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[Actors of same class learning different skills.]

Okay! Let me explain what's going on. So i'm making a Digimon game in RPG maker MV. So I made a class called "In-Training". And I wanted some Digimon to learn moves differently. And I don't want to make tons of classes. In-Training alone has 6 variation A-F.

Example: Let's say....Calumon learns Tiny bubble at level 3 but Tanemon learns Sleeping spores at level 3. I don't know if I need notetags. But I looked for awhile and cannot find anything helpful. So can anyone help me out?

[Sorry for constantly asking questions...I came from XP and MV is different.]
 

Sinnistar

Praised Adventurer
You should be able to do this with "Yanfly's Skill Core" and his other related plugins. What those will allow you to do is attach the learned skills directly to the characters instead of the class. So if you have 6 characters with the same class, they can each learn different skills at different levels. That's a generic way of making it work but it's certainly possible that way. (Note: if you have two characters learning the same skills at different points then you'll need a separate skill for each of those if done this way. This is because you'd have to tie the "level requirement" to learn the skill directly into the skill itself since you won't be doing this on the class. So, if one learns it at say lvl 3, and another at lvl 5, the first one will be lvl 3's and there would have to be a copy of the exact skill (this one would replace the other in the "learn skills" note tags) for the lvl 5 one.)

Also, never be sorry for asking questions xP. It's better to ask and get good answers, then to never ask and try doing it yourself without knowing how to do it. Less stress on you that way, and in turn, more motivation to use on the project! Overstressing stuff leads to disappointment and eventually the will to NOT want to do it anymore. Never good for a developer lol, so ask away!
 
You should be able to do this with "Yanfly's Skill Core" and his other related plugins. What those will allow you to do is attach the learned skills directly to the characters instead of the class. So if you have 6 characters with the same class, they can each learn different skills at different levels. That's a generic way of making it work but it's certainly possible that way. (Note: if you have two characters learning the same skills at different points then you'll need a separate skill for each of those if done this way. This is because you'd have to tie the "level requirement" to learn the skill directly into the skill itself since you won't be doing this on the class. So, if one learns it at say lvl 3, and another at lvl 5, the first one will be lvl 3's and there would have to be a copy of the exact skill (this one would replace the other in the "learn skills" note tags) for the lvl 5 one.)

Also, never be sorry for asking questions xP. It's better to ask and get good answers, then to never ask and try doing it yourself without knowing how to do it. Less stress on you that way, and in turn, more motivation to use on the project! Overstressing stuff leads to disappointment and eventually the will to NOT want to do it anymore. Never good for a developer lol, so ask away!
Ah! Okay! So, I would need to double the amount of skills in my game? For all the different levels? Interesting....
 

MinisterJay

Administrator
Staff member
Administrator
This can also be achieved through eventing. It can even be running in the background that when each In-Training character reaches a certain level, they individually receive different new skills.
 

Sinnistar

Praised Adventurer
That's not a bad idea. So I can use a bunch of common events to achieve this?
Or you can do a bit of both to make it easier lol. But actually, only one common event is needed if you go that route. There's several ways to do the same thing it's just a matter of preference. Personally, I'd go with the skills being specific to only one character myself (unless they're shared amongst the entire class like say "double attack" would be or something like that). If I had shared skills, than I'd prolly just rename the copied one to be something else with the same effect (so it's less confusing when looking for the skill in question xP).

If you do it with a common event, it'd have to be a parallel process from the start of the game, with a TON of conditional branches for each character that would use the same class. So for example, let's say we have the 6 characters and each of them learn this skill "X". Now what we have to do is create a conditional branch for each character checking for the level they will learn this skill, all in the same common event. Then we'd need an additional conditional branch for every other skill like that. You could prolly cut the amount needed by a lot if you combine the two ways of doing it there by putting some of the "not shared" skills into the characters' notes and the shared ones in the common event. Eventing can be overwhelming for some though heh and it does get to be quite long with something like this.

You could also go with 1 common event for each character, but that means more parallel processes running at all times which will cause issues with players on low end machines. I would save as much of the parallel common events as you can for the important stuff (like if you use a time system or something) and just combine all the characters into one common event if you go that route.
 
Or you can do a bit of both to make it easier lol. But actually, only one common event is needed if you go that route. There's several ways to do the same thing it's just a matter of preference. Personally, I'd go with the skills being specific to only one character myself (unless they're shared amongst the entire class like say "double attack" would be or something like that). If I had shared skills, than I'd prolly just rename the copied one to be something else with the same effect (so it's less confusing when looking for the skill in question xP).

If you do it with a common event, it'd have to be a parallel process from the start of the game, with a TON of conditional branches for each character that would use the same class. So for example, let's say we have the 6 characters and each of them learn this skill "X". Now what we have to do is create a conditional branch for each character checking for the level they will learn this skill, all in the same common event. Then we'd need an additional conditional branch for every other skill like that. You could prolly cut the amount needed by a lot if you combine the two ways of doing it there by putting some of the "not shared" skills into the characters' notes and the shared ones in the common event. Eventing can be overwhelming for some though heh and it does get to be quite long with something like this.

You could also go with 1 common event for each character, but that means more parallel processes running at all times which will cause issues with players on low end machines. I would save as much of the parallel common events as you can for the important stuff (like if you use a time system or something) and just combine all the characters into one common event if you go that route.
Well. In Digimon. ALL moves are universally shared between everyone. So that's why the common event route might be better for me. Plus there are a lot of skills in Digimon.
 

Sinnistar

Praised Adventurer
Well. In Digimon. ALL moves are universally shared between everyone. So that's why the common event route might be better for me. Plus there are a lot of skills in Digimon.
lol yes there are. It may be better for you, but it can become a pain if there's an error somewhere in it after you've added a bunch into it lol. I know from experience on that one. But yeah, I'd suggest using only one common event for that, instead of 6 or more lol. Less things running at once means less chance for problems. But for that, just using the conditional branch "Actor X level = Y" should do the trick easily enough.
 
lol yes there are. It may be better for you, but it can become a pain if there's an error somewhere in it after you've added a bunch into it lol. I know from experience on that one. But yeah, I'd suggest using only one common event for that, instead of 6 or more lol. Less things running at once means less chance for problems. But for that, just using the conditional branch "Actor X level = Y" should do the trick easily enough.
I did plan on having only one common event. I just have to set up all the Digimon and classes first.
 
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