Allowing a Character to have over 9 Million Gold without a Bank System [VX]

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RMRK Junior
Now I know that using a Bank Script allows you to hold over What ever is beyond Trillion [By adding Gold at the Maximum area.] But I found out that if you go to Script Editor, Then Game_Party. Then you Press CTRL + F : 9999. 

This will send you go Gain Gold (n). Then you simply replace all the 9's with up to 9 Trillion, 999 Billion ..... 999. Thus allowing a character to Earn and hold a tremendous fortune.

Or you can simply Copy and Paste the following.
Spoiler for:
Code: [Select]
#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
# and items. The instance of this class is referenced by $game_party.
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # * Constants
  #--------------------------------------------------------------------------
  MAX_MEMBERS = 4                         # Maximum number of party members
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :gold                     # amount of gold
  attr_reader   :steps                    # number of steps
  attr_accessor :last_item_id             # for cursor memory: Item
  attr_accessor :last_actor_index         # for cursor memory: Actor
  attr_accessor :last_target_index        # for cursor memory: Target
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super
    @gold = 0
    @steps = 0
    @last_item_id = 0
    @last_actor_index = 0
    @last_target_index = 0
    @actors = []      # Party member (actor ID)
    @items = {}       # Inventory item hash (item ID)
    @weapons = {}     # Inventory item hash (weapon ID)
    @armors = {}      # Inventory item hash (armor ID)
  end
  #--------------------------------------------------------------------------
  # * Get Members
  #--------------------------------------------------------------------------
  def members
    result = []
    for i in @actors
      result.push($game_actors[i])
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Get Item Object Array (including weapons and armor)
  #--------------------------------------------------------------------------
  def items
    result = []
    for i in @items.keys.sort
      result.push($data_items[i]) if @items[i] > 0
    end
    for i in @weapons.keys.sort
      result.push($data_weapons[i]) if @weapons[i] > 0
    end
    for i in @armors.keys.sort
      result.push($data_armors[i]) if @armors[i] > 0
    end
    return result
  end
  #--------------------------------------------------------------------------
  # * Initial Party Setup
  #--------------------------------------------------------------------------
  def setup_starting_members
    @actors = []
    for i in $data_system.party_members
      @actors.push(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Get Party Name
  #    If there is only one, returns the actor's name. If there are more,
  #    returns "XX's Party".
  #--------------------------------------------------------------------------
  def name
    if @actors.size == 0
      return ''
    elsif @actors.size == 1
      return members[0].name
    else
      return sprintf(Vocab::PartyName, members[0].name)
    end
  end
  #--------------------------------------------------------------------------
  # * Battle Test Party Setup
  #--------------------------------------------------------------------------
  def setup_battle_test_members
    @actors = []
    for battler in $data_system.test_battlers
      actor = $game_actors[battler.actor_id]
      actor.change_level(battler.level, false)
      actor.change_equip_by_id(0, battler.weapon_id, true)
      actor.change_equip_by_id(1, battler.armor1_id, true)
      actor.change_equip_by_id(2, battler.armor2_id, true)
      actor.change_equip_by_id(3, battler.armor3_id, true)
      actor.change_equip_by_id(4, battler.armor4_id, true)
      actor.recover_all
      @actors.push(actor.id)
    end
    @items = {}
    for i in 1...$data_items.size
      if $data_items[i].battle_ok?
        @items[i] = 99 unless $data_items[i].name.empty?
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Maximum Level
  #--------------------------------------------------------------------------
  def max_level
    level = 0
    for i in @actors
      actor = $game_actors[i]
      level = actor.level if level < actor.level
    end
    return level
  end
  #--------------------------------------------------------------------------
  # * Add an Actor
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def add_actor(actor_id)
    if @actors.size < MAX_MEMBERS and not @actors.include?(actor_id)
      @actors.push(actor_id)
      $game_player.refresh
    end
  end
  #--------------------------------------------------------------------------
  # * Remove Actor
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def remove_actor(actor_id)
    @actors.delete(actor_id)
    $game_player.refresh
  end
  #--------------------------------------------------------------------------
  # * Gain Gold (or lose)
  #     n : amount of gold
  #--------------------------------------------------------------------------
  def gain_gold(n)
    @gold = [[@gold + n, 0].max, 9999999999999].min
  end
  #--------------------------------------------------------------------------
  # * Lose Gold
  #     n : amount of gold
  #--------------------------------------------------------------------------
  def lose_gold(n)
    gain_gold(-n)
  end
  #--------------------------------------------------------------------------
  # * Increase Steps
  #--------------------------------------------------------------------------
  def increase_steps
    @steps += 1
  end
  #--------------------------------------------------------------------------
  # * Get Number of Items Possessed
  #     item : item
  #--------------------------------------------------------------------------
  def item_number(item)
    case item
    when RPG::Item
      number = @items[item.id]
    when RPG::Weapon
      number = @weapons[item.id]
    when RPG::Armor
      number = @armors[item.id]
    end
    return number == nil ? 0 : number
  end
  #--------------------------------------------------------------------------
  # * Determine Item Possession Status
  #     item          : Item
  #     include_equip : Include equipped items
  #--------------------------------------------------------------------------
  def has_item?(item, include_equip = false)
    if item_number(item) > 0
      return true
    end
    if include_equip
      for actor in members
        return true if actor.equips.include?(item)
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Gain Items (or lose)
  #     item          : Item
  #     n             : Number
  #     include_equip : Include equipped items
  #--------------------------------------------------------------------------
  def gain_item(item, n, include_equip = false)
    number = item_number(item)
    case item
    when RPG::Item
      @items[item.id] = [[number + n, 0].max, 99].min
    when RPG::Weapon
      @weapons[item.id] = [[number + n, 0].max, 99].min
    when RPG::Armor
      @armors[item.id] = [[number + n, 0].max, 99].min
    end
    n += number
    if include_equip and n < 0
      for actor in members
        while n < 0 and actor.equips.include?(item)
          actor.discard_equip(item)
          n += 1
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Lose Items
  #     item          : Item
  #     n             : Number
  #     include_equip : Include equipped items
  #--------------------------------------------------------------------------
  def lose_item(item, n, include_equip = false)
    gain_item(item, -n, include_equip)
  end
  #--------------------------------------------------------------------------
  # * Consume Items
  #     item : item
  #    If the specified object is a consumable item, the number in investory
  #    will be reduced by 1.
  #--------------------------------------------------------------------------
  def consume_item(item)
    if item.is_a?(RPG::Item) and item.consumable
      lose_item(item, 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Item is Usable
  #     item : item
  #--------------------------------------------------------------------------
  def item_can_use?(item)
    return false unless item.is_a?(RPG::Item)
    return false if item_number(item) == 0
    if $game_temp.in_battle
      return item.battle_ok?
    else
      return item.menu_ok?
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Command is Inputable
  #    Automatic battle is handled as inputable.
  #--------------------------------------------------------------------------
  def inputable?
    for actor in members
      return true if actor.inputable?
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Determine Everyone is Dead
  #--------------------------------------------------------------------------
  def all_dead?
    if @actors.size == 0 and not $game_temp.in_battle
      return false
    end
    return existing_members.empty?
  end
  #--------------------------------------------------------------------------
  # * Processing Performed When Player Takes 1 Step
  #--------------------------------------------------------------------------
  def on_player_walk
    for actor in members
      if actor.slip_damage?
        actor.hp -= 1 if actor.hp > 1   # Poison damage
        $game_map.screen.start_flash(Color.new(255,0,0,64), 4)
      end
      if actor.auto_hp_recover and actor.hp > 0
        actor.hp += 1                   # HP auto recovery
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Perform Automatic Recovery (called at end of turn)
  #--------------------------------------------------------------------------
  def do_auto_recovery
    for actor in members
      actor.do_auto_recovery
    end
  end
  #--------------------------------------------------------------------------
  # * Remove Battle States (called when battle ends)
  #--------------------------------------------------------------------------
  def remove_states_battle
    for actor in members
      actor.remove_states_battle
    end
  end
end


If you want to be able to hold more that 99 of a Weapon, Armor or Item, you could alter the 99 to a high number. But I don't know yet what is the maximum. Probably 9 or 999 Thousand.

Also there is a line of Code that goes.
# * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super
    @gold = 0
    @steps = 0
    @last_item_id = 0
    @last_actor_index = 0
    @last_target_index = 0
    @actors = []      # Party member (actor ID)
    @items = {}       # Inventory item hash (item ID)
    @weapons = {}     # Inventory item hash (weapon ID)
    @armors = {}      # Inventory item hash (armor ID)
  end
  #------------

Change the Gold to a higher number to start out with more. And you can input IDs into the [] / {} areas to get a good start. But of course Setting up Equipment and Characters via Database would probably be safer and less trial and error.

But anywho. That's how you enhance how much gold your character can hold as a Maximum.