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Merge - Gradient Bars + Dervv Limit Break

Well, the title itself does my request. After i tried to merge them without sucess, i'm here asking you guys to help me. I'll post the 2 scripts here.

DERVVULFMAN LIMIT BREAK

PHP:
#==============================================================================
# *** Limit Break (DVV's)                                          (03-18-2007)
# *** Version 1.6
#------------------------------------------------------------------------------
# by DerVVulfman
# 
#   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 is still designed  'menu-less'  so there would be  no conflicts with any
#   custom menu scripts.  However,  with a little work, making a menu system to
#   change an actor's limit break fill-type (Attack/Defend/Guard) can be accom-
#   plished fairly easily... for the script literate.  :)
#
#   It still requires Cogwheel's HP/SP/EXP Gauge script to draw the Limit Break
#   bar, unless a suitable Bar Drawing script is available.   However,  without 
#   the bar drawing script, you will not get an error.   You just won't see the
#   bars on the screen.   Previous scripts  either had  their own 'cheaper' bar
#   rendering system, or had 'REQUIRED' scripts that without 'em... crashed.
#
#   Bug reported by link2795 for healing items crashing the game when used with
#   the RTAB system.  Bug caught and squashed.
#
#   Removed Window_BattleStatus's 'Update' def as re-aliasation slowed the game
#   down without contributing to anything.  It was a bug in the KGC_OverDrive
#   and previous BattleStatus Mod script combined.
#
#   Converted the positioning system's CONSTANTS into ($)GLOBAL values that you
#   can edit and change from a script call.   That way, positioning of the bars
#   can be changed based on which menu  or battlestatus window you are using at
#   the time.
#
#   Added a feature to hide limit break bars from the menu and the battlestatus
#   screens. Simple enough... just fill the array with the ID of the heroes you
#   don't want to have visible bars.  As it TOO uses ($)GLOBAL values, you can
#   change it through a script call.
#
#   Added save/load feature so ($)GLOBAL values that are changed through script
#   calls can be recorded into the savegame files.
#
#==============================================================================

#==============================================================================
#                         * Configuration Section *
#==============================================================================

  # 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 = [3]  # Set to actor #3, Cyrus
  
 
  # 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)
                
  
  # 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.
  $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)
  
#==============================================================================
#                       * Configuration Section 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_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
    # 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_hide
    # 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_hide       = $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
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------  
  attr_accessor :base_damage
  #--------------------------------------------------------------------------
  # * 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 $rtab_detected; current_dmg = self.damage[attacker]; end
    # Set crit flag (rtab or not)
    current_crit = self.critical
    if $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')
      if attacker.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && attacker.lb_type == 0 
        # Limit Break growth calculation
        lb_calc = current_dmg * LB_RATE[0] * 10 / self.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
        attacker.limitbreak += lb_add
      end
      # 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')
      if attacker.is_a?(Game_Enemy) && self.is_a?(Game_Actor) && self.lb_type == 2 
        lb_calc = current_dmg * LB_RATE[6] * 10 / self.maxhp
        # Adjust Limit Break growth between min & max values
        lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min
        self.limitbreak += lb_add
      end
      # IF a battler has died
      if self.dead?
        # Regular killing move check.
        if attacker.is_a?(Game_Actor) && attacker.lb_type == 3
          attacker.limitbreak += LB_RATE[9]  
        # Killed a boss enemy  
        elsif attacker.is_a?(Game_Actor) && attacker.lb_type == 4 &&
          LB_BOSSES.include?(self.id)
          attacker.limitbreak += LB_RATE[10]  
        end
        # Hero dies
        if self.is_a?(Game_Actor) && self.lb_type == 5
          self.limitbreak += LB_RATE[11]  
        end        
      end
    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 $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')
      if user.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && user.lb_type == 0
        # Limit Break growth calculation
        lb_calc = current_dmg * LB_RATE[0] * 10 / self.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
        user.limitbreak += lb_add
      end
      # When HERO is damaged by the enemy (and tagged for 'Damaged')
      if user.is_a?(Game_Enemy) && self.is_a?(Game_Actor) && self.lb_type == 2
        lb_calc = current_dmg * LB_RATE[6] * 10 / self.maxhp
        # Adjust Limit Break growth between min & max values
        lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min
        self.limitbreak += lb_add
      end
      # IF a battler has died
      if self.dead?
        # Regular killing move check.
        if user.is_a?(Game_Actor) && user.lb_type == 3
          user.limitbreak += LB_RATE[9]  
        # Killed a boss enemy  
        elsif user.is_a?(Game_Actor) && user.lb_type == 4 &&
          LB_BOSSES.include?(self.id)
          user.limitbreak += LB_RATE[10]  
        end
        # Hero dies
        if self.is_a?(Game_Actor) && self.lb_type == 5
          self.limitbreak += LB_RATE[11]  
        end        
      end
    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 $rtab_detected; user = battler; end
    # Execute the original process (RTAB or not)
    if $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 $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')
      if user.is_a?(Game_Actor) && self.is_a?(Game_Enemy) && user.lb_type == 0
        # Limit Break growth calculation
        lb_calc = current_dmg * LB_RATE[0] * 10 / self.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
        user.limitbreak += lb_add
      end
      # When HERO is damaged by the enemy (and tagged for 'Damaged')
      if user.is_a?(Game_Enemy) && self.is_a?(Game_Actor) && self.lb_type == 2
        lb_calc = current_dmg * LB_RATE[6] * 10 / self.maxhp
        # Adjust Limit Break growth between min & max values
        lb_add = [[lb_calc, LB_RATE[7]].max, LB_RATE[8]].min
        self.limitbreak += lb_add
      end
      # IF a battler has died
      if self.dead?
        # Regular killing move check.
        if user.is_a?(Game_Actor) && user.lb_type == 3
          user.limitbreak += LB_RATE[9]  
        # Killed a boss enemy  
        elsif user.is_a?(Game_Actor) && user.lb_type == 4 &&
          LB_BOSSES.include?(self.id)
          user.limitbreak += LB_RATE[10]  
        end
        # Hero dies
        if self.is_a?(Game_Actor) && self.lb_type == 5
          self.limitbreak += LB_RATE[11]  
        end        
      end
    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
  #--------------------------------------------------------------------------
  # * 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
  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 $rtab_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 $rtab_detected
            draw_actor_lb(actor, x + ox, y + oy + 32, ow)
          end
        end
      end
      lb_draw_battler_name(actor, x, y)
    end    
  end
  #--------------------------------------------------------------------------
  # * Draw Overdrive 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)
      $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 $rtab_detected
      lb_refresh(number)
    else
      lb_refresh
    end
    # This block is needed only if RTAB in use
    if $rtab_detected
      # Ensure bitmap available for bar drawing
      if self.contents == nil
        self.contents = Bitmap.new(width - 32 ,height - 32)
      end
      # Search through actors & draw bar if applicable
      if number == 0
        for i in 0...$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 Overdrive Ringer hasn't rung
      if actor.limitbreak_ring == false
        # But, if the Overdrive Bar is filled
        if actor.limitbreak == LB_MAX
          # Play the Overdrive Sound Effect
          full_lb_se
          # And Set the Overdrive Ringer to true
          actor.limitbreak_ring = true
        end
      end
      }        
  end
end



#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * 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 $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 $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 $rtab_detected
      @status_window.update
      @status_window.refresh
     end
    # Perform the original call
    if $rtab_detected; lb_update_p4_s4(battler); else lb_update_p4_s4 ; end    
  end
end


TRICKSTER GRADIENT BARS
You can get it here:
http://www.rmxp.org/forums/downloads.php?do=file&id=7


Thanks ;)
 
You mean this???

EDIT:

CLICKETY!!!

I of course planned to re-post this after the move back to the RMXP.Org domain name. I figured that the most recent posts could possibly get deleted during the move. That's why I didn't post it until now. Actually, I'm pleased that the most recent move DID preserve my recent message.

Remember that you'll need to get Window_Sprites by Trickster, and it's only available in an official English-Version RMXP Demo. And that this script is 99% Trickster's. Only some editing was performed to adapt it to Limit Break.
 

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