Using Items to upgrade classes

Stormrider

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So I'd like to have a way to upgrade classes by using an item, an item which gives the option of two different and better classes.  I just don't know how.  Is there scripting involved?

Also, is there a way to put a level cap on a class?
 

estriole

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this require scripts.

perhaps this:

http://www.himeworks.com/2013/04/25/common-event-variables/

to store who the target of the item (actor that given class change item).

what the item (example: to check it's Swordsman License or Thief License) and then create common event to class change based on that. the rest is eventing i guess. maybe a little script call.
 

Zoltor

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You can do this without a script(except the lv cap feature, that needs a script).

All you have to do, is make a class changing shop so to speak, and use condition branches(there is a if actor is X class option, however even if there wasn't, you would still beable to do this without scripts).

Without knowing all your Actors, and classes, I can't give you the exact details, but It't's something like this:

Do you want to change your class?

Choices of Actors to choose

then condition branch have item, condition branch if class, display list/choices of basic classes+the special class, if special class is chosen, change that Actor's class into it, remove item from inventory,, end event proc.

list/choices of basic classes(if chosen change actor into X class)

Done..
 
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Stormrider

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I had forgotten that there is an actual level cap in the Actor tab.  After tweaking my idea a bit, I've considered using an item once the class (and actor) has reached level 20, and only then.  Is there a way within the RTP to create an item that will not be used until the class level is 20?
 

Zoltor

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I had forgotten that there is an actual level cap in the Actor tab.  After tweaking my idea a bit, I've considered using an item once the class (and actor) has reached level 20, and only then.  Is there a way within the RTP to create an item that will not be used until the class level is 20?
Yea you just need to put the actor's lv in variables(It's under control variables/game data/Actor), then a condition branch if Actor's lv variable = 20 or greater.

PS. If you are thinking about a ever changing lv cap system on that Actor, I would avoid that.

There Isn't a "reasonable" way to change the lv cap of the Actor in the database throughout the game, so you may have to use a script to add a constantly changing lv cap to game, if you don't want char to beable to gain xp once hit.

Aside from scripting, there are two ways you can do that "sort of", 1: you make multiple versions of the Actor, each with a different starting lv/lv cap or 2: remove access xp from a char at lv cap after battle, thus making it so the char can't lv.

I suggest not doing a ever changing lv cap on the Actor at all though, It's really not worth it, especially if your game is gonna use classes anyway, so just have it that it require a min lv, to change into better classes.
 
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