Engr. Adiktuzmiko

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@pugh - no... Just put the script I give you (the second one), don't modify it... it was meant to work for ANY class change...


anyway, seems like you could afford to give them different skill types so you don't need it... :)
 
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Pugh95Bear

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@Kyutaru: I think I get what you're saying.


@Shana: I actually did try the script, but it didn't seem to want to work right. I dunno, I may have put it in wrong.
 

Engr. Adiktuzmiko

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well, you asked if you needed to edit it so I thought you did edit it before putting it there... else, it might just really have something off (you used the new one btw, right?)


anyway, about the different skill types... it's like this:


The skills of the melee cyborg will have 1 type, the skills of ranged cyborg will have another type...


now melee cyborg will only be allowed to use the melee type (via class features), the ranged cyborg will also only be allowed to use the ranged type...


but both classes will learn ALL skills of both classes...


since the each class can only use 1 skill type, the other skills that belong to the other type won't show on the list...


basically that eliminates your problem that when you switch classes, the new class doesn't learn it's skills that it should already have... Plus it hides the skills from the class that cannot use it...
 
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Pugh95Bear

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I did change it, but after thinking, I believe I realized why it didn't work; I forgot to put the script call -_-. You know, that really important piece.


Okay, that's what I thought.
 

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Wait, so you used the old one (and edited version not the original)... because the new one doesn't have a script call... it was meant to auto-work whenever you change classes...
 
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Pugh95Bear

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Oh! Oops. Okay. I'll try again at school today.
 

Engr. Adiktuzmiko

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you won't really need it if ur already using the different skill types method... :)
 

Pugh95Bear

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I'm testing both to see which way I like better. I've been mixing the ideas both of you have been giving to create the outcome I'm needing lol.
 
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Pugh95Bear

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(I hope this doesn't count as a double post, but here I go...)


Okay guys. I have made everything work except on teensy little problem that I discovered while battle testing him. I set him to level 99 and did it. He starts with 6707 health. When I use Transform, EVERYTHING works fine except for the health, which drops back down to 467. When I Transform him back, he then only has his 467/6707. What have I done?
 

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It seems like the other class only has 467 HP set to it... also, changing classes doesn't heal so if your HP is lower than the max, it will stay that way


it could also be that his level was reset (make sure you set the option to keep exp on the class change script call)
 
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Pugh95Bear

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467 is the basic health at level 1. So I'm going to say that it is the experience preservation problem.
 

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well have you set him to maintain exp?
 

Pugh95Bear

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Going by the options I saw in the CE, I thought I had set that already. Which is what really gets me, because it is only the actual stats (MHP and such) that change. He still gets his abilities like he should. BY THE WAY. Making sure to clarify, I AM working with the Sharpshooter and Tech Soldier classes now. The Sorceress is not involved.

Lemme put it this way. When he changes classes, only his stats go back to the level 1 setting.
 
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Kyutaru

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Might have to do with doing it in the middle of battle.  Till you figure out the cause, you can fix the HP issue by setting a variable to his hitpoints then setting his health to that value after the transform.  Keep in mind that just because he's a level 50 Sharpshooter doesn't mean he's also a level 50 Tech Soldier.  If you need to, you can just store the character's XP for one class, set it back after transform, then fix his MP/HP.  All done through variables.
 

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Make sure the two classes have the same exp curve too... because setting the exp option keeps the exp, not the level...
 

Pugh95Bear

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Their exp curves are the same :) .
 

Engr. Adiktuzmiko

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this is weird... it shouldn't be dropping unless it's setting it to level 1... since stat values are actually obtained from the class's stat curve everytime their invoked, so it's always based on the class' current level...


oh wait... hmmmm... I think you should try to go find the class change script, then after the exp set-up, add a method to invoke "level-up"...


it might be that the exp was retained, but the level wasn't updated


if that is true though, then that means you can actually now make the skills use the same type and make each class learn only his own skills, since the player will be "leveled-up" when he change classes, then it will invoke learning all of the abilities that he should have...
 
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