I'm turning to you guys for help, as I seem to be drawing a blank on how to exactly do this- I think it'll require a script call from a common event.
My Concept: A skill that basically uses up all of the character's accumulated TP at the moment and adds that amount to the character's MP. The game concept is a superhero game where characters have "Oomph" (TP) that powers regular (non-damaging) abilities, and they have "Power" which powers up their offensive super-powers. They can use Oomph to replenish their power gauge, but the skill has a cool-down after being used and the player can't accumulate TP for three turns after that (this part is applied through a state that has -100% TP regeneration.)
I looked into the plugins and the YEP Skillcore plugin seems like it would work- setting the cost as 100% of the character's tp does work. I thought that setting the skill as MP recovery with (a. tp) as the Formula would work...
Of course, it didn't, because Mr. Idiot here forgot that the skill cost is calculated before anything else, so when the time to process the formula comes around, the character has
0 TP.
How might I be able to get around this? The clumsy way to do it would be to create duplicates of the skill for each playable character (around eight total)- with each calling a common event unique to the character that stores the TP amount into a variable, etcetera, but this would be a bit on the clunky side...
So I am looking for suggestions for streamlined solutions. I looked through the Mighty List of Script Calls, but I didn't find anything that I could see using right away- now, granted, I am not terribly sharp on scripting. I would welcome any help whatsoever
