This may be a bit too extensive to do for free. If that ends up being the case, I'll request it being moved into the classifieds section once I'm capable of affording to actually pay someone to do it (I'm unemployed at the moment, so I dont currently have much of a budget to throw into a project).
I'm about to commit one of the cardinal sins of request making, so I apologize in advance.
I'm looking to get a system done to change how skill/magic learning is done to be like the system done in the original Grandia.
In it, you had levels for each different weapon type and element of magic, and as you used each individual type you would get experience for that weapon/element, and once you'd reach certain levels you'd learn stronger spells/skills of the element that you leveled. Characters would have proficiency in 1-3 of 6 different types of weapons (The main character could use Swords, Axes and Maces, while the second character could use Maces and Bows), and would use items called Mana Eggs to unlock the first level of the different magic elements (although later characters would join the party already knowing some). There was also some that required a combination of levels, either between different types of weapons, different elements, or a weapon and an element to learn.
An example of the concept looking like so:
As you may have noticed, leveling these up has a secondary benefit. Each weapon type/element is attributed to one or two stats, and leveling them up would give you a boost in that stat. The game itself actually had lower stat progression from hard levels (typically 1-3 points in each stat per level), so a large part of character growth came from leveling weapons and magic rather than purely character exp, since you would usually level them up faster than the character itself would.
EXP for weapons would be gained by using regular attacks or skills (with skills having a higher return due to having a cost), while element EXP would be gotten by using spells and skills attributed to that element (So in the case of the above example, because Rapp's Fireball was both weapon and fire, he would get EXP for both for using it). The EXP gained would be scaled based on the level of the weapon/element and the level of the enemy you were facing (Having fire magic at level 20 and using it on a level 5 enemy would get less EXP that having fire magic at level 5 and using it on a level 20, to make for quicker catching up of stuff lagging behind).
All skills were exclusive to a single character, while most spells could be used by all characters, but there were some that were specific to only certain characters as well (Everyone who could use magic could use Burn, while only half the characters could use Dragonzap).
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I'm hoping that should be enough information to forgive the "Use X system from Y game" sin. If you do need more information just leave a comment in the thread. If it looks like a project you'd be interested in, but think it'll be too much time and effort to invest to do it for free, let me know and I'll have the topic moved and be in touch with you once I can talk pricing.
Thank you for the consideration.