sonicfan1012
Member
I need a Level and Stat Limiter Breaking Script Please ;D
--------------------------------------------------------------------------------
Summary
Basically a script or an edit of an original script that lets you break the level 99 limit and the limits for all the stats, too, but keeps the stats selected in the database (cybersam's lvl 9999 script doesn't work only because it didn't keep the stats and stat growth I used in the database. ex: if I set one of my heroes ( its ID is 1) for initially 750 HP, 600 SP, 67 str, 80 agi, 69 dex, and 47 int ( note that i set it up that str, agi, dex, and int stay at that same number only cause i have another stat growth system), when I test play a new game, my character is at lvl 1 but its hp is 1595, sp 1296, str 134, agi 160, dex 138, and int 94, and my stats that i set not to grow do grow. Also, the demo link for trickster's level breaker was dead, so if I could get a copy of his script, that would be great ( If it works, that is ;D )
Features Desired
listed in the summary
Games its been in
im not exactly sure
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Did you search?
yes
Where did you search?
http://rmxp.org
http://rmrk.net/
What did you search for?
lvl 999
level 999
I give anyone great gratitude if they fulfill this request
Edit: Oops! I guess I should post cybersam's script
--------------------------------------------------------------------------------
Summary
Basically a script or an edit of an original script that lets you break the level 99 limit and the limits for all the stats, too, but keeps the stats selected in the database (cybersam's lvl 9999 script doesn't work only because it didn't keep the stats and stat growth I used in the database. ex: if I set one of my heroes ( its ID is 1) for initially 750 HP, 600 SP, 67 str, 80 agi, 69 dex, and 47 int ( note that i set it up that str, agi, dex, and int stay at that same number only cause i have another stat growth system), when I test play a new game, my character is at lvl 1 but its hp is 1595, sp 1296, str 134, agi 160, dex 138, and int 94, and my stats that i set not to grow do grow. Also, the demo link for trickster's level breaker was dead, so if I could get a copy of his script, that would be great ( If it works, that is ;D )
Features Desired
listed in the summary
Games its been in
im not exactly sure
--------------------------------------------------------------------------------
Did you search?
yes
Where did you search?
http://rmxp.org
http://rmrk.net/
What did you search for?
lvl 999
level 999
I give anyone great gratitude if they fulfill this request
Edit: Oops! I guess I should post cybersam's script
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
#==============================================================================
# Must go ABOVE leveling with points to work
#----------------------------------------------------------------------------
# here you can set the max hp,sp,,str,dex,agi and int
#----------------------------------------------------------------------------
$FINAL_LVL = 9999
$MAX_HP = 999999999
$MAX_SP = 999999999
$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 = 255
when 2
level = 999
when 8
level = 15600
else
level = $MAX_STR
end
return level
end
#--------------------------------------------------------------------------
# setting max hp...
#--------------------------------------------------------------------------
def max_hp
case self.id
when 1
hp = 999
when 2
hp = 9999
when 8
hp = 6540
else
hp = $MAX_HP
end
return hp
end
#--------------------------------------------------------------------------
# setting max sp...
#--------------------------------------------------------------------------
def max_sp
case self.id
when 1
sp = 999
when 2
sp = 9999
when 8
sp = 6540
else
sp = $MAX_SP
end
return sp
end
#--------------------------------------------------------------------------
# setting max str...
#--------------------------------------------------------------------------
def max_str
case self.id
when 1
str = 999
when 2
str = 2560
when 8
str = 1800
else
str = $MAX_STR
end
return str
end
#--------------------------------------------------------------------------
# setting max dex...
#--------------------------------------------------------------------------
def max_dex
case self.id
when 1
dex = 999
when 2
dex = 2560
when 8
dex = 1800
else
dex = $MAX_DEX
end
return dex
end
#--------------------------------------------------------------------------
# setting max agi...
#--------------------------------------------------------------------------
def max_agi
case self.id
when 1
agi = 999
when 2
agi = 2560
when 8
agi = 1800
else
agi = $MAX_AGI
end
return agi
end
#--------------------------------------------------------------------------
# setting max int...
#--------------------------------------------------------------------------
def max_int
case self.id
when 1
int = 999
when 2
int = 2560
when 8
int = 1800
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