C'est celui qui est sur le forum, je ne l'ai pas modifié. (double post pour qu'il soit complet)
#==============================================================================
# ** Limit Break VX (DVV's)
#------------------------------------------------------------------------------
# by DerVVulfman
# version 2.1
# 05-20-2008
# RGSS2
#------------------------------------------------------------------------------
#
# INTRODUCTION:
#
# This system is a revised & enhanced version of my Limit Break (DVV) script.
# and the feature it performs should be apparent to users new and old alike.
# Limit Break VX disables skills until the hero's limit break bar is filled.
# And once the 'limit break' skill is used, the skill becomes disabled again.
#
# Like before, the system has been designed 'menuless' by intent, and this is
# to prevent any possible conflicts with any custom menu system. As such, it
# is ready for plug-n-play use.
#
# The system, by itself, does not change the 'ATTACK' option in the Actor's
# command window either. Instead, this system enables/disables the skills
# in the skill menu for you to select.
#
# Unlike its RPGMaker XP counterpart, 'Limit Break VX (DVV)' does include a
# bar drawing system of its own. It still includes the 'flexible' positioning
# system as before as well as its own ringer system. For your convenience,
# the bar color schemes are editable in the system's configuration system. If
# you wish to create your own custom bars, please look towards replacing or
# overwriting the 'draw_actor_lb' method in Game_Actor.
#
#------------------------------------------------------------------------------
#
# Appel de scripts :
#
# Pour changer les valeurs en jeu voila comment procéder. Je vais explique chacune d'elles en détail.
#
#
# Limitbreak:
# Pour contrôler la valeur de la limitbreak.
#
# Exemples : $game_party.members[6].limitbreak += 20
# (Ajoute 20 points d'overdrive au héros 6)
#
# print $game_party.members[3].limitbreak
# (Affiche dans une fenêtre, la valeur de la limitbreak du héros 3.)
#
# $game_party.members[1].limitbreak -= 50
# (Retire 50 points d'overdrive au héros 1)
#
# Limitbreak Type :
#
# Le type de la limitbreak, c''est à dire comment la gauge va se remplir.
# Par defaut, le type est configuré avec LB_START
# Ex: $game_party.members[5].lb_type = 8
# (Le 5 éme héros change son type de limitbreak en "Appeuré par l'ennemi")
#
#
# Limitbreak faiblesse élémentaire
#
# Ce mode est particulier, il donne des points d'overdrive suplémentaire quand le héros
# est touché par un élément particulier
# Ex: $game_party.members[2].lb_weakness = 11
# (Le 2éme héros va avoir pour faiblesse l'élément 11 (foudre).)
#
#
# Limitbreak Feared Enemy:
# A little nuance I made is the 'Feared Enemy' value for limitbreak. I
# felt it balances out the system. If the limitbreak gauge can be filled
# by killing certain enemies, you may as well be able to fill the gauge
# by being struck by a certain enemy as well. Like the last two, this
# value starts off with a value in the configuration system, LB_FEARED,
# but it can be changed with a simple script call:
#
# EX: $game_party.members[8].lb_weakness = 5
# (Sets the 8th actor to gain more points if hit by the 5th enemy.)
#
# +--------------------------------------------------------------------+
# | It is important to note that after every one of these calls, it is |
# | recommended to use the $game_party.refresh call to ensure that the |
# | methods I have just described take effect. |
# +--------------------------------------------------------------------+
#
#
# Limitbreak Menu Bars:
# Not everyone wants their limitbreak gauges visible in their menus. As
# such, I made this switch so you can hide or reveal the bars at your
# whim. By default, it is set by the LB_BARS_ON value in the configura-
# tion section:
#
# EX: $game_system.lb_menu = false
# (This prevents the limit break bars from showing in the menu.)
#
#
# Flexible Positioning System: Menu & Battle Bar Positions
# Not every menu or battlestatus window is made the same. As such, I de-
# veloped the Flexible positioning system for both menu and battle bars.
# It allows you to move the bars where you want them to show. Linked to
# the 'actor name' method in Window_Base, the position of the bars are
# drawn based on the X & Y position of the Actor's name. And since the
# Actor's name is 'typically' the first method called in any menu, the
# bars will be drawn below/behind any other text on the screen.
#
# The menu and battle bar positions are controlled by an array that is
# configured with the LB_MENU_POS and LB_BATTLE_POS arrays in the confi-
# guration section. But they can be changed in-game as shown in the ex-
# ample below. Please note that the arrays have 3 arguments (x-position,
# y-position, and bar width):
#
# EX: $game_system.lb_menu_pos = [-5, 2, 20]
# (The bar is shown 5px higher, 2px to the right & with a 20px width.)
#
#
# Limitbreak Hidden Actors:
# The last little nuance I made is the 'Hidden Actor' array. It allows
# you to identify any actor or actors you want that do not display their
# limitbreak bars. It's very simple, and starts off as configured with
# the LB_HIDDEN_ACTORS array. To change the actors being hidden, you
# merely need to use a script call like the one below:
#
# EX: $game_system.lb_hidden_actors = [2, 7]
# (This makes the 2nd and 7th actor's bars invisible)
#
#
#------------------------------------------------------------------------------
#
# LIMITBREAK RATES:
#
# The last little nuance I made is the 'Hidden Actor' array. It allows
# Rather than go into a long diatribe for each and every limitbreak fill
# rate, I will merely present a chart with a small summary of the rates
# available and how they fill the actor's limitbreak gauges:
#
# Rate Name Manner the Limitbreak Gauge is Filled
# 0) Attack ... when the hero 'hits' an enemy.
# 1) Critical ... when the hero performs a 'critical hit' on an enemy.
# 2) Damage ... when the hero is struck by an enemy.
# 3) MP Attack ... when the hero hurts an enemy's mp score.
# 4) MP Damage ... when an enemy damage's/drains the hero's mp score.
# 5) Element ... when the hero is hurt by an element-based attack. *
# 6) Status ... when the hero is inflicted a status ailment.
# 7) Restore ... when the hero restores an ally's health.
#
Feared ... when the hero is hurt by a 'feared' enemy **
# 9) Enemy ... when the hero lands the killing blow on an enemy.
# 10) Boss ... when the hero lands the killing blow on a boss. ***
# 11) Killed ... when the hero is killed. ****
# 12) Victory ... when the party wins.
# 13) Escape ... when the party runs from combat.
# 14) Defending ... when the hero performs a defense/guard maneuver.
# 15) Lone Member ... when the hero is the only surviving member.
# 16) Action ... when any action is performed.
# 17) Crit Health ... when the hero has 25% or less health and in action.
#
#
# * The element must be specified by the LB_WEAKNESS value or subsequent
# script call explained earlier.
#
# ** The feared enemy must be specified by the LB_FEARED value or by the
# subsequent script call explained earlier.
#
# *** Bosses are defined in the LB_BOSSES array in the configuration section.
#
# **** While this allows you to gain limitbreak points on a character's death,
# the 'Death Wipe' feature erases all points for actors upon death if the
# LB_D_WIPE value is set to true.
#
#
#------------------------------------------------------------------------------
#
# CREDITS AND THANKS:
#
# Thanks still goes to Jaide for recommending the 'Death Wipe' feature.
#
#==============================================================================
#=======================================================================#
# ** C O N F I G U R A T I O N S Y S T E M ** #
#=======================================================================#
#=================#
# GAUGE CONTROL #
#=================#
# Limit Break Note
# ================
# This is the text you enter into the 'Note' box for any skill that is to be
# a limit break skill.
#
LB_NAME = "LimitBreak"
# Limit Break Max Value
# =====================
# From 1 on up, this value is what you define as the highest value in your
# limit break gauge.
#
LB_MAX = 1000
# Limit Break Fill Rates
# ======================
# This array defines the points gained in the limit break system. It defines
# the flat rate, minimum and maximum point settings. Please note that the
# maximum value settings should not exceed the value defined in LB_MAX.
#
LB_RATE = [ 10, 10, 200, # Hero Attacks the Enemy (rate, min., max.)
25, 25, 1000, # Hero delivers a CRITICAL! (rate, min., max.)
30, 5, 1000, # Hero takes Damage (rate, min., max.)
5, 5, 150, # Hero Hits with MP Damage (rate, min., max.)
15, 15, 200, # Hero takes MP Damage (rate, min., max.)
30, 10, 1000, # Hero takes Element Damage (rate, min., max.)
250, # Hero Takes Status Effect (flat rate)
150, # Restore Ally's Health (flat rate)
250, # Struck by Feared Enemy (flat rate)
500, # Enemy Killed (flat rate)
750, # Boss Killed (flat rate)
900, # Hero Killed (flat rate)
200, # Victory (flat rate)
200, # Escape (flat rate)
100, # Defending (flat rate)
160, # Lone Battler (flat rate)
40, # Any action performed (flat rate)
160 ] # Critical Health (flat rate)
# . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
#=================#
# BAR CONTROL #
#=================#
# Flexible positioning system
# ===========================
# Default position appears under the name or level
#
LB_BARS_ON = true # If false, bars are never shown.
LB_MENU_ON = true # If true, the bar is shown in the menu.
LB_MENU_POS = [ 0, 44, 108] # Position in the menu: X, Y, & bar width.
LB_BATTLE_POS = [ 0, 0, 108] # Position in the battle menu. Same setup.
# Limit Break Ring Effect
#
LB_RING = "Item2"
# Color System for Built-in Bar
# --Optional use of Windowskin color or RGB color system--
#
LB_BAR_Norm_Start = 14
LB_BAR_Norm_End = 6
LB_BAR_Max_Start = Color.new(128, 64, 0)
LB_BAR_Max_End = Color.new(255, 32, 32)