- Joined
- Sep 16, 2012
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Basically, I'd like to be able to have a system whereby a player has two bars - an MP bar, and an 'Energy' bar. This 'Energy' bar will share the characteristics of the original MP bar where it doesn't regenerate (unless you have an item or skill that tells it to) and it goes down as you use skills.
I would've used the TP bar, but it's too inflexible and seems to start at random amounts. Starting at the level it was at the end of the previous battle (unless raised by an item or skill) and going down would be ideal.
Essentially:
- A copy of the MP bar, where the TP bar is
- For this copy to be named 'Energy'
- Notetags implementable within skills, events and items telling them to lower/raise the Energy by a certain amount, e.g: <energylower:100>, <energyraise:100>, <party_energy_restore_max>, etc (that sort of thing)
As a bonus, if this bar could look the same as the MP bar, but green, like the original TP bar, that'd be fine.
That'd be it, really. Is it doable? Most scripts I've found (Yanfly TP manager, for example) don't do what I want, or are too complex to be usable simply for this.
I would've used the TP bar, but it's too inflexible and seems to start at random amounts. Starting at the level it was at the end of the previous battle (unless raised by an item or skill) and going down would be ideal.
Essentially:
- A copy of the MP bar, where the TP bar is
- For this copy to be named 'Energy'
- Notetags implementable within skills, events and items telling them to lower/raise the Energy by a certain amount, e.g: <energylower:100>, <energyraise:100>, <party_energy_restore_max>, etc (that sort of thing)
As a bonus, if this bar could look the same as the MP bar, but green, like the original TP bar, that'd be fine.
That'd be it, really. Is it doable? Most scripts I've found (Yanfly TP manager, for example) don't do what I want, or are too complex to be usable simply for this.

