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[MISSING] StormTronics CMS v4.4b - Nemesis Edition

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***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Lol it won't let me open the game. The cmmon evnt in mine doesnt work. I
copied and pasted just like u sai.
« Last Edit: December 17, 2006, 07:03:23 PM by tdogg427 »
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
You also need to set up in the script so it knows which common event needs to be activated. I can't remember exactly, but I think it was COMMON_EVENT_ID = 1 or something similar. It's just under the instructions.
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*
Rep:
Level 102
2014 Biggest Narcissist Award2014 Biggest Forum Potato2014 Best Non-RM Creator2013 Best Game Creator (Non-RM)2013 Best IRC ChatterboxParticipant - GIAW 112012 Most Successful Troll2012 Funniest Member2012 Best Use Of Avatar and Signature space2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Most Successful Troll2010 Biggest Forum Couch Potato2010 Best IRC Chatterbox
When is the script going to be avalible for public use? (if it already is then I need to look at stuff more)

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
It wouldn't be public if I hadn't posted it. Just download the script from the attachment from the first post. The first file is the demo, the second one is a .txt file with the script.
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*****
Art Master
Rep:
Level 90
Well...I'm having a slight problem. The character faces all have white squares around them. How do I get rid of these annying things?


here's the screeny:


****
When the dawn breaks...
Rep:
Level 88
...tonight will be just another memory.
you have to make the background on them transparent/translucent. You can do this with photoshop or a similar program.

**
Rep:
Level 88
I Kill, Therfor I Am.
yah i finally got this script working and now the saves dont load properly

i think something that was changed in script causes issues issues with my bank script

i get this error when i try and load the game
??Banking System'? 807 ??? EOEFrror ???????
end of file reached

i don't know anything about this scripting language so i was hoping i could get some help


BANK SCRIPT
Code: [Select]
#==============================================================================
# Banking System
#--------------------------------------------------------------------------
#   Created By SephirothSpawn (12.03.05)
#   Last Updated: 12.03.05
#==============================================================================


# add
#Font.default_name = "Tahoma"
#to the main script



#==============================================================================
# ** 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 = 10
    @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 = []
    $game_bank.saving_bonds.each {|x| commands.push(x.name)}
    commands.push("Back")
    return commands
  end
  #--------------------------------------------------------------------------
  # * Refresh Windows
  #--------------------------------------------------------------------------
  def refresh_windows
    @bank_bio_window.refresh
    @av_bond_display_window.refresh(@current_bond, @bond_bought)
    @own_bond_display_window.refresh(@current_bond, @bond_bought)
    @bank_number_window.refresh(@amount, @depositing ? "Deposit" : "Withdraw")
    @own_bond_command.refresh(get_cd_list)
  end
end
  #--------------------------------------------------------------------------
  # * Save Game/Load Game Fix
  #--------------------------------------------------------------------------
class Scene_Save
  alias jimmr_bank_fix_save write_save_data
  def write_save_data(file)
    jimmr_bank_fix_save(file)
    Marshal.dump($game_bank, file)
  end
end

class Scene_Load
  alias jimmr_bank_fix_load read_save_data
  def read_save_data(file)
    jimmr_bank_fix_load(file)
    $game_bank     = Marshal.load(file)
  end
end
Code: [Select]
[code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code]
[/code] OMG WTF?? [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code]

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Just add this part below my CMS.

Code: [Select]
class Scene_NewSave
  alias jimmr_bank_fix_save write_save_data
  def write_save_data(file)
    jimmr_bank_fix_save(file)
    Marshal.dump($game_bank, file)
  end
end

class Scene_NewLoad
  alias jimmr_bank_fix_load read_save_data
  def read_save_data(file)
    jimmr_bank_fix_load(file)
    $game_bank     = Marshal.load(file)
  end
end
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**
Rep:
Level 88
I Kill, Therfor I Am.
thanks allot blizzard, ur dah man
Code: [Select]
[code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code] [code]
[/code] OMG WTF?? [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code] [/code]

***
Rep:
Level 89
... I got nothing.
When i load it up it works fine until i try to open my menu. it says :
Code: [Select]
????? 'Custom Menu system' ? 558 ??? No Method Error ????????
undefined method 'red' for nil:NilClass

Can you help?

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
There must be some script that redefines the method gradient_bar. What other scripts do you use?
« Last Edit: January 27, 2007, 01:25:18 PM by Blizzard »
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***
Rep:
Level 89
... I got nothing.
I use:
Your Reflect and Add-on Scripts
A Side view battle system without battlers script
A level up with points script by Drago del fato
The SDK version 1.3 script
Slipknot's Message System script.

That's all

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
My Add-on are causing the problem. Remove my Gradient styler from the Add-ons and it should work fine.
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pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
When i load it up it works fine until i try to open my menu. it says :
Code: [Select]
????? 'Custom Menu system' ? 558 ??? No Method Error ????????
undefined method 'red' for nil:NilClass

Can you help?

I'm having the exact same problem, but I'm not using your add-ons..
I'm using Caterpillar,  Advanced Weather System , Letter by Letter Message Window, SDK15.. and that's it...
I did change the menu icons, but that can't be it. It's stupid, because a while ago it worked fine.. I just can't remember what Script I added after I tested it with some of the scripts mentioned above.. xD

Help? ;)

Edit: Wait.. I did change the width of the message-thing-window. You know.. when someone says something. (*doesn't know how else to explain*) Could that perhaps have something to do with it? Just guessing...
« Last Edit: February 01, 2007, 11:52:42 PM by Liv »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Yes, it could be. try to remove it and test the CMS again. If it works fine, it was the AMS that caused the bug.
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***
Rep:
Level 88
A good eventer and story creator.
Where exactly do you install the script....
Harmony before Justice,
Balance before Peace,
Order before Finality

Family Motto.

pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
Yes, it could be. try to remove it and test the CMS again. If it works fine, it was the AMS that caused the bug.

I tried removing every script I had installed on by one and tested the game afterwards.. No script caused the problem, because after removing ALL I still got the error.. So I made a new game, copied all the scripts, maps... etc. Then it worked fine! I don't know what I did really, that caused the problem..  ???

Well, everythings works fine again now, so..  :)

pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
I got another problem..

When I'm trying to use an item, the left screen just starts popping up again and the item isn't used. Also when you exit the menu, that 'popped up left screen' still shows.

Help ? :)

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I checked through the code and I couldn't find anything unusual. There is a piece of code that prevents that a window stays after exiting the menu by any means. It also gets moved and removed when an item calls a common event. I don't say it's impossible, but it should be. Have you edited the code by any chance?
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pokeball LivOffline
**
Rep: +0/-0Level 88
I'm a freaking girl.
Yes, but only the window skins.. To just be sure I copied the clean code and checked to see if it worked, but even then. So I'm guessing another script is causing the error, I just don't know how to fix this.

EDIT:
Gosh, I'm being BLOND. I forgot to set a target for that specific item.. That's why the error thing came.

All day I've been trying to make it work and testing things.. when it was that easy. O.o

Nevermind me. ^.^'

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
LOL! At least it works now. xD
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*
Rep:
Level 102
2014 Biggest Narcissist Award2014 Biggest Forum Potato2014 Best Non-RM Creator2013 Best Game Creator (Non-RM)2013 Best IRC ChatterboxParticipant - GIAW 112012 Most Successful Troll2012 Funniest Member2012 Best Use Of Avatar and Signature space2012 Best IRC ChatterboxSecret Santa 2012 ParticipantProject of the Month winner for November 2009For being a noted contributor to the RMRK Wiki2010 Most Successful Troll2010 Biggest Forum Couch Potato2010 Best IRC Chatterbox
I can't equip anything. >.<

HA! I was trying to equip it in "equipment"

Great script. I'm going to use it for my game.  ;D
« Last Edit: February 06, 2007, 02:09:36 AM by Dr_Pickle »

***
Rep:
Level 88
14th birthday in a month {april 4th !!!!!!!}
Umm lol I don't know why but... My CMS has an eror again. lol. Everytime i tery to open the menu it gives me an error to witch RMXP Has no idea what it is it says ???????????????????????? lol. What suoukd i do is it because i accidently deleted the Bitmap script then didnt relilase it for a wilhe?
Tdogg427
(Guard Tower Studios)
Thats right foos Cloud

Which Final Fantasy Character Are You?
Final Fantasy 7

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
I think the facesets might be missing. Or the Bitmap script might be missing, yeah...
After you get the error, open the Scripts Editor and post the error giving line.
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********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
*updates*
Now compatible with Tons of Add-ons. ;8
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