites]
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Objects Update
@objects.each {|x| x.update}
# Animated Sprites Update
@update_frame += 1
if @update_frame == 10
@update_frame = 0
@objects.each {|x| x.frame_update unless x == @help_window}
end
# Updates Poses
if Input.trigger?(Input::RIGHT)
$game_system.se_play($data_system.cursor_se)
@objects.each {|x| x.update_pose(0) unless x == @help_window}
elsif Input.trigger?(Input::LEFT)
$game_system.se_play($data_system.cursor_se)
@objects.each {|x| x.update_pose(1) unless x == @help_window}
end
# Frame update
@phase == 0 ? active_update : reserve_update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def active_update
# Slides Windows
@active_actors_window.y += 8 if @active_actors_window.y < 64
@reserver_actors_window.y += 8 if @reserver_actors_window.y < 352
# Updates Cursor Rectangles
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@active_actors_sprites.update_cursor_rect(@active_actors_window.index)
# Exits Scene
elsif Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
$scene = Scene_Map.new
# Selects Party Spot to Switch Spot With
elsif Input.trigger?(Input::C)
actor = $game_party.actors[@active_actors_window.index]
if $game_party.reserve_actors.size == 0
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("No Reserve Actors to Switch With", 1)
else
$game_system.se_play($data_system.decision_se)
@active_actors_window.active = false
@reserver_actors_window.active = true
text = actor == nil ?
"Select Member to Add to Party" : "Select Member to Switch Spots with #{actor.name}"
@help_window.set_text(text, 1)
@phase = 1
end
end
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def reserve_update
# Slides Windows
@active_actors_window.y -= 8 if @active_actors_window.y > -192
@reserver_actors_window.y -= 8 if @reserver_actors_window.y > 96
# Updates Cursor Rectangles
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
@reserve_actors_sprites.update_cursor_rect(@reserver_actors_window.index)
# Returns to Main Phase
elsif Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
@help_window.set_text("Select Member To Transfer to Reserves", 1)
@active_actors_window.active = true
@reserver_actors_window.active = false
@phase = 0
end
if Input.trigger?(Input::C)
$game_system.se_play($data_system.decision_se)
active_member = $game_party.actors[@active_actors_window.index]
reserve_member = $game_party.reserve_actors[@reserver_actors_window.index]
$game_party.move_to_reserve(active_member.id) unless active_member == nil
$game_party.move_to_party(reserve_member.id)
[@active_actors_window, @active_actors_sprites].each {|x| x.refresh($game_party.actors)}
[@reserver_actors_window, @reserve_actors_sprites].each {|x| x.refresh($game_party.reserve_actors)}
@active_actors_window.active = true
@reserver_actors_window.active = false
@phase = 0
end
end
end

#==============================================================================
# ** Scene Class Changer
#==============================================================================
class Scene_Class_Changer
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Updates Actors Class Arrays
for actor in $game_party.actors
actor.update_classes
end
# Frame Update (For Sprite Animations)
@update_frame = 0
# Help Window
@help_window = Window_Help.new
@help_window.set_text("Select Actor to Change Class", 1)
# Actors Window
@actors_window = Window_Class_Changing.new
# Class Window
commands = ["Back"]
for job in $data_classes
commands.push(job.name) unless job == nil
end
@class_window = Window_Command.new(160, commands)
@class_window.y = 64
@class_window.height = 320
@class_window.active = @class_window.visible = false
# Sprites Window
@sprites_window = Window_Member_Sprites.new
@sprites_window.refresh($game_party.actors)
@sprites_window.frame_update
@sprites_window.update_cursor_rect(0)
# Character Window
@character_status_window = Window_Character_Status.new
# Class Window
@class_status_window = Window_Class_Status.new
@class_status_window.visible = false
# Scene Objects
@objects = [@help_window, @actors_window, @class_window, @sprites_window,
@character_status_window, @class_status_window]
Graphics.transition
# Main loop
while $scene == self
# Update game screen
Graphics.update
# Update input information
Input.update
# Objects Update
@objects.each {|x| x.update}
# Animated Sprites Update
@update_frame += 1
if @update_frame == 5
@update_frame = 0
[@actors_window, @sprites_window, @character_status_window, @class_status_window].each {|x| x.frame_update unless x.visible == false}
end
# Frame update
update
end
# Prepare for transition
Graphics.freeze
# Disposes Objects
@objects.each {|x| x.dispose}
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
def update
# Sets Disabled and Undisabled Items
if @class_window.active
for i in 1...$data_classes.size
if check_class($game_party.actors[@actors_window.index], $data_classes[i])
@class_window.undisable_item(i)
else
@class_window.disable_item(i)
end
end
end
# Updates Actor Cursor Rectangle
@sprites_window.update_cursor_rect(@actors_window.index)
# ~ Input Processing ~
if Input.trigger?(Input::RIGHT)
for actor in $game_party.actors
actor.exp += 100
end
end
if Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
if @character_status_window.visible
@character_status_window.refresh($game_party.actors[@actors_window.index])
else
@class_status_window.refresh($game_party.actors[@actors_window.index], $data_classes[@class_window.index])
end
elsif Input.trigger?(Input::cool.gif
$game_system.se_play($data_system.cancel_se)
if @actors_window.active
$scene = Scene_Map.new
else
@class_window.index = 0
@actors_window.visible = @actors_window.active = true
@class_window.visible = @class_window.active = false
@character_status_window.visible = true
@class_status_window.visible = false
@character_status_window.refresh($game_party.actors[@actors_window.index])
end
elsif Input.trigger?(Input::C)
if @actors_window.active
if $game_party.actors[@actors_window.index] == nil
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
@actors_window.visible = @actors_window.active = false
@class_window.visible = @class_window.active = true
@index = @actors_window.index
@class_status_window.refresh($game_party.actors[@index], $data_classes[@class_window.index])
@character_status_window.visible = false
@class_status_window.visible = true
@help_window.set_text("Select Class to Change #{$game_party.actors[@index].name} To", 1)
end
else
if @class_window.index == 0
$game_system.se_play($data_system.decision_se)
@actors_window.visible = @actors_window.active = true
@class_window.visible = @class_window.active = false
@character_status_window.refresh($game_party.actors[@actors_window.index])
@character_status_window.visible = true
@class_status_window.visible = false
@help_window.set_text("Select Actor to Change Class", 1)
else
if @class_status_window.check
$game_system.se_play($data_system.decision_se)
class_ = $data_classes[@class_window.index]
$game_party.actors[@index].switch_class(class_.id)
@help_window.set_text("#{$game_party.actors[@index].name} Changed to a #{class_.name}", 1)
else
$game_system.se_play($data_system.buzzer_se)
@help_window.set_text("Class Requirements Not Met", 1)
end
end
end
end
end
#--------------------------------------------------------------------------
# * Check Class
#--------------------------------------------------------------------------
def check_class(actor, job)
requirements_met = true
sex_req = job.sex_requirements
requirements_met = false unless sex_req == 0 or sex_req == actor.sex
classes, level_reqs, levels = [], [], []
job.level_requirements.each_key { |key|
classes.push($data_classes[key].name)
level_reqs.push(job.level_requirements[key])
levels.push(actor.class_levels[$data_classes[key].id]) }
for i in 0...classes.size
unless levels[i] >= level_reqs[i]
requirements_met = false
end
end
return requirements_met
end
end


If there's any errors or suggestions, feel free to report them.
}


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