Klass Change & Skills XP - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Klass Change & Skills XP (/thread-8746.html) |
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! NOTHING! Here comes my scriptlet to let you solve this issue in a couple of creative ways!
Skill Learning Modes:
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! That's it! RE: Klass Change & Skills - kyonides - 05-29-2023 ACE Could Not Stay Out of This Trend!
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. As long as it's not nil, Ruby's version of emptiness or non existence, your 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_ |