Okay so I’m loving the plugin so far… For the most part. Making it possible to have skills that use TP like it’s MP is a great thing. But I have problems with it and I was wondering if you could help me out with them.
1. What is the difference between and ? I’m pretty sure set the starting TP amount for an Actor, but what does do?That made no sense... But I have the jist of it now so it's a moot question.
2. I’m not sure why this happens but when the TP plugin is BELOW Yanfly’s Plugins the Damage Pop flies away into space. Like, it pops and then just keeps flying up until it’s completely off the screen. Sometimes this happens so fast you can’t see the amount. This doesn’t happen when you place this plugin ABOVE Yanfly’s Plugins though. Only problem is, when you place it above, the “Max TP in Status?” option doesn’t work. A minor complaint I know, but something I noticed. Okay, so I figured out how to get this to fix itself... You have to place the plugin BELOW Yanfly's MainMenuManager, but ABOVE ALL of Yanfly's Battle Plugins! That'll fix that problem! BD
3. This goes a long with #2, but I don’t think the Tp Plugin work well with Yanfly’s Plugins. I’m not even using His TP Plugin, just yours, and the the Damage goes flying away and the TP always resets to zero or randomly fills with a number at the beginning of EVERY Battle. You have full TP, Battle Starts – not anymore… You have remaining TP at the end of the Battle and it stays the same afterward, but as soon as a new battle starts – Square One again. Is it possible to make this plugin play nice with Yanfly and still keep it independent? I don’t think it needs to play nice with Yanfly’s TP Plugin since they are designed to do two different things… But the rest of his battle plugs might be nice to have a compatibility. Apparently this is done through the Initial TP command... but how do you make so it preserves the TP like it's MP and has the same amount of TP you have before the battle when you start the battle?
4. Is there a way to make the TP grow like HP/MP? Like set a graph or something so the TP Max will grow with each level earned? Is that possible? Make it so it can be changed for each class would also be cool. Though I guess if you make the formula based off the Initial Max TP of the class, you can make the formula global and just change the Max TP to get different TP numbers. I think I figured out how to do this, but I'm still terrible at JS so maybe I can a fact check? I used the following formula to get a random number each level to grow the TP Max.
<Max TP: Math.ceil(((this.level * 2.5) + 9.3) * 4.375 + 11.125)>
<Initial TP: this.tp>
Now I just want to see how to change the initial TP in Battle to match whatever TP is in the Menu. If the TP is full then Full in Battle. If it has 5 out 100, then 5 out of 100 TP in Battle. What would the formula or code be for that?
5. Okay, so the MaxTP of an Actor is recalculated every time the menu is updated. This means you whenever you bring the menu up it has a different MaxTP then the last time.... Every time. This includes using skills/items, moving from one screen to the next, etc. I figured out this problem... The Math.random() was causing it to bug out. I fixed it now, but the Initial TP problem is still a thing. Well, actually I managed to get it to start the battle with the amount of TP you have available in the menu at the time of battle... But the count goes to zero when you exit the battle for any reason. The "Preserve TP" doesn't work on the Plugin, it also doesn't work for the Database as well.
Hey, sorry for the late response!
Glad to see somethings were figured out.
Though everything looks confusing, let me see if we can work things out.
3) The "Preserve TP" parameter should make it so TP is reserved at the end of the battle.
4) For making the growth like MP/HP, it's hard to say since the growths can be completely customized and there's no one single "growth"...
I see that you're trying to use the formula from Yanfly's Plugin, and I guess that can work, though you'd be better off trying to make it yourself:
Go into your Classes
Go into the HP/MP formula you wish to copy
Select "Generate Curve"
You should find a spot to input Level 1 stat and Level 99 stat.
Let's say Level 1 is 450 and Level 99 is 5350, then you'd input the formula:
<Max TP: Math.floor(this.level * ((5350 - 450) / 99))>
This only works with "Normal Growth Type" however.
If you wanted to do something with a weird acceleration, then I would recommend just doing <Max TP: this.mmp>
Also, I would recommend setting the "Default ITP" in your Plugin to "this.tp" for easier changing.
5) Huh.....I guess this means the "Preserve TP" is broken for whatever reason....let me try it for myself...
*15 minutes later*
ARGUH! It is broken...
Version 3.01 has fixed the Preserve TP issue.