10-09-2012, 09:24 AM 
	
	
	Limit Breaker
Version: 2.0
IntroductionVersion: 2.0
Script made to break Rpg Maker game limits.
Features
- Breaks item limit
 - Breaks gold limit
 - Breaks step limit
 - Breaks exp limit (but no level)
 - Breaks str limit
 - Breaks agi limit
 - Breaks dex lmit
 - Breaks int limit
 - Breaks maxhp limit
 - Breaks maxsp limit
 - Also possible to decrease limits (for ex. to 50 items)
 
Script
 script
  			Code:
#Narzew's Limit Breaker
#by Narzew
#17.06.2011
#Version 1.0
module LIMITBREAK
MAXHP = 10000 # HP LIMIT
MAXSP = 10000 # SP LIMIT
STR = 1000 # STR LIMIT
DEX = 1000 # DEX LIMIT
AGI = 1000 # AGI LIMIT
INT = 1000 # INT LIMIT
EXP = 1000000000000 # EXP LIMIT
ITEM = 1000000 # ITEM LIMIT
GOLD = 1000000000 # GOLD LIMIT
STEP = 1000000000000 # STEP LIMIT
end
class Game_Battler
def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, LIMITBREAK::MAXHP].min
    for i in @states
n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, LIMITBREAK::MAXHP].min
    return n
end
def maxsp
    n = [[base_maxsp + @maxsp_plus, 0].max, LIMITBREAK::MAXSP].min
    for i in @states
n *= $data_states[i].maxsp_rate / 100.0
    end
    n = [[Integer(n), 0].max, LIMITBREAK::MAXSP].min
    return n
end
def str
    n = [[base_str + @str_plus, 1].max, LIMITBREAK::STR].min
    for i in @states
n *= $data_states[i].str_rate / 100.0
    end
    n = [[Integer(n), 1].max, LIMITBREAK::STR].min
    return n
end
def dex
    n = [[base_dex + @dex_plus, 1].max, LIMITBREAK::DEX].min
    for i in @states
n *= $data_states[i].dex_rate / 100.0
    end
    n = [[Integer(n), 1].max, LIMITBREAK::DEX].min
    return n
end
def agi
    n = [[base_agi + @agi_plus, 1].max, LIMITBREAK::AGI].min
    for i in @states
n *= $data_states[i].agi_rate / 100.0
    end
    n = [[Integer(n), 1].max, LIMITBREAK::AGI].min
    return n
end
def int
    n = [[base_int + @int_plus, 1].max, LIMITBREAK::INT].min
    for i in @states
n *= $data_states[i].int_rate / 100.0
    end
    n = [[Integer(n), 1].max, LIMITBREAK::INT].min
    return n
end
def maxhp=(maxhp)
    @maxhp_plus += maxhp - self.maxhp
    @maxhp_plus = [[@maxhp_plus, (LIMITBREAK::MAXHP * -1)].max, LIMITBREAK::MAXHP].min
    @hp = [@hp, self.maxhp].min
end
def maxsp=(maxsp)
    @maxsp_plus += maxsp - self.maxsp
    @maxsp_plus = [[@maxsp_plus, (LIMITBREAK::MAXSP * -1)].max, LIMITBREAK::MAXSP].min
    @sp = [@sp, self.maxsp].min
end
def str=(str)
    @str_plus += str - self.str
    @str_plus = [[@str_plus, (LIMITBREAK::STR * -1)].max, LIMITBREAK::STR].min
end
def dex=(dex)
    @dex_plus += dex - self.dex
    @dex_plus = [[@dex_plus, (LIMITBREAK::DEX * -1)].max, LIMITBREAK::DEX].min
end
def agi=(agi)
    @agi_plus += agi - self.agi
    @agi_plus = [[@agi_plus, (LIMITBREAK::AGI * -1)].max, LIMITBREAK::AGI].min
end
def int=(int)
    @int_plus += int - self.int
    @int_plus = [[@int_plus, (LIMITBREAK::INT * -1)].max, LIMITBREAK::INT].min
end
end
class Game_Actor < Game_Battler
def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, LIMITBREAK::MAXHP].min
    for i in @states
n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, LIMITBREAK::MAXHP].min
    return n
end
def base_str
    n = $data_actors[@actor_id].parameters[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, LIMITBREAK::STR].min
end
def base_dex
    n = $data_actors[@actor_id].parameters[3, @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, LIMITBREAK::DEX].min
end
def base_agi
    n = $data_actors[@actor_id].parameters[4, @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, LIMITBREAK::AGI].min
end
def base_int
    n = $data_actors[@actor_id].parameters[5, @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, LIMITBREAK::INT].min
end
def exp=(exp)
    @exp = [[exp, LIMITBREAK::EXP].min, 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
end
class Game_Party
def setup_battle_test_members
    @actors = []
    for battler in $data_system.test_battlers
actor = $game_actors[battler.actor_id]
actor.level = battler.level
gain_weapon(battler.weapon_id, 1)
gain_armor(battler.armor1_id, 1)
gain_armor(battler.armor2_id, 1)
gain_armor(battler.armor3_id, 1)
gain_armor(battler.armor4_id, 1)
actor.equip(0, battler.weapon_id)
actor.equip(1, battler.armor1_id)
actor.equip(2, battler.armor2_id)
actor.equip(3, battler.armor3_id)
actor.equip(4, battler.armor4_id)
actor.recover_all
@actors.push(actor)
    end
    @items = {}
    for i in 1...$data_items.size
if $data_items[i].name != ""
occasion = $data_items[i].occasion
if occasion == 0 or occasion == 1
@items[i] = LIMITBREAK::ITEM
end
end
    end
end
def gain_gold(n)
    @gold = [[@gold + n, 0].max, LIMITBREAK::GOLD].min
end
def increase_steps
    @steps = [@steps + 1, LIMITBREAK::STEP].min
end
def gain_item(item_id, n)
    if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, LIMITBREAK::ITEM].min
    end
end
def gain_weapon(weapon_id, n)
    if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, LIMITBREAK::ITEM].min
    end
end
def gain_armor(armor_id, n)
    if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, LIMITBREAK::ITEM].min
    end
end
end
class Window_ShopBuy < Window_Selectable
def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
number = $game_party.item_number(item.id)
    when RPG::Weapon
number = $game_party.weapon_number(item.id)
    when RPG::Armor
number = $game_party.armor_number(item.id)
    end
    if item.price <= $game_party.gold and number < LIMITBREAK::ITEM
self.contents.font.color = normal_color
    else
self.contents.font.color = disabled_color
    end
    x = 4
    y = index * 32
    rect = Rect.new(x, y, self.width - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 88, 32, item.price.to_s, 2)
end
end
class Scene_Shop
def update_buy
    @status_window.item = @buy_window.item
    if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@command_window.active = true
@dummy_window.visible = true
@buy_window.active = false
@buy_window.visible = false
@status_window.visible = false
@status_window.item = nil
@help_window.set_text("")
return
    end
    if Input.trigger?(Input::C)
@item = @buy_window.item
if @item == nil or @item.price > $game_party.gold
$game_system.se_play($data_system.buzzer_se)
return
end
case @item
when RPG::Item
number = $game_party.item_number(@item.id)
when RPG::Weapon
number = $game_party.weapon_number(@item.id)
when RPG::Armor
number = $game_party.armor_number(@item.id)
end
if number == LIMITBREAK::ITEM
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
max = @item.price == 0 ? LIMITBREAK::ITEM : $game_party.gold / @item.price
max = [max, LIMITBREAK::ITEM - number].min
@buy_window.active = false
@buy_window.visible = false
@number_window.set(@item, max, @item.price)
@number_window.active = true
@number_window.visible = true
    end
end
endInstructions
Config limits in the script header :)
For EX. 50 in ITEM => max 50 item type holding limit
For EX. 300000 in GOLD => maximum 300000 gold can have hero
Compatibility
Compatibility Test NOT CHECKED. Any compatibility issues report via e-mail.
Credits and Thanks
Script : Narzew
Author's Notes
I was made it very very long time ago...
The next version?
If any compatibility issue will exist, i will try make a bugfix.
Terms and Conditions
Use Free. Redistribute. Add Creadits to Narzew.[/i][/i][/i][/i][/i][/i][/i][/i][/i][/i]
Skills: Android, Ruby, PHP, Linux
	

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