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[Requst] Limmit Break script

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Rep: +0/-0Level 82
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

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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)?




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Rep: +0/-0Level 82
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.

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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

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Did a bit of digging and found this.

Spoiler for:
Code: [Select]
#==========================================================================
# ** 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.





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Rep: +0/-0Level 82
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.