FarOutFighter

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I want to make it so that characters learn skills by level up, but then when they switch to another class they don't have those skills they learned in the first class anymore. I would prefer to do this without having to have multiple skill types, because of how my game is.
 

ATT_Turan

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How are you changing classes? Just via the event command, or with a plugin?
 

Andar

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Not possible by default, you'll need a plugin to change the way skills are handled.
And even someone the plugins intended for handling class changes do not change that part - yanfly for example included a note with his MV plugin that you have to change skill types to block previously learned skills.

So which maker are you asking for?
 

AphoticAmaranth

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If you're using Yanfly's skill core, you could set a custom show eval (and a custom requirement, if your game has autobattle) to only show/allow the skill when the user is of the correct class.

If you're changing classes by using events, you could also have the event unlearn every skill that isn't from their class and learn all the skills they should have.
 

Puppet Knight

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You can manage this with Battle Core Visustella and Skill Core alone albeit in a convoluted way (and unfortunately would still mean needing multiple skill type Ids)

Create a Catch all Skill Type ID for use in Battle. Say for this example Skill Type 5 = "Battle Skills"

In battle core under Actor Command Window> Command List:


Set the Battle Skills Skill Type (Skill Type 5 for our example) as the only "skill related" thing there.

So the Commands would read something like
Attach
Skill Type 5 (i don't remember if guard or skills usually comes first)
Guard
Item
Escape

Since you "dont want multiple skill Types" we're going to create a kind of catch all Skill Type, we'll call it "Magic" for now as Skill Type 6
After, create a Skill Type ID that coincides with each Class specific skill list you're wanting to create.

Upfront I'd say to name each Skill Type after the class itself (for organization purposes)

Each Class Should have Access to ONLY it's skill Type as a trait
1686325570869.png


Actors will not receive any class based skill types traited to them. Only the "Magic" catch all

1686325577625.png

Add your Skill Types to skills as normal based on what class should have access to them:

1686325556495.png


In the skill's note tag we're going to add in the following note tag:

<Skill Types: 5,6>

1686325662756.png

This will have the system recognize The skill as note only the magic type you set, but also as make it visible in battle since Skill Type 5 is used in battle, and viewable in the Skill Scene since Skill Type 6 is your magic catch all.


I haven't tested this in the exact way you want with different Classes having different access to different skill sets. In theory, since the base skill type is only accessible based on class, only that classes skills should currently be visible.

Give it a try if youre open to using Visustella (the core plugins are free)

My suggestion is based on MZ since thats in your "Primarily uses"
 
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ATT_Turan

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Just to point it out, that method may suffice if all the OP wants is to not see the skills as selectable - although I think that AphoticAmaranth's method of putting a custom visibility tag would be more efficient, as you have to put a notetag into each skill anyway, and the visibility method would eliminate all the rest of the skill types and configuring in the plugin parameters.

But if the OP does anything with, say, event/code logic that checks whether an actor knows a given skill, that won't work correctly as those skills will still be listed as learned on the actor.
 

FarOutFighter

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You can manage this with Battle Core Visustella and Skill Core alone albeit in a convoluted way (and unfortunately would still mean needing multiple skill type Ids)

Create a Catch all Skill Type ID for use in Battle. Say for this example Skill Type 5 = "Battle Skills"

In battle core under Actor Command Window> Command List:


Set the Battle Skills Skill Type (Skill Type 5 for our example) as the only "skill related" thing there.

So the Commands would read something like
Attach
Skill Type 5 (i don't remember if guard or skills usually comes first)
Guard
Item
Escape

Since you "dont want multiple skill Types" we're going to create a kind of catch all Skill Type, we'll call it "Magic" for now as Skill Type 6
After, create a Skill Type ID that coincides with each Class specific skill list you're wanting to create.

Upfront I'd say to name each Skill Type after the class itself (for organization purposes)

Each Class Should have Access to ONLY it's skill Type as a trait
View attachment 264774


Actors will not receive any class based skill types traited to them. Only the "Magic" catch all

View attachment 264775

Add your Skill Types to skills as normal based on what class should have access to them:

View attachment 264773


In the skill's note tag we're going to add in the following note tag:

<Skill Types: 5,6>

View attachment 264776

This will have the system recognize The skill as note only the magic type you set, but also as make it visible in battle since Skill Type 5 is used in battle, and viewable in the Skill Scene since Skill Type 6 is your magic catch all.


I haven't tested this in the exact way you want with different Classes having different access to different skill sets. In theory, since the base skill type is only accessible based on class, only that classes skills should currently be visible.

Give it a try if youre open to using Visustella (the core plugins are free)

My suggestion is based on MZ since thats in your "Primarily uses"
That seems to have worked :o
 

FarOutFighter

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*drops mic*
Aaaaactually.... I think the solution is to make each class have a special skill type, but then to make every equippable skill every type simultaneously. Because I want all the skills to show up together. Though for this to work I'd need to make skill dupes for the equipment that add skills. But I guess that would work technically?
 

Shaz

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I've moved this thread to Plugin Support. Thank you.



Note, you haven't actually answered the questions you were asked yet. Are you using a plugin? Which one?
 

Puppet Knight

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I think the solution is to make each class have a special skill type, but then to make every equippable skill every type simultaneously.

create a Skill Type ID that coincides with each Class specific skill list you're wanting to create.

^that plus setting the note tag to be for battle and skill menu should do it, no? Can even be JUST 1 shared skill type.


Also you shouldn't need duplicate skills unless the equipment is also restricted by class. And even then I'm not seeing why you'd have to go thru the extra step if the skills have multiple types
 

FarOutFighter

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^that plus setting the note tag to be for battle and skill menu should do it, no? Can even be JUST 1 shared skill type.


Also you shouldn't need duplicate skills unless the equipment is also restricted by class. And even then I'm not seeing why you'd have to go thru the extra step if the skills have multiple types
Well like so.... each class has its skill type. But then I am also having skills, possibly from other classes, able to be temporarily learned through equipment. So a healer can learn offense through equipment, for example. However, I would need dupes for every skill that are every skill type, so they'd show up in the skill menu with the class skills (I don't want more than 4 menu options for simplicity's sake).
 

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Just noting that with yanfly you could put a requirement and a show eval to hide the skills on other jobs without needing other category's. They would still know the skill but it wont show to what ever is writtin in the show or requirments. Like you want them hidden till x level then do a show eval for the spacific job
<Custom Show Eval> visible=user.level>=25 && user.isClass($dataClasses[4]); </Custom Show Eval>

with that the skill wont show unless there level 25 and are on the job listed in the #4 spot in the database put one for each job that you want to have the spell/skill by adding || then the next user.level
you can also do this for equipment as you want just change it to require the specified equipment equipped or attach the skill directly to the equipment.

also change the >= to whatever you need and then fill in the level and job

also could use this to have them permanently hidden on some classes if they all share the same category

i use this myself and from what i understand it will do what you want. I have 12 categories in my game but some are shared among jobs like white magic for example 6 jobs have this but not all spells are shared. using the above will only show it on the jobs i want them showed on and invisible on the rest. As you want to learn them by level the above will also do this as the skill/spell is hidden till x level
 
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FarOutFighter

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Just noting that with yanfly you could put a requirement and a show eval to hide the skills on other jobs without needing other category's. They would still know the skill but it wont show to what ever is writtin in the show or requirments. Like you want them hidden till x level then do a show eval for the spacific job
<Custom Show Eval> visible=user.level>=25 && user.isClass($dataClasses[4]); </Custom Show Eval>

with that the skill wont show unless there level 25 and are on the job listed in the #4 spot in the database put one for each job that you want to have the spell/skill by adding || then the next user.level
you can also do this for equipment as you want just change it to require the specified equipment equipped or attach the skill directly to the equipment.

also change the >= to whatever you need and then fill in the level and job

also could use this to have them permanently hidden on some classes if they all share the same category

i use this myself and from what i understand it will do what you want. I have 12 categories in my game but some are shared among jobs like white magic for example 6 jobs have this but not all spells are shared. using the above will only show it on the jobs i want them showed on and invisible on the rest. As you want to learn them by level the above will also do this as the skill/spell is hidden till x level
Will that work with Visu Stella? Fossil will not work on my project, I have tried.
 

ATT_Turan

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Will that work with Visu Stella? Fossil will not work on my project, I have tried.
This was already mentioned to you above in posts 4 and 6 (Aphotic also mistakenly referenced Yanfly, but still). :stickytongue: The VisuStella Skill Core has notetags to determine whether skills are visible.
 

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