when 1'm combining cogwheel RTAB with DerVVulfman Limit Break, theres something wrong, although i have used scripts to connect them (by Clive
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.), the limit break show at the left side of screen. but the fact is i using front view battle system, so its lookin awkward, what i want is the limit bar placed upon ATb bar for every character.
Anyone could Help me?
I wanna know which line must be edited or changed to make these thing work or maybe you can give me some demos or examples, that ready combined those two aspect (RTAB With Limit BReak in Front view battle System).
Helpp Mee.....
I'm newbie at RGSS
screenshot problem, sign with red cicle
http://img2.freeimagehosting.net/uploads/66b4e264df.jpg[/img]
Limit Break code
# based on Cogwheel's Bars and Sephiroth Spawn's Slanted Bars.), the limit break show at the left side of screen. but the fact is i using front view battle system, so its lookin awkward, what i want is the limit bar placed upon ATb bar for every character.
Anyone could Help me?
I wanna know which line must be edited or changed to make these thing work or maybe you can give me some demos or examples, that ready combined those two aspect (RTAB With Limit BReak in Front view battle System).
Helpp Mee.....
I'm newbie at RGSS
screenshot problem, sign with red cicle
http://img2.freeimagehosting.net/uploads/66b4e264df.jpg[/img]
Limit Break code
#==============================================================================
# ** Limit Break (DVV's)
#------------------------------------------------------------------------------
# by DerVVulfman
# version 2.5
# 01-10-2008
# 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.
# Also to VinVulpis for noting a misplaced @active_battler value, and final-
# ly to Nadim who found that enemies attacking themselves caused nil errors
# as no 'actor' performed these actions.
#
#==============================================================================
#=======================================================================#
# ** 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.id)
draw_actor_lb($game_party.actors, 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.limitbreak == LB_MAX
$game_party.actors.battle_started = true
$game_party.actors.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]
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 <= 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 target battler is an enemy
if target.is_a?(Game_Enemy)
# Only if the attacker is an actor
unless battler.is_a?(Game_Actor)
# 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
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
# ** Limit Break (DVV's)
#------------------------------------------------------------------------------
# by DerVVulfman
# version 2.5
# 01-10-2008
# 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.
# Also to VinVulpis for noting a misplaced @active_battler value, and final-
# ly to Nadim who found that enemies attacking themselves caused nil errors
# as no 'actor' performed these actions.
#
#==============================================================================
#=======================================================================#
# ** 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.id)
draw_actor_lb($game_party.actors, 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.limitbreak == LB_MAX
$game_party.actors.battle_started = true
$game_party.actors.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]
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 <= 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 target battler is an enemy
if target.is_a?(Game_Enemy)
# Only if the attacker is an actor
unless battler.is_a?(Game_Actor)
# 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
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