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Level 87
ok well i have found a bank script here in these forums and well i would like the interest and bonds thing to be removed i just want it to be able to withdraw/deposit money here is the script
Code: [Select]
#==============================================================================
# Banking System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (12.03.05)
#   Last Updated: 12.03.05
#==============================================================================

#==============================================================================
# ** Scene_Title
#==============================================================================
class Scene_Title
  #--------------------------------------------------------------------------
  # * Alias Command: New Game
  #--------------------------------------------------------------------------
  alias bank_command_new_game command_new_game
  #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    $game_bank = Game_BankSystem.new
    bank_command_new_game
  end
end

#==============================================================================
# ** Window_RefreshCommand
#==============================================================================
class Window_RefreshCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     width    : window width
  #     commands : command text string array
  #--------------------------------------------------------------------------
  def initialize(width, commands)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(commands = @commands)
    @commands = commands
    @item_max = commands.size
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    self.contents = Bitmap.new(width - 32, @item_max * 32)
    for i in 0...@item_max
      draw_item(i, normal_color)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #     index : item number
  #     color : text color
  #--------------------------------------------------------------------------
  def draw_item(index, color)
    self.contents.font.color = color
    self.contents.draw_text(0, 32 * index, self.contents.width - 8, 32, @commands[index], 1)
  end
  #--------------------------------------------------------------------------
  # * Disable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, disabled_color)
  end
  #--------------------------------------------------------------------------
  # * Undisable Item
  #     index : item number
  #--------------------------------------------------------------------------
  def disable_item(index)
    draw_item(index, normal_color)
  end
end

#==============================================================================
# ** Game_BankSystem
#==============================================================================
class Game_BankSystem
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :account_balance
  attr_accessor :interest_rate
  attr_accessor :saving_bonds
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @account_balance = 0
    @interest_rate = 1
    @saving_bonds = []
    @last_interest_time = 0
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Updates Deposited Amount
    interest_time = (Graphics.frame_count / Graphics.frame_rate - @last_interest_time) / 3600.0
    interest_amt = (@account_balance * @interest_rate / 100.0 * interest_time).to_i
    if interest_amt > 0
      @last_interest_time = Graphics.frame_count / Graphics.frame_rate
      @account_balance += interest_amt
      # Refreshes Data Windows
      $scene.refresh_windows
    end
  end
  #--------------------------------------------------------------------------
  # * Deposit
  #--------------------------------------------------------------------------
  def deposit(amount)
    $game_party.lose_gold(amount)
    @account_balance += amount
  end
  #--------------------------------------------------------------------------
  # * Withdraw
  #--------------------------------------------------------------------------
  def withdraw(amount)
    @account_balance -= amount
    $game_party.gain_gold(amount)
  end
  #--------------------------------------------------------------------------
  # * Add Savings Bond
  #--------------------------------------------------------------------------
  def add_bond(bond)
    @saving_bonds.push(bond)
    @saving_bonds.sort! {|a, b| a.name <=> b.name}
  end
end

#==============================================================================
# ** Savings_Bond
#==============================================================================
class Savings_Bond
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :name
  attr_accessor :cost
  attr_accessor :interest_rate
  attr_accessor :length
  attr_accessor :time_bought
  attr_accessor :time_finished
  attr_accessor :mature_value
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     name           : Savings Bond Name
  #     cost             : Savings Bond Cost
  #     interest_rate : Savings Bond Interest Rate (In Percent)
  #     length          : Length of Hours until Mature
  #--------------------------------------------------------------------------
  def initialize(name, cost, interest_rate, length)
    @name = name
    @cost = cost
    @interest_rate = interest_rate
    @length = length
    @mature_value = (@cost * (1+ @interest_rate / 100.0)).to_i
  end
  #--------------------------------------------------------------------------
  # * Set Times
  #--------------------------------------------------------------------------
  def set_times
    @time_bought = Graphics.frame_count / Graphics.frame_rate
    @time_finished = @time_bought + @length * 3600
  end
  #--------------------------------------------------------------------------
  # * Make Time to HH:MM:SS
  #--------------------------------------------------------------------------
  def return_time(time)
    hours      = time / 60 / 60
    minutes   = time / 60 % 60
    seconds   = time % 60
    return sprintf("%02d:%02d:%02d", hours, minutes, seconds)
  end
end

#==============================================================================
# ** Window_BankNumber
#==============================================================================
class Window_BankNumber < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(640, 272, 240, 192)
      self.opacity = 175
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     money  : Gold being...
  #     type      : Deposit or Withdraw
  #--------------------------------------------------------------------------
  def refresh(money, type)
    contents.clear
    # Deposit or Withdraw
    contents.font.color = system_color
    contents.draw_text(0, 0, contents.width, 24, "Amount to #{type}", 1)
    if type == "Deposit"
      # Draws Game Party Gold
      contents.draw_text(4, 48, contents.width, 24, "Current #{$data_system.words.gold}:")
      contents.font.color = normal_color
      contents.draw_text(-4, 48, contents.width, 24, $game_party.gold.to_s, 2)
    else
      # Draws Account Balance
      contents.draw_text(4, 48, contents.width, 24, "Account Balance:")
      contents.font.color = normal_color
      contents.draw_text(-4, 48, contents.width, 24, $game_bank.account_balance.to_s, 2)
    end
    # Draws Money Being Deposited or Withdrawn
    contents.font.color = system_color
    contents.draw_text(4, 72, contents.width, 24, "#{type} Amount:")
    contents.font.color = normal_color
    contents.draw_text(-4, 72, contents.width, 24, "- #{money}", 2)
    # Draws Line
    line = ""
    while contents.text_size(line).width < contents.width
      line += "-"
    end
    contents.draw_text(0, 96, contents.width, 24, line, 2)
    # Draws Game Party Gold Amont
    contents.font.color = system_color
    contents.draw_text(4, 112, contents.width, 32, "#{$data_system.words.gold} After:")
    amount = $game_party.gold
    amount += type == "Deposit" ? -money : money
    contents.font.color = normal_color
    contents.draw_text(-4, 112, contents.width, 32, amount.to_s, 2)
    # Draws Deposit Amont
    amount = $game_bank.account_balance
    amount += type == "Deposit" ? money : -money
    contents.font.color = system_color
    contents.draw_text(4, 136, contents.width, 32, "Balance After:")
    contents.font.color = normal_color
    contents.draw_text(-4, 136, contents.width, 32, amount.to_s, 2)
  end
end

#==============================================================================
# ** Window_BankBio
#==============================================================================
class Window_BankBio < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-240, 272, 240, 192)
      self.opacity = 175
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    contents.clear
    # Deposit or Withdraw
    contents.font.color = system_color
    # Draws Actor Name in Postition 1
    contents.font.color = normal_color
    contents.draw_text(0, 0, contents.width, 24, "#{$game_party.actors[0].name}", 1)
    # Draws Game Party Gold
    contents.font.color = system_color
    contents.draw_text(4, 32, contents.width, 24, "Current #{$data_system.words.gold}:")
    contents.font.color = normal_color
    contents.draw_text(-4, 32, contents.width, 24, $game_party.gold.to_s, 2)
    # Draws Account Balance
    contents.font.color = system_color
    contents.draw_text(4, 56, contents.width, 24, "Account Balance:")
    contents.font.color = normal_color
    contents.draw_text(-4, 56, contents.width, 24, $game_bank.account_balance.to_s, 2)
    # Draws Number of Savings Bond's
    contents.font.color = system_color
    contents.draw_text(4, 80, contents.width, 24, "Bonds Owned:")
    contents.font.color = normal_color
    contents.draw_text(-4, 80, contents.width, 24, $game_bank.saving_bonds.size.to_s, 2)
    # Draws Value of Savings Bond's
    value = 0
    $game_bank.saving_bonds.each { |x| value += x.mature_value}
    contents.font.color = system_color
    contents.draw_text(4, 104, contents.width, 24, "Bonds Value:")
    contents.font.color = normal_color
    contents.draw_text(-4, 104, contents.width, 24, value.to_s, 2)
    # Draws Current Interest Rate
    contents.font.color = system_color
    contents.draw_text(4, 136, contents.width, 24, "Interest Rate:")
    contents.font.color = normal_color
    contents.draw_text(-4, 136, contents.width, 24, "#{$game_bank.interest_rate} %", 2)
  end
end

#==============================================================================
# ** Window_Bond
#==============================================================================
class Window_Bond < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(-240, 264, 240, 200)
      self.opacity = 175
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #     bond    : Savings Bond
  #--------------------------------------------------------------------------
  def refresh(bond, bought = false)
    contents.clear
    unless bond == nil
      # Draws Bond Name
      contents.font.color = system_color
      contents.draw_text(0, 0, contents.width, 24, bond.name, 1)
      # Draws Bond Cost
      contents.font.color = system_color
      contents.draw_text(4, 24, contents.width, 24, "Bond Cost:")
      contents.font.color = normal_color
      contents.draw_text(-4, 24, contents.width, 24, bond.cost.to_s, 2)
      # Draws Bond Mature Value
      contents.font.color = system_color
      contents.draw_text(4, 48, contents.width, 24, "Mature Value:")
      contents.font.color = normal_color
      contents.draw_text(-4, 48, contents.width, 24, "#{bond.mature_value}", 2)
      # Draws Bond Interest Rate
      contents.font.color = system_color
      contents.draw_text(4, 72, contents.width, 24, "Interest Rate:")
      contents.font.color = normal_color
      contents.draw_text(-4, 72, contents.width, 24, "#{bond.interest_rate} %", 2)
      # Draws Length until Maturity
      contents.font.color = system_color
      contents.draw_text(4, 96, contents.width, 24, "Maturity Time:")
      contents.font.color = normal_color
      contents.draw_text(-4, 96, contents.width, 24, "#{bond.length} Hours", 2)
      # Display only if Purchased CD
      if bought
        # Draws Time Bought
        contents.font.color = system_color
        contents.draw_text(4, 120, contents.width, 24, "Time Bought:")
        contents.font.color = normal_color
        contents.draw_text(-4, 120, contents.width, 24, bond.return_time(bond.time_bought), 2)
        # Draws Time Finished
        contents.font.color = system_color
        contents.draw_text(4, 144, contents.width, 24, "Time Finished:")
        contents.font.color = normal_color
        contents.draw_text(-4, 144, contents.width, 24, bond.return_time(bond.time_finished), 2)
      end
    end
  end
end

#==============================================================================
# ** Scene_Bank
#==============================================================================
class Scene_Bank
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     interest rate   :   Changes Current Interest Rate (Leave 0 for no Change)
  #     bonds           :   Avaliable CD's For Purchasing
  #--------------------------------------------------------------------------
  def initialize(interest_rate = $game_bank.interest_rate,
      bonds = [ Savings_Bond.new("CD-7", 100, 7.5, 7), Savings_Bond.new("CD-14", 500, 15, 14)])
    $game_bank.interest_rate = interest_rate unless interest_rate == 0
    @bonds = bonds
  end
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # Current Phase
    @phase = -1
    # Refreshing Variables
    @amount, @depositing = 0, true
    @current_bond, @bond_bought = nil, false
    # Make sprite set
    @spriteset = Spriteset_Map.new
    # Help Window
    @help_window = Window_Help.new
      @help_window.y, @help_window.opacity = -64, 175
      @help_window.set_text("Welcome to the Bank", 1)
    # Bank Bio
    @bank_bio_window = Window_BankBio.new
    # Avaliable Bond Information Display Window
    @av_bond_display_window = Window_Bond.new
    # Owned Bond Information Display Window
    @own_bond_display_window = Window_Bond.new
    # Main Command
    @main_command = Window_RefreshCommand.new(180, [
        "Deposit #{g_word = $data_system.words.gold}",
        "Withdraw #{g_word}", "Purchase Bond", "Get Mature Bond", "Exit"])
      @main_command.x, @main_command.y, @main_command.opacity = 644, 272, 175
      @main_command.active = false
    # Bank Number Window
    @bank_number_window = Window_BankNumber.new
    # Avaliable Bonds Command
    commands = []
    @bonds.each {|x| commands.push(x.name)}; commands.push("Back")
    @av_bond_command = Window_RefreshCommand.new(180, commands)
      @av_bond_command.x, @av_bond_command.y = 644, 272
      @av_bond_command.height, @av_bond_command.opacity = 192, 175
      @av_bond_command.active = false
    # CD's Have
    @own_bond_command = Window_RefreshCommand.new(180, get_cd_list)
      @own_bond_command.x, @own_bond_command.y = 644, 272
      @own_bond_command.height, @own_bond_command.opacity = 192, 175
      @own_bond_command.active = false
    # Scene Objects
    @objects = [@spriteset, @help_window, @bank_bio_window, @av_bond_display_window,
        @own_bond_display_window, @main_command, @bank_number_window,
        @av_bond_command, @own_bond_command]
    # Execute transition
    Graphics.transition
    # Main loop
    while $scene == self
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Update Objects
      @objects.each {|x| x.update}
      # Updates Bank System
      $game_bank.update
      # Frame update
      update
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @objects.each {|x| x.dispose}
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Splits Phases Up
    case @phase
    when -1 # Intro Phase
      intro_update
    when 0  # Main Phase
      main_update
    when 1  # Deposit or Withdraw Phase
      account_update
    when 2  # Buy CD Phase
      buy_bond_update
    when 3  # Get Mature CD Phse
      get_bond_update
    when 99 # Exit Phase
      exit_update
    end
  end
  #--------------------------------------------------------------------------
  # * Intro Update
  #--------------------------------------------------------------------------
  def intro_update
    # Moves Window Down
    @help_window.y += 4 if @help_window.y < 0
    if @help_window.y == 0
      # Input Processing
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        # Returns to Scene
        @phase = 99
      elsif Input.trigger?(Input::C)
        $game_system.se_play($data_system.decision_se)
        # Switchs to Main Phase
        @phase = 0
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Main Update
  #--------------------------------------------------------------------------
  def main_update
    # Turns On Main Command
    @main_command.active = true
    # Turns Off Other Command Windows
    @av_bond_command.active = @own_bond_command.active = false
    # Moves In Active Windows
    @bank_bio_window.z = @main_command.z = 9999
    @bank_bio_window.x += 32 if @bank_bio_window.x < 16
    @main_command.x -= 25 if @main_command.x > 444
    # Moves Out Inactive Windows
    @av_bond_display_window.x -= 32 if @av_bond_display_window.x > - 240
    [@av_bond_display_window, @own_bond_display_window, @bank_number_window,
      @av_bond_command, @own_bond_command].each {|window| window.z = 9995}
    [@av_bond_command, @own_bond_command].each {|command|
      command.x += 25 if command.x < 644}
    @own_bond_display_window.x -= 25 if @own_bond_display_window.x > - 240
    @bank_number_window.x += 32 if @bank_number_window.x < 640
    # Sets Help Window
    case @main_command.index
      when 0; @help_window.set_text("Deposit Money Into your Account", 1)
      when 1; @help_window.set_text("Withdraw Money From your Account", 1)
      when 2; @help_window.set_text("Purchase a Savings Bond", 1)
      when 3; @help_window.set_text("Take Out Mature Savings Bond", 1)
      when 4; @help_window.set_text("Exit Bank", 1)
    end
    # Input Processing
    if Input.trigger?(Input::B) # Returns to Map
      $game_system.se_play($data_system.cancel_se)
      @phase = 99
    elsif Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      case @main_command.index
      when 0  # Deposit
        @amount, @depositing = 0, true
        refresh_windows
        @help_window.set_text("Deposit #{@amount} #{$data_system.words.gold}", 1)
        @phase = 1
      when 1  # Withdraw
        @amount, @depositing = 0, false
        refresh_windows
        @help_window.set_text("Withdraw #{@amount} #{$data_system.words.gold}", 1)
        @phase = 1
      when 2  # Buy CD
        @current_bond = @bonds[@av_bond_command.index]
        @bond_bought = false
        refresh_windows
        @phase = 2
      when 3  # Get CD
        @current_bond = $game_bank.saving_bonds[@own_bond_command.index]
        @bond_bought = true
        refresh_windows
        @phase = 3
      when 4  # Exit Bank
        @phase = 99
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Accpunt Update
  #--------------------------------------------------------------------------
  def account_update
    # Turns Off Command Windows
    @main_command.active = @av_bond_command.active = @own_bond_command.active = false
    # Moves In Active Windows
    @bank_bio_window.z = @bank_number_window.z = 9999
    @bank_bio_window.x += 32 if @bank_bio_window.x < 16
    @bank_number_window.x -= 32 if @bank_number_window.x > 384
    # Moves Out Inactive Windows
    @av_bond_display_window.z = @own_bond_display_window.z =
      @main_command.z = @av_bond_command.z = @own_bond_command.z = 9995
    @av_bond_display_window.x -= 32 if @av_bond_display_window.x > - 240
    [@own_bond_display_window].each {|window| window.x -= 25 if window.x > - 240}
    [@main_command, @av_bond_command, @own_bond_command].each {|command|
        command.x += 25 if command.x < 644}
    # Input Processing
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @phase = 0
    elsif Input.trigger?(Input::C)
      $game_system.se_play($data_system.shop_se)
      if @depositing
        $game_bank.deposit(@amount)
        refresh_windows
        @phase = 0
      else
        $game_bank.withdraw(@amount)
        refresh_windows
        @phase = 0
      end
    elsif Input.repeat?(Input::LEFT) && Input.press?(Input::LEFT)
      if @amount > 0
        $game_system.se_play($data_system.cursor_se)
        @amount -= 1
        refresh_windows
        @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
      else
        $game_system.se_play($data_system.buzzer_se)
      end
    elsif Input.repeat?(Input::RIGHT) && Input.press?(Input::RIGHT)
      if @depositing
        if @amount < $game_party.gold
          $game_system.se_play($data_system.cursor_se)
          @amount += 1
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @amount < $game_bank.account_balance
          $game_system.se_play($data_system.cursor_se)
          @amount += 1
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    elsif Input.repeat?(Input::UP) && Input.press?(Input::UP)
      if @amount == 0
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @amount > 10 ? @amount -= 10 : @amount = 0
        refresh_windows
        @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
      end
    elsif Input.repeat?(Input::DOWN) && Input.press?(Input::DOWN)
      if @depositing
        if @amount < $game_party.gold
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_party.gold - 10 ? @amount += 10 : @amount = $game_party.gold
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @amount < $game_bank.account_balance
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_bank.account_balance - 10 ? @amount += 10 : @amount = $game_bank.account_balance
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    elsif Input.repeat?(Input::L) && Input.press?(Input::L)
      if @amount == 0
        $game_system.se_play($data_system.buzzer_se)
      else
        $game_system.se_play($data_system.cursor_se)
        @amount > 100 ? @amount -= 100 : @amount = 0
        refresh_windows
        @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
      end
    elsif Input.repeat?(Input::R) && Input.press?(Input::R)
      if @depositing
        if @amount < $game_party.gold
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_party.gold - 100 ? @amount += 100 : @amount = $game_party.gold
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        if @amount < $game_bank.account_balance
          $game_system.se_play($data_system.cursor_se)
          @amount < $game_bank.account_balance - 100 ? @amount += 100 : @amount = $game_bank.account_balance
          refresh_windows
          @help_window.set_text("#{@depositing ? 'Deposit' : 'Withdraw'} #{@amount} #{$data_system.words.gold}", 1)
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Buy Bond Update
  #--------------------------------------------------------------------------
  def buy_bond_update
    # Turns On Avaliable Bond Window
    @av_bond_command.active = true
    # Turns Off Other Command Windows
    @main_command.active = @own_bond_command.active = false
    # Moves In Active Windows
    @av_bond_display_window.z = @av_bond_command.z = 9999
    @av_bond_display_window.x += 32 if @av_bond_display_window.x < 16
    @av_bond_command.x -= 25 if @av_bond_command.x > 444
    # Moves Out Inactive Windows
    [@bank_bio_window, @bank_number_window, @own_bond_display_window,
      @main_command, @own_bond_command].each {|window| window.z = 9995}
    @bank_bio_window.x -= 32 if @bank_bio_window.x > - 240
    @bank_number_window.x += 32 if @bank_number_window.x < 640
    @own_bond_display_window.x -= 25 if @own_bond_display_window.x > - 240
    [@main_command, @own_bond_command].each {|command| command.x += 25 if command.x < 644}
    # Input Processing
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @phase = 0
    elsif Input.trigger?(Input::C)
      if @av_bond_command.index == @bonds.size
        $game_system.se_play($data_system.cancel_se)
        @phase = 0
      else
        current_bond = @bonds[@av_bond_command.index].dup
        if current_bond.cost > $game_party.gold
          $game_system.se_play($data_system.buzzer_se)
        else
          $game_system.se_play($data_system.decision_se)
          $game_party.lose_gold(current_bond.cost)
          current_bond.set_times
          $game_bank.add_bond(current_bond)
          refresh_windows
          @phase = 0
        end
      end
    # Updates Current Bond
    elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @current_bond = @bonds[@av_bond_command.index]
      refresh_windows
    end
  end
  #--------------------------------------------------------------------------
  # * Get Bond Update
  #--------------------------------------------------------------------------
  def get_bond_update
    # Turns On Avaliable Bond Window
    @own_bond_command.active = true
    # Turns Off Other Command Windows
    @main_command.active = @av_bond_command.active = false
    # Moves In Active Windows
    [@own_bond_display_window, @own_bond_command].each {|window| window.z = 9999}
    @own_bond_display_window.x += 32 if @own_bond_display_window.x < 16
    @own_bond_command.x -= 25 if @own_bond_command.x > 444
    # Moves Out Inactive Windows
    [@bank_bio_window, @av_bond_display_window, @main_command, @bank_number_window,
      @av_bond_command].each {|window| window.z = 9995}
    [@bank_bio_window, @av_bond_display_window].each {|window|
      window.x -= 32 if window.x > - 240}
    [@main_command, @av_bond_command].each {|window|
      window.x += 25 if window.x < 640}
    @bank_number_window.x += 32 if @bank_number_window.x < 640
    # Input Processing
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @phase = 0
    elsif Input.trigger?(Input::C)
      if @own_bond_command.index == $game_bank.saving_bonds.size
        $game_system.se_play($data_system.cancel_se)
        @phase = 0
      else
        current_bond = $game_bank.saving_bonds[@own_bond_command.index]
        if current_bond.time_finished > Graphics.frame_count / Graphics.frame_rate
          $game_system.se_play($data_system.buzzer_se)
          @help_window.set_text("Savings Bond Not Mature Yet!", 1)
        else
          $game_system.se_play($data_system.decision_se)
          $game_party.gain_gold(current_bond.mature_value)
          $game_bank.saving_bonds.delete_at[@own_bond_command.index]
          refresh_windows
          @phase = 0
        end
      end
    elsif Input.trigger?(Input::UP) or Input.trigger?(Input::DOWN)
      @current_bond = $game_bank.saving_bonds[@own_bond_command.index]
      refresh_windows
    end
  end
  #--------------------------------------------------------------------------
  # * Exit Update
  #--------------------------------------------------------------------------
  def exit_update
    # Moves Out Windows
    @help_window.y -= 4 if @help_window.y > - 64
    [@bank_bio_window, @av_bond_display_window].each {|window| window.x -= 32 if window.x > - 240}
    [@own_bond_display_window].each {|window| window.x -= 25 if window.x > - 240}
    [@main_command, @bank_number_window, @av_bond_command,
      @own_bond_command].each {|window| window.x += 25 if window.x < 640}
    # Checks To Make Sure All Windows Are Out
    if @help_window.y <= - 64 && @bank_bio_window.x <= - 240 && @av_bond_display_window.x <= - 240 &&
        @own_bond_display_window.x <= - 240 && @main_command.x >= 644 &&
        @bank_number_window.x >= 640 && @av_bond_command.x >= 640 && @own_bond_command.x >= 640
      $scene = Scene_Map.new
    end
  end
  #--------------------------------------------------------------------------
  # * Get CD List
  #--------------------------------------------------------------------------
  def get_cd_list
    commands = []
    $game_bank.saving_bonds.each {|x| commands.push(x.name)}
    commands.push("Back")
    return commands
  end
  #--------------------------------------------------------------------------
  # * Refresh Windows
  #--------------------------------------------------------------------------
  def refresh_windows
    @bank_bio_window.refresh
    @av_bond_display_window.refresh(@current_bond, @bond_bought)
    @own_bond_display_window.refresh(@current_bond, @bond_bought)
    @bank_number_window.refresh(@amount, @depositing ? "Deposit" : "Withdraw")
    @own_bond_command.refresh(get_cd_list)
  end
end

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Most Mature Member2011 Favourite Staff Member2011 Best Use of Avatar and Signature Space2011 Best Veteran2011 Best RPG Maker User (Scripting)2010 Best RPG Maker User (Scripting)2010 Most Mature Member
If you are not going to use bonds or interest then there really isn't any need for a script. Just use events. There are a few tutorials on it in the forums. If you really want to keep the script then it probably wouldn't be a hard edit. You can prolly run through it and just delete every line that has the word interest or bond in it. If that doesn't work repost and I guess I could edit the script for you... but you'd have to explain to me why you aren't using events because I really can't see any benefit that a script would have for it other than a fancy window.

**
Rep:
Level 87
ya i tried deleting but when i go to the bank screen in the game it says error: ** Scene_Bank could not be uninitialized

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Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Most Mature Member2011 Favourite Staff Member2011 Best Use of Avatar and Signature Space2011 Best Veteran2011 Best RPG Maker User (Scripting)2010 Best RPG Maker User (Scripting)2010 Most Mature Member
okay, well i guess i can do it when I get home then

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Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Most Mature Member2011 Favourite Staff Member2011 Best Use of Avatar and Signature Space2011 Best Veteran2011 Best RPG Maker User (Scripting)2010 Best RPG Maker User (Scripting)2010 Most Mature Member
Sorry for double post but this thing is 785 lines!? For something you can do in 30 lines with events? This script is silly. I won't be able to go through it tonight, but I am just going to take this opportunity to strongly suggest using events. If there is a legitimate reason why you don't want to use events, then I'll do it when I have more time.

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Rep:
Level 87
i did it using events and variables but it wouldnt work for some reason, i had 1000 coins but it would only let me insert 1 at a time and then it  was screwed up big time i mean it was messed up.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Sorry for double post but this thing is 785 lines!? For something you can do in 30 lines with events? This script is silly.

Have you seen who made the script? ::) Why do you think I am always criticizing him? ::)

EDIT:

http://rmrk.net/index.php/topic,14182.0
« Last Edit: March 21, 2007, 02:44:55 PM by Blizzard »
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***
Rep:
Level 88
Menu & Battle System Guru
Have you seen who made the script? ::) Why do you think I am always criticizing him? ::)
http://rmrk.net/index.php/topic,14182.0

BAHAHAHAHAH ROFL  :lol: