My game focuses heavily on magic, and learning said magic at intervals Many parts of the game will be story driven, but the action scenes require the use and management of spells. Unfortunately, I've hit a snag that breaks the game's flow. I'm unsure of why this is happening, but I cannot remove spells from my actors temporarily. Here's how it is meant to work;
1. Player selects from 1 of 3 characters
2. Long intro, tutorial boss, first magic class
3. Class starts, your magic is volatile. Splash damage (scripted event cause NPC is dumb and stood close) leads to NPC teaching you a new trick
4. Unlearn your first spell (@>Change Skills: [P1], - [skill 1] {Repeated for P2 and P3, despite not being present})
5. Learn new spell (@>Change Skills: [P1], + [skill 2] {Repeated for P2 and P3, despite not being present})
6.Use new spell, it doesn't do so well.
7. Unlearn Spell 2 (@>Change Skills: [P1], - [skill 2] {Repeated for P2 and P3, despite not being present})
8. Learn Spell 3 (@>Change Skills: [P1], + [skill 3] {Repeated for P2 and P3, despite not being present})
9. Test it, find it's strong but slow
10. NPC tells you that all 3 may have their own uses
11. Secretly add back Spells 1 and 2 without chat notice
12. Player now has all 3 spells available
The problem occurs at steps 4 and 7. Though I use the correct event contents, the spells are not removed via the event, yet the new spells are added without error. This breaks the continuity of my game's progression because I can just spam the first spell.
Is it not possible to remove spells when using SAS IV? Or am I doing something wrong? This method works in the base program without SAS IV, yet not when using the scripts.