This is just a simple edit, but it might be useful.
Replace your script "Game_Party" with this and you will be able to carry 9999 of each item and 9999999999 gold! The numbers get a little run together when you go above 999999999 gold though but its still readable... i'm no scripter so i can't fix that, maybe someone can. If you use this you don't have to credit me if you don't want to but don't say you did it. OK here it is:
#==============================================================================
# ? Game_Party
#ITEM LIMIT 9999 GOLD LIMIT 9999999999
#EDITED BY FORMINA_SAGE
#------------------------------------------------------------------------------
# ??????????????????????????????????????
# ?????????? $game_party ????????
#==============================================================================
class Game_Party
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :actors # ????
attr_reader :gold # ????
attr_reader :steps # ??
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
# ??????????
@actors = []
# ???????????
@gold = 0
@steps = 0
# ?????????????????????
@items = {}
@weapons = {}
@armors = {}
end
#--------------------------------------------------------------------------
# ? ?????????????
#--------------------------------------------------------------------------
def setup_starting_members
@actors = []
for i in $data_system.party_members
@actors.push($game_actors[i])
end
end
#--------------------------------------------------------------------------
# ? ?????????????????
#--------------------------------------------------------------------------
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] = 99
end
end
end
end
#--------------------------------------------------------------------------
# ? ???????????????
#--------------------------------------------------------------------------
def refresh
# ??????????????????????????
# $game_actors ?????????????
# ????????????????????????????
new_actors = []
for i in 0...@actors.size
if $data_actors[@actors[i].id] != nil
new_actors.push($game_actors[@actors[i].id])
end
end
@actors = new_actors
end
#--------------------------------------------------------------------------
# ? ????????
#--------------------------------------------------------------------------
def max_level
# ??????? 0 ????
if @actors.size == 0
return 0
end
# ?????? level ????
level = 0
# ??????????????????
for actor in @actors
if level < actor.level
level = actor.level
end
end
return level
end
#--------------------------------------------------------------------------
# ? ????????
# actor_id : ???? ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# ???????
actor = $game_actors[actor_id]
# ??????? 4 ??????????????????????
if @actors.size < 4 and not @actors.include?(actor)
# ???????
@actors.push(actor)
# ????????????
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# ? ???????
# actor_id : ???? ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
# ???????
@actors.delete($game_actors[actor_id])
# ????????????
$game_player.refresh
end
#--------------------------------------------------------------------------
# ? ??????? (??)
# n : ??
#--------------------------------------------------------------------------
def gain_gold(n)
@gold = [[@gold + n, 0].max, 9999999999].min
end
#--------------------------------------------------------------------------
# ? ???????
# n : ??
#--------------------------------------------------------------------------
def lose_gold(n)
# ??????? gain_gold ???
gain_gold(-n)
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def increase_steps
@steps = [@steps + 1, 9999999].min
end
#--------------------------------------------------------------------------
# ? ??????????
# item_id : ???? ID
#--------------------------------------------------------------------------
def item_number(item_id)
# ???????????????????????? 0 ???
return @items.include?(item_id) ? @items[item_id] : 0
end
#--------------------------------------------------------------------------
# ? ????????
# weapon_id : ?? ID
#--------------------------------------------------------------------------
def weapon_number(weapon_id)
# ???????????????????????? 0 ???
return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
end
#--------------------------------------------------------------------------
# ? ????????
# armor_id : ?? ID
#--------------------------------------------------------------------------
def armor_number(armor_id)
# ???????????????????????? 0 ???
return @armors.include?(armor_id) ? @armors[armor_id] : 0
end
#--------------------------------------------------------------------------
# ? ??????? (??)
# item_id : ???? ID
# n : ??
#--------------------------------------------------------------------------
def gain_item(item_id, n)
# ?????????????
if item_id > 0
@items[item_id] = [[item_number(item_id) + n, 0].max, 9999].min
end
end
#--------------------------------------------------------------------------
# ? ????? (??)
# weapon_id : ?? ID
# n : ??
#--------------------------------------------------------------------------
def gain_weapon(weapon_id, n)
# ?????????????
if weapon_id > 0
@weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 9999].min
end
end
#--------------------------------------------------------------------------
# ? ????? (??)
# armor_id : ?? ID
# n : ??
#--------------------------------------------------------------------------
def gain_armor(armor_id, n)
# ?????????????
if armor_id > 0
@armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 9999].min
end
end
#--------------------------------------------------------------------------
# ? ???????
# item_id : ???? ID
# n : ??
#--------------------------------------------------------------------------
def lose_item(item_id, n)
# ??????? gain_item ???
gain_item(item_id, -n)
end
#--------------------------------------------------------------------------
# ? ?????
# weapon_id : ?? ID
# n : ??
#--------------------------------------------------------------------------
def lose_weapon(weapon_id, n)
# ??????? gain_weapon ???
gain_weapon(weapon_id, -n)
end
#--------------------------------------------------------------------------
# ? ?????
# armor_id : ?? ID
# n : ??
#--------------------------------------------------------------------------
def lose_armor(armor_id, n)
# ??????? gain_armor ???
gain_armor(armor_id, -n)
end
#--------------------------------------------------------------------------
# ? ???????????
# item_id : ???? ID
#--------------------------------------------------------------------------
def item_can_use?(item_id)
# ???????? 0 ????
if item_number(item_id) == 0
# ????
return false
end
# ????????
occasion = $data_items[item_id].occasion
# ??????
if $game_temp.in_battle
# ?????? 0 (??) ??? 1 (?????) ??????
return (occasion == 0 or occasion == 1)
end
# ?????? 0 (??) ??? 2 (??????) ??????
return (occasion == 0 or occasion == 2)
end
#--------------------------------------------------------------------------
# ? ???????????
#--------------------------------------------------------------------------
def clear_actions
# ????????????????
for actor in @actors
actor.current_action.clear
end
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def inputable?
# ?????????????? true ???
for actor in @actors
if actor.inputable?
return true
end
end
return false
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def all_dead?
# ??????? 0 ????
if $game_party.actors.size == 0
return false
end
# HP 0 ?????????????????
for actor in @actors
if actor.hp > 0
return false
end
end
# ??
return true
end
#--------------------------------------------------------------------------
# ? ???????????? (????)
#--------------------------------------------------------------------------
def check_map_slip_damage
for actor in @actors
if actor.hp > 0 and actor.slip_damage?
actor.hp -= [actor.maxhp / 100, 1].max
if actor.hp == 0
$game_system.se_play($data_system.actor_collapse_se)
end
$game_screen.start_flash(Color.new(255,0,0,128), 4)
$game_temp.gameover = $game_party.all_dead?
end
end
end
#--------------------------------------------------------------------------
# ? ??????????????
# hp0 : HP 0 ????????
#--------------------------------------------------------------------------
def random_target_actor(hp0 = false)
# ?????????
roulette = []
# ???
for actor in @actors
# ?????????
if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
# ????????? [??] ???
position = $data_classes[actor.class_id].position
# ????? n = 4?????? n = 3?????? n = 2
n = 4 - position
# ??????????? n ???
n.times do
roulette.push(actor)
end
end
end
# ?????????? 0 ???
if roulette.size == 0
return nil
end
# ????????????????
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# ? ?????????????? (HP 0)
#--------------------------------------------------------------------------
def random_target_actor_hp0
return random_target_actor(true)
end
#--------------------------------------------------------------------------
# ? ??????????????
# actor_index : ??????????
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
# ???????
actor = @actors[actor_index]
# ???????????
if actor != nil and actor.exist?
return actor
end
# ???
for actor in @actors
# ???????????
if actor.exist?
return actor
end
end
end
end