TP Upgrade [v3.02] (Max TP Rate, Initial Battle TP, TP Cost/Gain, TP Damage, and more!)

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Started by SumRndmDde 130 posts Page 5 of 7 View original ↗
  1.  Well, for me it would be those:

    1. ! Max TP growth rate !
    2. Ability to recover more then the default 100 TP at once per plugin  ( not only to the user but to those the item is used on too)
    3. Ability to recover a certain percentage of TP   ( not only to the user but to those the item is used on too)     
  2. SumRndmDde said:
    All right. Any chance you could list off all the features you want kept or added in this new version?


    Was thinking it might be better to simply create a more stable, singular version that has all the basic important features, then release the more stranger feature-thingies as extension Plugins so only those that want them will have them and have to worry about the conflictions they may cause.  :p


    I think I might be done. Just gotta make sure I'm not missing anything. :)



    I can't really think of much. This was already a pretty robust plugin. I'm good with the existing features.
  3. Iliketea said:
     Well, for me it would be those:

    1. ! Max TP growth rate !
    2. Ability to recover more then the default 100 TP at once per plugin  ( not only to the user but to those the item is used on too)
    3. Ability to recover a certain percentage of TP   ( not only to the user but to those the item is used on too)     



    Oh shoot, I read that wrong....


    You want something that restores TP.....


    Welp, guess that's the 3.1 update...

    thechancellor said:
    I can't really think of much. This was already a pretty robust plugin. I'm good with the existing features.



    OK!


    Welp...it's done now...


    Hopefully your games don't explode when you use it...
  4. Thank you very much  :D


    So I can set up a growth formula using this note tag  

    Code:
    <Max TP: value>

    ?


    I have absolutely no java script skills or even knowledge to speak of, so if I , for example want the TP amount to grow every level , lets say, 5 points and every second level 25% of the current TP extra, how would I do that o0?


    The new plugin looks great, I will test it out tomorrow :D


    The TP damage part is a great addition!


    What also would be incredible useful would be a feature that sets how much TP you can gain by taking damage at all. So no mater how much damage you take you always gain 2 or so TP. And a possibility so increase that gain. For example an accessory that doubles that rate so you gain 4 TP from taking damage.


    At the moment I am using a small plugin by the lovely dreamX that helps me with this^^


    But I don't  know if that will still work with the new update...


    Any way, I hope you didnt get killed, 


    I am a licking tiger XD
  5. Iliketea said:
    Thank you very much  :D


    So I can set up a growth formula using this note tag  

    Code:
    <Max TP: value>

    ?


    I have absolutely no java script skills or even knowledge to speak of, so if I , for example want the TP amount to grow every level , lets say, 5 points and every second level 25% of the current TP extra, how would I do that o0?


    The new plugin looks great, I will test it out tomorrow :D


    The TP damage part is a great addition!


    What also would be incredible useful would be a feature that sets how much TP you can gain by taking damage at all. So no mater how much damage you take you always gain 2 or so TP. And a possibility so increase that gain. For example an accessory that doubles that rate so you gain 4 TP from taking damage.


    At the moment I am using a small plugin by the lovely dreamX that helps me with this^^


    But I don't  know if that will still work with the new update...


    Any way, I hope you didnt get killed, 


    I am a licking tiger XD



    Wow, that's a really weird curve, but it would probably look like this:

    Code:
    <Max TP: (Math.ceil(this.level / 2) * 5) * ((Math.floor(this.level / 2) * 0.25) + 1)>



    Sorry for the new complexity, thought it would be a new and effective way to do things.


    Rest assured that dreamX's Plugin should work, though if it doesn't, let me know!


    Or, in fact, if it does work, let me know also so I can know not to add that. :p
  6. Personally, I liked the ability to make TP work as another resource like MP.


    So I guess an option to make it so that characters each start with an individually or globally set percentage of their max TP when they first join (or are "activated" in the games files)? For example, having a character join the party with 100% TP, or having a different character start with 25% TP after being saved from an exhausting fight by the party.


    If that's okay to ask for.
  7. @SumRndmDde


    Just had the idea that I just make a MP curve and then set the Max TP to be equal with the max MP XD 


    But thank you :3
  8. 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.
  9. firestalker said:
    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.
  10. @SumRndmDde


    If you are making an update anyway, can you include an option to change the TP you get from taking damage ❤❤❤ ?


    Because the plugin from dreamx doesnt work anymore :(


    (What I mean is this:  no mater how much damage you take you always gain 2 or so TP. And a possibility so increase that gain)


    Also a TP recovery note tag you can use on items and not only effect the user but the one it is used on. ( for 100+ TP and x%) ?


    ❤I love you❤
  11. Iliketea said:
    @SumRndmDde


    If you are making an update anyway, can you include an option to change the TP you get from taking damage ❤❤❤ ?


    Because the plugin from dreamx doesnt work anymore :(


    (What I mean is this:  no mater how much damage you take you always gain 2 or so TP. And a possibility so increase that gain)


    Also a TP recovery note tag you can use on items and not only effect the user but the one it is used on. ( for 100+ TP and x%) ?


    ❤I love you❤



    AAAAAAAAH!!!!


    I forgot about the TP Healing!


    OK, OK, added into Version 3.02


    Simply use

    Code:
    <TP Heal: x>
    <TP Heal: x%>

    in a Notebox for Skill or Item to make it heal the target that amount of TP.


    Any chance you could link me to the DreamX Plugin?


    Does it not work because of my Plugin?


    If so, I'd prefer to fix the compatibility. :p


    Otherwise, I guess I could create an extension Plugin for that, probably shouldn't add any more major features here that aren't generally wanted. XD


    EDIT: for some random reason, I posted this comment before actually updating the Plugin download links and everything.


    If it didn't work before, they should now. :)
  12. SumRndmDde said:
    <Max TP: Math.floor(this.level * ((5350 - 450) / 99))>




    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.



    Thanks you, it works perfectly now.  I've been meaning to ask, but what does the * mean?  I thought it means "multiplies" like from school, but I see it used a lot and for some reasons that aren't multiplication.  I think.....  I'm terrible at Scripting math.
  13. Iliketea said:
    This is the Link to the plugin:


    https://raw.githubusercontent.com/DreamXRMMV/Rpg-Maker-MV/master/DreamX_DamageTPLimit.js


    Your plugin doesnt seem to be the problem, it doesnt work even if I turn it off.



    OMG I feel so bad. :'(


    Pretty much half the plugin is built around trying to make the old version of TP Upgrade compatible with it.


    Feel so bad for making @DreamX go through so much work to make it work with my noob code. XD


    Now that I've rewritten the Plugin, it still attempts to use old variables my Plugin had when it sees that it is installed.


    var Imported = Imported || {};
    Imported.DreamX_DamageTPLimit = true;

    var DreamX = DreamX || {};
    DreamX.DamageTPLimit = DreamX.DamageTPLimit || {};

    (function () {
    var parameters = PluginManager.parameters('DreamX_DamageTPLimit');
    var maxDamageTP = parseInt(parameters['Damage TP Limit'] || 0);

    Game_Battler.prototype.chargeTpByDamage = function (damageRate) {
    var value = Math.floor(50 * damageRate * this.tcr);

    if (value > maxDamageTP) {
    value = maxDamageTP;
    }
    this.gainSilentTp(value);
    };
    })();

    //100% Credit Goes to DreamX




    Change his Plugin code to this ^


    It should work now.

    firestalker said:
    Thanks you, it works perfectly now.  I've been meaning to ask, but what does the * mean?  I thought it means "multiplies" like from school, but I see it used a lot and for some reasons that aren't multiplication.  I think.....  I'm terrible at Scripting math.



    Yes, the * means multiplication.


    Of course, it may mean something else in weird situations, like in Regular Expressions and stuff.


    If you see it used for a different purpose, feel free to post it here and I'll explain it for ya. :p
  14. Great, it works now! :D
  15. SumRndmDde said:
    Yes, the * means multiplication.


    Of course, it may mean something else in weird situations, like in Regular Expressions and stuff.


    If you see it used for a different purpose, feel free to post it here and I'll explain it for ya. :p

    Thanks, I'll do that. :D
  16. Hi, thanks again for the upgrade to dreamxs plugin ... but now I get a strange error massage:


    pnvISEi.png
  17. Iliketea said:
    Hi, thanks again for the upgrade to dreamxs plugin ... but now I get a strange error massage:


    pnvISEi.png



    Huh...very strange...


    Were you sure to keep the comment thing at the top?

    Code:
    /*:
     * @plugindesc v1.0
     * @author DreamX
     * @help
     * 
     * @param Damage TP Limit
     * @desc Maximum TP gained from being attacked. Default: 5
     * @default 5
     * 
     * ===========================================================================
     * Terms Of Use
     * ===========================================================================
     * Free to use and modify for commercial and noncommercial games, with credit.
     * ===========================================================================
     * Credits
     * ===========================================================================
     * DreamX
     */
  18. Ah, I accidentally erased one line, it works now, thanks !
  19. It is a very useful plugin, but I got a stupid question.
    Is it possible to multiply the tp of an actor with a variable?
    And how do I have to put this?
    Because I want to increase a start TP of Example 40 with an amount of attacks used by another 10 points.
    But that way, I probably need to use a variable. Thank you in advance. :) (\ô/)