Can someone explain how the default TP system works?

Zoltor

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I have a awesome idea to make equipment be really interesting/useful even if its stats aren't the best, and the great thing is, is RPG maker offers such as a feature option(don't you love it when things go insanely smooth. I realized it had it as a option, after I started trying to do it the hard way, if only everything was so simple).

However there may or may not be a issue with how TP works. I haven't got around to fixing the enemy stats, and Actor stats, so can't effectively test it my self, so if someone can tell me exactly how it works, it would be a great help?

If it regens TP only when a enemy hits the player, I'm good to go, but if otherwise, I'm gonna need a script for that. Also if so, does it regen based on the dmg received or how is it handled?

Also the TP bar is capped at 100 from what I hear, you don't gain TP at lv up correct?
 
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Andar

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there are three sources of TP:


1) damage received (based on percent of your maximum HP, the more damage in ralation to your HP, the more TP) - can be only changed by script


2) skill use (Actor gains TP when using his/her own skills) - number of TP is set and fixed in the database, field "TP Gain" on skill tab, can be zero


3) evented commands or item effects - exists only when the game maker implements them.


Maximum TP is always 100, can only be changed by scripts


Starting TP on a battle depends on the special feature "preserve TP" that can be given to an actor or class or equipment.


If the actor has "preserve TP", then the battle starts with the TP from the previous time


If the actor doesn't have "preserve TP", then the battle starts with a low random number of TP


One of the Ex/Sp-parameters modifies TP-Gain (default 100% can be changed by features)


There are several scripts on the master script list that allow you to change the behaviour of TP
 
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Zoltor

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there are three sources of TP:

1) damage received (based on percent of your maximum HP, the more damage in ralation to your HP, the more TP) - can be only changed by script

2) skill use (Actor gains TP when using his/her own skills) - number of TP is set and fixed in the database, field "TP Gain" on skill tab, can be zero

3) evented commands or item effects - exists only when the game maker implements them.

Maximum TP is always 100, can only be changed by scripts

Starting TP on a battle depends on the special feature "preserve TP" that can be given to an actor or class or equipment.

If the actor has "preserve TP", then the battle starts with the TP from the previous time

If the actor doesn't have "preserve TP", then the battle starts with a low random number of TP

One of the Ex/Sp-parameters modifies TP-Gain (default 100% can be changed by features)

There are several scripts on the master script list that allow you to change the behaviour of TP
No way, it works exactly how I want it to by default then(I'm gonna select o TP gain on skill to 0 though), and yea ofcourse.

I have no problem with that, that's how I want it anyway.

Yea, I saw that option, and checked it on day 1

This is crazy, so I don't need to tamper with the equipment or TP system at all(I was expecting this feature to be a nighmare to impliment, yet It's turning out to be the easist featur to impliment).

Woot woot, now all I need to do is figure out a way to get the combining map script to work with a randomization system, and I can recreate the greatest side quest ever created, allong with having one of the most addictive treasure hunting aspects ever made :)

Thanks
 
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