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Stat calculation cap?

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Rep: +0/-0Level 85
Does anyone know what the numerical cap RM2K stops calculating at for stats (you know, strength, Int, max HP....)

I know that 1 and 999 are the top and bottom caps for displaying in game and using in game, but the program goes beyond 999 and below 1 into the negative when calculating.

I want to make a parallel event that will set a stat at a desired number by increasing it to the calculation cap, and then decreasing it to reach the desired value. I hope there is a cap, and that it doesn't wrap around to negative.

Is there another way to freeze a specific stat on a single hero at a desired number without knowing this? (that is without re-writing massive numbers of events and items)

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Level 87
I have no idea where the limit is for calculations, though I would advise against using it, as it would either loop or behave erratically, rather than remain stuck at the lowest possible value. Rough experimentation with decrease by 999, increase by 99, yields 1 as a result. It stores negative values. Anyway, to get around this, I recommend making a simple loop. This loop would check if the stat is higher/lower/same as the target value, by comparing two variables: one, the passed in target, and two, a variable set to the hero's stat of choice. If the stat is higher than target, increase target, if lower, decrease, if same, break out of the loop. You'd need six separate loops, but that's not so bad, is it?

Let me know if that makes no sense.
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