Is there a plugin that changes one or more of a party member's skills based on how much TP they have?

Serbrethren

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I'm trying to create a party member based on TP management, where at low TP they have low risk, low reward skills, but as their TP increases they gain access to stronger, but riskier variants of their skills. Is there a plugin I could use to make this work? I've been trying to look and I can't seem to find anything.
 

Ms Littlefish

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I've moved this thread to JS Plugin Requests. Thank you!
 

ATT_Turan

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You could probably rig up something with troop events, but it would be a bit convoluted - it would be much easier to make the skills behave differently depending on the TP.

Between Yanfly's Skill Core and Action Sequences, you can probably make anything happen if you give a clear description of what you want.
 

Serbrethren

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You could probably rig up something with troop events, but it would be a bit convoluted - it would be much easier to make the skills behave differently depending on the TP.

Between Yanfly's Skill Core and Action Sequences, you can probably make anything happen if you give a clear description of what you want.
Let's say the actor uses a skill called Sucker Punch, Upon reaching 40, 80 and 100 TP, the move is swapped out for moves of the same name, or very similar names. With each TP threshold, Sucker Punch becomes much stronger and gains additional effects but has a higher chance of recoiling, causing an additional negative effect on the actor when using the move.

I'm trying to do that. Do you have any ideas in mind with Skill Core and Action Sequences that could make such an idea work?
 

ATT_Turan

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Let's say the actor uses a skill called Sucker Punch, Upon reaching 40, 80 and 100 TP, the move is swapped out for moves of the same name, or very similar names.
Again, I think the "swapping out" idea is harder than the alternatives.

Does the skill cost all of that TP? As in, it will take either 40, 80, or 100? Or does it have a lower set cost and you get extra benefits for just having the extra TP, but it isn't spent?
 

Serbrethren

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Again, I think the "swapping out" idea is harder than the alternatives.

Does the skill cost all of that TP? As in, it will take either 40, 80, or 100? Or does it have a lower set cost and you get extra benefits for just having the extra TP, but it isn't spent?
It costs whatever the maximum threshold you've reached is. If you have 64 TP, it will use 40 TP and leave you with 24. I'm flexible on how this works though.
 

ATT_Turan

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Alright. Here is an example of how to set up this stuff in one skill using some plugins.

Notetag from Skill Core:
Code:
<Custom TP Cost>
// Sees whether the user has 80 or 100 TP, stores what "level" the skill is in a variable, sets the cost. Minimum 40.
if (user.tp>=100)
{
    user.tpThreshold=3;
    cost=100;
}
else if (user.tp>=80)
{
    user.tpThreshold=2;
    cost=80;
}
else
{
    user.tpThreshold=1;
    cost=40;
}
</Custom TP Cost>

I have no idea what you want to do with the damage, but here's an example. In the damage formula:
Code:
(a.atk*4 - b.def*2)*a.tpThreshold

And then you can just modify whatever you want in the action sequence by checking that same variable. So I'll make the second level add a state to the target and the third level add an extra hit.
Code:
<target action>
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
if user.tpThreshold>=2
    add state 12: target
end
if user.tpThreshold==3
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
end
</target action>
 

Serbrethren

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Alright. Here is an example of how to set up this stuff in one skill using some plugins.

Notetag from Skill Core:
Code:
<Custom TP Cost>
// Sees whether the user has 80 or 100 TP, stores what "level" the skill is in a variable, sets the cost. Minimum 40.
if (user.tp>=100)
{
    user.tpThreshold=3;
    cost=100;
}
else if (user.tp>=80)
{
    user.tpThreshold=2;
    cost=80;
}
else
{
    user.tpThreshold=1;
    cost=40;
}
</Custom TP Cost>

I have no idea what you want to do with the damage, but here's an example. In the damage formula:
Code:
(a.atk*4 - b.def*2)*a.tpThreshold

And then you can just modify whatever you want in the action sequence by checking that same variable. So I'll make the second level add a state to the target and the third level add an extra hit.
Code:
<target action>
motion attack: user
wait: 10
attack animation: target
wait for animation
action effect
if user.tpThreshold>=2
    add state 12: target
end
if user.tpThreshold==3
    motion attack: user
    wait: 10
    attack animation: target
    wait for animation
    action effect
end
</target action>
Interesting! I'll see what I can do with all of this, thank you for being patient.
 

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