Max TP Formula

Help spread the word!Share on FacebookShare on TumblrTweet about this on TwitterShare on Google+Share on LinkedInShare on RedditFlattr the author

This script allows you to set the max TP for each actor using a formula.

Max TP can be determined by the actor or by the class: if the actor has its own max TP formula, then the class formula is ignored. However, if the actor doesn’t have a formula, then the class formula is used.

max_tp_formula

Download

Script: download here

Installation

In the script editor, place this script below Materials and above Main

Usage

Note-tag actors or classes with

<max tp formula: FORMULA>

Where the formula is a valid ruby expression that evaluates to a number.
You can use the following variables in your formula:

a – current actor
p – game party
t – game troop
v – game variables
s – game switches

Examples

Use the current battle turn count

t.turn_count * 10

Actor’s current level

a.level * 100

Party leader’s level

p.leader.level * 20
Help spread the word!Share on FacebookShare on TumblrTweet about this on TwitterShare on Google+Share on LinkedInShare on RedditFlattr the author

You may also like...

17 Responses

  1. rubydragon44 says:

    Are these appropriate additions to allow for enemy Max TP Formulas?
    #my edit
    class Enemy < BaseItem
    include TH::Max_TP_Formula
    end
    end
    (and)
    #my edit
    class Game_Enemy < Game_Battler

    alias :th_enemy_max_tp_formula_max_tp :max_tp
    def max_tp
    return self.enemy.eval_max_tp_formula(self) if !self.enemy.max_tp_formula.empty?
    th_enemy_max_tp_formula_max_tp
    end
    end

    I know they work but I want to make sure they're good and aren't going to clash with default RPGMaker processes

  2. Shiori4me says:

    So what I tried in order to get it so that Max TP is 200 unless you're dead which then it's 100, was
    max tp formula: if a.state?(1); 100; else; 200; end;
    on Class 1's notebox
    And that just had it so that Max TP was 200 even if dead
    then I tried max tp formula: 200
    on the class notebox and
    ft: max_tp -100
    on State 1's notebox, and, again, Max TP was 200 regardless,
    then I tried
    max tp formula: a.max.tp / 2
    on state 1's notebox

  3. rubydragon44 says:

    How would you make it so that a state like death gives the user 0 TP?
    What I'm trying to do is have it so that MaxTP would normally be 200, and when you use a stimulant or the like, it heals you and raises 100 by 100, essentially putting you back at "100% TP" and that 50 TP or "50% TP" means exhausted.

    I know there is also
    http://www.rpgmakervxace.net/topic/7649-max-tp/

    But I can't get Max TP to drop below 0 and originally I was going to have it so that TP drops by 20% each turn when you're dead but I guess slips don't work with death or actor reserve

    • Hime says:

      This script sets the max TP. It doesn't "give" TP. I am not sure what you want to do from your description.

      • rubydragon44 says:

        Whoops. I meant that I can't set Max TP Below 100%.
        The functionality I'm trying to get is I wanted to make it so that when you have the state, Death, your Max TP becomes zero.
        {Or that when you have Death, your current TP becomes zero. Whichever.}
        Or… I could have it so that if you have the Death state makes your Max TP be 100, so that when you recover from death, you essentially are at regular energy levels.

  4. toastycheese says:

    Not quite. If you think of each TP as 1 bullet and each weapon having a different clip size then each weapon would have a different maximum TP, not just a different amount of used TP, though the use formula would also be useful

    • Hime says:

      This script assumes TP is determined by the actor. You can try this one which allows you to set the TP from various objects http://www.rpgmakervxace.net/topic/7649-max-tp/

      It doesn’t support formulas though.

      • digger says:

        It would be cool if you made more features for these scripts.
        It would be nice to have a formula for when using certain weapons or when having certain skills.
        IE: Your using a gun weapon with max tp set to 6 and uses 1 tp per use and certain skills would use more.
        Now you have a skill called; Gun Tinker (Which adds tp based on gun weapon formula) so the gun would have the basic formula plus a formula for how much extra tp is added. or it could be based on an accessory or something.

        • Hime says:

          This script is not suitable for that kind of situation, as it only provides a way to specify max TP using formulas. What you are looking for is a way to have equips determine max TP. You would need to make sure that you don’t gain TP through strange means (such as damage). Overall, it’s a very different system.

  5. toastycheese says:

    Would there be a way to easily extend these tags to Items and/ore Equipment? I think it would be vary useful in a system where, for instance, the TP function is used as an ammunition, so various weapons would have different TP formulas.

Leave a Reply

Your email address will not be published.

To create code blocks or other preformatted text, indent by four spaces:

    This will be displayed in a monospaced font. The first four 
    spaces will be stripped off, but all other whitespace
    will be preserved.
    
    Markdown is turned off in code blocks:
     [This is not a link](http://example.com)

To create not a block, but an inline code span, use backticks:

Here is some inline `code`.

For more help see http://daringfireball.net/projects/markdown/syntax