Enemies and TP for skills

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
I know it should have occurred to me before, but it didn't.

When I allocate a skill to an enemy which uses TP do they start with any?  If so is it random like with party members, or is it more than that?  It seems pretty pointless to give them a skill which requires a lot of TP, as it means that for the first few turns all they'll be able to do is spam normal attack, which is boring and pointless from the player's perspective.

Does anyone know how enemy TP works?
 

deilin

Ranger/Elementalist
Veteran
Joined
Mar 13, 2012
Messages
1,188
Reaction score
172
First Language
English
Enemies start at full TP, and reaquire TP like player/actors.

Scripts can force them to initialize at 0, if needed.
 

Victor Sant

Veteran
Veteran
Joined
Mar 17, 2012
Messages
1,694
Reaction score
1,452
First Language
Portuguese
Primarily Uses
Enemies start at full TP, and reaquire TP like player/actors.

Scripts can force them to initialize at 0, if needed.
Wrong, enemy TP is randomized at the battle start, as actor TP is, unless they have the trait preserve TP, wich will make it start at 0, wich make scripts totally unnecessary for this.

Enemies skills consume TP, and they gain TP in the exactly same fashion as actors: by using actions that gives TP and receiving damage.
 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Right, two totally opposed opinions.  Anyone like to weigh in on this?
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Thanks, I'll take that as the decider.

But it does mean back to the drawing board on how I construct some of my enemy skills if they don't have much TP at the start of the battle.  Oh well, better to learn that now rather than later.

Thanks for clearing this up.
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
If you don't want to go back to the drawing board you can just force enemy TP to max at the beginning of battle.
 

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
How would I do that?

EDIT

Would a script call something like this work?

$game_party.battle_battlers.each do |act|

batt.tp = 100

end

I am totally unsure how to refer to battlers in that second line.  I have a similar script call for actors' TP for battle tests, and there actor becomes act so I am assuming battler gets abbreviated the same way.  However, because I can't see what TP enemies have, I have no way (as far as I am aware) to check if the script call works.

EDIT AGAIN

that script call doesn't work at all, it brings up an error message.

Does anyone have any other ideas?
 
Last edited by a moderator:

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Bump

I really would be grateful if someone could help me out with this one.
 

Galenmereth

Retired
Veteran
Joined
May 15, 2013
Messages
2,248
Reaction score
2,158
First Language
English
Primarily Uses
N/A
Open Game_Enemy in the script editor, and paste this in after the initialize method (after the "end" word):

#--------------------------------------------------------------------------# * OVERWRITE Inherited Initialize TP#--------------------------------------------------------------------------def init_tp self.tp = 100endThis will make all enemies start with 100 tp. You can adjust the value, of course :) Also, you can set a minimum value of 100 + a random value by doing this:

self.tp = 100 + (rand * 25)That would make enemies start out with at least 100 TP plus a random value between 0 and 25.

Hope this helps.
 
Last edited by a moderator:
  • Like
Reactions: Kes

Kes

Veteran
Veteran
Joined
Aug 3, 2012
Messages
22,299
Reaction score
11,712
First Language
English
Primarily Uses
RMVXA
Thank you very much.  So helpful.
 

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

Latest Threads

Latest Posts

Latest Profile Posts

People3_5 and People3_8 added!

so hopefully tomorrow i get to go home from the hospital i've been here for 5 days already and it's driving me mad. I miss my family like crazy but at least I get to use my own toiletries and my own clothes. My mom is coming to visit soon i can't wait to see her cause i miss her the most. :kaojoy:
Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.

Forum statistics

Threads
105,868
Messages
1,017,085
Members
137,583
Latest member
write2dgray
Top