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>