Actually that script might not be able to pull it off, since that goes by level-up learning skills.
What you need is your class system calling a common event upon class-switching. (reserve_common_event method for it during the on_class_ok method. However before calling it, give the actor a scripted add_state for a new blank state (name it Class Change Check)
This common event will do a check to see if an actor was inflicted by this state (whoever changed should have it)
Then for that actor it will erase all combination skills that exist in the game from him/her.
Then it will check if two skills are learned, if so then add the specific combination skill to the actor.(Do this for every combination skill you have)
Then remove the Class Change Check state from that actor.
Repeat everything in the common event for each actor. (starting from the state infliction check)
This is the script call to add a state to the class-changing actor
@actor.add_state(ID Goes Here)and this is the script call for the common event
$game_temp.reserve_common_event(ID Goes Here)I would also recommend using Tsuki's Scene Interpreter script for the "run scene: current" ability for the common event.
Code:
#-------------------------------------------------------------------------- # on_class_ok #-------------------------------------------------------------------------- def on_class_ok Sound.play_equip class_id = @item_window.item.id maintain = YEA::CLASS_SYSTEM::MAINTAIN_LEVELS hp = @actor.hp * 1.0 / @actor.mhp mp = @actor.mp * 1.0 / [@actor.mmp, 1].max case @command_window.current_symbol when :primary @actor.add_state(101) #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ADD THIS @actor.change_class(class_id, maintain) $game_temp.reserve_common_event(24)#<<<<<<<<<<<<<<<<<<<<<<< ADD THIS SceneManager.return SceneManager.call(Scene_Class) when :subclass @actor.add_state(101) #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ADD THIS @actor.change_subclass(class_id) $game_temp.reserve_common_event(24)#<<<<<<<<<<<<<<<<<<<<<<< ADD THIS SceneManager.return SceneManager.call(Scene_Class) else @item_window.activate return end @status_window.refresh @item_window.update_class end