Classes are used to give combatants additional status benefits.
Classes are a completely optional feature – a combatant can have a class, but it’s not required.
Using Classes #
There are 2 ways to use classes:
- single-class (or main class)
- class slots
Both can be used together, or none at all.
Single-Class #
A combatant can have a single main class – the single-class of the combatant. Combatants can have multiple classes, but can only use one class at a time as their single-class.
The status development of a single-class is added to the base value of status values.
Changing Classes #
The single-class can be changed in-game using schematics (Change Class node) and the Class (Single) menu screen part in menu screens.
Changing the class can forget the old class’s abilities and learn the new class’s abilities, remove old status value bonuses (from status development) and use the new class’s status development, etc.
In short, changing classes can remove the old class’s status changes and use the new class’s status changes, completely switching between classes.
The combatant will remember the class level and experience of each individual class. When switching back to an already known class, the combatant will resume at that class level and experience value. Experience in this case is the Class Level experience type Experience status value.
Class Slots #
Similar to equipment slots and equipment, class slots are used to equip a class. Combatants can have multiple class slots and equip multiple classes at the same time (one per slot).
The status development of equipped classes isn’t added to the base value of a status value – like equipment status bonuses, it’s added to the final value of the status value instead.
Changing Equipped Classes #
Class slots and their classes can be changed using schematics (e.g. Change Class Slot node to change an equiped class) and the Class Slot menu screen part in menu screens.
Unequipping a class will remove all of it’s added benefits, equipping a class can use benefits allowed by the class slot it’s equipped on (see below for details on class slots).
Class Slots #
Classes can be equipped on class slots, you can define as many of them as you need for your system.
Class slots are set up in Combatants > Class Slots.
If a class slot is available to a combatant is decided by either the default class setup (Combatants > Combatants > General Settings) or optionally the combatant’s own class setup. Additional class slots can be added (and removed) to combatants during a running game, e.g. via research trees or schematics.
Class slots are used in Class Slot menu screens to equip a class on them – they’ll show the classes that can be equipped on them.
Equipped Class Contribution #
Class slots define which parts of a class contribute to the combatant equipping it:
- class ability
- available equipment
- attack/defence modifier start values
- battle menu
- control maps
- shortcuts
The other status benefits of a class allow for a more complex contribution, e.g. using factors and level limits.
Status Bonuses #
Using status bonuses of a class can optionally use a factor to calculate how much of the bonus is used. This factor can also be set per status value.
A factor of 1 means full use of the bonus, while 0.5 will only use half of the bonus value or 2 would double the bonus.
E.g. you can use a factor of 1 for maximum HP/MP status values to fully take them into account, while only using half of other status value bonuses.
Status Development #
Using the status development of a class can also use a factor like status bonuses.
Additionally, the status development can optionally be limited to a defined level, e.g. a sub-class only allowing status development only up to half of the main class’s level.
Using a formula will have the class available as selected data via the key action, allowing you to use the class’s level itself using a Selected Data Level node in the formula.
Ability Development #
Using the ability development of a class can be limited to (base) level and class levels.
E.g. a sub-class only adding abilities up to level 10.
UI Settings #
Empty Slot Content #
The empty slot content defines how a class slot displays it’s equipped content when it’s empty.
This is used in menu screens instead of the class that’d otherwise be on the slot.
Unavailable Slot Content #
The unavailable slot content defines how a class slot displays it’s equipped content when it’s unavailable.
This is used in menu screens instead of the class that’d otherwise be on the slot.
Information Overrides #
Class slots can replace the default class slot notifications and console texts.
Classes #
Combatants can change between classes, e.g. switching from a physically attacking warrior to a magically attacking mage class. Changing classes can optionally also remove things like status/ability development of the old class, completely changing the combatant’s status system.
Classes are set up in Combatants > Classes.
Base Settings #
Define some base class settings.
Group Class #
A class can be set to be a group class – i.e. the class is available to all members of a group instead of an individual combatant once it’s added to one of the members.
Class Ability #
Classes can optionally use a class ability – similar to the combatant’s base attack.
Class abilities can e.g. be used in battle menus or menu screens.
Battle Menu #
Classes can optionally use a separate battle menu.
This allows to create battle menus to match a class’s functionality.
Class Slot Settings #
These settings define on which class slot a class can be equipped on. This is only used for equipping a class on class slots, not for single-class use.
You can also define equip conditions and automatically unequip the class if the conditions are no longer valid.
E.g. don’t allow equipping a Mage class when a Warrior class is already equipped.
Schematics Settings #
Classes can automatically use schematics when they’re initialized (when first added to a combatant), added/removed to/from a combatant or when equipped or unequipped on a class slot.
E.g. you can use an equip schematic to spawn an effect prefab or play an animation on the combatant when equipping a class.
The combatant the class belogs to is available in the schematic as Machine Object and Starting Object, the class (instance) as selected data via the key action.
Control Maps #
Classes can add control maps to the combatant’s control maps to match the class’s functionality.
Status Settings #
A combatant can have defined status modifications while being part of a class.
Attack/Defence Modifiers #
Define attack/defence modifier start values – they’ll override the default start values.
A combatant can override the class’s modifier values.
Status Bonuses #
Optionally use a custom bonus setup or add status bonus templates to the class.
Status bonuses can give bonuses to chances, status values, attack/defence modifiers and change status effects.
Learn more about status bonuses in this documentation.
Random Status Bonuses #
Optionally add random status bonuses to an instance of a class (i.e. when a combatant receives the class).
Learn more about random status bonuses in this documentation.
Development #
A class can contribute to the combatant’s development.
Some of these can optionally be removed when changing classes.
Class Levels #
Classes can have their own status development – this allows the class to level up and change the combatant’s status values.
Class level ups use Experience type status values that use the Class Level experience type.
Ability Development #
Set up which ability will be learned at which level, or use ability developments as templates.
Learn more about abilities and ability development in this documentation.
Research Trees #
Add the research trees that are available to the combatant while being part of a class.
Research trees are used to upgrade status values, learn new abilities or create items, equipment, etc.
Learn more about research trees in this documentation.
Menu Ability Types #
Menu screens and battle menus showing empty ability types can optionally be limited to ability types that will be available to the combatant (in this case via it’s class).
You can define ability types that will be available in addition to the types that are found based on the combatant/class ability development and research trees.
Equipment #
A class defines which equipment is available to a combatant. Combatants can optionally override it with their own equipment setup.
Available Equipment Slots #
Defines the equipment slots that are available to the combatant that is part of the class.
Equipment slots can also be changed by other means, e.g. equipment, passive abilities or status effects can make additional equipment slots available or block existing slots.
Available Equipment #
Defines the equipment that is availalable to the combatant that is part of the class.
The equipment isn’t limited to the defined equipment slots, though it can only be equipped when the combatant has the needed slots (e.g. through later addition).
Available Item Types #
You can also define which equipment is available by the equipment’s item type.
Shortcut Settings #
Classes can optionally have their own shortcut lists. This is enabled in Combatants > Combatants > General Settings in the Attacks & Abilities > Shortcut Settings.
Learn more about shortcut slots in this documentation.
UI Settings #
Classes can optionally override the default class shortcut UI, have portraits and override class notification and console texts.