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HP/SP Limit Break script & Level Limit Break script

I'm looking for a script that breaks the normal limits for HP and SP so I can raise my party's HP/SP to 30000 (the reason is that I want a very powerful final boss and takes away over 12000HP in one attack that deals all damage to the party). Just curious, if I use a HP/SP increase item I want to make sure that can't go past the set HP/SP that beyond 9999.

I also want a script that allows the characters to go beyond level 99, so they can continue to grow (in the game I'm making it's 100, but in the next one it's 150) and I'm planning on making mini-games and special tournaments that the main player has to have a high level to compete in it (ex: Needs Lv to be 102). Just curious, I'm using the common event to make Level Items for each certain character (it crashes if you use it on another character that's not for them) and I was wondering if it's possible to pervent this from happening or make/give me a Level Up Item script. :thumb:

I like if I can also edit this in the Actor section so I don't have to wonder how much HP/SP their getting each level. Someone please, make/get me these scripts. I'll be ever grateful for it! ':|
 
It's OK. I've found a good Level Break script. This is it:

Code:
#==============================================================================
#  Unlimit Levels v1                                            by: cybersam
#                                                               date: 14.09.06
#------------------------------------------------------------------------------
#  here is a full working scripts for you to this... (i think there is 
#  already one like this somewhere in the in the community...
#  i did one back then when i started in RPG Maker XP
#  some other guys did a few other script like this
#==============================================================================
#----------------------------------------------------------------------------
# here you can set the max hp,sp,,str,dex,agi and int
#----------------------------------------------------------------------------
  $FINAL_LVL  = 100
  $MAX_HP     = 99999
  $MAX_SP     = 99999
  $MAX_STR    = 9999
  $MAX_DEX    = 9999
  $MAX_AGI    = 9999
  $MAX_INT    = 9999

class Game_Actor

  #--------------------------------------------------------------------------
  # setting the levels...
  #--------------------------------------------------------------------------
  def final_level
    
    # here you can set the max level for your characters based on their ID's...
    # i set it so that 3 characters have different levels and the rest
    # have max lvl of 9999
    #
    # this settings is only to show you how to change the max setting for your
    # characters... same thing is for the parameters -> hp,sp,str,dex.agi,int
    
    case self.id
    when 1
      level = 100
    when 2
      level = 100
    when 8
      level = 100
    else
      level = $FINAL_LVL
    end
    return level
  end
  
  
  #--------------------------------------------------------------------------
  # setting max hp...
  #--------------------------------------------------------------------------
  def max_hp

    case self.id
    when 1
      hp = 99999
    when 2
      hp = 99999
    when 8
      hp = 99999
    else
      hp = $MAX_HP
    end
    return hp
  end
  #--------------------------------------------------------------------------
  # setting max sp...
  #--------------------------------------------------------------------------
  def max_sp

    case self.id
    when 1
      sp = 99999
    when 2
      sp = 99999
    when 8
      sp = 99999
    else
      sp = $MAX_SP
    end
    return sp
  end
  #--------------------------------------------------------------------------
  # setting max str...
  #--------------------------------------------------------------------------
  def max_str
    case self.id
    when 1
      str = 9999
    when 2
      str = 9999
    when 8
      str = 9999
    else
      str = $MAX_STR
    end
    return str
  end
  #--------------------------------------------------------------------------
  # setting max dex...
  #--------------------------------------------------------------------------
  def max_dex
    case self.id
    when 1
      dex = 9999
    when 2
      dex = 9999
    when 8
      dex = 9999
    else
      dex = $MAX_DEX
    end
    return dex
  end  
  #--------------------------------------------------------------------------
  # setting max agi...
  #--------------------------------------------------------------------------
  def max_agi
    case self.id
    when 1
      agi = 9999
    when 2
      agi = 9999
    when 8
      agi = 9999
    else
      agi = $MAX_AGI
    end
    return agi
  end    
  #--------------------------------------------------------------------------
  # setting max int...
  #--------------------------------------------------------------------------
  def max_int
    case self.id
    when 1
      int = 9999
    when 2
      int = 9999
    when 8
      int = 9999
    else
      int = $MAX_INT
    end
    return int
  end  
  
  #--------------------------------------------------------------------------
  # Creating the new EXP list
  # dont change anything from here on... (only if you know what you're doing)
  #--------------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list = Array.new(final_level + 2)
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 1000.0
    for i in 2..final_level + 1
      if i > final_level
        @exp_list[i] = 0
      else
        n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
        @exp_list[i] = @exp_list[i-1] + Integer(n)
      end
    end
  end

  #--------------------------------------------------------------------------
  # setting parameters like hp, sp, str, dex, agi and int
  #--------------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, $MAX_HP].min
    for i in @states
      n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, $MAX_HP].min
    return n
  end
  
  def base_maxhp
    maxhp = $data_actors[@actor_id].parameters[0, 1]
    maxhp += $data_actors[@actor_id].parameters[0, 2] * @level
    return maxhp
  end

  def base_maxsp
    maxsp = $data_actors[@actor_id].parameters[1, 1]
    maxsp += $data_actors[@actor_id].parameters[1, 2] * @level
    return maxsp
  end

  def base_str
    n = $data_actors[@actor_id].parameters[2, 1]
    n += $data_actors[@actor_id].parameters[2, 2] * @level
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1 != nil ? armor1.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    return [[n, 1].max, $MAX_STR].min
  end

  def base_dex
    n = $data_actors[@actor_id].parameters[3, 1]
    n += $data_actors[@actor_id].parameters[3, 2] * @level
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1 != nil ? armor1.dex_plus : 0
    n += armor2 != nil ? armor2.dex_plus : 0
    n += armor3 != nil ? armor3.dex_plus : 0
    n += armor4 != nil ? armor4.dex_plus : 0
    return [[n, 1].max, $MAX_DEX].min
  end

  def base_agi
    n = $data_actors[@actor_id].parameters[4, 1]
    n += $data_actors[@actor_id].parameters[4, 2] * @level
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1 != nil ? armor1.agi_plus : 0
    n += armor2 != nil ? armor2.agi_plus : 0
    n += armor3 != nil ? armor3.agi_plus : 0
    n += armor4 != nil ? armor4.agi_plus : 0
    return [[n, 1].max, $MAX_AGI].min
  end

  def base_int
    n = $data_actors[@actor_id].parameters[5, 1]
    n += $data_actors[@actor_id].parameters[5, 2] * @level
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1 != nil ? armor1.int_plus : 0
    n += armor2 != nil ? armor2.int_plus : 0
    n += armor3 != nil ? armor3.int_plus : 0
    n += armor4 != nil ? armor4.int_plus : 0
    return [[n, 1].max, $MAX_INT].min
  end

  def exp=(exp)
    @exp = [exp, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end

  def level=(level)
    level = [[level, final_level].min, 1].max
    self.exp = @exp_list[level]
  end
end



#==============================================================================
# ** Game_Battler
#==============================================================================

class Game_Battler

  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, $MAX_HP].min
    for i in @states
      n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, $MAX_HP].min
    return n
  end

  def maxsp
    n = [[base_maxsp + @maxsp_plus, 0].max, $MAX_SP].min
    for i in @states
      n *= $data_states[i].maxsp_rate / 100.0
    end
    n = [[Integer(n), 0].max, $MAX_SP].min
    return n
  end

  def str
    n = [[base_str + @str_plus, 1].max, $MAX_STR].min
    for i in @states
      n *= $data_states[i].str_rate / 100.0
    end
    n = [[Integer(n), 1].max, $MAX_STR].min
    return n
  end

  def dex
    n = [[base_dex + @dex_plus, 1].max, $MAX_DEX].min
    for i in @states
      n *= $data_states[i].dex_rate / 100.0
    end
    n = [[Integer(n), 1].max, $MAX_DEX].min
    return n
  end

  def agi
    n = [[base_agi + @agi_plus, 1].max, $MAX_AGI].min
    for i in @states
      n *= $data_states[i].agi_rate / 100.0
    end
    n = [[Integer(n), 1].max, $MAX_AGI].min
    return n
  end

  def int
    n = [[base_int + @int_plus, 1].max, $MAX_INT].min
    for i in @states
      n *= $data_states[i].int_rate / 100.0
    end
    n = [[Integer(n), 1].max, $MAX_INT].min
    return n
  end

  def maxhp=(maxhp)
    @maxhp_plus += maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, -$MAX_HP].max, $MAX_HP].min
    @hp = [@hp, self.maxhp].min
  end

  def maxsp=(maxsp)
    @maxsp_plus += maxsp - self.maxsp
    @maxsp_plus = [[@maxsp_plus, -$MAX_SP].max, $MAX_SP].min
    @sp = [@sp, self.maxsp].min
  end

  def str=(str)
    @str_plus += str - self.str
    @str_plus = [[@str_plus, -$MAX_STR].max, $MAX_STR].min
  end

  def dex=(dex)
    @dex_plus += dex - self.dex
    @dex_plus = [[@dex_plus, -$MAX_DEX].max, $MAX_DEX].min
  end

  def agi=(agi)
    @agi_plus += agi - self.agi
    @agi_plus = [[@agi_plus, -$MAX_AGI].max, $MAX_AGI].min
  end

  def int=(int)
    @int_plus += int - self.int
    @int_plus = [[@int_plus, -$MAX_INT].max, $MAX_INT].min
  end
end
 

123456

Member

Me I have this:

#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/
#_/  ◆é™
 
Uhh can anybody say me how can I use the upper script? I tryed a lots of things, but i can't put it in my game, and I need 300k hp limits and xxx million money limit... Can anybod help me?
 
This topic has been dead for quite a while, most people will tell you to just start a new topic if that's the case. But I guess your question would have required links to these scripts anyways. Which of the above scripts are you trying to use? I use cybersam's so I could probably help with that, but the other one I have no idea, it's not even fully translated. Changes to the gold value are not included in cybersam's script, but can easily be changed through the default scripts. To change the max gold limit, go into the script "Game_Party." Change the value on line 131 to whatever you want the max gold to be. I have mine set to 999,999,999 and I'm sure you could go higher.
 
Can anybody say me, how can I use the upper script? I put other scripts to my projects, but if I tryed to put this, I failed... I don't know, which script piece goes to which main script and which piece is the part of a new script...
 

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