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MV Allow multiple classes on the same character

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: MV Allow multiple classes on the same character
  • Original author: Meremem
  • Original date: May 29, 2022
  • Source thread: https://forums.rpgmakerweb.com/threads/allow-multiple-classes-on-the-same-character.148038/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests

Summary

I've already tried to look for a plugin which allows to set multiple classes on the same character, but didn't have luck so far, though maybe this already exists, would be nice. Allowing multiple classes for each character would seem like a simple request, but it touches on the very basis of the game system, and as such it may present more issues and problems than expected. Regardless, this kind of feature would add a lot of character customization and build the ground work for the creation of many unusual...

Archived First Post

I've already tried to look for a plugin which allows to set multiple classes on the same character, but didn't have luck so far, though maybe this already exists, would be nice.

Allowing multiple classes for each character would seem like a simple request, but it touches on the very basis of the game system, and as such it may present more issues and problems than expected.
Regardless, this kind of feature would add a lot of character customization and build the ground work for the creation of many unusual archetypes.
The real use for this plugin, would be for games which allow the creation of new characters during the gameplay, or those which allow to change classes during the gamepley.

The preferred method to have multiple classes is by allowing every actor to have multiple class slots to be filled with any on of the existing classes. Most everything else of the system would remain the same.
visual aid multiclass.png



Assuming the left side to be accurate as to how rpgmaker MV operates, the right side is how it would look once multiple class slots are enabled in the system.
multiclass b-a.png


Summary:
1) unlock multiple class slots
(I would like having 3 class slots, but the number of class slots could be editable as well, some would like more, some only 2 classes)
1.a) unlock the slots inside the database data structure
1.b) unlock the slots visibly in the database editor

2) either create new functions to interact with different class slots (or modify the current class interaction functions)
2.a) add/change class inside a specific class slot
example:
◆Change Class:Harold, Mage, false
◆Change Class:[CharID], [ClassID], [class_slot], keep_level(true/false)
the possibility of having a Null class slot should also be considered, and likewise, having the class interaction to also remove the class, by setting the class slot as null, but not allowing the removal if there is only one class left active
2.b) change level to a specific class slot
example:
◆Change Level:Therese, + 3
◆Change Level:[CharID], [class_slot], [level]
or allow for a level up on all the classes the character holds (though, this would disadvantage the characters with less than the max classes in use)

3) have all the classes contribute to the character
3.a) stats = class1.stats + class2.stats + class3.stats
Base stats (HP, Attack, Agility, etc)
EX stats (hit rate, evasion, critical, regeneration, etc)
SP stats (effect recovery rate, damage rate, floor damage rate, etc)
3.b) total level = class1.level + class2.level + class3.level
3.c) character skills = class1.skills + class2.skills + class3.skills
all unlocked skills by each individual class level
3.d) character traits = class1.traits + class2.traits + class3.traits
traits like equip usability (though this could be skipped if
all characters could equip anything, ignoring classes)
traits like passive effects
traits more on the rpg side, like: cooking, riding, reading, tailoring, trading, diplomacy, detecting, etc
traits would be really anything written in the class "traits" and "notes" text areas of the editor.

4) have a point based levelling system, to allow to level up the classes not all at the same time
example: you have 10 class points, gained from levelling up in character total level,
spend 5 points on class1, 1 point on class2, 4 points on class3
so your character has: class1 Lv 5, class2 Lv1, class3 Lv4 (total character level Lv 10)



What could be done with a system like this one:

- Having multiple characters sharing the same class being still possibly unique, down to stats, traits, and general flavour
assume you have only 10 classes, with this system the combinations would multiply on an exponential rate, with 2 class slots there would be 100 combinations, with 3 class slots there would be 1000 combinations. (it isn't strictly 10 x 10, or 10 x 10 x 10, as there are doubles of pairings with just different order, but you get the point)
example: Warrior Archer, Warrior Mage, Warrior Priest, Warrior Thief, Warrior Summoner, etc

- Having races set using the class system, and having characters hold both races and multiple classes
example: Human Warrior Priest, Elf Brawler Mage, Orc Dancer Assassin, etc

- Or if one wants for more weird combinations, allowing multiple races on the same character.
example: Human Orc Warrior, Elf Dwarf Dragon, Golem Summoner Vampire
This would also allow for characters to build up based only on the race classes, like some kind of unholy fantasy mutants.

- Having multiple classes, combined with:
HIME_InstanceActors (by Hime) = allows the creation of new characters ingame
SRD_CharacterCreatorEX (by SumRndmDde) = allows to customize the face and appearance of characters ingame
would virtually allow a constant stream of new and unique playable characters inside the same game session (assuming the class combinations, and appearance combinations are beefed up properly), which would raise up the replayability of an huge amount, and would be the required feature for an open ended permadeath game.


This is all I can think of.
Are there more details or problems this kind of feature would bring on? Talking strictly about technical issues, not game designing ones. (issues of How, not of Why)


References:
HIME_InstanceActors (by Hime)
SRD_CharacterCreatorEX (by SumRndmDde)
YEP_X_Subclass (by Yanfly) (unclear yet if it allows multiple subclasses)
TalentBasedTraits (by Frogboy)

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