LIMIT BREAK SYSTEM

Something similar to the Limit Break in FF7.

1. Variables
Ok, first you need to create variables. check how much heroes you made for your game. make 2 variables for each of them for hp, and limit. then make a Hero-Max HP and Hero-New HP variable.
Example:
0001: Hero1 Name-HP
0002: Hero1 Name-Limit
0003: Hero2 Name-HP
0004: Hero2 Name-Limit
0005: Hero3 Name-HP
0006: Hero3 Name-Limit
0007: Hero-Max HP
0008: Hero-New HP

Note: It DOESN'T have to be in this variable number or order. as long as you have the 2 variables for each hero and the 2 other variables, it doesn't matter.

now that you've made your variables, its time to start working on the events.

2. Events
To start off, first make a new monster group. Then, make a new page so you have 2 pages. for the first page, set the trigger to "turn elapsed " then set the variable for each hero, hero-hp to the hero's hp (not max). so it should look something like this:
Example:
Trigger: Turn Elapsed

Variable Oper: Set, Hero1 name HP
Variable Oper: Set, Hero2 name HP
Variable Oper: Set, Hero3 name HP

For the second page, put the trigger as "turn elapsed " then you need to put the damage calculation. Here's how you do it. the event activates whenever YOU attack. So you will need to start off the event with the hero-new hp variable. Add ONLY ONE of the hero-new hp variable to the event line. then, add a new event variable that subtracts the hero-hp to the hero-new hp(make sure hero-hp is on top). now, to make sure you add the damage to the limit, you need to make a conditional branch with no custom handler. make the conditional branch, if hero-hp is 1 or more. that way, if its 0 (means you didnt take damage for that turn) it wont add it to the limit. Now make a new event command that adds the hero-limit to the hero-hp. below that will be a new conditional branch that will see if the limit is equal to or more than the max hp of the hero. make sure the conditional branch is NOT custom handler. if it is equal to or greater than it will activate the limit (go to the bottom to see some ideas) at the end of the conditional branch, you put a new variable event that set equals the hero-hp to hero's hp again so it doesn't add up. and at the end of the event line, add the same event variable. at the end, it should look like this.
Example:

Trigger: Turn Elapsed
Variable Oper: Set, Hero1 Name HP
Variable Oper: -, Vari 's Value
Branch if variable is 1 or more
Variable Oper +, Vari 's Value
Variable Oper Set, Hero1 Name Max HP
Branch if variable is V or more
Variable Oper Set, 0
Limit Activates Here!!!
End
Variable Oper: Set, Hero1 Name HP

End
Variable Oper: Set, Hero1 Name HP


Do the same with each of the other heroes and now you have just created a limit break system. Make sure you change ALL of the variables to the next hero. so what you have to change is the hero's hp, hero's new hp, and hero's limit. Note: you do not need to edit the first page nor make a new page. just place the second limit below the first.

3. Ideas
This is just some ideas you can have when you activate the limit.

-adds stats that doubles your stats or some of them
-change battle commands using common events
-adds new skills using common events
-change character battle animation using class change but with the same stats as original or change using status
-add other effects from status conditions such as evade all attacks
-add/subtract hp or/and mp each turn or two to make it challenging or easier with status conditions

I couldn't really think of a lot, but i know that some people can think of some ideas. well, that's the end of this tutorial.

Posts

Pages: 1
Change battle commands using common events?
How do i do that?
I didn't know there was a way to mod the system itself!

Please let me know!
I have an easier way to create limit breaks.
I learned it from one of my old tutorials.

Here's how to create an easier limit break:
Create a variable.
So say Var 1:Player HP.
Create a switch then create a Branch.
If Player HP Lower then Var
Limit Break on.
Add Skill.
If Player HP greater or equal then
Remove Skill.
Then create a message saying like "Limit Break Learned"
Turn Switch off. or else it will stay on the entire round.
The ONLY incovenience is that you'll need to add a page to every creature.
I only made it for Boss Fights.
Akkardo, your method works, however it is not efficient as mine. Also, there is a bug in your method. Your limit activates as soon as you take damage. A Limit Break system adds the damage until it is equal to or higher than your hero's max HP.

As for changing the battle commands, you can change them using common events. Create a new common event and add a new event command entitled, "Change Battle Commands" (can be found on the 4th page). The common event activates when your limit activates.

Goodluck!
Ah thanks for the input.
Well i decided to make it like that, so when the HP is lower it activates it, i just made it like a normal skill with whatever attrib the user wants.
Just like FF, in FF7 when your HP is below certain amount the Cloud learns the Limit Break, however when he's in full health he doesn't have the limit break "Omnislash" per say.

As for the Changing battle commands, ill look into that.

Thansk again for these ideas and inputs!
...Whoa... I want a Limit Break system for my game, but this is way too confusing. Can someone summarize it?
Adon237
if i had an allowance, i would give it to rmn
1743
Isn't that in FF8 when they have low HP the limit activates?
Adon237
if i had an allowance, i would give it to rmn
1743
author=Akkardo
I have an easier way to create limit breaks.
I learned it from one of my old tutorials.

Here's how to create an easier limit break:
Create a variable.
So say Var 1:Player HP.
Create a switch then create a Branch.
If Player HP Lower then Var
Limit Break on.
Add Skill.
If Player HP greater or equal then
Remove Skill.
Then create a message saying like "Limit Break Learned"
Turn Switch off. or else it will stay on the entire round.
The ONLY incovenience is that you'll need to add a page to every creature.
I only made it for Boss Fights.

Thanks.
Pages: 1