I found it. It was conflicting with the Visustella SkillsStatesCore. More specifically the Skill Cost Types under Skill settings. The Tp coding title "Paying the Cost" under the JS Type formula was overriding your plugin. I simply had to remove that code. Now it functions as intended.
K-apple
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I'm still working with the code you gave me, but I thought I let you know something I noticed while working with the plugin. When Skill Does not consume Tp is set to true its supposed to only allow skills to be used when a Tp threshold is met but not consume it like it would normally. But whenever I use a skill it consumes Tp like normal. (The Tp is consumed Immediately as the skill is being used, and not as a result of anything so I don't think its the formula doing that, I even removed the note tag when making the gif to make sure it wasn't that.) (Here's the gif of it and an image of my settings.) Don't know if I set something wrong or not.


My goal is basically the inverse of the player action formula. Basically, if the player receives a critical hit or has their weaknesses exploited they will lose Tp. As well as if the player dodges an attack or resists an elemental attack, they will gain Tp. (I'm trying to do an SMT style press turn thing were playing well rewards the player but poor performance punishes them).
Not sure if the code below is correct but I thought it be something like this...
const isActor = this.isActor()
if(results.critical){
tpValue += -15
}
return tpValue
Thanks, it works perfectly. Again, thank you so much for helping me throughout all of this. The new tp system works like a dream. One last question, because I'm trying to get the penalties to work on the player/actors. Would the code be something like [const result = actor.result()]
essential replacing target (the enemy) with Actor (the player)?
I think this code would be in the charge TP by damage section as that part is about receiving from the enemy.
I tried to do it myself but keep getting the actor as not defined. Even tried using BattleManager.actor().actorid() to see if that would work.

Sorry for the late reply but its working fine. Had an issue with the code stacking but I just put the if (result.critical) and the if (isTargetWeakToElement) in one code with an or (||) statement and that fixed it. One last question. is coding in a resistance and/or immunity worded like if(isTargetResistantToElement) or if(isTargetImmuneToElement)? I tried it and got an error saying its undefined.
Its alright. Thanks for all the help with this. I used the new note tag and it works but the code you given me has 1 issue. The right value is given when it inflicts a critical hit and exploit a weakness (they don't stack and it appears what takes priority is what's first in the code, but after testing that, I don't think its true) That being said when an attack misses it still gives tp when targeting a weakness instead of subtracting it. I tried making a 2nd formula using that part of the code alone, and while it works. It negates the 1st formula.

I attempted to just write in the part of the code that subtracts TP and that works just fine but it doesn't take the right value. It just subtracts 5.

For some reason, Discord won't let me long in. I made it available via Itch. I put a password behind it so you can download and see the issue. the password is just password (all lower case.) I made an entirely new sample project with only the neccessary plugins for it to make sure it wasn't a compatibility issue.
I'm trying to use the note tags but its not working. I tried using the ChargeTpByDamageFormula but it doesn't work and the formula doesn't go there. I looked at the help sheet, but it doesn't say what note tags to use for the Charge Tp By Action Formula are.
I'm also trying to change the default start TP to equal the actors current level but whenever I try to do it, the game crashes. I think I'm just using the wrong code. I try to use this but all I get in return is "id undefined."
1 * $gameActors.actor(id).level
I'm trying to use this plugin but whenever I try to it keep getting the same error message. I have this plugin placed at the top of my hierarchy and I'm using the default Class in the class note tags as a test run.
If anyone who has used this plugin knows what this error means, can you please tell me.

I don't know what this message is referring to.
I notice there was an update for this plugin and while it fixed the initial issue I brought up, I think I found another one. Whenever the player tries to use support skills/items, if you try to back out of it in any way the game crashes. I tested it out by turning off other plugins and it seems to be an issue with the Battle Pro. Don't know if you experience this on your end or not but I thought I let you know.
But anyway, thank you for the update.
With your plugin I was wondering if it was possible to change the tp system where players gain a set amount of TP when landing a critical hit, targeting an enemy weakness, and/or avoiding an attack. Inversely I also wanted to create a system where players would lose TP if they miss an attack or receive a critical hit or a have their elemental weaknesses exploited.
I'm sorry but its still mistaking Front view for Sideview. And now the update plugin doesn't even let you reposition the invisible SV characters behind the portraits so at least the animations play in the right areas.
Edit: Nevermind I still have the old version.
Sorry if I sound entitled or rude. I'm trying my best not to.
Okay, I checked it an its 100% happens whenever the Customizer Battle Pro is active. I turned off all Visustella plugins and it keeps happening and it only works properly when that specific plugin is active. Your other plugins have no issue with Visustella plugins, though.
However, when the main Visustella Core Engine and BattleCore are turned off, animations don't play at all, so I think there is a compatibility issue with those two specifically.
Thank you for responses. Despite the issues I have having, your plugins are a big help and are so convenient to use.
Edit: I checked to see if altering the SV Battle Actors Position in your plugin would effect anything and it did. It operates as if I'm using Side View battles even when I'm in Front view. It seems like a bug.








