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[VX Ace] TP Rate

I think this might actually be the last problem remaining in the scripts I haven't personally touched, so I apologize for posting all these topics at once. I didn't like TP being always out of 100 so I downloaded and plugged in this script
#==============================================================================
# Action Point System v1.0 (16/02/2013)
#==============================================================================
# AUTHOR:
# esrann (sakari.rannikko@gmail.com)
#
# Feel free to adapt to your own needs. Give credit if you want.
#--------------------------------------------------------------------------
# DESCRIPTION:
# This snippet allows you to set up a formula for calculating actor's
# maximum TP (default formula: Actor TP = Actor AGI divided by 2).
# Also the TP is set to 100% at battle start (unless Preserve TP is enabled).
#--------------------------------------------------------------------------
# USAGE:
# Can be used to create for example an Action Point System:
# - Set battle commands to reduce TP
# - When out of TP in battle, use item/skill to restore points.
#   (for example, set 'Wait' skill to restore TP)
#--------------------------------------------------------------------------
# INSTALLATION:
# Install this script in the Materials section in your project's
# script editor.
#==============================================================================


#==============================================================================
# ++ Game_BattlerBase
#==============================================================================
class Game_BattlerBase
  #--------------------------------------------------------------------------
  # alias : max_tp | Calculate maximum TP using a formula
  #--------------------------------------------------------------------------
  alias esrann_max_tp max_tp
  def max_tp
    esrann_max_tp # alias

    self.mmp / 2 # edit this formula
  end
  #--------------------------------------------------------------------------
  # alias: tp_rate | Calculate TP percentage correctly
  #--------------------------------------------------------------------------
  alias esrann_tp_rate tp_rate
  def tp_rate
    esrann_tp_rate # alias
    
    @tp.to_f / max_tp
  end

end # class Game_BattlerBase

#==============================================================================
# ++ Game_Battler
#==============================================================================
class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # alias : init_tp | Set initial TP to maximum
  #--------------------------------------------------------------------------
  alias esrann_init_tp init_tp
  def init_tp
    esrann_init_tp # alias
    
    self.tp = max_tp / 4
  end  
end # class Game_Battler

But the Calculate TP percentage correctly part just doesn't work. Even though my Max_TP is fine and I can set the Init_TP fine as well, I have no idea what I should be putting to make TP_Rate scale correctly. It doesn't matter whether my Actor has 500 or 50 max TP, he always regens 10 per turn with a TRG of 10%.

[VX Ace] Counters

VX Ace's default counter attacks both negate the damage dealt to the battler, and then don't let you choose a skill to counter with. This is a problem. I've tried the Victor Engine counter scripts, but they still negate all damage dealt to the countering battler, which doesn't help me. I've also tried Tsukihime's Battle Reaction script, which works, but has the awful problem of constantly messaging the player with "X reacts to Y!" even when the chance to react doesn't proc, meaning it's spamming them with reaction messages even when the Actor isn't reacting at all. Does anyone either know how to fix this problem with Tsukihime's script, or else know of a script that accomplishes this that I've missed? I've considered trying to chop out as many references to the notification itself in the bowels of the code but I'm leery of ruining it somehow.

[VX Ace] [Yanfly] Enemy Animations

I'm using glorious Yanfly's Battle Engine script because I love the way it has party portraits set up along the bottom of the battle screen and how the enemy attacks are animated on those portraits. I do have a problem however, in that the animated enemy attacks appear behind the portraits themselves, making them kind of difficult to see, and that I can't figure out how to get the portrait sprite itself to Flash as though it were a Target for the purposes of the animation used. I would enormously appreciate it if someone who knows jack squat about Ruby had some kind of modification in mind to accomplish this.
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