if you have yanfly's buffs and states, you can try putting
Code:<custom react effect>
if (this.isDamage() && value > 0)
$gameVariables.setValue(x, $gameVariables.value(x) + value);
</custom react effect>
in the state's notebox. just replace the "x"s for some variable ID and refer to it in that skill's damage formula
Wonderful. Thank you so much!
---
I have an unrelated question, and I know I should not double post, so here it is: Is there a way to use an enemy's TP value as a check when using Yanfly's Battle AI Core? The plugin documentation does not mention TP [edit: More precisely, it allows targeting based on TP values, but that is not what I am looking for], so I would assume not, but maybe there is a way? For example, say I have a skill that can only be used if the enemy has over 50 TP, and more than 1 MP. Checking the MP value is simple enough:
JavaScript:<AI Priority>
User MP param >= 1: SKILL 67
</AI Priority>
But this does not work, sadly:
JavaScript:<AI Priority>
User MP param >= 1 +++ User TP param >= 50: SKILL 67
</AI Priority>
Any tips would be appreciated! Edit: I suppose I could try storing the enemy's TP value into a variable, and using that as a check instead. But, it feels like over-engineering, and it gets complicated if I have more than one enemy, in a battle, at a time.