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VX and Ace Hybrid Class - VXandAceHybridClass.js

Plugin desc : ver1.05/Provides a system that combines the classes of VX and Ace. Also adds a scene where you can change classes.

License : MIT License

Author : Yana

Website : https://w.atwiki.jp/pokotan/pages/3.html

Desc page : https://github.com/munokura/Yana-MV-plugins

Download Page : https://raw.githubusercontent.com/munokura/Yana-MV-plugins/refs/heads/master/Class/VXandAceHybridClass.js

File name : VXandAceHybridClass.js

Help of plugin :

@plugindesc ver1.05/Provides a system that combines the classes of VX and Ace. Also adds a scene where you can change classes.
@author Yana
@url https://github.com/munokura/Yana-MV-plugins
@license MIT License

@help
English Help Translator: munokura
This is an unofficial English translation of the plugin help,
created to support global RPG Maker users.
Feedback is welcome to improve translation quality
(see: https://github.com/munokura/Yana-MV-plugins ).
Original plugin by Yana.
-----
Note
-----------------------------------------------------------------

This plugin requires frequent redefinition, so place it as high up in the game as possible.

-----------------------------------------------------------------
Plugin Commands
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*Please be sure to enter spaces using half-width characters.

********************************************************

- Calls the class change scene for the actor with ActorID.
If ID is omitted, the class change scene for the last actor called will be called.

Class Change Scene Call ActorID
SceneClassChange call ActorID

********************************************************

- Changes the status class of the actor with ActorID to ClassID.
If the third argument is true, experience points will be inherited.
If ActorID is set to 0, the entire party will be affected.

ChangeStatusClass ActorID ClassID (true/false)

************************************************************

- Adds x to the current class level of the actor with ActorID.
Specifying true for the third argument will display the level up.
Specifying 0 for ActorID will affect the entire party.

ChangeClassLevel ActorID x (true/false)

********************************************************

- Adds x to the current ABP of the actor with ActorID.
Specifying true for the third argument will display the level up.
Specifying 0 for ActorID will affect the entire party.

ChangeABP ActorID x (true/false)

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How to Set
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Writing either of the following in the actor's Note field

<STATUS_CLASS: ID>

will set the actor's status class to the class with the ID number.

************************************************************

Writing either of the following in the class's Note field

<NOT_CHANGE_CLASS>

will prevent the actor from changing to that class.

************************************************************

Writing the following in the class's Note field

<クラスチェンジ条件>
Condition
</クラスチェンジ条件>

will set the condition for changing to that class.

The following conditions can be set:

アクター条件:x,y…
The condition is met when the actor's ID is x, y, or...
Ex:アクター条件:1,2,3,4

レベル条件:x以上(以下)
The condition is met when the actor's level is x or higher (or lower).
Ex:レベル条件:5以上

クラス条件:x,y…
The condition is met when the actor's class is x, y, or...
Ex:クラス条件:1,2,3,4

クラスレベル条件:xがy以上(以下)
The condition is met when the actor's class x is y or higher (or lower).
Ex:クラスレベル条件:2が4以上

スキル条件:x,y…を覚えている(いない)
The condition is met when the actor knows/doesn't know skill x, y, or...
Ex:スキル条件:3,4,5,6,7を覚えていない

アイテム条件:(IWA)x,(IWA)y…を持っている(いない)
The condition is met when the actor has (doesn't have) (I: Item, W: Weapon, A: Armor)x, (IWA)y, or...
Ex:アイテム条件:W1,A3,I4を持っている

装備条件:(WA)x,(WA)yを装備している(いない)
The condition is met when (W: Weapon, A: Armor)x, (WA)y, or... is equipped (or not equipped).
Ex:装備条件:W1,A2を装備していない

ステータス条件:(能力値)x以上(以下)
The condition is met when (Max HP, Max MP, Attack Power, etc.) is greater than (or less than) x.
This condition can also include xparams such as hit rate and dodge rate, and sparams such as experience rate and floor damage rate.
Ex:ステータス条件:攻撃力80以上

スイッチ条件:x,y…がON(OFF)
The condition is met when switch x, switch y, or... is ON.
Ex:スイッチ条件:3,4,5,6,7がOFF

変数条件:xがy以上(以下)
The condition is met when variable x is greater than (or less than) y.
Ex:変数条件:12が100以上


************************************************************

By writing

<クラス説明>
Class Description
</クラス説明>

in the class Note field, you can set the class description that will be displayed in the Help section of the class change window.

********************************************************

By writing

<MAX_CLASS_LEVEL: x>

in the class Note field, you can individually set the maximum level for a class.

********************************************************

In the Note field for an object with a usage effect, such as a skill or item,

<使用効果ABP+x>

adds the effect of adding x points of class experience.

<使用効果ABP+x~y>

You can also set the effect value to a range of x to y by writing ********************************************************

By writing either of the following in the Note field of an object with a trait:

<ABPRate: x%>

You can increase the ABP gain rate by x% while the object has that trait.
This works the same as the experience gain rate. (Add it as sparam parameter 10.)

********************************************************

By writing

<ABP: x>

in the Note field of an enemy, you can set the enemy's ABP gain to x.
x can be a decimal, and the ABP gain value will be the total troop value rounded up to the nearest whole number.

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Terms of Use
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This plugin is released under the MIT License.
http://opensource.org/licenses/mit-license.php
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Update History:
ver1.05:
Fixed a bug where the window that appears when skill settings are initialized could not be canceled with the mouse.
ver1.04:
Fixed this bug due to a name change for the Equipment Screen Modification.
ver1.03:
Fixed a bug where the <Class Change Unavailable> option was not functioning properly.
ver1.02:
Added a process to enable use with Equipment Screen Modification.
ver1.01:
Removed console.log.
Fixed the inability to change to an anonymous class.
ver1.00:
Released.

@param Show Name Class Point
@desc The display name of the experience point for the class.
@default アビリティポイント

@param Show Name Class Level
@desc The display name of the level for the class.
@default クラスレベル

@param Display Get Class Point
@desc This is the text that is displayed when you get experience points for a class. _num: Number _abp: Converts to the name of the class experience point.
@default _numポイントの_abpを獲得!

@param Display Class Level Up
@desc This is the text that will be displayed when the class level increases. _name: Actor name _class: Class name _num: Converted to level.
@default _nameは_class Lv_num に上がった!

@param Display Class Level Up Master
@desc This is the text that will be displayed when you master the class. _name: Actor name _class: Converted to class name.
@default _nameは_classをマスターした!

@param Display Status Next
@desc This is the text that will be displayed as the next class experience in the status column.
@default 次のCLvまで

@param Display Status Now
@desc This is the text that will be displayed in the status bar as the current value of class experience.
@default 現在のABP

@param Display Class Level A
@desc Text that will be added after the class. This text + the current class level will be added to the class name.
@default Lv.

@param Default Class Point
@desc This is the default value of class experience that enemies have.
@default 1

@param Max Class Level
@desc This is the default value for the class-level maximum.
@default 9

@param Default Status Class ID
@desc This is the default value for the class ID of the status class. If -1 is set, the class with the same ID as the actor ID will be set.
@default -1

@param Reserve Status Class ID
@desc This is the class ID that will be used if an invalid class ID is specified in the above settings.
@default 1

@param Master Level Text
@desc This is the text to display in place of the level of a class when the class level has reached its maximum limit.
@default ★

@param -----------------
@desc This is for blank spaces. Changing this setting will have no effect. Below this are settings related to the class change scene.
@default -----------------------

@param Add Menu Class Change
@desc This setting determines whether class change is added to the menu. Set it to true to add it.
@default true

@param Class Change Command Name
@desc This is the name of the class change item that will be added to the menu.
@default クラスチェンジ

@param Class Master
@desc This displays the class level of the class you mastered during the class change scene.
@default ★Master!

@param Master Color
@desc This is the color of the class level display for the class mastered in the class change scene. Specify the text color.
@default 21

@param Hide Skills
@desc This setting determines whether or not to hide acquired skills. If you choose to hide them, specify a character to use to hide them.
@default ?

@param Known Changeable
@desc This setting determines whether you can change jobs just by knowing about it. If true, if you have experience changing jobs, you can change jobs regardless of the conditions.
@default true

@param Cond Include Trait
@desc This setting determines whether or not the status condition judgment includes Traits such as equipment. If true, the condition will be judged including changes due to equipment, etc.
@default false

@param Equippable WType Title
@desc This is the text of the equippable weapons in the class status section.
@default 装備可能武器タイプ

@param Equippable AType Title
@desc This is the text of the equipment that can be equipped in the class status section.
@default 装備可能防具タイプ

@param Clear Set Skills Text
@desc When used in conjunction with the CP system, this is the text of the window that is displayed when skill setting information is cleared.
@default スキル設定が初期化されました!

@param Weapon Type Icons
@desc These are the icons to be set for each weapon type. Please list the icon indexes in order from 1, separated by commas.
@default 96,97,98,99,100,101,102,103,104,105,106,107

@param Armor Type Icons
@desc These are the icons to be set for each armor type. Please list the icon indexes in order from 1, separated by commas.
@default 135,138,136,137,129,128

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