What are Classes†
Create data such as the registration of classes that cast members can assume in the game and the characteristics of each class.
You can specify the items and skills that can be used in different classes, as well as the growth factor of their abilities if they change to that class.
In Bakin, cast members and classes can have separate levels.
This allows for things like "a level 10 cast becomes a level 5 swordsman".
The cast can also specify two classes, "class" and "subclass".
The value of the status specified for a class is added to the status of the cast.
- Add Folder
Create a folder.
Copy the data for the selected classes.
Paste the copied class data into the last column.
Delete class data.
- Management Tags + Notes
You can add management tags and jot down memorandums.
Tags are registered by adding # to the beginning of the line. Tags and notes entered in this field will not appear in the game.
Class Ability Values†
Enter a name for the class.
You can also write a description of the class.
- Icon Image
Specify an icon for this class to be displayed in the game from the asset picker.
Class Ability Values: Basic†
- Level Curve
Open the Level Curve dialog.
This dialog allows you to specify in detail the experience required to reach the next class level.
Please see Level Curve Dialog for descriptions of the dialog.
- Initial Level
Specify the initial class level when this class is assigned to the cast.
- Growth Speed
Select the preset data for the rate of increase in experience required to raise a class level.
If you change the preset data in the Level Curves Dialog, it will be shown here as "Custom".
- Max Level
You can set the maximum level of this class that can be reached during the game.
You can specify a range of values less than or equal to the value specified in Game Definition > Rules and Operations > "Max Level".
The maximum level of classes can be changed by using events.
- Growth Factors When Changing to This Class
Specify the initial values of the statuses that this class has and how each ability changes as it levels up.
The status of the class (subclass) is added to the status held by the cast member.
You can also adjust how much the status values of classes/subclasses are reflected in the cast-specific statuses by going to Game Definition > Game System Definition > Parameter Reflection Rate (Class/Subclass).
If Game Definition > Game System Definition > Parameter Reflection Rate (Class) is specified as 100%, the initial HP value of Cast A is 70, the initial HP value of Class: Swordsman is 30, and when Cast A is level 1, if the Swordsman level 1 is assigned as the class, the HP value will be 100.
- Edit Status
Open the Status Editor.
Any changes made in the Classes will also be reflected on the cast.
- Status Curve
Open the Status Curve Dialog.
You can customize the value of each status for each class level.
- Status Settings
- Initial Addition Value
Specify the initial value for each status.
- Basic Increase Value
This is the basic value that is added to the status when the class level is increased.
This value is added to the growth type.
- Growth Types
Choose from several types of preset data for status growth rates.
When a cast's class level increases, this setting is added to the base increase value to determine the value of the status.
If you change the preset data in the Status Curve dialog, this field will show "Custom".
Please see the section Formula for Each Status Increase for the formula for calculating the status increase in the growth type.
Specify the resistance for the selected attribute.
You can choose from among those registered under "Attribute Definition" in the Database menu.
- Resistance to State
You can specify the resistance that this class has to state changes (the value of increase or decrease in the probability of going into a state).
The list displays the states registered under "State Definition" in the Database menu.
Class Ability Values: Abilities†
- Usable Item
Specify items that can be used in this class.
- Enable Disable
Specify Enable on for items that can be used in this class and Disable on for items that cannot.
- Item Names
The list displays items that have been registered and specified in the "Items" section of the Database menu.
- Skills to be Learned
Specify the skills that can be learned during this class.
Turn on skills that can be learned.
- Skill Name
The list shows skills that have been registered and specified in the "Skills" section of the Database menu.
- Achievement Level
Specify the level of achievement for each skill.