Okay. I have figured it out.
The solution would lies in the
TCR ratio of your character during certain action:
Let me explain:
This default formula for
Yanfly EnhancedTP is a mode that generate TP according to the damage you do considering the target max HP.
Math.min(16, value * 100 / target.mhp) * user.tcr
You see the formula include the user
TCR
!!
TCR is actually the TP charge rate of your character scaled on 100%. !!
I think the default is 100% but what we want to do is to
set it at 0% before the action occurs.
the value from: would stay the same == Let's call it 'X' cause it doesn't matter for what we're doing.
Math.min(16, value * 100 / target.mhp)
So the TP value gained from the formula would be:
X * TP charge rate
How can we put the TCR rate to 0% so we don't get any TP from a skill?
States can help you with that.
Simply create a state that change your TCR to zero.
The name, icon and messages doesn't really matter cause it will not appear in your game.
Once this is finished
create a common event that add the state to your party. it could also be a precise actor.
You can see i created a TP_Skill(A) which is the same thing but would
remove the State : TP_Skill (This is the name i have given to the state that reduce TCR).
This will get useful for the next part as we will set when those common events happen during the skill.
If you using Yanfly TP mode i highly recommend you also use
YEP_BattleEngineCore and the
Action Sequence Packs that come as extension.
In the first action sequence pack
YEP_X_ActSeqPack1 there is some very interesting reading to do.
This is a direct quote of Yanfly plugin extension Action Sequence pack 1:
Each skill and item consists of five different action sequences. They are as
follows:
1. Setup Actions
They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as the
active battler moving forward a bit, unsheathing their weapon, etc. This step
will occur before the active battler expends their skill or item costs.
2. Whole Actions
These actions will affect all of the targets simultaneously. Although this
section does not need to be used, most actions will use this for displaying
animations upon all enemies. This step occurs after skill and item costs.
3. Target Actions
This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actions
that occur here will not affect other targets unless specifically ordered to
do so otherwise.
4. Follow Actions
This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,
start up common events, and more.
5. Finish Actions
This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills and
items, moving back to place, and others.
Now that you know each of the five steps each action sequence goes through,
here's the tags you can insert inside of skills and items. Pay attention to
each tag name.
1. <setup action> 5. <finish action>
action list action list
action list action list
</setup action> </finish action>
2. <whole action> 3. <target action> 4. <follow action>
action list action list action list
action list action list action list
</whole action> </target action> </follow action>
They will do their own respective action sets. The methods to insert for the
action list can be found below in the core of the Help Manual
///And many actions are listed///
The most important thing we must retain is once we use the skill,
it uses a phase
before it inflicts the damage which normally happens is
Phase 3. Target Actions and also after,
In that case we would want our common event TP_Skill to happen in Phase 2. Whole Actions.
====That way, the user will have his TCR rate to 0% before inflicting damage====
Simply use the notetags you can find in the help section of the plugin or you can use this template:
in the Skills database
We can understand that the
common event : 1 will happen during the
Phase 2: Whole actions which happen before damage.
The common event 1 reduce the party TCR to 0% via a state.
The common event TP_Skill(A) remove the state and restore it to 100%
I didn't have to input 4. <follow action> for the TP_Skill(A) because the effects section is it the
Phase 4: Follow actions by default so they happen after the damage has occurred.
CONCLUSION
With the
common events set at precise
phases of a skill, you can temporally remove the TP restored by the Yanfly plugin by
setting the TCR to 0% via a
state.
I hope it helps you.