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Durandal
Enterbrain has announced the newest piece of information about RPG Maker VX. As spoken by Arts Kawashima:

Continuing along with yesterday, today I will give an explanation on "Jobs"

What are Jobs?

In the RPG World, there are "jobs" like swordsman and magician. I believe that, for the protagonist and the party members, a job also carries the connotation of individuality. If it's a protagonist then a swordsman type, and the girl who accompanies him as a healer is a magician-- please think of jobs existing as such to be one of the main factors for being able to convey individuality.

Were I to give an example of one of the advantages to establishing jobs, it'd probably be that for each individual class you can "divide up weapons and guards that can be equipped."

For example, you may not want a white mage, who uses healing magic, to equip a sword or armor. In such a case, if you decide beforehand on "equipable weapons" and "equipable guards", those items not checked will become impossible to equip, thus meaning you can place restrictions on equipment.

As there are those who obsess over this part and those who don't, it's not necessarily something that has to be established. In your own game, you are free to use the established settings.

Beginners especially need not be concerned with this, as you can simply choose from the pre-established jobs. When you become more accustomed to them, challenge yourself to create your own jobs.

In VX, there is a command name normally listed as "skill" during battle. As a new element, you may freely draw up this part. It dosen't have to be a standard name like "magic" or "special move"-- you are free to decide upon command names linked to the class, like "musical performance" or "ESP". Though small, I feel that making it so that each individual characters' traits can be expressed in battle is a pleasant feature.

Skill Select
Jumbo
Like that!
Just like 2k3, but is in the class.
Good news ^^
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