Why not simply not use class names at all? I doubt you're going to have characters share skillsets, so having visible classes is simply not needed. And with a simple edit of the code you can do that. Not everything in the database menus has to be used.
You want to remove the class text from the character status window, which is currently like this:
In the Window_Status script look for:
#--------------------------------------------------------------------------
# * Draw Block 1
#--------------------------------------------------------------------------
def draw_block1(y)
draw_actor_name(@actor, 4, y)
draw_actor_class(@actor, 128, y)
draw_actor_nickname(@actor, 288, y)
end
Delete the "draw_actor_class(@actor, 128, y)" line, save your changes, and restart the game. Check the status screen, You should now see this:
Et voil?! The class is gone! Though there is a bit of an empty space between the name and nickname now. Maybe you want to put the nickname where the class was before? To do so, change the x offset of the nickname draw function call to 128, making the line "draw_actor_nickname(@actor, 128, y)". What you now see should be this:
But maybe you don't even want nicknames as well. Well, just delet the third line too, if that's the case. You get this:
Now, let's say you want to change that on the main menu screen, which currently looks like this:
That's going to be a bit more complicated. You're going to have to overwrite the draw_actor_simple_status function. Yanfly's core script has an overwrite of that that goes like this:
#==============================================================================
# ■ Window_Base
#==============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# overwrite method: draw_actor_simple_status
#--------------------------------------------------------------------------
def draw_actor_simple_status(actor, dx, dy)
draw_actor_name(actor, dx, dy)
draw_actor_level(actor, dx, dy + line_height * 1)
draw_actor_icons(actor, dx, dy + line_height * 2)
dw = contents.width - dx - 124
draw_actor_class(actor, dx + 120, dy, dw)
draw_actor_hp(actor, dx + 120, dy + line_height * 1, dw)
draw_actor_mp(actor, dx + 120, dy + line_height * 2, dw)
end
end # Window_Base
Make a new script, and copy that code into it. Delete the draw_actor_class line and save. Restart your game, and open the menu. Here's what you should see:
Congratulations! You have eliminated classes from your game! Sure, the classes are still there in the database, due to how VX Ace structures character data, but functionally, having classes be exclusive to a single character is the same as having no classes. I sugest you name the classes the same as the characters ro name them class_character, or something like that, to make things easier for you to read.