Displaying MP/TP Gain From Skills Like a Skill Cost?

Soryuju

Combat Balance Enthusiast
Veteran
Joined
Apr 19, 2018
Messages
179
Reaction score
213
First Language
English
Primarily Uses
RMMV
I want to experiment with a system where using skills in battle generates MP or TP (one or the other, doesn’t matter) instead of consuming it. Each character’s target rate will be determined by their current MP/TP value. The end result will be that the more powerful skills a character uses, the more likely enemies are to target them.

My problem is that I don’t know how to display this resource gain from skills like a regular skill cost in the skill menu. I know I can make the values appear as popups in battle, but I want players to be able to see ahead of time how much each skill will increase the character’s target rate.

It doesn’t really matter to me whether I go with MP or TP for the resource - whichever is easiest to display in the skill menu is fine with me, unless anyone can think of other factors I should consider.

Let me know if I can provide any more information to clarify what I mean. Thanks!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,981
Members
137,563
Latest member
cexojow
Top