RPG Maker MV

RPG Maker MV

Cursed King May 13, 2018 @ 10:07pm
TP Cost Rate
Hey fellow game makers, I made a custom battle system that requires most of the skills to use TP, including healing skills. The problem that I have is that TP doesn't regenerate in the Menu. I tried to fix this by making a common event that makes you always have full TP, but doesn't work in the menu. So I thought if you're out of battle all skills wouldn't require any TP. You can do this with MP but not TP, so can anybody help me please?
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Showing 1-5 of 5 comments
XIIIthHarbinger May 13, 2018 @ 11:05pm 
First, what exactly do you mean?

TP can easily be made to regenerate outside of battle via TP regen. & full restoration of TP can easily be accomplished by attaching a full recharge to the outcome conditions of a battle process?

How exactly do you have the coding chops to write up a custom battle system, but can't implement basic vanilla eventing that doesn't even require scripting?

Second, if you want the TP to stay constantly full, why not simply offset the TP cost with an equivalent TP gain, or not use TP as resource to begin with?

Third, if you want skills to be TP dependent in battle, but be TP independent in menu, then why not create two variants that have different accessibility criteria; & then adjust their TP accordingly?

Cursed King May 13, 2018 @ 11:19pm 
Originally posted by XIIIthHarbinger:
First, what exactly do you mean?

TP can easily be made to regenerate outside of battle via TP regen. & full restoration of TP can easily be accomplished by attaching a full recharge to the outcome conditions of a battle process?

How exactly do you have the coding chops to write up a custom battle system, but can't implement basic vanilla eventing that doesn't even require scripting?

Second, if you want the TP to stay constantly full, why not simply offset the TP cost with an equivalent TP gain, or not use TP as resource to begin with?

Third, if you want skills to be TP dependent in battle, but be TP independent in menu, then why not create two variants that have different accessibility criteria; & then adjust their TP accordingly?
I want skills to cost no TP outside of Battle
XIIIthHarbinger May 13, 2018 @ 11:57pm 
Originally posted by Cursed King:
I want skills to cost no TP outside of Battle

Then either create two variants with different access priorities like I already told you; or apply a custom conditional in your damage formula that will cause a corresponding tp gain to "a" when met that will offset cost, that is removed in battle.

Once again, if you have the coding chops to create a "custom battle system", why exactly are you needing a work around for something so vanilla? Why not just write a plugin for it yourself?
Cursed King May 14, 2018 @ 1:12am 
Originally posted by XIIIthHarbinger:
Originally posted by Cursed King:
I want skills to cost no TP outside of Battle

Then either create two variants with different access priorities like I already told you; or apply a custom conditional in your damage formula that will cause a corresponding tp gain to "a" when met that will offset cost, that is removed in battle.

Once again, if you have the coding chops to create a "custom battle system", why exactly are you needing a work around for something so vanilla? Why not just write a plugin for it yourself?
My Battle system sort of based on
More on notetags the scrip and every skill cost 25TP or more and Player
Always have 100TP outside of battle
And after every turn
the player gets 100TP
The only time the player does not reginerate TP automatically is in the menu so for example the reason I need help with this is because if a player uses a healing skill that cost 50 TP they can only use it twice before they have to close the menu to get it all back.
XIIIthHarbinger May 14, 2018 @ 1:59am 
In other words you haven't actually made a "custom battle system", you've simply used the standard options available to anyone using the program, in concert with whatever plugins created by other people that you are using, & called it a "custom battle system" that you've "made".

Which is why you're asking questions that someone with the scripting chops to create an actual "custom battle system", would already know how to do.

& why your entire request in inherently redundant; because the TP regen per turn you've described, renders resource consumption a wholly irrelevant & superfluous mechanic. So the disparity in consumption between menu activation & battle based activation, in point of fact is really just a distinction without a difference.

You might want to reevaluate your "custom battle system" at the conceptual level.
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Date Posted: May 13, 2018 @ 10:07pm
Posts: 5