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Klass Change & Skills XP - Printable Version

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Klass Change & Skills XP - kyonides - 05-28-2023

Klass Change & Skills XP

by Kyonides

Introduction

Perhaps you have NEVER EVER noticed that there is a missing feature (bug?) in all of the RPG Maker editions regarding the class change and its corresponding skills.

Pick either XP or VX ACE or even MV and you will get the same result, your hero could change his or her class indeed... at a cost of not learning anything already listed in his or her new skillset! Shocked NOTHING!

Here comes my scriptlet to let you solve this issue in a couple of creative ways! Grinning

  1. Do Nothing! - Default (Still Able to Learn Skills in the Future)
  2. Replace Old Skills with New Skills.
  3. Add New Skills while Keeping the Old Skills.
  4. Keep Some of the Old Skills while Learning the New Skills.

Skill Learning Modes:
  • nil
  • :replace
  • :add
  • Number, actually an Integer


Terms & Conditions

Free for use in any kind of game
Include my nickname in your game credits!
If you can adopt any creature, just don't do it! Tongue sticking out
That's it!


RE: Klass Change & Skills - kyonides - 05-29-2023

ACE Could Not Stay Out of This Trend!

Happy with a sweat Well, you know me, guys. I often port my scripts to as many editions of the RM series as possible, and this script was not the exception at all. From now on, you can let your ACE heroes learn their new skills or even keep their current level based on the current value of their class_skills_mode variable. Winking

As long as it's not nilRuby Ruby's version of emptiness or non existence, your Slayne Deedlit Ghim hero will keep his current level or at least get as close as possible depending on their total experience points at that moment.

A hero's preset value can be defined easily by just leaving a custom note on his actor's note box.
Here you can find a couple of examples.

Code:
_class skills mode: replace_
_class skills mode: add_
_class skills mode: 7_