Making a skill that Recharges! Author: Drakeling This tutorial will teach you how to make a skill that makes the user recharge! I got this idea from pokemonŐs Hyper Beam skill that attacks and then disables your pokemon for one turn. You must have an understanding of the following fields to use and understand this: - Switches - Making skills - Making events in battle. (Under "Battle Party") - Making attack algorythms - Variables - Common Events - Paralle Process Note: any comment with a (;) before is a little note to take into consideration... Also, the move is going to have to be an "all" skill... Ok, let's get cracking! Shall we? First thing we must do is make the skill. 1: Press F8 to go into the database. (We will be working ONLY in the database for this) 2: Click and Skills and make a new one. 3: Name it whatever you want ; I suggest that you make sure to include that the skill makes you recharge in the description! Otherwise, players may get confused 4: Set the skill as a switch and give it a sound effect. S:0001-Recharging effect will be the switch I use... 5: Make a Hero learn this skill for testing purposes. Next- We must make the Recharging effect. 1: Go into conditions and make a new one called "Recharge" ; I don't care if you call it something else, it's just what I use... 2: Now, go and make the priority 1 less than all of your sleeping and paralyzing conditions. ; If you don't know what priority dose: Seeing how RM2K dose not let your characters experience more than one condition, it will experience all the ones with the highest priority. Example: Let's say you have poison with a priority of 40 and Infection with a priority of 35. Your in battle and you get an infection! Ouch... next attack, a monster dose poison! And now your poisoned. You are no longer Infected, instead poisoned because of priority! 3: Make the Action Limitation to "Inside Battle" 4: Make the "heal automatically" to 100% chance after one turn ; You can make it more turns if you want, but I think this is the best 5: Set up the messages to however you want them also! Now for the sticky part... making the algorythm... 1: Ok, make a common event and have it a Paralle Process without a switch condtion 2: Under this event, do the following [Set Variable]Set to- HERO's power (var:0001-Hero's attack for me) ; Two things here. HERO referes to the Hero that has the skill. power is whatever you use for the attack status That's it! 3: Think and record a algorythm using the Hero's attack. For now, let's use this: var:0001*2 = A Target's defense= Monster's being attacked's defense (* 2 if you want a Strong defense effect)= P Crtical Hit chance= var:0002-CHC