Limit Break

Nogotogon

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If you have the setting to replace the attack it will not work if you have a different script that changes what attack is
 

Esjitu

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Hey is there any way to change the COLOR of the command "Limit" that comes up? Because if I can make it yellow it'll seem like an actual special command.

Edit: Nevermind! I figured it out with this...here's to anyone who wants to use it, It's from Tsukihime

class Window_ActorCommand < Window_Command def draw_item(index) if command_name(index) == "Limit" change_color(Color.new(255,0, 0), command_enabled?(index)) else change_color(normal_color, command_enabled?(index)) end draw_text(item_rect_for_text(index), command_name(index), alignment) endendjust put it above the limit script and viola!
Here's an implementation that seems to work with Yanfly Battle Engine, Yanfly's Visual Battlers, Yanfly's Free Turn Battle System, and Yami's Battle Engine Symphony(and any combination of those that works), The Max Tp animation is displayed at the end of a turn, and can be shown for enemies as well. It's only checking for full TP, and not checking for the limit_break_7 notetag, but I can change that if it's wanted.

module Selchar module Max_Tp_Ani Actors_Only = false Default = 107 endendclass Scene_Battle < Scene_Base alias :max_tp_ani_turn_end :turn_end def turn_end max_tp_ani_turn_end temp = [] battlers = Selchar::Max_Tp_Ani::Actors_Only ? $game_party.members : all_battle_members battlers.each do |i| temp << i if i.tp == i.max_tp end show_normal_animation(temp, Selchar::Max_Tp_Ani::Default) endendIt doesn't work with Fomar's ATB however, or his Yanfly Compatible ATB(or at least not in a way that's be useful), but I'll see if I can put something together that works with those if it's desired. Let me know how you like it.Edit: Hitting a road block with the ATB compatible version, but I'll keep looking to see if I can figure out how to do it.
Could a scripter maybe reformat these since the forum garbled them up? Pasting them in as-is throws errors and I don't know enough about Ruby to fix them.
 

Metaphora

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Hi! I am using both scripts and i'm glad they are compatible because they work good together on my game. I think they are very good.
Just wondering, is there a way to keep the TP after battle? i mean, the tp bar always displays 0, it fills in battle and resets back to 0 after.
I'm trying to make it so the tp numbers remain after battle, is it possible to do this?
 

Kes

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@Metaphora Normally this is done in the database, actor tab.

Click a new line in the Features section, select the 6th tab in the box that comes up, then select the button for retaining TP. I'm on my phone so can't check the precise wording.

Do that for each actor where you want them to preserve their TP.
 
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Metaphora

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@Metaphora Normally this is done in the database, actor tab.

Click a new line in the Features section, select the 6th tab in the box that comes up, then select the button for retaining TP. I'm on my phone so can't check the precise wording.

Do that for each actor where you want them to preserve their TP.
Yes, that's exactly the procedure. I should figured that out, i was looking at the script to find a solution... feeling like a rookie here :,D
Thanks for the fast reply and i'm sorry for posting such a silly question. Thank you.
 

Kes

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@Metaphora I've been using Ace for years and I'm still discovering stuff I never knew, so no problem.

What you might find useful is some of the things in Andar's compilation of info for new users. One of the things he links to is a playable tutorial on the Event Command Menu, which I can guarantee will include things you didn't know you could do without a script. Being interactive, it's a great way to learn, and the bonus is that you can open the tutorial up in your editor and see how things were done.
 

Metaphora

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@Kes I will take a look at it so i can learn from it.
Thank you.
 

RachelTheSeeker

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Hey! Been looking for something like this. The one caveat I'm curious is: is there any way to deplete the TP meter to zero if the actor is KO'd? In this way, it'll feel even closer to a FF7 limit break, and force characters to survive instead of just taking damage.

Other than that query, this is exactly what I was looking for: a use for TP that replaces the Attack command when it maxes out, and whose skills only become available when it's filled. Awesome work!
 

Exodus232

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Hi I am newbie on programation, i prefer graphic

I just follow your tutorial on this page

Limit Break
Limit Break 1.01 Selchar Introduction These scripts attempts to mimic the Limit Break features of FF7 & FF8 in battles only. When setup, the Limit command(or whatever you call said skill category) will appear when either your TP gauge is full, or your health is below a certain %(+ random...
forums.rpgmakerweb.com
forums.rpgmakerweb.com

- Install the script = DONE
- Modif categorie of spell '' (Type_ID ) = DONE
- Add on note tag hero "<use_limit_break_7>" = DONE

i tested but nothing display on battle when the TP = 100

Please help me
 

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