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.
Function Description†
- Add Folder
Create a folder.
- Copy
Copy the data for the selected classes.
- Paste
Paste the copied class data into the last column.
- Delete
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†
- Name
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†
- Initial Level
Specify the level at which the game starts.
- Growth Speed
Select the rate of increase in experience required to level up.
- Attribute Resistance
Specify the resistance for the selected attribute.
You can choose from among those registered under "Attribute Definition" in the Database menu.
- State Resistance
Specify the resistance this class has to the states.
The list displays the states registered under "State Definition" in the Database menu.
For each state, there are five levels to choose from: "Strong 100%", "Slightly Strong 50%", "No Change 0%", "Slightly Weak -50%", and "Weak -100%".
- 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.
- Abilities
Specify the following options for the HP, MP, Attack Power, Magical Power, Defense Power, Agility, Evasion Rate, Accuracy and Poison Damage Reduction Rate.
- Initial Addition Value
Specify the initial value for each ability.
- Basic Increase Value
This is the basic value added to the status when the level is raised.
This value is then multiplied by the growth type.
- Growth Type
It is an indicator of the ease of status growth.
When leveling up, the status increase is added to the base increase value to determine the status increase value.
For more information, please read the Formula for Each Status Increase section.
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.
- Enable
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.