Yes, using TP was what I was thinking of using, but I'm not very familiar with ruby coding, and the engine's scripting is limited when dealing with TP. A few things I'd like to change about TP, is the color of the bar, and how to NOT have it reset after each battle. Corruption carries over, and the player has to do certain things to keep it from filling between, and during battles, such as meditating at base camp. I also need to figure out how to link a event to TP reaching %100, where I can add a status ailment to the player, and force the player to lose the battle. Note: Loses don't end in game over, the player is returned to base camp in the case of a lost battle (And loses a percentage of money), so I need to have this linked to a common event.