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    Changing Classes

    Greetings fellow gamers!

    I'm new to the boards here and have just picked up RM3 in the last few days, so of course I'm gonna have a few questions about this awesome new game. It seems a few other threads have answer my other questions, but, it seems one was left out to be answered, so here goes:

    Can you create a character with one class starting out and have the character change classes to something else later?

    I wanted to do something like they did in Final Fantasy 2 (or FF4 in Japan) where Cecil started off a Dark Knight and later was changed to a Paladin. thought that would be a cool effect to use.

    P.S. - One last question, what can the PS2 Hard Drive do for me if I purchase it for RM3? Does it give me more room to create stuff or what?
    Last edited by Shoes; 09-28-2005, 02:31 PM.

    #2
    Re: Changing Classes

    I have not tried to change classes yet, but I know it can be done. (EDIT: make that Thought it could be done... see post below) (Thanks Slash).

    The hard drive only speeds up load times and acts as a backup because you can move the whole game to it and retire your disc.

    Hope that helps.

    Peace.
    Last edited by Rodak; 09-29-2005, 04:46 AM.

    MOO!




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      #3
      Re: Changing Classes

      There isn't an option to change a class.

      You can however create two or more of the same person, give them different classes and then switch between them though. Your best doing that at the start of the game though, because you'll lose items and the levels.

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        #4
        Re: Changing Classes

        To change classes, you have to change characters. There's no way that I've found around that. There are really two ways to handle this such that the player doesn't lose out on experience or items.

        1) Just like Omnislash said, do it at the start. If you give them a choice at the beginning, that's better than none at all (assuming that's the kind of game you're going for).

        2) With a great deal more effort and tight controls on character level and equipment, you can simply know precisely what the character will have, both in terms of levels and equipment, at that point in the game and simply replace those items.

        Option one has a number of benefits, the biggest of which is probably that you're not fighting the innate system that the game is built around to get it done. It does not, however, allow for the Final Fantasy classic Castle of Ordeal style of event.
        Option two, as stated, is more work, but it would let you perform a precision class change mid-game. The big trick with this method is that you have to eliminate experience rewards from random battles (or simply eliminate random battles) altogether. You can model your character advancement through events that give either levels or experience. There's a great thread around regarding how much experience it takes to achieve which level I believe, but it's also easy enough to get the data by simply levelling someone and noting what at value the game sets their experience total. This might also mesh well with an idea I saw regarding using invisible (roaming) events to simulate random battles. (Thread: http://www.pavilionboards.com/forum/...ead.php?t=3293 Props to marcus and Rodak) You might even be able to make it responsive to current level using a combination of variables and roaming psuedo-random battles. I'll investigate that in my test project soon, perhaps.

        You might also consider splitting it into two games. Basically, just access the completion data and note the relevant values so you can go in and mod the second game to match up. It wouldn't be so hot for internet game-sharing, though. Of course, since there's no password protect, there's nothing stopping people from just going in and editting themselves to max level anyway. I consider this the ham-fisted approach, but it would work.

        Arsenal

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