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.

Database_Classes.png
 

Function Description

Classes Add.png
 

Class Ability Values

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Class Ability Values: Basic

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Level

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).
Example
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.

Attributes

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

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Usable Item

Specify items that can be used in this class.

Skills to be Learned

Specify the skills that can be learned during this class.


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