HeroRuka 0 Posted March 25, 2017 How would I go about making an MP gaining skill that gradually increases when used consecutively? Let's call it "Charge" for now. For example: X uses Charge turn 1, gives 2 MP. X uses Charge turn 2, gives 3 MP. X uses Charge turn 3, gives 4 MP. X attacks. X uses Charge turn 5, gives 2 MP again. I think that Lunatic States may help with this but I'm not sure. Any ideas? Share this post Link to post Share on other sites
raymi100 291 Posted April 2, 2017 (edited) I think maybe you could set a common event to the skill to trigger when you use the skill, and then it adds to a set variable. Then, in the damage formula, you would put v[x] (x being that variable I mentioned before) to represent that variable in whatever you want your character to be healed by. Hope this helps! (Sorry if I'm not making any sense, but I'm running on virtually no sleep. If you have any questions, don't hesitate to ask me!) Edit: Ah, wait, I read the OP wrong. My suggestion wouldn't really help if it were only to be used on consecutive turns. I'm not sure how you'd get it to do that. My apologies! Edited April 2, 2017 by raymi100 Share this post Link to post Share on other sites
dinhbat3 57 Posted April 5, 2017 Hi HeroRuka, You can do this without any special scripts required. You do need 1 variable and 1 state set up though. Create the "Charge" Skill should do the 2 things: 1. Apply the state "Charge" which should have a 2 turn duration with auto removal at end of turn. - Round 1 ends at the end of the turn that the player uses Charge the first time - Round 2 will be the following turn and the player will now have the state active if they use it again the next round 2. The formula should be something like this: a.state?(n)? v[m] += x : v[m] = y - n = the Charge state ID - m = the variable where you are adding the increase amount - x = the amount it increases each time - y = the base amount that is healed (in your example 2) - Basically it checks if the actor using the skill has the Charge State ~ If the actor has the state then it will add X to the variable and heal for that much ~ If the actor does NOT have the state, then it will reset the variable and heal for Y amount For your example you explained: - Charge State ID = 3 - Variable used = 10 - Base heal = 2 - Increase heal every use = +1 Your formula should be: a.state?(3)? v[10] += 1 : v[10] = 2 Hope that made sense and wasn't too confusing! Good luck. ~ Dinhbat3 1 Share this post Link to post Share on other sites