tp control

  1. Nilom

    Set tcr to 0 in the damage formula

    Hello! How can I set the tcr (TP charge rate) to 0 within a skills formula or inside notetags evals? I tried something like a.tcr = 0 or user.tcr = 0 but that doesn't seem to be the right command. Thanks!
  2. Nilom

    Attack X times for every 20 TP and generate no TP

    Hello together! Currently I'm trying to make a skill that will work as follows: The Skill costs 20 TP But uses all of the users remaining TP For every 20 TP used, the skill will activate 1 times (User had 26 TP -> User will have the skill activated once and will remain with 0 TP after the...
  3. Making a class/actor's TP gauge start empty and fill as they attack and are attacked?

    I'm making a dungeon crawler to help learn the program before tackling bigger projects and I have only 4 characters, each is set to their own class. One of the characters/classes is like a berserker and I was wondering if it's possible to set that one's TP gauge to empty and to increase by X...
  4. Make a ability require a certain amount of TP to cast, but not consume it.

    Confusing I guess lol, but basically I'm trying to recreate World of Warcraft: Warlords of Draenor Demonology warlock style. I want to be able to: 1) Go into Metamorphosis based on either 25, 50, 75 or 100 TP. 2) Make it so when you enter Metamorphosis it doesn't consume all the TP to enter it...
  5. Uranium

    Linking my TP amount to a game variable?

    Hey, I am trying to link my TP amount to a game variable is this possible? Ex, I have a stamina setup that has a game variable, I want to have it so my TP amount is linked to my stamina's game variable.
  6. Setheim

    Gain TP when attacked if certain state is applied.

    Hey there, Well, what the title said.  I tried to use Yanfly's TP script, but while it gives me the chance to control that no TP was gained when attacked or that TP is gained when state is INFLICTED it didn't give me what I wanted that is that to get TP when damaged ONLY if a (certain - not...

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When you thought you'd be finished with the grid, and spend ~8-9 hours on an arrow. How is this more difficult to than player movement?

Still some bugs hiding in there, but it's nearly complete.

I'm having it strictly follow the path a user draws, because there will be booby trap and other similar mechanics where you want to avoid specific cells.
I feel like banging my head against a wall every time I want to find that post that shows all the plugin header codes. Then I think "next time I find it, I'm going to bookmark it". Then I think "wait a minute ... maybe I bookmarked it last time because it took me so long to find it". Check bookmarks, and there it is :)
... a few of my main characters standing around doing nothing lol. I mostly wanted to see them together on screen.

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