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Original Source

  • Original title: Limit Break
  • Original author: Selchar
  • Original date: April 3, 2013
  • Source thread: https://forums.rpgmakerweb.com/threads/limit-break.11251/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)

Summary

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 chance)

Archived First Post

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 chance)

Features

- Adds a skill command to your actor's command list when your TP gauge is full, which will either appear above Attack or replace it depending on settings.

- Any skills under your chosen category will cost all of your TP, much like how the Limit gauge empties in FF7 after usage.

- Choose which actors have this feature with a notetag, instead of giving it to everyone.

How to Use


Instructions are in the script, but in summary, to make an actor eligible for Limit Breaks, add the notetag <use_limit_break_7>, or <use_limit_break_8> to their notebox, depending on the script used. You should also set aside a skill category(like skill/magic, which are the default) to be used by the script, and have any Limit Break type moves be in said category. Your actors must have learned the skill for it to appear in battle of course. And you do NOT need to add the skill category to your actor/class. (It won't appear even if you do add it).

Note: There are 2 different scripts, both require my Skill Command Exceptions script

Script
Required: Add Skill Command Exceptions
Limit Break 7
Limit Break 8
FAQ

Q: Are there any compatibility issues?

A1: It does not work with Tsukihime's Command Manager, it has been made compatible with Yanfly's Battle Commands tho, and Victors stuff from the looks of it, but if you're using his scripts, you may as well use his command replacer.

A2: It may and it may not have issues with other scripts that effect the actor_command window, or TP in certain ways.

Q: Commercial/Non-Commercial?

A: Anything goes.

Credit and Thanks

- Selchar

- Square Soft/Enix for making Final Fantasy 7/8

Author's Notes

When using Yanfly's Battle Engine, the TP gauge is not displayed unless you have both learned a skill that costs TP and have a feature that add's said skill's category to your actor. In such a case, if you don't want to have any usable skills that have TP costs, adding your "Limit Break" category will do the trick. I've made sure you won't have access to said category even if you do that. Unless another script conflicts with that for some reason of course.

Features Mentioned

  • Adds a skill command to your actor's command list when your TP gauge is full, which will either appear above Attack or replace it depending on settings.
  • Any skills under your chosen category will cost all of your TP, much like how the Limit gauge empties in FF7 after usage.
  • Choose which actors have this feature with a notetag, instead of giving it to everyone.

Downloads / Referenced Files

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License / Terms Note

Q: Commercial/Non-Commercial? A: Anything goes. Credit and Thanks - Selchar

Creator Claims / Removal

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