TP caps at 100 and cannot normally exceed this cap. The downside is that players may be tempted to keep a monster alive to build up TP and recover some of their other resourses rather than ending a battle, which detracts from the fun and challenge of your game. In particulaur, TP abilities that recover HP and/or MP will greatly enhance the power and range of a group. It is easy to aquire (if not always in the quantities you would like) so skills and classes that rely on TP tend to perform well on long journeys. The virtue of TPAs I have been discussing map range a lot in this segment, I felt that I should point out that TP is the one resourse of the three that does not depreciate as you travel further afield. (PHA As it is a % value, PHA does not improve TP healing.) May allow skill use out of combat if it reduces it by 100%. Unless preserve TP is active, only affects combat. TRG -regenerates or degenerates TP over time. TP can be healed out of combat if you have preserve TP, allowing for some heavy-hitting battle starts. Outside of battle, Preserve TP is needed to have TP in stock, so TP skills are generally restricted to combat. It is, therefore, a very secure resource that cannot be damaged or drained, and can only be reduced by degeneration over time effects or expending it. Unlike HP and MP, Nothing exists in the game that can damage or drain TP directly because TP is intended to be a % value not a flat number. I am unclear on exactly how the math on this formula works, but everything after the += affects the gained amount. How much you gain from taking damage should also be able to be modified just a little below the above example. You will gain TP as you use skills that grant TP on hit and when you take damage. A random amount between 1? and 25 will be added at battle start. Tech Points are like MP but reset at the beginning/end of each battle unless Preserve TP flag is active. TP: Tech Points, Time Points, Tactical Points, Technique Points If an actor (by application of "immortal" state for example) resists (has immunity to) death state the player may have zero HP without gaining death state. If you start a battle and everyone in your party is dead or if you have no actors in your party at battle start you will automaticaly game over. Event-driven battles may also end without causing the player to game over by checking "continue even when loser" when editing the custom battle (this works like a condition branch put any death-exclusive events after the "If death" branch and before "end branch.") Unfortunatly, slip damage and damage over time cannot be set on a case-by-case basis or changed during gameplay without scripting. You can have some sourses of damage be non-lethal such as slip damage (or damage over time,) floor damage and damage caused by events. consider scaling monster effectiveness based on the number of expected encounters it's not always necessary for each encounter to be difficult provided the dungeon is challenging to complete on the whole. If each battle is a challenge the player's map range will likely be very short. By knowing aproximatly how many battles the player can fight before needing healing you will have a better idea how large to make your dungeons and overworld maps. Eventually they will die if they cannot find an alternate sourse of healing. HP and map rangeA player can only travel so far from a healing point before they will start to get run down.
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