The RPG Maker Resource Kit

RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: Syrathor2 on May 23, 2005, 10:36:27 PM

Title: Banking Script
Post by: Syrathor2 on May 23, 2005, 10:36:27 PM
I found this script on the web earlier but don't know how to use it. Can anyone help?


# Keep_Items
#
#

module Keep_Items_Module
class Keep_Items
class Keep_Item
  def initialize(name)
    @name = name
    @items = {}
    @weapons = {}
    @armors = {}
    @gold = 0
  end
  def add_item(item)
    @items[item.id] = [] if @items[item.id].nil?
    @items[item.id].push item
  end
  def add_weapon(item)
    @weapons[item.id] = [] if @weapons[item.id].nil?
    @weapons[item.id].push item
  end
  def add_armor(item)
    @armors[item.id] = [] if @armors[item.id].nil?
    @armors[item.id].push item
  end
  def add(item)
    case item
    when RPG::Item
      add_item item
    when RPG::Weapon
      add_weapon item
    when RPG::Armor
      add_armor item
    end
  end
  def remove_item(item)
    return if @items[item.id].nil?
    @items[item.id].pop
  end
  def remove_weapon(item)
    return if @weapons[item.id].nil?
    @weapons[item.id].pop
  end
  def remove_armor(item)
    return if @armors[item.id].nil?
    @armors[item.id].pop
  end
  def remove(item)
    case item
    when RPG::Item
      remove_item item
    when RPG::Weapon
      remove_weapon item
    when RPG::Armor
      remove_armor item
    end
  end
  def item_number(id)
    return @items[id].nil? ? 0 : @items[id].size
  end
  def weapon_number(id)
    return @weapons[id].nil? ? 0 : @weapons[id].size
  end
  def armor_number(id)
    return @armors[id].nil? ? 0 : @armors[id].size
  end
  def gold
    return @gold
  end
  def gain_item(id,num)
    (0...num).each {add_item $data_items[id]}
  end
  def gain_weapon(id,num)
    (0...num).each {add_weapon $data_weapons[id]}
  end
  def gain_armor(id,num)
    (0...num).each {add_armor $data_armors[id]}
  end
  def gain_gold(gold)
    @gold += gold
  end
  def lose_item(id,num)
    (0...num).each {remove_item $data_items[id]}
  end
  def lose_weapon(id,num)
    (0...num).each {remove_weapon $data_weapons[id]}
  end
  def lose_armor(id,num)
    (0...num).each {remove_armor $data_armors[id]}
  end
  def lose_gold(gold)
    @gold -= gold
  end
end

def initialize
  @keep_items = {}
end
def [](name)
  if @keep_items[name].nil?
    @keep_items[name] = Keep_Item.new name
  end
  return @keep_items[name]
end
end

module Game_Party
def keep_items
  if @keep_items.nil?
    @keep_items = Keep_Items.new
  end
  return @keep_items
end
def swap_keep_item(name1,name2)
  Keep_Items_Module.swap_keep_item(self,self.keep_items[name1])
  Keep_Items_Module.swap_keep_item(self.keep_items[name2],self)
end
end

def swap_keep_item(keep_item_a,keep_item_b)
  # ã,¢ã,¤ãƒ†ãƒ ã,'追加
  for i in 1...$data_items.size
    num = keep_item_a.item_number(i)
    if num > 0
      keep_item_b.gain_item(i,num)
      keep_item_a.lose_item(i,num)
    end
  end
  for i in 1...$data_weapons.size
    num = keep_item_a.weapon_number(i)
    if num > 0
      keep_item_b.gain_weapon(i,num)
      keep_item_a.lose_weapon(i,num)
    end
  end
  for i in 1...$data_armors.size
    num = keep_item_a.armor_number(i)
    if num > 0
      keep_item_b.gain_armor(i,num)
      keep_item_a.lose_armor(i,num)
    end
  end
  gold = keep_item_a.gold
  keep_item_b.gain_gold(gold)
  keep_item_a.lose_gold(gold)
end
module_function :swap_keep_item
end # module Keep_Items_Module


class Game_Party
include Keep_Items_Module::Game_Party
end

# Keep_Items

# Scene_Framework
#
#
#

if true

#==============================================================================
# â– ã,·ãƒ¼ãƒ³ãƒ•レームワーã,¯
#==============================================================================
module Scene_Framework

module Window_Menu
  NAME = 'name'
  HELP = 'help'
  PROC = 'proc'
  def add_menu(name,menu_item)
    @menu_list = [] if @menu_list.nil?
    menu_item[NAME] = name
    @menu_list.push menu_item
  end
  def menu_names
    names = []
    @menu_list.each {|menu| names.push menu[NAME]}
    return names
  end
  def menu_call(index)
    @menu_list[index][PROC].call if not @menu_list[index][PROC].nil?
  end
  def menu_help(index)
    return @menu_list[index][HELP].nil? ? '' : @menu_list[index][HELP]
  end
  def input_c
    menu_call(@index)
  end
  def start_active_window
    self.index = 0
  end
  def help_text
    return menu_help(@index)
  end
  def update_help
    @help_window.set_text help_text
  end
end

module Window_Module
  def buzzer_se
    # ブã,¶ãƒ¼ SE ã,'æ¼"奏
    $game_system.se_play($data_system.buzzer_se)
  end
  def decision_se
    # 決定 SE ã,'æ¼"奏
    $game_system.se_play($data_system.decision_se)
  end
  def cancel_se
    # ã,­ãƒ£ãƒ³ã,»ãƒ« SE ã,'æ¼"奏
    $game_system.se_play($data_system.cancel_se)
  end
  def cursor_se
    # ã,«ãƒ¼ã,½ãƒ« SE ã,'æ¼"奏
    $game_system.se_play($data_system.cursor_se)
  end
  def shop_se
    # ã,·ãƒ§ãƒƒãƒ— SE ã,'æ¼"奏
    $game_system.se_play($data_system.shop_se)
  end
 
  def center
    self.x = 640 / 2 - self.width / 2
    self.y = 480 / 2 - self.height / 2
  end

  def cancel?
    # B ボã,¿ãƒ³ãŒæŠ¼ã•ã,ŒãŸå ´åˆ
    if Input.trigger?(Input::B)
      cancel_se
      return true
    end
    return false
  end

  def select?
    # C ボã,¿ãƒ³ãŒæŠ¼ã•ã,ŒãŸå ´åˆ
    return Input.trigger?(Input::C)
  end

  attr_reader :input_hander

  def setup_default_input_hander
    return if not @input_hander.nil?
    @input_hander = {}
    handers = {
      Input::A => 'input_a',
      Input::B => 'input_b',
      Input::C => 'input_c',
      Input::X => 'input_x',
      Input::Y => 'input_y',
      Input::Z => 'input_z',
      Input::LEFT  => 'input_left',
      Input::RIGHT => 'input_right',
      Input::UP    => 'input_up',
      Input::DOWN  => 'input_down',
    }
    handers.each do |code,method_name|
      if not self.methods.index(method_name).nil?
        @input_hander[code] = self.method(method_name)
      end
    end
  end

  def input_b
    cancel_se
    $scene.back_window
  end

  def update_active_window
    if @input_hander.nil?
      setup_default_input_hander
    end
    input_hander.each do |code,method_name|
      if Input.repeat?(code)
        method_name.call
      end
    end
  end
end

class Window_YesNo < Window_Command
  include Scene_Framework::Window_Module

  attr_accessor :select_proc
  attr_accessor :cancel_proc

  def initialize
    super(100,['Select','Cancel'])
    @select_proc = nil
    @cancel_proc = nil
    center
  end
  def yes?
    return @index == 0
  end
  def no?
    return @index == 1
  end
  def update_active_window
    if cancel?
      @cancel_proc.call if not cancel_proc.nil?
      $scene.back_window
      return
    end
    if select? and no?
      @cancel_proc.call if not cancel_proc.nil?
      cancel_se
      $scene.back_window
      return
    end
    if select? and yes?
      @select_proc.call if not @select_proc.nil?
      return
    end
  end
end

attr_reader :windows

#--------------------------------------------------------------------------
# 初期化
#--------------------------------------------------------------------------
def initialize
  @windows = {}
  @active_windows = []
  @visible_windows = []
end
#--------------------------------------------------------------------------
# ã,¦ã,£ãƒ³ãƒ‰ã,¦ã®è¿½åŠ 
#--------------------------------------------------------------------------
def add_window(name, window, visible = false)
  @windows[name] = window
  if visible
    @visible_windows.push window
  end
  update_visibility
  return window
end
#--------------------------------------------------------------------------
# 次のã,¦ã,£ãƒ³ãƒ‰ã,¦
#--------------------------------------------------------------------------
def next_window(name)
  active_window = windows[name]
  @active_windows.push active_window
  update_activity_window_z
  if not active_window.methods.index('start_active_window').nil?
    active_window.start_active_window
  end
  update_visibility
  update_activity
end
#--------------------------------------------------------------------------
# 戻ã,‹
#--------------------------------------------------------------------------
def back_window
  active_window = @active_windows[@active_windows.size - 1]
  if not active_window.methods.index('end_active_window').nil?
    active_window.end_active_window
  end
  @active_windows.pop
  update_visibility
  update_activity
end
#--------------------------------------------------------------------------
# 表示固定ã,¦ã,£ãƒ³ãƒ‰ã,¦ã®è¨­å®š
#--------------------------------------------------------------------------
def set_visible_window(name,visible=true)
  if visible
    if @visible_windows.index(windows[name]).nil?
      @visible_windows.push windows[name]
    end
  else
    @visible_windows.delete windows[name]
  end
  update_visibility
end
#--------------------------------------------------------------------------
# z index æ›´æ–°
#--------------------------------------------------------------------------
def update_activity_window_z
  z = 100
  @active_windows.each do |window|
    window.z = z
    z += 10
  end
end
#--------------------------------------------------------------------------
# 表示状æ...‹æ›´æ–°
#--------------------------------------------------------------------------
def update_visibility
  windows.each_value do |window|
    window.visible = false
  end
  @visible_windows.each do |window|
    window.visible = true
  end
  @active_windows.each do |window|
    window.visible = true
  end
end
#--------------------------------------------------------------------------
# ã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹æ›´æ–°
#--------------------------------------------------------------------------
def update_activity
  windows.each_value do |window|
    window.active = false
  end
  active_window = @active_windows[@active_windows.size - 1]
  active_window.active = true if not active_window.nil?
end
#--------------------------------------------------------------------------
# メã,¤ãƒ³åˆæœŸå‡¦ç†
#--------------------------------------------------------------------------
def main_start
end
#--------------------------------------------------------------------------
# メã,¤ãƒ³å¾Œå‡¦ç†
#--------------------------------------------------------------------------
def main_end
  windows.each_value do |window|
    window.dispose
  end
end
#--------------------------------------------------------------------------
# ã,¦ã,£ãƒ³ãƒ‰ã,¦æ›´æ–°
#--------------------------------------------------------------------------
def update_window
  windows.each_value do |window|
    window.update if window.visible
  end
end
#--------------------------------------------------------------------------
# ã,¢ã,¯ãƒ†ã,£ãƒ–ã,¦ã,£ãƒ³ãƒ‰ã,¦å‡¦ç†
#--------------------------------------------------------------------------
def update_active_window
  if @active_windows.empty?
    $scene = Scene_Map.new
    return
  end
  active_window = @active_windows[@active_windows.size - 1]
  active_window.update_active_window
end
#--------------------------------------------------------------------------
# メã,¤ãƒ³å‡¦ç†
#--------------------------------------------------------------------------
def main
  # メã,¤ãƒ³ã,¹ã,¿ãƒ¼ãƒˆ
  main_start
  # トランã,¸ã,·ãƒ§ãƒ³å®Ÿè¡Œ
  Graphics.transition
  # メã,¤ãƒ³ãƒ«ãƒ¼ãƒ—
  loop do
    # ã,²ãƒ¼ãƒ ç"»é¢ã,'æ›´æ–°
    Graphics.update
    # å...¥åŠ›æƒ...å ±ã,'æ›´æ–°
    Input.update
    # フレーム更新
    update
    # ç"»é¢ãŒåˆ‡ã,Šæ›¿ã,ã£ãŸã,‰ãƒ«ãƒ¼ãƒ—ã,'中断
    if $scene != self
      break
    end
  end
  # トランã,¸ã,·ãƒ§ãƒ³æº–å,™
  Graphics.freeze
  # メã,¤ãƒ³ã,¨ãƒ³ãƒ‰
  main_end
end
#--------------------------------------------------------------------------
# フレーム更新
#--------------------------------------------------------------------------
def update
  # ã,¦ã,£ãƒ³ãƒ‰ã,¦ã,'æ›´æ–°
  update_window
  # ã,¢ã,¯ãƒ†ã,£ãƒ–ã,¦ã,£ãƒ³ãƒ‰ã,¦å‡¦ç†
  update_active_window
end
end

end

# Scene_Framework
# Scene_Keep_Item
#
#

class Scene_Keep_Item
include Scene_Framework

class Main_Menu < Window_Command
  include Scene_Framework::Window_Module
  def initialize
    super(160,['Storage','Remove','Cancel'])
    @menu_hander = []
    @menu_hander[0] = proc {decision_se; $scene.next_window :Item_Kind_Menu}
    @menu_hander[1] = proc {decision_se; $scene.next_window :Item_Kind_Menu}
    @menu_hander[2] = proc {cancel_se; $scene.back_window}
    center
    @help_window = $scene.windows[:Window_Help]
  end
  def start_active_window
    @index = 0
  end
  def input_c
    @menu_hander[@index].call
  end
  def push?
    return @index == 0
  end
  def pop?
    return @index == 1
  end
  def help_text
    return "" if @index == 2
    return @commands[@index]
  end
  def update_help
    @help_window.set_text(help_text)
  end
end

class Item_Kind_Menu < Window_Command
  include Scene_Framework::Window_Module
  def initialize
    super(160,[
      $data_system.words.item,
      $data_system.words.weapon,
      'Armor',
      'Money',
      'Cancel'
    ])
    @menu_hander = []
    @menu_hander[0] = proc {decision_se; $scene.next_window :Item_Select}
    @menu_hander[1] = proc {decision_se; $scene.next_window :Item_Select}
    @menu_hander[2] = proc {decision_se; $scene.next_window :Item_Select}
    @menu_hander[3] = proc {decision_se; $scene.next_window :Gold_Number}
    @menu_hander[4] = proc {cancel_se; $scene.back_window}
    center
    @help_window = $scene.windows[:Window_Help]
  end
  def start_active_window
    @index = 0
  end
  def input_c
    @menu_hander[@index].call
  end
  def item?
    return @index == 0
  end
  def weapon?
    return @index == 1
  end
  def armor?
    return @index == 2
  end
  def help_text
    return "" if @index == 4
    return "#{@commands[@index]}ã,'#{$scene.windows[:Main_Menu].help_text}"
  end
  def update_help
    @help_window.set_text(help_text)
  end
end

#--------------------------------------------------------------------------
# ● ã,¢ã,¤ãƒ†ãƒ é¸æŠžã,¦ã,£ãƒ³ãƒ‰ã,¦
#--------------------------------------------------------------------------
class Item_Select < Window_Item
  include Scene_Framework::Window_Module
  def initialize
    super
    @keep_item = nil
    @help_window = $scene.windows[:Window_Help]
  end
  def input_c
    if not item.nil?
      $scene.next_window :Item_Number
    end
  end
  def item_number
    return $scene.item_number(@keep_item,item)
  end
  def start_active_window
    @index = 0
    if $scene.windows[:Main_Menu].push?
      @keep_item  = $game_party
    end
    if $scene.windows[:Main_Menu].pop?
      @keep_item  = $scene.keep_item
    end
    refresh
  end
  #--------------------------------------------------------------------------
  # ● ã,¢ã,¤ãƒ†ãƒ ãƒªãƒ•レッã,·ãƒ¥
  #--------------------------------------------------------------------------
  def refresh_items
    return if @keep_item.nil?
    # ã,¢ã,¤ãƒ†ãƒ ã,'追加
    for i in 1...$data_items.size
      if @keep_item.item_number(i) > 0
        @data.push($data_items)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 武器リフレッã,·ãƒ¥
  #--------------------------------------------------------------------------
  def refresh_weapons
    return if @keep_item.nil?
    for i in 1...$data_weapons.size
      if @keep_item.weapon_number(i) > 0
        @data.push($data_weapons)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● 防å...·ãƒªãƒ•レッã,·ãƒ¥
  #--------------------------------------------------------------------------
  def refresh_armors
    return if @keep_item.nil?
    for i in 1...$data_armors.size
      if @keep_item.armor_number(i) > 0
        @data.push($data_armors)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● å...¨ã¦ãƒªãƒ•レッã,·ãƒ¥
  #--------------------------------------------------------------------------
  def refresh_all
    refresh_items
    refresh_weapons
    refresh_armors
  end
  #--------------------------------------------------------------------------
  # ● ã,³ãƒ³ãƒ†ãƒ³ãƒ,,リフレッã,·ãƒ¥
  #--------------------------------------------------------------------------
  def refresh_contents
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
    end
  end
  #--------------------------------------------------------------------------
  # ● リフレッã,·ãƒ¥
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    item_kind_menu = $scene.windows[:Item_Kind_Menu]
    if item_kind_menu.item?
      refresh_items
    end
    if item_kind_menu.weapon?
      refresh_weapons
    end
    if item_kind_menu.armor?
      refresh_armors
    end
    refresh_contents
    draw_all
  end
  #--------------------------------------------------------------------------
  # ● 描ç"»
  #--------------------------------------------------------------------------
  def draw_all
    # é ...目数が 0 でなã'ã,Œã°ãƒ"ットマップã,'作成し、å...¨é ...ç›®ã,'描ç"»
    if @item_max > 0
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # ● é ...目の描ç"»
  #     index : é ...目番号
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = @keep_item.item_number(item.id)
    when RPG::Weapon
      number = @keep_item.weapon_number(item.id)
    when RPG::Armor
      number = @keep_item.armor_number(item.id)
    end
    self.contents.font.color = normal_color
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
self.contents.font.name = $fontface
  self.contents.font.size = $fontsize
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

class Gold_Number < Window_InputNumber
  include Scene_Framework::Window_Module
  def initialize
    super(9)
    self.opacity = 255
    center
    @help_window = $scene.windows[:Window_Help]
  end
  def help_text
    return "#{$scene.windows[:Item_Kind_Menu].help_text}"+
      " (#{$scene.pop_keep_item.gold}#{$data_system.words.gold})"
  end
  def update
    super
    @help_window.set_text(help_text)
  end
  def input_c
    if $scene.pop_keep_item.gold < number
      buzzer_se
      return
    end
    $scene.push_keep_item.gain_gold number
    $scene.pop_keep_item.lose_gold number
    decision_se
    $scene.back_window
  end
end

class Item_Number < Window_InputNumber
  include Scene_Framework::Window_Module
  def initialize
    super(2)
    self.opacity = 255
    center
    @help_window = $scene.windows[:Window_Help]
  end
  def help_text
    item_select = $scene.windows[:Item_Select]
    item = item_select.item
    return "#{item.name} #{item_select.item_number}個"
  end
  def update
    super
    @help_window.set_text(help_text)
  end
  def input_c
    item_select = $scene.windows[:Item_Select]

    if item_select.item_number < number
      buzzer_se
      return
    end
    item = item_select.item
    if ($scene.item_number($scene.push_keep_item,item) + number) > 99
      buzzer_se
      return
    end

    item_kind_menu = $scene.windows[:Item_Kind_Menu]
    if item_kind_menu.item?
      kind_name = 'item'
    elsif item_kind_menu.weapon?
      kind_name = 'weapon'
    elsif item_kind_menu.armor?
      kind_name = 'armor'
    end

    $scene.push_keep_item.method("gain_#{kind_name}").call(item.id,number)
    $scene.pop_keep_item.method("lose_#{kind_name}").call(item.id,number)

    item_select.refresh

    decision_se
    $scene.back_window
  end
end

attr_reader :keep_item

def initialize(name)
  super()
  @keep_item = $game_party.keep_items[name]
end
def main_start
  super
  window = add_window(:Window_Help,Window_Help.new,true)
  window = add_window(:Main_Menu,Main_Menu.new)
  window = add_window(:Item_Kind_Menu,Item_Kind_Menu.new)
  window = add_window(:Item_Select,Item_Select.new)
  window = add_window(:Gold_Number,Gold_Number.new)
  window = add_window(:Item_Number,Item_Number.new)
  next_window(:Main_Menu)
end
def push_keep_item
  main_menu = $scene.windows[:Main_Menu]
  if main_menu.push?
    return $scene.keep_item
  end
  if main_menu.pop?
    return $game_party
  end
  return nil
end
def pop_keep_item
  main_menu = $scene.windows[:Main_Menu]
  if main_menu.push?
    return $game_party
  end
  if main_menu.pop?
    return $scene.keep_item
  end
  return nil
end
def item_number(keep_item,item)
  case item
  when RPG::Item
    return keep_item.item_number(item.id)
  when RPG::Weapon
    return keep_item.weapon_number(item.id)
  when RPG::Armor
    return keep_item.armor_number(item.id)
  end
  return 0
end

module Event_Script
  def check_room(name)
    $scene = Scene_Keep_Item.new(name)
  end
    def check_room_run(name)
    $scene = Scene_Keep_Item.new(name)
    $scene.main
  end
end
end

class Interpreter
include Scene_Keep_Item::Event_Script
end

# Scene_Keep_Item

Also, do you make your own scripts?
Title: Banking Script
Post by: Tsunokiette on June 23, 2005, 12:13:16 AM
well, there needs to be a window script for it, this one says what the window does, however a window needs to exist.

you use a call script event.

def menu_call(index)
@menu_list[index][PROC].call if not
@menu_list[index][PROC].nil?
end


as of now, but it does nothing, because the window does not exist
Title: Banking Script
Post by: Da Master Alchemist on June 23, 2005, 01:36:06 AM
he's right why didn't the maker make a window....
Title: Banking Script
Post by: Plystire on June 23, 2005, 02:25:40 AM
Perhaps the script is not supposed to make a window.

Maybe if you told us what it was supposed to do, then we'd have a better understanding of what might be wrong.
Title: Banking Script
Post by: Leeroy_Jenkins on June 23, 2005, 11:03:31 AM
I'm assuming it makes a bank... considering it's called banking script...
Title: Banking Script
Post by: Plystire on June 23, 2005, 06:26:33 PM
Banks don't have to open windows. :roll:
Title: Banking Script
Post by: Tsunokiette on June 23, 2005, 07:41:43 PM
ya, but for some reason the ting does nothing, perhaps if Syrathor2 posts where he found the script, we could find how to use it

of course that's what he was doing when he made this topic... we could always ask the author of the script however. :?
Title: Banking Script
Post by: Tsunokiette on July 24, 2005, 06:10:36 PM
doi  :lol: this person created a scene, and the windows. but I'm not familiar of how to call a module scene... also, the script is not in the correct order, and he's mixing scenes with widows and such, including bad syntax...
Title: post reply
Post by: astrobrat on July 24, 2005, 07:33:42 PM
I have been looking for a banking script. Can anyone put this in order?
Title: Re: Banking Script
Post by: Abyssos on September 24, 2006, 12:30:02 PM
You don't need to use a script for a bank i've made a call event that works flawlessly. If you would like I can paste the Event image of the bank on here and you can go from there.
Title: Re: Banking Script
Post by: robot797 on September 25, 2006, 04:55:04 AM

here is a banking script only for money

if you want to call it you must make a event with a script in it that says
$scene = Scene_Bank.new
Title: Re: Banking Script
Post by: Blizzard on September 25, 2006, 10:08:43 AM
Why don´t you just make it with events? It´s a lot more simple.
Title: Re: Banking Script
Post by: robot797 on September 25, 2006, 03:03:22 PM
dis one has rent and that sort of stuf
Title: Re: Banking Script
Post by: Blizzard on September 25, 2006, 03:36:56 PM
I´d say, it´s a LITTLE bit exaggarated to make an entire script for a banking system that could have been completely done with only one common event and one variable in less than half an hour. Sorry, but that´s my opinion. And you could have added tons of other additional functions with maybe only a few more variables.
Title: Re: Banking Script
Post by: Irgna on January 13, 2007, 07:16:19 PM
This script rocks!
Title: Re: Banking Script
Post by: Irock on January 13, 2007, 08:53:41 PM
Next time put it in a code box by hitting the code box number symbol thingy... ;D