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 skill was executed. User had 99 TP -> activate 4 times, 0 TP remaining after attack.) The skill itself shouldn't generate any TP, as that would make itself basicly a near endless TP source and way too strong. I'm using Yanfly's Enhanced TP. I tried several things so far, but the TP fluctuation and how I did it is just ugly. The skill: That is what's in the damage formula field: Code: $attack_repeat = Math.ceil((a.tp+1)/20)-1; a.atk/2 * damage_formula("", a, b, this) I have another skill that is exactly the same, but without the setting up of the variable part ( $attack_repeat = Math.ceil((a.tp+1)/20); ). It is used for the following up activations of the initial skill. And the common event: For instance, how do I make a skill not generate any TP at all? Are there any settings or Lunatic mode evals for this? I tried to compensate my lack of knowledge with the Change TP -100 command, but this TP fluctuations can be seen and are dirt ugly. Do I really have to use a variable, a common event and a second version of the skill to make this work? I really do not like this approach as it looks very messy to me. Thank you in advance for any advices!