[RMVX ACE] TRG MAKING TP REFILL WHILE WALKING

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unity
You're magical to me.
12540
Hello everyone! On my VX Ace game, I've got a ring that makes characters regain TP each turn (which is the TRG parameter). I have the "Preserve TP" tag on every character But I also noticed that the characters with the ring equipped regain TP just by walking. Has anyone else noticed this and does the same thing happen with HP or MP regeneration?

This is a side effect that I don't want and I'm not sure how to get rid of it.
Marrend
Guardian of the Description Thread
21806
I have not messed with any of the regeneration ex-parameters, but the case of having the others work in a similar fashion sounds likely. I wonder if making sure the "Remove at Battle end" checkbox is enabled wouldn't solve this issue? I kinda doubt it, but...

Wait, I'm thinking about this incorrectly. This is probably a property of an item, not a property of a state. That's probably why it's doing it that way. What might need to happen is do a turn-1 check for each combat that performs a loop to see who's got the ring equipped (if anybody), and automatically inflict anyone who has the ring equipped with a state that causes TP regeneration that has "Remove at battle end" enabled.

If this is for Wyrm Warriors (and I largely suspect that it is), what would probably have to happen is, at the beginning of each round, you'd loop through the entire character database to disable the status, then reenable it for the active battlers with the ring equipped. I think $game_party.actors.size might be the thing to use for looping through the active party (though I seem to recall $game_party.members.size kinda-sorta working as well), while $game_actors.size might be the thing to loop through with the whole-party situation.
unity
You're magical to me.
12540
Hmmm, that sounds a bit complicated. Now that I think about it, maybe I'll just use the cost manager script and instead of regenerating TP, make the ring cut TP skill costs. That'll create a somewhat similar effect.
Marrend
Guardian of the Description Thread
21806
How about altering the sp-parameter of TP charge rate (TCR) above 100%? It wouldn't reduce the cost of skills, but each action that increments TP would produce more TP.
unity
You're magical to me.
12540
Yeah, that'll work.
I thought TP resets at the beginning of every battle?
Wouldn't that nullify the TP the actors gained while walking?
unity
You're magical to me.
12540
You can add a special parameter called "Preserve TP" to actors or classes that keeps the TP from resetting, which is how I have it set up ^_^
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