Alright, I am using Nicks Tactical battle system, http://www.creationasylum.net/index.php?showtopic=14331, and Dervvvulfmans limit break system:
I wanted to know if there was a way to make a limit gauge bar show up here:
http://i189.photobucket.com/albums/z32/ ... nshot1.jpg[/img]
Right below the hp and sp bars would be perfect.
Code:
#==============================================================================
# ** Limit Break (DVV's)
#------------------------------------------------------------------------------
# by DerVVulfman
# version 2.3
# 07-05-2007
# Full SDK 2.2 Compatible (Does not need or require SDK 2.2)
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# This system is a revamped & rewritten system that disables 'element-tagged'
# skills until the hero's limitbreak bar is filled. Once the skill is used,
# the skill becomes disabled again. Works with and without the RTAB system.
#
# One feature that was sadly lacking in all other systems was the inability
# to fill the limitbreak bar with item damage. Previous systems only looked
# to damage inflicted through attacks and skill use. Items such as grenades
# were entirely overlooked.
#
# It has been designed 'menu-less' by intent, and this is to prevent any pos-
# sible conflicts with any custom menu system. However Alistor (RMXP.ORG) has
# designed a menu system that can change an actor's limit break fill-type:
# (Attack/Defend/Guard). It is ready for plug-n-play use.
#
# The system, by itself, does not change the 'ATTACK' option in the Actor's
# command window either. Instead, this system enables/disables the skills
# in the skill menu for you to select. Another add-on has been created by
# me to change the 'Attack' option for you. * It's been asked for. :) *
#
# It still requires a bar-drawing system such as 'Cogwheel's HP/SP/EXP Gauge'
# script to draw the Limit Break bar, unless a suitable Bar Drawing script is
# available. However, when not using a bar-drawing system, you merely do not
# have bars visible in-game. Previous versions either had their own built-in
# cheaply designed bar system, or required a separate script to prevent the
# project from crashing. This system neither needs bars to be drawn or re-
# quires a bar system to prevent crashes.
#
#------------------------------------------------------------------------------
#
# SYSTEMS OF NOTE:
#
# While most of the configuration system is set via CONSTANTS, the 'Flexible
# Positioning System' is set via ($)Global values that can be edited from any
# MAP EVENT script call. That way, positioning of the bars can be changed
# based on which menu or battlestatus window you are using at the time. The
# RTAB battlesystem uses its own set of $Global values ($lb_rtab_pos & _var)
# as it has an almost unique way to draw its own BattleStatus window. The
# ParaDog v 2.58 battlesystem also uses these two values for its own limit
# break bar placement.
#
# The $lb_hidden global array can hold the ID of actors in your database that
# do not have their Limit Break bars visible on the screen. It also disables
# the Limit Break Sound Effect from playing if the same actor's 'limit-break'
# value has maxed out (his/her non-visible bar becomes filled). As a $global
# value, it too can be edited from any MAP EVENT script call.
#
#------------------------------------------------------------------------------
#
# COMPATABILITY:
#
# This system has been designed initially for the default and RTAB battlesys-
# tems, however by the use of ALIASes throughout the system... this script is
# also SDK 2.2 compliant, and compliant with both the XRXS #65 and the Para-
# Dog V 2.58 battlesystem:
#
# RE: ParaDog's V 2.58
# * As stated above, the ParaDog system also uses the same section of the
# 'Flexible Positioning System as RTAB. This allows the use of Verti-
# cally aligned Limit Break bars instead of the default Horizontal bars.
#
#
#------------------------------------------------------------------------------
#
# CREDITS AND THANKS:
#
# Thanks goes to link2795 for discovering the 'healing items/RTAB' bug. And
# to Jaide for recommending the 'Death Wipe' feature, & finding an RTAB bug.
#
#==============================================================================
#=======================================================================#
# ** C O N F I G U R A T I O N S Y S T E M ** #
#=======================================================================#
# Name of the Limit Break element
LB_NAME = "Limit Break"
# Starting/Default Limit Break Setting
LB_START = 0 # 0 = Attack | 1 = Critical | 2 = Damaged
# 3 = Killed an enemy | 4 = Killed a Boss | 5 = Hero Died
# 6 = Victory | 7 = Escape/Flee | 8 = Defending
# 9 = Lone Combatant | 10 = Any Action | 11 = Crit. Health
# Enemy Bosses (by ID)
# Related to the LB_Rate, it determines if points garnered through 'killing'
# an ememy gives regular 'enemy' points or 'boss' points to your LB gauge.
LB_BOSSES = [17] # Set to enemy 17 (Skeleton)
# Hidden Actors (by ID)
# This array holds the ID number of Actors who hide their own Limit Break bars
# in both the battle and menu screens. Will only apply to both battle & menu.
$lb_hidden = [7] # Set to actor #7: Gloria
# Limit Break Max Value
LB_MAX = 1000
# Limit Break Fill Rates
# For flat rates & max value settings, the max value should not exceed LB_MAX.
LB_RATE = [ 10, 50, 200, # Hero Attacks the Enemy (rate, min., max.)
25, 25, 1000, # Hero delivers a CRITICAL! (rate, min., max.)
30, 1, 1000, # Hero takes Damage (rate, min., max.)
500, 750, 900, # Fatalaties: Enemy, Boss or Self (flat rate)
200, 200, 100, # Victory, Escape & Defending (flat rate)
160, 40, 160] # Loner, Action & Crit. Health (flat rate)
# Limit Break Death Wipe
# This supercedes the LB_RATE condition for the 'Hero Died' setting.
LB_D_WIPE = true # If true, death wipes out their LB points.
# Flexible positioning system. Default position appears under the STATUS txt.
$lb_menu_on = 1 # If set to '1', the bar is shown in the menu.
$lb_menu_pos = [ 0, 0, 190] # Positioning in the menu: X, Y, & bar width.
$lb_battle_pos = [ 0, 64, 120] # Positioning in the battle menu. Same setup.
# For special consideration... # RTAB and ParaDog Limit break bars use below.
$lb_rtab_pos = [ 0, -25, 111] # Position if using RTAB system. Same setup.
$lb_rtab_var = [0, 40] # Variable distances between hero's LB gauges.
# SE played when Limit Break filled
LB_RING = "006-System06"
#------------------------------------------------------------------------------#
# Do not edit below unless you know what you're doing. The following code is #
# for automatic systems in the script. Values are edited or passed elsewhere. #
#------------------------------------------------------------------------------#
# Stores the battler id for item users (needed for non-RTAB systems)
$item_user = nil
# Obtain the Limit Break 'id' from the system
$data_system = load_data("Data/System.rxdata")
$lb_element_id = $data_system.elements.index(LB_NAME)
#========================================================================
# C O N F I G U R A T I O N S Y S T E M E N D #
#========================================================================
module Limit_Shortcuts
#--------------------------------------------------------------------------
# * Attack / Struck an enemy (for type 0 conditions)
# aggressor : battler
# victim : battler
#--------------------------------------------------------------------------
def lb_attacker(aggressor, victim, current_dmg)
# Check to make sure the victim is an enemy and the aggressor is self
if aggressor.is_a?(Game_Actor) && victim.is_a?(Game_Enemy) && aggressor.lb_type == 0
# Limit Break growth calculation
lb_calc = current_dmg * LB_RATE[0] * 10 / victim.base_damage
# Adjust Limit Break growth between min & max values
lb_add = [[lb_calc, LB_RATE[1]].max, LB_RATE[2]].min
# OD gauge increase
aggressor.limitbreak += lb_add
end
end
#--------------------------------------------------------------------------
# * Damaged by an enemy (for type 2 conditions)
# aggressor : battler
# victim : battler
#--------------------------------------------------------------------------
def lb_damaged(aggressor, victim, current_dmg)
# Check to make sure the agressor is an enemy and the victim is self
if aggressor.is_a?(Game_Enemy) && victim.is_a?(Game_Actor) && victim.lb_type == 2
lb_calc = current_dmg * LB_RATE[6] * 10 / victim.maxhp
# Adjust Limit Break growth between min & max values
lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min
victim.limitbreak += lb_add
end
end
end
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles data surrounding the system. Backround music, etc.
# is managed here as well. Refer to "$game_system" for the instance of
# this class.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
# Additional values for the save/load feature
attr_accessor :lb_rtab_detected # Detect RTAB system
attr_accessor :lb_para_detected # Detect ParaDog system
attr_accessor :lb_mn # menu on
attr_accessor :lb_mp # menu position
attr_accessor :lb_bp # battle position
attr_accessor :lb_rp # rtab position
attr_accessor :lb_rv # rtab variance
attr_accessor :lb_h # hidden
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias lb_init initialize
def initialize
# Perform the original call
lb_init
@lb_rtab_detected = nil
@lb_para_detected = nil
# Create the savable values
@lb_mn = 0
@lb_mp = []
@lb_bp = []
@lb_rp = []
@lb_rv = []
@lb_h = []
end
end
#==============================================================================
# ** Scene_Save
#------------------------------------------------------------------------------
# This class performs save screen processing.
#==============================================================================
class Scene_Save < Scene_File
#--------------------------------------------------------------------------
# * Write Save Data
# file : write file object (opened)
#--------------------------------------------------------------------------
alias lb_wsd write_save_data
def write_save_data(file)
# Store the globals
$game_system.lb_mn = $lb_menu_on
$game_system.lb_mp = $lb_menu_pos
$game_system.lb_bp = $lb_battle_pos
$game_system.lb_rp = $lb_rtab_pos
$game_system.lb_rv = $lb_rtab_var
$game_system.lb_h = $lb_hidden
# Perform the original call
lb_wsd(file)
end
end
#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
# This class performs load screen processing.
#==============================================================================
class Scene_Load < Scene_File
#--------------------------------------------------------------------------
# * Read Save Data
# file : file object for reading (opened)
#--------------------------------------------------------------------------
alias lb_rsd read_save_data
def read_save_data(file)
#Perform the original call
lb_rsd(file)
# ReStore the globals
$lb_menu_on = $game_system.lb_mn
$lb_menu_pos = $game_system.lb_mp
$lb_battle_pos = $game_system.lb_bp
$lb_rtab_pos = $game_system.lb_rp
$lb_rtab_var = $game_system.lb_rv
$lb_hidden = $game_system.lb_h
end
end
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
# This class deals with battlers. It's used as a superclass for the Game_Actor
# and Game_Enemy classes.
#==============================================================================
class Game_Battler
include Limit_Shortcuts
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :max_ct
attr_accessor :base_damage
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias lb_init initialize
def initialize
lb_init
if max_ct != nil
$game_system.lb_para_detected = true
end
end
#--------------------------------------------------------------------------
# * Applying Normal Attack Effects (Edited)
# attacker : battler
#--------------------------------------------------------------------------
alias lb_attack_effect attack_effect
def attack_effect(attacker)
# Attach base damage to battler (for self.base_damage)
@base_damage = nil
# Execute the original process
result = lb_attack_effect(attacker)
# Set current damage (rtab or not)
current_dmg = self.damage
if $game_system.lb_rtab_detected; current_dmg = self.damage[attacker]; end
# Set crit flag (rtab or not)
current_crit = self.critical
if $game_system.lb_rtab_detected; current_crit = self.critical[attacker]; end
# Calculate basic damage
if @base_damage == nil
@base_damage =
[attacker.atk - self.pdef / 2, 0].max * (20 + attacker.str) / 20
end
# When actual physical damage is applied
if result && current_dmg.is_a?(Numeric) && self.base_damage > 0
# When HERO attacking the enemy (and tagged for 'Attack')
lb_attacker(attacker, self, current_dmg)
# If the HERO made a critical hit on the Enemy
if attacker.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && attacker.lb_type == 1
if current_crit
# Limit Break growth calculation
lb_calc = current_dmg * LB_RATE[3] * 10 / self.base_damage
# Adjust Limit Break growth between min & max values
lb_add = [[lb_calc, LB_RATE[4]].max, LB_RATE[5]].min
# OD gauge increase
attacker.limitbreak += lb_add
end
end
# When HERO is damaged by the enemy (and tagged for 'Damaged')
lb_damaged(attacker, self, current_dmg)
end
return result
end
#--------------------------------------------------------------------------
# * Apply Skill Effects
# user : the one using skills (battler)
# skill : skill
#--------------------------------------------------------------------------
alias lb_skill_effect skill_effect
def skill_effect(user, skill)
# Attach base damage to battler (for self.base_damage)
@base_damage = nil
# Execute the original process
result = lb_skill_effect(user, skill)
# Set current damage (rtab or not)
current_dmg = self.damage
if $game_system.lb_rtab_detected; current_dmg = self.damage[user]; end
# Recalculate the base (unadjusted) damage
if @base_damage == nil
# Calculate power
power = skill.power + user.atk * skill.atk_f / 100
if power > 0
power -= self.pdef * skill.pdef_f / 200
power -= self.mdef * skill.mdef_f / 200
power = [power, 0].max
end
# Calculate rate
rate = 20
rate += (user.str * skill.str_f / 100)
rate += (user.dex * skill.dex_f / 100)
rate += (user.agi * skill.agi_f / 100)
rate += (user.int * skill.int_f / 100)
# Calculate basic damage
@base_damage = power * rate / 20
end
# When actual physical damage is applied
if result && current_dmg.is_a?(Numeric) && self.base_damage > 0
# When HERO attacking the enemy (and tagged for 'Attack')
lb_attacker(user, self, current_dmg)
# When HERO is damaged by the enemy (and tagged for 'Damaged')
lb_damaged(user, self, current_dmg)
end
# When limitbreak skill is used
if user.is_a?(Game_Actor) && skill.element_set.include?($lb_element_id)
# Reset gauge
user.limitbreak = 0
end
return result
end
#--------------------------------------------------------------------------
# * Application of Item Effects
# item : item
#--------------------------------------------------------------------------
alias lb_item_effect item_effect
def item_effect(item, battler = @active_battler)
# Attach base damage to battler (for self.base_damage)
@base_damage = nil
# Set 'user' to the current battler (and ensure if RTAB)
user = $item_user
if $game_system.lb_rtab_detected; user = battler; end
# Execute the original process (RTAB or not)
if $game_system.lb_rtab_detected
result = lb_item_effect(item, user)
else
result = lb_item_effect(item)
end
# Set current damage (rtab or not)
current_dmg = self.damage
if $game_system.lb_rtab_detected; current_dmg = self.damage[user]; end
# Recalculate the base (unadjusted) damage
if @base_damage == nil
#Calculate power
power = maxhp * item.recover_hp_rate / 100 + item.recover_hp
if power < 0
power += self.pdef * item.pdef_f / 20
power = [power, 0].min
end
# Set damage value and reverse item power amount
@base_damage = -power
end
# When actual physical damage is applied
if result && current_dmg.is_a?(Numeric) && self.base_damage > 0
# When HERO attacking the enemy (and tagged for 'Attack')
lb_attacker(user, self, current_dmg)
# When HERO is damaged by the enemy (and tagged for 'Damaged')
lb_damaged(user, self, current_dmg)
end
return result
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :limitbreak # Limitbreak value
attr_accessor :lb_type # Limitbreak action type
attr_accessor :limitbreak_ring # Limit Break Ring Checker
attr_accessor :battle_started
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
alias lb_setup setup
def setup(actor_id)
# Perform the original call
lb_setup(actor_id)
@limitbreak = 0 # Reset Limit Break gauge to zero
@lb_type = LB_START # Set the Limit Break type to 'config' settings.
@limitbreak_ring = false # Turn the 'ring' off
@battle_started = false
end
#--------------------------------------------------------------------------
# * Determine if Skill can be Used
# skill_id : skill ID
#--------------------------------------------------------------------------
alias lb_skill_can_use? skill_can_use?
def skill_can_use?(skill_id)
# Get result from original call
result = lb_skill_can_use?(skill_id)
# Return if already disabled
return if result == false
# Obtain skill from database
skill = $data_skills[skill_id]
# Only perform if skill
if skill != nil
# Only perform if includes the Element
if skill.element_set.include?($lb_element_id)
# If the limitbreak bar is filled, skill is available
if self.limitbreak == LB_MAX
result = true
# Otherwise, it isn't
else
result = false
end
end
end
return result & super
end
#--------------------------------------------------------------------------
# * Adjust the limitbreak value (permits addition & keeps within range)
#--------------------------------------------------------------------------
def limitbreak=(limitbreak)
@limitbreak = limitbreak
@limitbreak = LB_MAX if @limitbreak > LB_MAX
@limitbreak = 0 if @limitbreak < 0
end
#--------------------------------------------------------------------------
# * Acquire Limit Break value (nil values won't cause errors now)
#--------------------------------------------------------------------------
def limitbreak
# Return 0 if nil (prevent errors)
@limitbreak = 0 if @limitbreak == nil
return @limitbreak
end
end
#==============================================================================
# ** Window_Base
#------------------------------------------------------------------------------
# This class is for all in-game windows.
#==============================================================================
class Window_Base
#--------------------------------------------------------------------------
# * Draw Actor Name
#--------------------------------------------------------------------------
alias lb_draw_actor_name draw_actor_name
def draw_actor_name(actor, x, y)
# Only perform if the actor isn't hidden
unless $lb_hidden.include?(actor.id)
# Set/reset the x, y and width of the Limit Break bar.
ox = $game_temp.in_battle ? $lb_battle_pos[0] : $lb_menu_pos[0]
oy = $game_temp.in_battle ? $lb_battle_pos[1] : $lb_menu_pos[1]
ow = $game_temp.in_battle ? $lb_battle_pos[2] : $lb_menu_pos[2]
# To menu... or not to menu
if $lb_menu_on == 1 && !$game_temp.in_battle
draw_actor_lb(actor, x + ox, y + oy + 32, ow)
elsif $game_temp.in_battle
unless $game_system.lb_rtab_detected or $game_system.lb_para_detected
draw_actor_lb(actor, x + ox, y + oy + 32, ow)
end
end
end
lb_draw_actor_name(actor, x, y)
end
#--------------------------------------------------------------------------
# * Draw Battler Name
#--------------------------------------------------------------------------
# If the BattleStatus value of 'Alignment' exists
if $bstat_align != nil
alias lb_draw_battler_name draw_battler_name
def draw_battler_name(actor, x, y)
# Only perform if the actor isn't hidden
unless $lb_hidden.include?(actor.id)
# Set/reset the x, y and width of the Limit Break bar.
ox = $game_temp.in_battle ? $lb_battle_pos[0] : $lb_menu_pos[0]
oy = $game_temp.in_battle ? $lb_battle_pos[1] : $lb_menu_pos[1]
ow = $game_temp.in_battle ? $lb_battle_pos[2] : $lb_menu_pos[2]
# To menu... or not to menu
if $lb_menu_on == 1 && !$game_temp.in_battle
draw_actor_lb(actor, x + ox, y + oy + 32, ow)
elsif $game_temp.in_battle
unless $game_system.lb_rtab_detected or $game_system.lb_para_detected
draw_actor_lb(actor, x + ox, y + oy + 32, ow)
end
end
end
lb_draw_battler_name(actor, x, y)
end
end
#--------------------------------------------------------------------------
# * Draw Limit Break Meter
#--------------------------------------------------------------------------
def draw_actor_lb(actor, x, y, width = 144)
if defined?(gauge_rect)
rate = actor.limitbreak.to_f / LB_MAX
plus_x = 0
rate_x = 0
plus_y = 25
plus_width = 0
rate_width = 100
height = 10
align1 = 1
align2 = 2
align3 = 0
grade1 = 1
grade2 = 0
color1 = Color.new(0, 0, 0, 192)
color2 = Color.new(255, 255, 192, 192)
color3 = Color.new(0, 0, 0, 192)
color4 = Color.new(64, 0, 0, 192)
color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
lb = (width + plus_width) * actor.limitbreak * rate_width / 100 / LB_MAX
gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
width, plus_width + width * rate_width / 100,
height, lb, align1, align2, align3,
color1, color2, color3, color4, color5, color6, grade1, grade2)
end
end
end
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
# This window displays the status of all party members on the battle screen.
#==============================================================================
class Window_BattleStatus < Window_Base
alias lb_init initialize
def initialize
lb_init
if defined?(at_refresh)
$game_system.lb_rtab_detected = true
end
refresh
end
#--------------------------------------------------------------------------
# * Full Limit Break Gauge SE
#--------------------------------------------------------------------------
def full_lb_se
if LB_RING != nil
if LB_RING != ""
Audio.se_play("Audio/SE/" + LB_RING, 80, 100)
end
end
end
#--------------------------------------------------------------------------
# * Frame renewal
#--------------------------------------------------------------------------
alias lb_refresh refresh
def refresh(number = 0)
# Call the original def
if $game_system.lb_rtab_detected
lb_refresh(number)
else
lb_refresh
end
# This block is needed only if RTAB in use
if $game_system.lb_rtab_detected or $game_system.lb_para_detected
# Ensure bitmap available for bar drawing
if self.contents == nil
self.contents = Bitmap.new(width - 32 ,height - 32)
end
# Search through actors & draw bar if applicable
if number == 0
for i in 0...$game_party.actors.size
rtab_pos_x = $lb_rtab_pos[0] + ($lb_rtab_var[0] * i)
rtab_pos_y = $lb_rtab_pos[1] + ($lb_rtab_var[1] * i)
unless $lb_hidden.include?($game_party.actors[i].id)
draw_actor_lb($game_party.actors[i], rtab_pos_x, rtab_pos_y+10, $lb_rtab_pos[2])
end
end
else
if $game_party.actors[number].is_a?(Game_Actor)
rtab_pos_x = $lb_rtab_pos[0] + ($lb_rtab_var[0] * number)
rtab_pos_y = $lb_rtab_pos[1] + ($lb_rtab_var[1] * number)
unless $lb_hidden.include?($game_party.actors[number].id)
draw_actor_lb($game_party.actors[number], rtab_pos_x, rtab_pos_y+10, $lb_rtab_pos[2])
end
end
end
end
# Go through the Actors
$game_party.actors.each { |actor|
# Only perform if the actor exists
next unless actor.exist?
# When the Limit Break gauge is set to zero,
# Reset the Limit Break Ringer to false
if actor.limitbreak == 0
actor.limitbreak_ring = false
end
# When the Limit Break Ringer hasn't rung
if actor.limitbreak_ring == false
# But, if the Limit Break Bar is filled
if actor.limitbreak == LB_MAX
# Do not permit hidden actor bars to ring
unless $lb_hidden.include?(actor.id)
# If the battle only just started
if actor.battle_started == true
# turn off the battle started flag
actor.battle_started = false
else
# Play the Limit Break Sound Effect
full_lb_se
end
end
# And Set the Limit Break Ringer to true
actor.limitbreak_ring = true
end
end
}
end
end
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
alias lb_main main
def main
# Ensure that the limitbreak SE doesn't chime at battle start
for i in 0...$game_party.actors.size
if $game_party.actors[i].limitbreak == LB_MAX
$game_party.actors[i].battle_started = true
$game_party.actors[i].limitbreak_ring = true
end
end
lb_main
end
#--------------------------------------------------------------------------
# * Battle Ends
# result : results (0:win 1:lose 2:escape)
#--------------------------------------------------------------------------
alias lb_battle_end battle_end
def battle_end(result)
# Branch on Battle condition
case result
when 0 # Victory
$game_party.actors.each { |actor|
next unless actor.exist?
# For each actor who won & set to Victory
if actor.lb_type == 6
actor.limitbreak += LB_RATE[12]
end
}
when 1 # Escape
$game_party.actors.each { |actor|
next unless actor.exist?
# For each actor who ran & set to Escape
if actor.lb_type == 7
actor.limitbreak += LB_RATE[13]
end
}
end
# Defeat
lb_battle_end(result)
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 2 : start action)
#--------------------------------------------------------------------------
alias lb_adddate_p4_s2 update_phase4_step2
def update_phase4_step2(battler = @active_battler)
# Perform only if actor
if battler.is_a?(Game_Actor)
# Reset adding value
lb_add = 0
# Branch on LimitBreak type
case battler.lb_type
when 8 # When Defending
if battler.current_action.kind = 0
if battler.current_action.basic == 1
lb_add = LB_RATE[14]
print lb_add
end
end
when 9 # When it's a lone battler
if $game_party.actors.size == 1
lb_add = LB_RATE[15]
end
when 10 # When performing ANY acton
lb_add = LB_RATE[16]
when 11 # If in CRITICAL
if battler.hp <= @active_battler.maxhp / 4
lb_add = LB_RATE[17]
end
end
# Add values to limitbreak
battler.limitbreak += lb_add
end
# Perform the original call
if $game_system.lb_rtab_detected; lb_adddate_p4_s2(battler); else; lb_adddate_p4_s2; end
end
#--------------------------------------------------------------------------
# * Make Item Action Results
#--------------------------------------------------------------------------
alias lb_miar make_item_action_result
def make_item_action_result(battler = @active_battler)
$item_user = battler
# Perform the original call
if $game_system.lb_rtab_detected; lb_miar(battler); else; lb_miar; end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 4 : animation for target)
#--------------------------------------------------------------------------
alias lb_update_p4_s4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
if $game_system.lb_rtab_detected
@status_window.update
@status_window.refresh
end
# Perform the original call
if $game_system.lb_rtab_detected; lb_update_p4_s4(battler); else lb_update_p4_s4 ; end
end
#--------------------------------------------------------------------------
# * Frame Update (main phase step 6 : refresh)
#--------------------------------------------------------------------------
alias lb_up4s6 update_phase4_step6
def update_phase4_step6(battler=@active_battler)
@rtab = !@target_battlers
for target in (@rtab ? battler.target : @target_battlers)
# If a battler has died
if target.dead?
# If the battler is an enemy
if target.is_a?(Game_Enemy)
# If an enemy killed check is performed
if battler.lb_type == 3
battler.limitbreak += LB_RATE[9]
# If a boss enemy check is performed
elsif battler.lb_type == 4
if LB_BOSSES.include?(target.id)
battler.limitbreak += LB_RATE[10]
end
end
# else the battler is an actor
else
# if a 'Hero Dies' check is performed
if target.lb_type == 5
target.limitbreak += LB_RATE[11]
end
# If the Limit Break Death Wipe feature is on
if LB_D_WIPE
target.limitbreak = 0
end
end
if $game_system.lb_rtab_detected
@status_window.update
@status_window.refresh
end
end
end
@rtab ? lb_up4s6(battler) : lb_up4s6
end
end
I wanted to know if there was a way to make a limit gauge bar show up here:
http://i189.photobucket.com/albums/z32/ ... nshot1.jpg[/img]
Right below the hp and sp bars would be perfect.