Author: Mr. Trivel
Name: HP MP TP Colors & Names
What does it do?
Changes colors and names of HP, MP and TP. Purely graphical.
How to use?
To set colors for actors/classes, use the...
Author: Mr. Trivel
Name: Restore HP/MP/TP
What does it do?
Allows actors, classes, weapons, armors or states to restore HP/MP/TP after winning a battle or leveling up.
Battles were way difficult to get a nice...
I'm struggling right now trying to make a system in which the game will check for an Actor's TP in battle for when it's full, or at 100.
I already have plugins and branches in place that would switch out the battle commands to substitute "attack" for "Limit Break", but my trouble...
Hi, as the name says, I need a plugin to change the MP/TP colors accord to the actor/class. For example: make the TP gauge for actor 1 yellow and for the actor 2 red.
Optionally, if possible I would also like the skills costs shown match the user's MP/TP color
It would be nice if someone...
So I'm trying to make TP into a special thing that's like a different mana, but the only way that I know of to make TP not gain when the actor is being attacked is to reduce the TP charge rate.
The problem with that is that it doesn't allow TP to be gained by attacking either, and I do want...
I'm trying to re-work TP into just another MP (incidentally if you have a better way to get another MP than please tell me) and the TP keeps changing by walking and getting attacked and stuff. Is there a way to stop this?
As the topic title states, I would like to know how to make sure that any actor's TP is set to a specific value at battle start as opposed to a randomly assigned value.
Thing is, I'm pretty sure that there's already a topic about this very subject, but because of how the search in this forum...
I'm not sure where to find script requests on the forums here, but I have a request.
I've sat here and read through all the scripts, looking for somewhere that I can change the direction the HP/MP/TP gauges are going.
I'm using YanFly Core Engine&Battle Engine, so can anyone recommend a script...
So in my game I want to only use the TP instead of the MP because it suits what I want to do more.
However, the TP gain from taking damage and from attacking with the normal attack are just WAY to much for what I am planning.
I managed to cut down the TP gain from taking damage just fine...
Right now, when you use a Skill, the user gains the TP Gain value for EACH repeat the skill uses. I would like to simply make the skill gain the TP Gain ONCE for the skill, not for each time it repeats.
Okay so here's my problem: I always thought that the TP bar was a strange feature (A limit bar of sorts?). It seemed to either be a hit or miss type of thing, depending on the game you're making. What I propose is a way to make not only the TP bar but also the HP and MP bars...
I have this plugin to display a picture that represents the actor's current TP. For instance, every 10 TP the player has, 1 "dot" is drawn, up to 8 dots (80TP).
However, after 1 turn in battle, it begins to lag at an exponential rate. I am guessing that it is because of the rate the game is...
I wanted to request a plugin or script for persistant TP. I'm sure that this could probably be useful to more than just me, too.
So right now, default battles in RMMV start off the actors with a random amount of 1-25 TP, right? I wanted to get rid of that and just have TP start at 0...
I want the actor to start out with only HP and MP, then later have access to TP.
I found the Display TP in Battle variable: $dataSystem.optDisplayTp, but I don't know how to make an event to change it's value to on/off.
Do I use the "Script" event?
Is it a Boolean set to "true" or "false" or...
TDW TP Changes - v 1.00
Intro - TP is very unchangeable in the default system. This plugin allows you to change some aspects of how TP works.
- Allow all Actors in your party to share the same value TP at all times.
- Change the max TP according to a variable, allowing...
In my current project, TP normally increases only when the character takes damage. I've found the "Charge TP by Damage Suffered" section in the script files, and have successfully implemented a custom TP gain formula that factors in the character's Spirit stat (a.k.a. LUK) for how much TP they...
I'm turning to you guys for help, as I seem to be drawing a blank on how to exactly do this- I think it'll require a script call from a common event.
My Concept: A skill that basically uses up all of the character's accumulated TP at the moment and adds that amount to the character's MP. The...