Pugh95Bear

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I'll take that back, because no -.-
 

Engr. Adiktuzmiko

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what happens?
 

Pugh95Bear

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I am REALLY tired right now, so I know that's not helping. In the attached image you will see that I added in the removal of the weapon originally equipped then equipped the new weapon. However, the image of the battle scene is what I keep seeing. I thought it may have been how I set up the Skill, so I added that as well. Anything I may be missing or just flat out butchering, please let me know.

Also, you will see that I substituted Sharpshooter for Sorceress. I realized a little bit ago that I accidentally left my Sharpshooter class on my other computer, which is a piece of junk that I am too tired and lazy to deal with at the moment. 

transform.png
 

Engr. Adiktuzmiko

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it will of course show No effect blahblah since it does no damage... you can use Yanfly's Anti-fail script to tag the skill to not show that message
 

Pugh95Bear

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Hmm... Well I noticed, too, that the animation for the attacks DID change, but I couldn't tell if he was actually using the staff or if he was doing just a basic unarmed attack.


Also, does it look like I set that up right?
 

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if the attack animations changed, then he changed weapons (assuming you set normal attack to use the weapon's animation)


btw, he needs to have the weapon in inventory for it to be equipped... if this is battle test, I doubt he has it...


as for the set-up, you don't need to put the class change inside the weapon check... you can move it outside, for minimizing number of lines in your event... aside from that it looks right to me...
 
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Pugh95Bear

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I believe I saw an option for the party to add a weapon. For test purposes, I could add that to the CE before the first branch, right?
 

Engr. Adiktuzmiko

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yes, you could do that to ensure he has the weapons on battle test... :)


and maybe set a different animation for the staff to make sure


btw, does the skill types on the command list change (assuming you have different set of types for the two classes)? if not, you might need a script line to refresh the list...
 
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Pugh95Bear

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I think they both have Special and Magic type skills, if that's what you mean?


Speaking of skills, here is something else. At level 1, the Sorceress class is supposed to have Fire. When I turn him into the Sorceress, I notice that he does not gain her skills. Is this because of that refresh being needed like you just mentioned, or do I need to add in all the skills manually?
 

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ah, yes... that's a matter of problem with class changing...

you can probably add this as a script line after changing class

$game_actors[id].init_skills

id = id of cyborg...

though that would remove any additional skills that you might have added via events and the skills of the other class...

now if you don't want that, you can add this to a blank script:

class Game_Actor def pugh_skills self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level <= @level end endendthen use this script line after changing classes:$game_actors[id].pugh_skills

that should make your actor learn any skills that he should have at this point
 
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Pugh95Bear

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I'll try it out at school tomorrow after I've had some sleep lol. Thanks so much for the help!
 
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Engr. Adiktuzmiko

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Okay, I haven't tried the script too, I just wrote it based on the methods of the Game_Actor class... I'll try it out on home later...

actually, try this one, it's plug and play assuming it works... just add it to a blank slot below materials, preferably below any other scripts... no need for script lines in the event:

Code:
class Game_Actor    def learn_skills_upon_change    self.class.learnings.each do |learning|      learn_skill(learning.skill_id) if learning.level <= @level    end  end    alias change_class_adjust_skills change_class  def change_class(class_id, keep_exp = false)    change_class_adjust_skills(class_id, keep_exp)    learn_skills_upon_change  endend
 
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Kyutaru

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The whole point of Shana suggesting the dual skill type system was to avoid this problem.  If the sorceress has access to skills of type "Sorceress" while the Soldier has access to skills of type "Soldier", then you can teach both classes the same skill list.

Even though the Soldier will learn Fire (at level 1) he will not be able to see or use it as a command because Fire only appears on the Sorceress skill list.  Same with the sorceress, any skills that she learns that are Soldier skills she won't be able to see or use because she lacks the skill command required for it.

Just setup one class as one type of skill and the other class as the other type of skill and have both of them learn the same skill list at the appropriate levels.  Your character will always know the right skills for his level but he'll only be able to use the skills that match the type allowed by his class.
 

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well, yeah that can ease it up, thanks for clarifying that to him...


though I guess that script should work just in case he really cannot make each class use it's own skill type...
 
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Pugh95Bear

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now if you don't want that, you can add this to a blank script: class Game_Actor def pugh_skills self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level <= @level end end end then use this script line after changing classes: $game_actors[id].pugh_skills that should make your actor learn any skills that he should have at this point
Okay, so I'd have to do that twice, but in place of Pugh, I'd put in the name of the actual classes, correct?

Ex1: class Game_Actor def Sorceress_skills self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level <= @level end end end $game_actors[id].Sorceress_skills

Ex2: class Game_Actor def Tech Soldier_skills self.class.learnings.each do |learning| learn_skill(learning.skill_id) if learning.level <= @level end end end $game_actors[id].Tech Soldier_skills

EDIT: Woah. Kyutaru's post didn't appear on here until after I replied -.- Yay, more tinkering. I've not seen anything like that, though. But then again, I've only got about 6 months of experience TOPS under my belt. How could I restrict the skills to work like that?

Wow, the tapatalk app sucks now :/ I had all this looking good when I typed it on my iPod, and now it looks like garbage on the real site. Go figure.
 
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Kyutaru

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You can restrict the skills on the skill page.  Start by going to the Terms page of Database and creating a new category for skills, one for each class.

Example: Currently you have Special and Magic.  Add two more skill categories, one for "Soldier" and one for "Sorceress".

Then on the class pages, give the Soldier access to Soldier skills and the Sorceress access to Sorceress skills (just like giving them Magic/Special).

Next, go to the Skills page and set all of the skills you want the Sorceress to use to type Sorceress, and the skills you want the Soldier to use to type Soldier.  Currently Fire is probably setup as a Magic skill, as an example.  Just change that to Sorceress.

Then just have them both learn the same skill list.  They'll each have both class's abilities but only be able to use skills that are assigned their matching type.
 

Pugh95Bear

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More than one way to skin a cat, right? I figured out something that seems to work using my interpretation of what you guys have said. It will need a bit of tweaking when I get access to my Sharpshooter. I'll post pictures when I get home. No scripts were needed for this, at least not yet.
 

Kyutaru

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Glad to hear it.  For what you want to do, I can think of at least five methods, each varying in complexity and utility.  Which is best just depends how much tweaking you are planning on doing.

Just goes to show before you ask for a script, try and do it using nonscripts.  Common events are extremely powerful.
 
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Pugh95Bear

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You can restrict the skills on the skill page. Start by going to the Terms page of Database and creating a new category for skills, one for each class.
Example: Currently you have Special and Magic. Add two more skill categories, one for "Soldier" and one for "Sorceress".


Then on the class pages, give the Soldier access to Soldier skills and the Sorceress access to Sorceress skills (just like giving them Magic/Special).


Next, go to the Skills page and set all of the skills you want the Sorceress to use to type Sorceress, and the skills you want the Soldier to use to type Soldier. Currently Fire is probably setup as a Magic skill, as an example. Just change that to Sorceress.


Then just have them both learn the same skill list. They'll each have both class's abilities but only be able to use skills that are assigned their matching type.
I'm in the middle of my tweaking. Could I not just leave them as Special or Magic and just restrict what weapon type can use the skill?


For example, i make it so that Triple Shot only works for Guns, and Dual Attack only works for Power Blades (i changed the name of the sword)? Or will your method make it so that the player will not see the skills that only work for the unequipped class?
 

Kyutaru

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I'm in the middle of my tweaking. Could I not just leave them as Special or Magic and just restrict what weapon type can use the skill? For example, i make it so that Triple Shot only works for Guns, and Dual Attack only works for Power Blades (i changed the name of the sword)? Or will your method make it so that the player will not see the skills that only work for the unequipped class?
You can do it by weapon... but yes, if you do it by skill type, the player will not see the skills at all.  He'll have them but they only show up under that skill menu, and since the class won't HAVE that skill menu, the skills will be hidden.
 

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