First time at rmrk so excuse me if i start acting like a bix noot.
Anyways, I'm making a simple game, using mostly the most basic of scrips.
And what i would like is a Limmit break script, Yaknow, like in Final fantasy 8.
The trick is, i dont want to to be just a
"When hp below 10% add skill ____" Script, then it really wouldent have the "Limmit break" feel to it. What i would like is something like Blizz's Overdrive script. But i failed horridly because i dont know how to preform a call script command. So if anyone could make a more... "plug-n-play" kind of script, i would be so very in debt to you.
Or show me how to preform a call script command, and where.
Also...one last request. A simple HP bar/SP Bar/EXP bar/LB bar.
Hp-red
SP-blue
Exp-Yellow
Lb-Crimson
First off, it's Limit Break, one m.
Secondly, the system you're kinda describing there is different than in FF8. FF8 has a set up where you'd pull off your limit break if your health was at a low enough level or under special circumstances. Do you mean you want a system that randomly pulls off "desperate moves" when your health is low (as in FF8), or something that builds up over time like an overdrive (as in FF7)?
Off Topic:Thanks for the correction.
On Topic: I'd kinda like a "Desperate moves" script.
But i got blizz's overdrive script working, I was just thinking like a retard when i attempted to use it the first time.
I'd like to try a FF8-imitation Limit breaker script.
But if its too much hassle, then don't bother.
to be fair it would also sometimes just give you a limit in FF8 via pure luck. then there were the items that would give you one automatically, Aura? something like that. i really liked that game man
Did a bit of digging and found this.
[spoiler]#==========================================================================
# ** SG Desperation Attacks
#==========================================================================
# by sandgolem
# Version 2
# January 15th, 2008
#==========================================================================
module SG
DesperationSkills = Hash.new
DesperationHP = 20
DesperationChance = 25
DesperationReplace = false
DesperationSwitch = 0
DesperationSkills[1] = [5]
DesperationSkills[2] = [10]
DesperationSkills[7] = [11]
DesperationSkills[8] = [56]
end
#==========================================================================
if Object.const_defined?('SDK')
SDK.log('SG Desperation Attacks', 'sandgolem', 2, '15.01.08')
@sg_desperation_disabled = true if !SDK.enabled?('SG Desperation Attacks')
end
if !@sg_desperation_disabled
#--------------------------------------------------------------------------
class Game_Actor; attr_accessor :sg_desperation; end
class Scene_Battle
def sg_desperation
return if $game_switches[SG::DesperationSwitch]
if @active_battler.is_a?(Game_Actor) &&
SG::DesperationSkills[@active_battler.id] != nil &&
@active_battler.current_action.basic == 0 &&
!@active_battler.sg_desperation && !judge &&
(@active_battler.hp * 100 / @active_battler.maxhp) <= SG::DesperationHP &&
(rand(100)) < SG::DesperationChance
@target_battlers = [] if !SG::DesperationReplace
sg = SG::DesperationSkills[@active_battler.id]
@active_battler.current_action.skill_id = sg[rand(sg.size)]
@active_battler.current_action.forcing = true
@active_battler.sg_desperation = true
@active_battler.current_action.kind = 1
return true
end
return false
end
alias_method :sg_desperation_phase2, :start_phase2
def start_phase2
sg_desperation_phase2
$game_party.actors.each { |i| i.sg_desperation = nil }
end
if SG::DesperationReplace
alias_method :sg_desperation_makebasic, :make_basic_action_result
def make_basic_action_result
if sg_desperation
make_skill_action_result
return
end
sg_desperation_makebasic
end
else
alias_method :sg_desperation_update4step5, :update_phase4_step5
def update_phase4_step5
sg_desperation_update4step5
@phase4_step = 2 if sg_desperation
end
end
end
#--------------------------------------------------------------------------
end
If I'm looking at it right, you just plug in the numbers you want at the beginning there.
DesperationHP is the health percentage that the desperate moves can be activated in.
DesperationChance is the random chance of a desperate move being pulled off.
DesperationReplace is whether the desperate move should replace the regular attack or be in addition to.
DesperationSwitch is the ID number of the switch used to turn this feature on or off.
Then, you add in the skill that you want for each individual character.
DesperationSkills[Actor ID number] = [Skill ID number]
Just repeat this for every character in your party.
[/spoiler]
Ok..that script is SOMEWHAT what im looking for, but im thinking maybe a bit more of a graphic to it.
Something like this *Points to attachments*, only it puts the arrow next to attack, and lets you select weather to do a normal attack, or a limit break, instead of just a randomly overpowered attack.
BUT only allow the option to be seen when at critical HP, under a certan chance, and then and ONLY then, could it appear.