metempsychosis
Member
Hi all
This is my first time posting. I've recently been trying to learn scripting but this stuff is hard. I'd like to break actor and enemy limits so I can get stats similar to those in the Star Ocean games and I've found a script that apparently works but it won't for me. I've been messing with it for about a week and nothing I try works. I put this in at the top of "Main" but maybe it belongs elsewhere. Can someone tell me where this script goes and how to use it properly? Or even if there's an easier to use script for RMXP?
Hopefully someone out there can tell me what I'm doing wrong. As you can see, there's not really any instructions on how to use this or where to put it. Or maybe the coding itself is enough of a hint to someone who knows how to do this sort of thing? lol
Once I get this script stuff out of the way I can move on to making my own spells (using 3DSMax, Particle Illusion and Adobe Premiere) and I plan on uploading a batch of spells for you guys when they are done.
I heard about some KGC Limit Break script but I can only find it for VX and I'm using XP :crazy:
Oh and happy holidays to everyone :D :toot: :thumb:
This is my first time posting. I've recently been trying to learn scripting but this stuff is hard. I'd like to break actor and enemy limits so I can get stats similar to those in the Star Ocean games and I've found a script that apparently works but it won't for me. I've been messing with it for about a week and nothing I try works. I put this in at the top of "Main" but maybe it belongs elsewhere. Can someone tell me where this script goes and how to use it properly? Or even if there's an easier to use script for RMXP?
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
Hopefully someone out there can tell me what I'm doing wrong. As you can see, there's not really any instructions on how to use this or where to put it. Or maybe the coding itself is enough of a hint to someone who knows how to do this sort of thing? lol
Once I get this script stuff out of the way I can move on to making my own spells (using 3DSMax, Particle Illusion and Adobe Premiere) and I plan on uploading a batch of spells for you guys when they are done.
I heard about some KGC Limit Break script but I can only find it for VX and I'm using XP :crazy:
Oh and happy holidays to everyone :D :toot: :thumb: