I'm not weak to fire
You may not have the Default Talent Check variable set or it's set to the wrong variable. You didn't specify a var: parameter so it's falling back to the default.
I strive for compatibility. Yanfly has over 150 plugins and a dev may have anywhere between zero and all of plugins installed so there no good way of knowing if any issues exist unless someone happens upon them. I design my plugins with the base engine first in my mind but I typically make sure that everything seems to work with Yanfly's main plugins.
Heeeello, oh master, I just came here to ask if you finally made a way of keeping the points on place during Class Change.If you use the Talents and Talent-based Traits plugins to make a D&D multi-class system, the actors gain Traits by applying their points to raise talents that act as classes/specialties and will be locked into place. If you use the Class-based Traits plugin, their Traits are determined by class so changing class will change the traits. Actor-based Traits will stick as you can't change the actor.
RPG Maker MV doesn't store traits on the actors themselves. It just grabs them whenever it needs them based on the actor, class, states and equipment. I might play around with a system of permanent trait acquisition sometime but for now, that's what you have to work with.
Edit: It think that this plugin returns all of the points when an actor physically changes class. There's no really good way to know if the talent list for one class has the same talents as the list for another class. I'm pretty sure that the plugin just resets all of the points and talents. I might be able to put in an toggle to that let's you choose whether the points stay or get reset if need be. You need a consistent list between all actors if you wanted them to stay.
Naaah thanks to you man, this is the best!!
Eh To me it just makes sense to have a check first dependent on a required item before rolling a check to see how skillful you are in that area, otherwise you're characters would be able to pick locks with there fingernails or some other obscure method.@Skurge
I guess I just don't see why you'd want this middle ground then. By running a check up front (outside of the Talent Check scene), you would also inform the player what they'd need up front when you stopped them from performing the check.
The alternative would be to build requirements into the Talent plugin itself and define these in the plugin parameters. Then the Talent Check scene would inform them if they didn't meet the prerequisites. I don't think it would make sense to show the player what they need afterwards.
I do like this idea, though. I think it would be a useful addition to the Talents plugin.