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The actual time points reduction happening after the user has acted (ergo an added 25 TP subtraction from the act's cost) so as to not disrupt the flow of the battle?

  • Attack
    • 25 TP
  • Move + Attack
    • 50 TP
  • Move + Wait
    • Special case?
    • 25 TP (max of the two)
  • Wait + Attack
    • Can't be done consecutively
    • Separate turns
    • 25 + 25

After the move (dragging the player from one tile to another and removing the finger), the player may not move the character again that turn, because of move-activating effects.

Move allies whilst not their turn???Edit

  • Passives (or not) that allows the player to move characters as they please as long as a player character may act, but the moved characters suffer a TP penalty as if they've moved themselves?

ProsEdit

The player can rearrange guests (who may not need passives (moving guests only!?)) to fit their needs

ConsEdit

Summoning and alignments take way less strategizing to achieve.

Solution??Edit

Only being able to move non-summon guests??

Solution conEdit

There's not really much point in moving them anymore???

Certain abilities having TP stall + 1-per turn as well?Edit

The ability "Charge!" moves the entire party up front and grants them all turns immediately (which now that I think of it may not need the TP stall thing, but still(or maybe it does because reducing the TP next turn when you don't know who gets to act first makes no sense either)), but gives the user like 500 TP penalty afterwards. (OR what said in the second parentheses is that ALL users receive 500 TP penalty afterwards, but a system to add the penalty after their next turn must be implemented (see, deep stuff)).

vars

int tp_penalty = 0;
int tp_cost = 0;

move

tp_penalty = 25;
tp_cost = tp of the move;

charge!

tp_penalty = 500;
tp_cost = not your turn yet;

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