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Please I desperately want a level breaking script

I need a Level and Stat Limiter Breaking Script Please ;D


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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
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
 
I have Cybersam's script too, it works perfectly for me. Look at his script, my guess it doesn't work for you how you want it to work is because [line 10] :
Code:
# Must go ABOVE leveling with points to work

You can however, with some editing, keep the stat growth from the database. But it'll need a Stat Curve after level 99, thus brings you back to nothing.

If you want to keep the base stats from the database and plan on using a Ability Point system.
Search for these kind of lines and delete them:
Code:
   maxhp += $data_actors[@actor_id].parameters[0, 2] * @level

Than you'll have the normal Base stats defined in the database however, your stats will than never increase on their own because Cybersam's script is made for an Ability Point usage system. (Increasing your stats by adding points to them.)
 

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