Legacy Class Change Selcection Window Fix

Started by Griver03, May 23, 2012, 07:37:34 am

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Griver03

May 23, 2012, 07:37:34 am Last Edit: May 23, 2012, 08:08:20 am by game_guy
hi i need in the legacy class change script a lil fix.
if you want to select your class you can select the class you actually have already.
thats not very professional, so can someone make this lil fix for me even its only a cosmetic problem ?

Legacy Class Change:
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# Legacy Class Change by Legacyblade
# Version: 1.68
# Type: Class Changing Script
# Date 3-06-2009
#
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#  
#  This work is protected by the following license:
# #----------------------------------------------------------------------------
# #  
# #  Creative Commons - Attribution-Share Alike 3.0 Unported
# #  ( http://creativecommons.org/licenses/by-sa/3.0/ )
# #  
# #  You are free:
# #  
# #  to Share - to copy, distribute and transmit the work
# #  to Remix - to adapt the work
# #  
# #  Under the following conditions:
# #  
# #  Attribution. You must attribute the work in the manner specified by the
# #  author or licensor (but not in any way that suggests that they endorse you
# #  or your use of the work).
# #  
# #  
# #  Share alike. If you alter, transform, or build upon this work, you may
# #  distribute the resulting work only under the same or similar license to
# #  this one.
# #  
# #  - For any reuse or distribution, you must make clear to others the license
# #    terms of this work. The best way to do this is with a link to this web
# #    page.
# #  
# #  - Any of the above conditions can be waived if you get permission from the
# #    copyright holder.
# #  
# #  - Nothing in this license impairs or restricts the author's moral rights.
# #  
# #----------------------------------------------------------------------------
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#
# Compatibility:
#
# The script was coded to be 100% compatible with most, if not all scripts. I
# can't think of ANY script that wouldn't be compatible, but I will list those
# that I tested for compatibility.
#
# Blizz ABS is 100% compatible, and all other ABS scripts should be as well, due to how
# the class rank is added.
#
# CCoa's UMS is 100% compatible.
#
# The SDK 2.3 seemed to be compatible. Everything worked fine even with the SDK
# in the project.
#
# I'll keep testing scripts, and adding to this list.
#
# Incompatibility:
#
# No known incompatibility (if you run into an incompatibility, please tell me,
# so I can make a patch)
#
# Known Issues:
#
# none ^_^
#
# Features:
#
#   -> Define Special Classes that are unlocked for an actor only by a script
#      call (in case the player needs to pay for special training to unlock said
#      class).
#
#   -> Define how many times an actor must level up while using a certain
#      class/classes to unlock another class. (you can make the "Alchemist"
#      class require 3 levels as a mage, and 3 levels as a cleric). The system
#      is so versatile, that you can even require levels in Special Classes!
#
#   -> Define descriptions for each class that will be displayed in the class
#      change window. (supports multiple lines of description!)
#
#   -> Class Specific Skills. This allows you to set skills as class specific.
#      Class specific skills are only availible when an actor is a class that
#      the skill is specific to. You can even set a skill specific to multiple
#      classes (so the Paladin can use heal if he learned it as a cleric, so the
#      Gladiater can use "tackle" if he learned it as a lancer, etc.)
#
#   -> Linked Actor system. This allows you to define actors that, when they
#      change their class, change the class of actors that are "linked" to them.
#
#   -> Class Graphic system. You have the ability to cause both an actor's
#      charset AND their battler to change based on their current class.
#
#   -> Easily configurable settings that can affect every aspect of the system.
#
#   -> Completely lagfree!
#
#   -> Compatible with ANY CMS (provided you make a slight modification to
#      integrate the class change. This amounts to one line of code)
#
#
# Version History:
#
# For every minor update or bugfix, I will increase the version by .01
# For every new feature, I will increase the version be .1
# For every 10 feature updates, I will update the version by 1
#
# v1.00b:
#   -> Legacy Class Change released!
#
# v1.01b:
#   -> Fixed a bug in class selection, that would set the actor's class_id to the
#      index of the cursor, rather than the actual selected class_id.
#
# v1.02b:
#   -> Fixed a few miscellaneous lines of code that could, under certain circumstances, cause errors
#
# v1.10b:
#   -> Added the option to change an actor's graphic when the class changes.
#
# v1.11b:
#   -> Fixed a bug that kept the class list from scrolling
#
# v.1.20:
#   -> Left the beta stage.
#   -> Enhanced the level handeling. Now the skills are assigned based on class
#      level, rather than the actor's overall level.
#
# v.1.67:
#   -> Added the option to make multi-line descriptions! (no more trying to cram
#      the description into a single line!
#   -> Added the "linked actor" feature.
#   -> Added the "special classes" feature.
#   -> Added the Class Specific Skills feature.
#   -> Recoded the scene slightly to support any party size.
#   -> Changed when the Class List updates, for graphical nicety.
#   -> Increased compatibility with StormTronics CMS (by Blizzard). Now it only
#      takes a small edit to StorTronics to seamlessly integrate the Class Change
#      system. (I reworked the code so that there is an "on_cancel" method).
#   -> Optimized code
#   -> Fixed a slight bug with class descriptions.
#   -> Fixed a typo that would cause a player to level up when they're supposed
#      to level down.
#   -> Rewrote comments, and reordered code for readability.
#
# v.1.68:
#   -> Improved the way class level requirements are configured. It's easier now.
#
# Planned Features:
#    
#  -> Add the option to display classes that other members of the party have
#     learned, but the current actor has not. These locked, yet visible classes
#     would also show the required level of each class needed to unlock the class
#     rather than a class description. (almost finished, just needs some debugging)
#
# Useless facts:
#
# This was the first time I've ever successfully made a script. I learned a lot
# about everything I worked with, and can't wait to learn more about RGSS and
# programming in general. I hope you enjoy this, because it took a lot of effort
#
# Special Thanks:
#
#       - Blizzard for all his help. Without him, I couldn't have made it. Not
#         only did he help me fix the errors, he also gave me lectures on various
#         aspects of programming. This caused me to make LESS errors, and grow
#         in my programming skill. Thanks Blizz, this script wouldn't be here
#         today if you hadn't been there in that MIRC room, XD
#
#       - GubiD for when blizzard wasn't around in MIRC to answer my questions.
#         he helped me with a few errors that I had no idea how to fix (many of
#         them were some of the most n00bish errors too -_-). Thanks GubiD
#         couldn't have done it without ya!
#
#      - Sephirothtds for making TDS Class Change System incompatible with
#        the Blizz-ABS. If you'd made it compatible, I would have gone with your
#        script, and never figured out how to make one myself . Your script's
#        incompatibility with Blizz-ABS sparked my urge to learn to scrip. Thanks.
#
#       - Juan, who offered a few pointers.
#
#       - To all those who put up with me in the CP chat room when I'm ranting
#         about my newest error.
#
#       - To all the members of eminweb.com for nagging me enough to do my
#         administrative duty, which eventually cured me of my infamous laziness
#
#       - StarrodKirby86 for requesting the class graphic system, it made this
#         script have a feature not many class changing systems have.
#
#       - To the members of Chaos Project who offered feedback, and requested
#         features. Without your ideas, this would be a much simpler, more boring
#         system.
#
# Author Notes:
# PLEASE, make sure you've configured the script correctly before you report
# whatever error you're running into. IN PARTICULAR, check your class_requirements
# configuration. EVERYONE who's used the script reports an error that comes from
# an improper configuration of class_requirements.
#
# BUT, if you DO (or at least think you do) have correct configuration, and you
# run into a bug, PLEASE report it to me. Also, if you want a feature added,
# request it (preferably in the Legacy Class Change thread on eminweb.com),
# and I'll try to add it.
#
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#                           START CONFIGURATION
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module LBConf
# If this is set to true, then changing an actor's class will also change its
# graphic.
 CLASS_GRAPHIC_CHANGE = true

# Put the ID of classes you want as "Special Classes" in this array(seperate
# entries with a comma). Special Classes will be unselectable unless an actor
# "learns" the class. (this is done by executing the following script call)
#
#    $game_actors[actor_id].learn_special_class(class_id)
#                       or
#    $game_party.actors[position].learn_special_class(class_id)
#
# "position" refers to the position an actor is in the party. 0 is the first
# party member (the one you see walking around the map), 1 is the seccond, and
# so on.
 SPECIAL_CLASS = [7]
 
# If an actor has a class specific skill, they will forget it when they change
# to a class that the skill is not specific to. They will, however, relearn the
# skill when they switch back to a class that the skill IS specific to.
#
# If you want to use class specific skills, you'll need to define which skills
# are specific to a certain class. Use the following format
#
#    when X then return[a,b,c...]
#
# where X is a class ID, and a,b,c (and whatever else you put in that array) are
# the IDs of skills you want to be specific to that class (remember to seperate
# them with commas). You can have skills specific to multiple classes (both the
# cleric, and the paladin can use "heal" if they've learned it.)
#
# If you don't want to use the class specific skill system, don't define any class
# specific skills.

 def self.class_spells(class_id)
   case class_id
   
     # I really don't feel like coming up with class specific skills for all the
     # classes. You have an example on how to set up the system, so do it
     # yourself.
     
     when 1 then return[1,2,3]
     when 2 then return[4,5,6]
     when 3 then return[7,8,9]
     when 4 then return[10,11,12]
     when 5 then return[13,14,15]
     when 6 then return[16,17,18]
     # what do you know, both the cleric and the paladin can use "heal" :P
       
     end
     
   return []
 end

# If you have CLASS_GRAPHIC_CHANGE set to true, you'll need to setup what graphic
# each class will need. use the following format
#
# when class_id then return 'text you want appended'
#
# an example (in this situation) is simpler than an explanation, so here you go
#
#    when 1 then return '_fighter'
#
# If the actor's charset is named "arshes" and battler is called "ArshesBattler",
# then when the actor is using class 1 (fighter by default), the charset will be
# named "arshes_fighter" and the battler will be named "ArshesBattler_fighter".
# if you don't want a class to have it's own graphic (or haven't made one yet),
# just don't define it below.

 def self.class_graphic(class_id)
   case class_id
     
     #Alright, this is where we tell the script that when the actor chooses the
     #fighter class, that it needs to look for the actor's default sprite with
     # _fighter appended to the end of it.
     when 1 then return '_Warrior'
   
     #graphic suffix for lancer class
     when 2 then return '_Monk'
   
     when 3 then return '_Thief'
       
     when 4 then return '_Blackmage'
     #This is what I do when I don't have a graphic ready yet, just comment
     #the line where you define the class graphic
     #when 3 then return '_warrior'
     
     #graphic suffix for cleric class
     when 5 then return '_Whitemage'
   
     #graphic suffix for mage class
     when 6 then return '_Redmage'
     
     #You'll notice that NONE of the other classes have any configuration data
     #this will cause using those classes to switch to the actor's default
     #graphic.
       
     end
   return ''
   
 end

 
# This next section is where you define the description for each class.
# use the following template for each class
#
#    when class_id then return ['line1','line2','line3]
#
# Although you won't get an error if you have more than three lines of
# description, the window is only big enough to fit three lines. Also, if you
# can't think up a description for a class, don't define one, and the script
# will assign it the default class description. (a blank line by default)
#
# To change the default description (for whatever reason) look for return ['']
# near the bottom of this section.
 def self.class_descriptions(class_id)
   case class_id
   
     #Description for Fighter
     when 1 then return ['Fighters wield swords, and some even wear red headbands!','That was an Arshes reference, if you couldn\'t tell.','You\'re probably too distracted by the THREE LINES of description to notice.']
       
     #Description for Lancer
     when 2 then return ['Lancers...they fight with lances...nuff said.','...','by the way, this class has THREE lines of description']
     
     #Description for Warrior
     when 3 then return ['Warriors, the big slow guys we all rely to do the physical damage.']
       
     #Description for Thief
     when 4 then return ['Thieves: gotta love em...unless of course they steal YOUR','hard earned gold!']
       
     #Description for Hunter
     when 5 then return ['Hunters are archers. What is wrong with just calling them ARCHERS, GAH!']
       
     #Description for Gunner
     when 6 then return ['People with a guns in the same battle as people with a swords...','wtf!?']

     end
     # if you want a default class description for those not defined, replace the
     # below array with a description like those above.
   return ['']
 end

# This is where you set the requirement for each class. Use the following format
#
# when class_id then result = [class1's required level,class2's required level,...]
#
# where class_id is the ID of the class that you want to have a requirement,
#  and"class1's required level, etc. are how many levels needed
# in that class to unlock the class
#
# REMEMBER TO SET THIS UP FOR YOUR OWN PROJECT! IF YOU HAVE MORE ENTRIES IN THE
# ARRAY THAN CLASSES IN THE DATABASE YOU WILL GET AN ERROR!

 def self.class_requirements(class_id)
   result = []    
   case class_id
       
     #to make a class have no requirements (unlocked by default), just don't
     #define requirements for it.
           
     #Requirement for Knight: 5 fighter, 5 lancer, 3 warrior
     when 7 then result =  [55,5,5,5,5,5,0,]
       
     end
     
   return result.unshift(0)

 end
 
# here is where you set up which actors are "linked". When an actor is "linked"
# to another actor, whenever the actor changes their class, the other's class
# will change to match it. Set it up in the following format.
#
# when X then return[a,b,c...]
#
# where X is the ID of the actor in question, and "a,b,c..." are the ID's
# of the actors linked to this actor, and are separated by commas. With this setup
# when actor X changes his class, it will also change actor a, b, and c's class.
# To make it so actor a changes the classes of the other actors, you'll have to
# set the link up for each actor involved. (if you want Arshes to be "linked" to
# his dark form, you'd do this.
#
# when 1 then return[2]
# when 2 then return[1]
#
# where 1 is the ID of Arshes, and 2 is the ID of Arshes' dark form.

   def self.linked_actors(actor_id)
     case actor_id
       when 5 then return [6]
       end
       
     return []
   
   end
end


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#                             END CONFIGURATION
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class Game_Actor < Game_Battler
 attr_accessor :class_levels
 attr_accessor :unlocked_class
 attr_accessor :unlocked_specials
 #attr_accessor :locked_class
 attr_accessor :learned_class_skills
 attr_accessor :character_name
 attr_accessor :default_charset_name
 attr_accessor :battler_name
 attr_accessor :default_battler_name
 
# modify the actor setup for Legacy Class Change
 alias class_rank_level_LB setup  
 def setup(actor_id)
   class_rank_level_LB(actor_id)

# set up the initial default graphics (used by the graphic change system)
   @default_charset_name = @character_name
   @default_battler_name = @battler_name

# set up the class arrays used by the class changing system.
   @unlocked_class = []
   @unlocked_specials = []
   
# initialize the array that holds the class specific skills an actor has learned
   @learned_class_skills = []
   
# set up the class_levels
   @class_levels = Array.new($data_classes.size)    
   
   @class_levels.each_index {|i|
   if i == $data_actors[actor_id].class_id
     @class_levels[i] = 1
   else
     @class_levels[i] = 0
   end}

# initialize unlocked classes.
   (1...$data_classes.size).each{|class_id|
   unlock_class(class_id)}

 end
 
# method used to check if an actor meets the requirements for a class, and if he
# does, it will unlock the class for that actor
 def unlock_class(class_id)
   if !@unlocked_class.include?(class_id)
     if !LBConf::SPECIAL_CLASS.include?(class_id)
       requirement = LBConf.class_requirements(class_id)
       result = true
       requirement.each_index {|i|
       if @class_levels[i] < requirement[i]
         result = false
         break
       end}
     else
       result = false
       if unlocked_specials.include?(class_id)
         result = true
       end
     end
     if result
       @unlocked_class.push(class_id)
       @unlocked_class.sort!
     end
   end
 end

 
# method used to unlock a special class for an actor.
 def learn_special_class(class_id)
   if !@unlocked_specials.include?(class_id)
     @unlocked_specials.push(class_id)
     @unlocked_specials.sort!
    end
  end
 
# method used to lock a special class for an actor.  
  def forget_special_class(class_id)
    @unlocked_specials.delete(class_id)
    @unlocked_class.delete(class_id)
    @unlocked_specials.sort!
    @unlocked_class.sort!
 end

# modifies how levelups are assigned, so as to add to a class' level upon level
# up.
 def exp=(exp)
   @exp = [[exp, 9999999].min, 0].max
   # Level up
   while @exp >= @exp_list[@level+1] && @exp_list[@level+1] > 0
     @level += 1
     #@class_levels[class_id] += 1
       
   # modifies how skills are assigned, so that it's based on class level, rather
   # than overall level.
     $data_classes[@class_id].learnings.each {|j|
       if j.level == @class_exp[class_id][0]
         learn_skill(j.skill_id)
         if LBConf.class_spells(@class_id).include?(j.skill_id)
           @learned_class_skills.push(j.skill_id)
           @learned_class_skills.sort!
         end
           
       end
     }
   end
   # Level down
   while @exp < @exp_list[@level]
     @level -= 1
   end
   # Correction if exceeding current max HP and max SP
   @hp = [@hp, self.maxhp].min
   @sp = [@sp, self.maxsp].min
 end
end

#==============================================================================
# ** Class_Change_Scene
#------------------------------------------------------------------------------
#  Here's where the actual Class Changing Scene code starts!
#  Without this, you would just have some useless additions to the default
#  system!!! That wouldn't be much of a script, would it?
#==============================================================================

class Class_Change_Scene
 
 def initialize
 
# update the unlocked_level array for each actor
   $game_party.actors.each{|actor|
   (1...$data_classes.size).each{|class_id|
   actor.unlock_class(class_id)}}

#create the windows
   @actor_list = Window_Actor_List.new    
   @class_list = Window_Class_List.new
   @class_description = Window_Class_Description.new
   
#set window focus to the actor list
   @actor_list.last_index = 0
   @actor_list.index = 0
   @actor_list.active = true
   
   @last_class = 0
   
 end
 
 def main
     
   #enter the scene's loop
   Graphics.transition
   loop do
     Graphics.update
     Input.update
     update
     if $scene != self
       break
     end
   end
   
   # dispose of the windows created in the scene
   Graphics.freeze
   @actor_list.dispose
   @class_list.dispose
   @class_description.dispose
 end
   
 def update
   @actor_list.update
   @class_list.update
   @class_description.update
     
   # if focus is on the actor list, run the actor list's update method
   if @actor_list.active
      update_actor_list
     return
   end
   
   # if focus is on the class list, run the actor list's update method
   if @class_list.active
     update_class_list
     return
   end
 end
 
# This is the update method that will run when the actor list is the active window
 def update_actor_list
   
   # When the player moves the cursor over a new actor in the party, change the
   # text in the class list to whatever classes the highlighted actor has
   # unlocked.
   if @actor_list.index != @actor_list.last_index
     @class_list.class_list = $game_party.actors[@actor_list.index].unlocked_class
     @class_list.actor = $game_party.actors[@actor_list.index].id
     @class_list.refresh  
     @actor_list.last_index = @actor_list.index
   end
   
   # When the user presses the Cancel button, exit the entire menu
   if Input.trigger?(Input::B)
     on_cancel
   end
   
   # When the user presses the action button, activate the class list!
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)

     #switch window focus to the class list
     @actor_list.active = false
     @class_list.index = 0
     @class_list.active = true
     
     #set the current class description, and draw the class description.
     @class_list.actor = $game_party.actors[@actor_list.index].id
     @class_description.actor = $game_party.actors[@actor_list.index].id
     @class_description.current_class = (@class_list.index + 1)
     @class_description.refresh
   return
   end
 end
 
 
# This is the update method that will run when the class list is the active window
 def update_class_list
   
   # When the player moves the cursor over a new class in the list, change the
   # text in the description window to the description of whatever class is
   # highlighted.
   if @class_list.current_class != @last_class
     @last_class = @class_list.current_class
     @class_description.current_class = (@class_list.current_class)
     @class_description.refresh
   end
   
   # When the user presses the Cancel button, return focus to the actor list
   if Input.trigger?(Input::B)
     $game_system.se_play($data_system.cancel_se)
     
     @class_description.current_class = 0
     @class_description.refresh
     @class_list.index = 0
     @class_list.index = -1
     @class_list.active = false
     @actor_list.active = true
     return
   end
   
   # When the user presses the action button, change the actor's class and
   # and graphic, then return focus to the actor list.
   if Input.trigger?(Input::C)
     $game_system.se_play($data_system.decision_se)
           
     #change the actor's class
     actor_class_change(@class_list.actor, @class_list.current_class)
     
     #refresh, and return focus to the actor list
     @class_description.current_class = 0
     @class_description.refresh
     @actor_list.refresh
     @class_list.index = -1
     @class_list.active = false
     @actor_list.active = true  
     return
   end
 end
 
#--------------------------------------------------------------------------
# * Change graphic
# method used to change the actor's graphics due to a class change.
#--------------------------------------------------------------------------
 def actor_graphics_change(actor_id)
   
   #change the actor's charset
   $game_actors[actor_id].character_name = ($game_actors[actor_id].default_charset_name +
   LBConf.class_graphic($game_actors[actor_id].class_id))

   #change the actor's battler
   $game_actors[actor_id].battler_name = ($game_actors[actor_id].default_battler_name +
   LBConf.class_graphic($game_actors[actor_id].class_id))

 end
 
#--------------------------------------------------------------------------
# * Change class
# method used to change the actor's class, and the class of those linked
# to the actor.
#--------------------------------------------------------------------------
 def actor_class_change(actor_id, class_id)
   
   #setup which actors' class needs to be changed.
   changed_actors = LBConf.linked_actors(actor_id)
   changed_actors.push actor_id
   
   #memorize which class specific skills the actor has learned for the current
   #class, then make the actor forget them
   LBConf.class_spells($game_actors[actor_id].class_id).each{|skill_id|
   $game_actors[actor_id].forget_skill(skill_id)}
   
   #change the actor(s) class.
   changed_actors.each{|actorz|
   $game_actors[actorz].class_id = class_id
   
   #remember any class specific spells the actor has forgotten forthe class
   #they're changing to.
   $game_actors[actorz].learned_class_skills.each{|skill_id|
   if LBConf.class_spells($game_actors[actorz].class_id).include?(skill_id)
     $game_actors[actorz].learn_skill(skill_id)
   end}
   
   #if graphic changing is enabled, change the actor's graphic.
   if LBConf::CLASS_GRAPHIC_CHANGE == true
     actor_graphics_change(actorz)
   end}
   
 end

# this is the method that is called to exit the menu. I did it this way for
# improved compatibility with StormTronics CMS (by Blizzard)
 def on_cancel
   $game_system.se_play($data_system.cancel_se)
   $game_player.refresh
   $scene = Scene_Map.new
   return
 end
end

class Window_Actor_List < Window_Selectable
 
 attr_accessor :last_index
 
 def initialize
   super(160, 0, 480, 352)
   self.contents = Bitmap.new(width - 32, height - 32)
   refresh
   self.active = false
   @last_index = -1
   self.index = -1
 end
 
 def top_row
   # Divide y-coordinate of window contents transfer origin by 1 row
   # height of 80
   return self.oy / 80
 end
 
 def top_row=(row)
   # Multiply 1 corrected row height by 80 for y-coordinate of window contents
   # transfer origin
   self.oy = [[row, 0].max, row_max - 1].min * 80
 end
 
 def page_row_max
   # Subtract a frame height of 32 from the window height, and divide it by
   # 1 row height of 80
   return (self.height - 32) / 80
 end

 def refresh
   self.contents.clear
   @item_max = $game_party.actors.size
   for i in 0...$game_party.actors.size
     x = 64
     y = i * 80
     actor = $game_party.actors[i]
     draw_actor_graphic(actor, x - 40, y + 55)
     draw_actor_name(actor, x, y)
     draw_actor_level(actor, x + 144, y)
     
a = $game_party.actors[i]
c = a.class_id
v = a.class_exp[c]
$game_variables[1] = c
$game_variables[2] = v[0]
     
     
     
     
     self.contents.draw_text(x, y + 32, width - 32, 32, ($data_classes[$game_party.actors[i].class_id].name + ' rank: ' + v[0].to_s))
   end
 end
 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 * 80 - self.oy
   # Update cursor rectangle
   self.cursor_rect.set(x, y, cursor_width, 80)
 end
end

class Window_Class_List < Window_Selectable
 
 attr_accessor :actor
 attr_accessor :class_list
 attr_accessor :item_max
 attr_reader   :current_class
 
 def initialize
   super(0, 0, 160, 352)
   @actor = 1
   @class_list = $game_actors[@actor].unlocked_class
   @item_max = @class_list.length
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   refresh
   @index = -1
   @active = false
   @current_class = 1
 end
 
 def refresh
   self.contents.clear
   @item_max = @class_list.size
   self.contents = Bitmap.new(width - 32, @item_max * 32)
   i = 0
   @class_list.each{|class_id|
   self.contents.draw_text(10, i, width - 32, 32, $data_classes[class_id].name)
   i += 32 }
 end
 
alias update_cursor_LB update_cursor_rect
 def update_cursor_rect
   update_cursor_LB
   if @index >= 0
     @current_class = @class_list[@index]
   end
 end
end

class Window_Class_Description < Window_Base

 attr_accessor :current_class
 attr_accessor :actor
 def initialize
   super(0, 352, 640, 128)
   @current_class = 0
   @actor = 0
   self.contents = Bitmap.new(width - 32, height - 32)
 end
 
 def refresh
   self.contents.clear
   draw_description(@current_class)
 end
 
 
 def draw_description(class_id)
   offset = 0
   description = LBConf.class_descriptions(class_id)
   description.each_index{|class_descrip|
   self.contents.draw_text(0, (0 + offset *32), width - 32, 32, description[class_descrip])
   offset = offset + 1}
 end
end



thx in advance

Please use [code][/code] tags when posting code. Thanks. ~ G_G
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Griver03

My most wanted games...



Blizzard

This here should do it.

1. Find this line:
class Window_Class_List < Window_Selectable

2. A few lines right below should be:
@class_list = $game_actors[@actor].unlocked_class

3. Change it to this:
@class_list = $game_actors[@actor].unlocked_class - [$game_actors[@actor].class_id]


Let me know if it works, I pulled this out of my ass without testing.
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Griver03

works, but it should be updated somehow...
if i choose another class the disabled class isnt showing up and the new selected class is still there...
if i close the scene and reopen it its updated but not if i only chosse a class...
pls help
My most wanted games...