- Joined
- Nov 11, 2018
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Good day, all. I'll be brief and clear.
I'm using Yanfly's action sequence pack 1 and also his enhanced TP plugins. I'm trying to create an attack (Let's call it "Momentum Swing", for reference) that uses how much TP the attacker has when they start the attack to determine the damage, as well as their attack and the enemy defence. I also want using the attack to set the attacker's TP to zero afterwards.
Two issues emerged at first: I also want other attacks to generate TP based on which TP mode the player is in when they deal damage, take damage, kill enemies, etc. I want the removal effect of Momentum Swing to overwrite this TP mode based gain and loss, which would normally leave the player with +10 TP after sucessfully dealing damage, or a different amount depending on the mode they choose.
Issue two: I don't know how to write a line of javascript that can be slotted into the <finish action> section that reduces the specific party member's TP to 0. I can write a line outside of this context, something like "$gameParty.members()[x].gainTp(-n)" where x is the party member in question and n is the max TP possible, but I'm not sure how to re-phrase that into the <finish action> area without it just not working.
Any and all assistance that you could provide would be greatly appreciated. Thanks and have a good day and a lovely weekend!
I'm using Yanfly's action sequence pack 1 and also his enhanced TP plugins. I'm trying to create an attack (Let's call it "Momentum Swing", for reference) that uses how much TP the attacker has when they start the attack to determine the damage, as well as their attack and the enemy defence. I also want using the attack to set the attacker's TP to zero afterwards.
Two issues emerged at first: I also want other attacks to generate TP based on which TP mode the player is in when they deal damage, take damage, kill enemies, etc. I want the removal effect of Momentum Swing to overwrite this TP mode based gain and loss, which would normally leave the player with +10 TP after sucessfully dealing damage, or a different amount depending on the mode they choose.
Issue two: I don't know how to write a line of javascript that can be slotted into the <finish action> section that reduces the specific party member's TP to 0. I can write a line outside of this context, something like "$gameParty.members()[x].gainTp(-n)" where x is the party member in question and n is the max TP possible, but I'm not sure how to re-phrase that into the <finish action> area without it just not working.
Any and all assistance that you could provide would be greatly appreciated. Thanks and have a good day and a lovely weekend!
