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 :
#============================================================================== # ** 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.