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Conditional Branch Script:
$gameParty.members()[1].tp === 0
What it looks like in an Event Page:
◆If:Script:$gameParty.members()[1].tp === 0
◆Game Over
◆
:End
Awesome thanks for the help! Couldn’t figure out for the life of me how to script directly into MV (used to the old MX days where you had direct access to all the backend scripting so it was just number tweaking if you knew how to read code).
Edit: Figured out how to do TP reduction using common events but still having trouble with the game over script you posted. Not sure if I'm just setting up the call function in combat incorrectly or what but it's not actually triggering the game over once TP hits 100. I've got it set up in the troops menu with the condition Don't Run.... oh god I'm dumb Don't Run means don't run the event, not don't run from combat. I AM getting an error though "Cannot read property 'tp' of undefined". I did change around the names of the stats in the system panels but would that change how the formulas and scripts refer to them as well? If so it's an easy fix of just changing the tp to whatever the abbreviation is in the terms tab i guess.
FIGURED IT OUT! The scripting is array based apparently so the way you originally set it up is calling for party member 2 not 1 (since the array starts at value 0). Thanks again for the basic setup for the script though, you're a life saver lol.
Awesome, though kind of stuck again... on something COMPLETELY unrelated... Setting up a tutorial battle to explain how combat works, and i have it set up with the conditions being Turn 1, Turn 2, etc with dialogue for each turn explaining the mechanics based on what the enemy does. The issue is that after turn 1's dialogue it just stops, it doesn't progress, and it never goes back to being the player's turn. It SHOULD be a simple event, the content being nothing but showing text, conditions being the turn number, and span being Turn or Battle (tried both, still with the same effect). I have no clue why the event just keeps getting 'stuck' somewhere.
Well.... I think I figured it out. Removing the prior event (the TP one for triggering the game over set to turn end if your meter is maxed out, since you literally CANT lose here there's no point) fixed the problem, which now introduces a whole new issue... dialogue in battles where you CAN lose... hmmm....
http://sumrndm.site/battle-end-events/
This Script Command gets the Id of a Troop.
$gameTroop._troopId
If you want the Troop Id as a Variable, this Script command will set a Varaible as that value.
$gameVariables.setValue(1, $gameTroop._troopId)
[Sets Variable #0001 as Troop Id]