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[转载发布] Individual Actor TP

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    2026-7-12 04:10
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    灌水之王

    发表于 5 天前 | 显示全部楼层 |阅读模式
    Cv2 TP System 1.2.0
    Creator: 
    Chronosv2
    Introduction
    Have you ever needed to give your characters separate TP Maximums? Have you ever needed to activate or deactivate that maximum based on the value of a Switch? Or their Class? This plugin handles that. By adding a few simple Note Tags, you can change your Actors' Max TP to be always set, set if a switch is on, set by a class, or set by a class if a switch is on. And if, for some reason, the default Start-of-Battle TP doesn't suit you, you can set a per-actor Initial TP value!

    Features


    • Set Actors' Max TP individually
    • Turn on or off the Actor's altered Max TP depending on the value of a Switch
    • Have unique Max TP values based on a Actor's Class (on a per-Actor basis)
    • Turn on or off the Actor's unique Class-based Max TP
    • Set Actors' Start-of-Battle TP to any valid JavaScript function
    Screenshots
    Screenshot is a little hard to show as it changes a value that doesn't display a maximum (because it was always assumed to be 100). I'll make a version that shows a maximum if the value is other than default in the next day or so.

    How to Use

    Place this plugin near the bottom of your Combat Plugins. If you have any plugins that modify how TP works, place this plugin below them.

    The only things that this plugin might interfere with are plugins that change Max TP. While I made it a point to alias and call the Prototype maxTp() function, if you're using any of the Max TP note tags that function won't get called if the Note Tag changes the Max TP. (If you set it up so that a Switch sets Max TP and the switch isn't on it will use the aliased tpMax() function so the default function will only never be used if the switch is on or there is no switch to check).

    In your Actors, use the following Note Tags:

    To just change a character's Max TP, use this: 

    <TPMax:[TP Maximum]>Example: <TPMax:150>In this example, the Actor's Max TP would be set to 150.

    If you only want the character's TP to change from default if a Switch is activated, use this:

    <TPMaxSwitch:[Switch ID]>Example: <TPMaxSwitch:13>In this example, if Switch 13 is on, the value set in the <TPMax:#> Tag will be used. If the switch is off the default TP (either set by the core engine or another MaxTP script) will be used.

    If you want to have the character's Max TP based on their class, use this:

    <ClassTP:[Class ID],[Max TP Value];[Class ID],[Max TP Value];[Class ID],[Max TP Value];[Class ID],[Max TP Value]>Example: <ClassTP:1,120;3,200;4,70;5,25>In this example, Class ID 1 would have a Max TP value of 120. Class 2, since it was left out of the tag, would have its default value (see below). Class 3 would have a TP Max of 200, Class 4 would have a TP Max of 70 and Class 5 would have a TP Max of 25.

    Any Class IDs you do not include in this tag will be given a Max TP of either the default (100), the TPMax Tag's value, or if there's a TPMaxSwitch Tag, the TPMax value if the switch is on.

    Repeat the [iD],[Value] pair as many times as you need, separating each ID/Value pair by a semicolon (;).

    If you want to have the character's Class-based Max TP only activate if a Switch is turned on, use this:

    <ClassTPSwitch:[Class ID],[Switch ID];[Class ID],[Switch ID];[Class ID],[Switch ID]>Example: <ClassTPSwitch:1,7;4,9;5,22>In this example Class 1 would get its custom TP value if Switch 7 is on, Class 4 would have its custom value if 9 is on, and 5 would get its custom value if 22 is on. If a class has a custom TP value but no Switch assigned to it in this Tag, it will always have its value.

    Any Class IDs left out of this tag will have their Max TP changed by default.

    Again, repeat the [iD],[switch ID] pair as many times as you need, separating each ID/Switch ID pair by a semicolon (  
    .

    Advanced Users: If you want to change an Actor's Start-of-Battle TP set to something other than the default Random 0 to 25, use this:

    <TPFormula:[JavaScript Expression]>Example: <TPFormula:10+Math.random(15)>In this example the Actor's starting combat TP will be set to 10 plus a random value between 0 and 15 (for a total of 10-25).

    If you enter an Invalid JavaScript expression into this tag, it will output the error to the console along with the name of the Actor the tag belongs to.

    New in Version 1.2.0:

    Customized TP Display:

    If the Custom TP Display parameter is set to true, then the following tags can be used in Actors and Classes:

    <TPName:[Name]>Example: <TPName
    WR>Sets the character's TP stat name to the item specified in [Name]. In the example, the TP name for the Actor or Class would be PWR.

    <HideTP:1>If this tag is present in an Actor or Class notebox, the Actor's TP bar will be hidden.

     

    Max TP by Equipment:

    If the Equipment Mod MaxTP parameter is set to true, then Equipment (Weapons, Armor) can also have the following notetags:

    <TPPriority:[Priority]>Example: <TPPriority:32>This value represents how prominent the TP Max modification is. The equipped item with the highest Priority will have its TP Max applied.

    <TPMax:[TP Maximum]>

    As above, but only the equipment with the highest priority will apply. 

                    Code:       
    1. <TPFormula:[JavaScript Expression]>
    复制代码

    ADVANCED: Again, as above, but only the equipment with the highest priority will apply.

     

    Equipment Examples:

    Weapon:<TPPriority:10> <TPMax:35> <TPFormula: 10+(Math.random()*10)>Shield:<TPPriority:28> <TPMax:120> Armor:<TPPriority:24> <TPMax:100> <TPFormula: 15>Accessory:<TPPriority:22> <TPMax:150> <TPFormula: 10+(Math.random()*5)>The system will check each piece of equipment, starting from the weapon and moving through one by one. The item with the highest TPPriority is used for Max TP value. In this case, even though the actor has an Accessory equipped that grants 150 Max TP, the Shield has a higher priority (28 vs. 22) and therefore the actor's Max TP is set to 120.

    The character's start-of-battle TP will be set to 15, because it was the item with the highest priority (the Shield didn't have a formula to use).

     

    Demo
    On the way soon!


    Download

    https://dl.dropboxusercontent.com/u/27272291/RMMVPlugins/Cv2_TPSystem.js

    FAQ

    None so far.

    Credit and Thanks
    Chronosv2

    Terms of Use

    You may use this plugin for non-commercial or commercial use, so long as credit is given.

    Author's Notes
    I originally attempted to put Class-based TP Maximum values into the Class Note Tags, but I discovered RPG Maker MV does a number of BattlerBase-related functions at the title screen (and apparently I may have been referencing the wrong properties? It was late at night and I forget.) so I decided it would be better (and more flexible) to put class-based TP values in the Actor notes. Besides, using this method you can actually make different actors better at being certain classes. Have a character in your story that is a strong melee fighter, and has a number of TP-based skills that compliment that in the classes? Give them more TP so they can use those more expensive skills, and even go beyond 100 if you want! Have the characters that don't do as well with the class have lower TP maximums.

    Commercial use or not, I'd love to see what you make using my plugins! Send me a PM with info when you've got something released!


    本贴来自国际rpgmaker官方论坛作者:Chronosv2处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/individual-actor-tp.48823/

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