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IS THE TCR PARAMETER BROKEN?

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I'm trying to make it so that the tank of the party has a way to boost her TP considerably, considering that most of the time she'll only gain TP via being hit.

So I made a state she can activate on herself that boosts her TCR.

....However, I see absolutely no difference in TP gained when I boost her TCR.

Any suggestions?
Isn't TCR per-turn gain?
How much does the state boost her TCR with and are you sure the state is on her to begin with?
author=GreatRedSpirit
Isn't TCR per-turn gain?


That's TRG.

TCR is Tp Charge Rate.

author=Crystalgate
How much does the state boost her TCR with and are you sure the state is on her to begin with?


Yes, I'm sure the state is inflicted on her. I have a script that shows it pop up when it's inflicted.

As for how much it boosts TCR, I originally had it set to 200%, but saw no change. So I upped it to 400%. Still no change. I set it maximum, 1000% and still no change in how much TP I gained when hit, or when I used any skill or attack.
author=Aegix_Drakan
That's TRG.

TCR is Tp Charge Rate.


Fuck I hate the Ace acronyms. Reminds me why I still use the translated version whenever I do database work.


I'm at work so I can't poke at the script backend but I think Game_Battlers have all the acronyms in use like they are in the database. You can do a Ctrl-F (Find in all scripts) for .tcr to see where it's being used. That might give some insight if it is bugged or what it's intended use is.
I actually did poke around in there. I'm baffled.

  #--------------------------------------------------------------------------

# * Charge TP by Damage Suffered
#--------------------------------------------------------------------------
def charge_tp_by_damage(damage_rate)
self.tp += 50 * damage_rate * tcr
end


Logically, that should increase the TP gained if TCR goes up.

I even tried plugging a {TCR * 1000%} into the Actor's page, and it still does nothing. :s
unity
You're magical to me.
12540
That's really odd o_O
Try a search for the method 'def charge_tp_by_damage', I wonder if another script is overwriting the method and screwed it up. You can do something like
print "Damage rate: #{damage_rate}, TCR: #{tcr}, expected TP mod: #{50 * damage_rate * tcr}\n"

into that line too and look at the console window to see what values it's using and calculating.
hmm...That's a distinct possibility.

I'm going to run another search when I have a moment.
0_o Wow. That method Doesn't pop up anywhere else. What the hell.

I'm going to try it out in a new project and see it if works there.

It DOES have an effect. 0_o Even at 1000% though, the effect is pretty small.

Gonna need to look more into this...

EDIT 2:
Ok, I did that console trick.
It looks like TCR never increases.

Gonna pore more into the code for this...
AHAAAAA!!!! FOUND THE !@#$ER!

I found this code in yanfly's "skill cost" script, which I'm using to display TP and MP costs effectively to the user.

Emphasis mine.

The script redefined the tcr term.

....Hmm....Do I even need this script in the end, since none of my skills use MP and TP at the same time? I can probably nix the whole script then.

If not, I can always just use a new term instead of tcr in it.

#--------------------------------------------------------------------------
# alias method: skill_tp_cost
#--------------------------------------------------------------------------
alias game_battlerbase_skill_tp_cost_scm skill_tp_cost
def skill_tp_cost(skill)
n = game_battlerbase_skill_tp_cost_scm(skill) * tcr
n += skill.tp_cost_percent * max_tp * tcr
n = .min unless skill.tp_cost_max.nil?
n = .max unless skill.tp_cost_min.nil?
return n.to_i
end

#--------------------------------------------------------------------------
# new method: tcr
#--------------------------------------------------------------------------
def tcr
n = 1.0
if actor?
n *= self.actor.tp_cost_rate
n *= self.class.tp_cost_rate
for equip in equips
next if equip.nil?
n *= equip.tp_cost_rate
end
else
n *= self.enemy.tp_cost_rate
if $imported && !self.class.nil?
n *= self.class.tp_cost_rate
end
end
for state in states
next if state.nil?
n = state.tp_cost_rate # changed n *= state.tp_cost_rate
end
return n
end
Ahahahahaha whoops! I'd try doing a find/replace with tcr to a new acronym so you can use the real tcr and if you want to use YF's script later it at least doesn't break old functionality. Backup your original script first just in case.
author=GreatRedSpirit
Ahahahahaha whoops! I'd try doing a find/replace with tcr to a new acronym so you can use the real tcr and if you want to use YF's script later it at least doesn't break old functionality. Backup your original script first just in case.


Did the find-replace in the end.

works no problem now.

Thanks for the help! :D
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