Managing Class Types

ZeroInsignia

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I'm making a game with a world that has 9 kinds of magical attributes. I have characters A, B, C, and D. Character A is special since he inherits a soul that grants him access to every kind of attribute whereas all other magic users can only use one or two. To not make Char. A overpowered I decided to make it where you can change the current attribute he is using by making them into classes. It's easy enough to do that, but I don't want that for Characters B, C, and D since they are unable to freely choose what attribute class use since they do not fall under the same circumstances as Character A. Is there any way to lock classes for certain characters?
 

Shaz

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Actors only change classes when you, the developer, make them. The player cannot make them change classes. Unless you're using a script?


Note - by default, changing classes will put the actor's level back to 1.
 

bgillisp

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You could give him an item to equip when he wants to be a certain class. However, this will cost you an item slot. Otherwise, you could use Yanfly's class change script (or others!) to let the actor be able to change between the classes. But beware what Shaz said, changing classes will reset you back to level 1 in that new class unless you find another script to avoid that.
 

ZeroInsignia

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Actors only change classes when you, the developer, make them. The player cannot make them change classes. Unless you're using a script?

Note - by default, changing classes will put the actor's level back to 1.
I've resolved a way to make Character A retain the level of the attribute he was using. Ex. (A uses fire and has it at level 10 but changes to water which is only level 1, if A changes back to fire it will still be level 10) I've done this through a bit of toying with the developer options without using a script.

You could give him an item to equip when he wants to be a certain class. However, this will cost you an item slot. Otherwise, you could use Yanfly's class change script (or others!) to let the actor be able to change between the classes. But beware what Shaz said, changing classes will reset you back to level 1 in that new class unless you find another script to avoid that.
I'll try your idea of equiping to change classes. I'll report back to you once I've toyed around with this a bit. Thank you very much.

______________________ EDIT _____________________________

I tried this item class change thing and it seems to work out perfectly! Instead of sacrificing regular item slots I however moved them over to the Key Items tab. Thank you so much!
 
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voymasa

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Have you downloaded the Crysalis example game? Look into the game project at the way they handled the elemental sword skills of one of the characters. They had the base Sword Element (each a skill) teach a set of abilities to the character when the skill was used, and call a common event that changed what other skills were available to the character at the time.

You could have a "skill" for each type of attribute, which would give you a list of spells and call a common event to eliminate all of the other attribute specific skills (that way you have skill control and your skill list doesn't flood). If you wanted to only allow certain skills (or spells) at certain levels, you would just add those skills in the common event with a level check first.

Hope this helps.
 

ZeroInsignia

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Have you downloaded the Crysalis example game? Look into the game project at the way they handled the elemental sword skills of one of the characters. They had the base Sword Element (each a skill) teach a set of abilities to the character when the skill was used, and call a common event that changed what other skills were available to the character at the time.

You could have a "skill" for each type of attribute, which would give you a list of spells and call a common event to eliminate all of the other attribute specific skills (that way you have skill control and your skill list doesn't flood). If you wanted to only allow certain skills (or spells) at certain levels, you would just add those skills in the common event with a level check first.

Hope this helps.
I just finished the example game and seen how this idea was executed. It's pretty genius actually with how the game took it on. I'm gonna try and see if I can incorporate it into my game. Thanks a lot!
 

bgillisp

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Glad it is working for another! I'm doing something similar in my game, but I also used Yanfly's equip engine to gain more slots, then put the class benefits on the cloaks they were to wear. Glad someone else got a similar system up and running!
 

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