Only Money Bank Script

remainderstudios

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Hi all.

I'm using Galv's Item - Bank & Item Storage Script and but I would like it to only be a money bank, not items.

Could someone edit this script please?

Thank you.

#------------------------------------------------------------------------------#
# Galv's Item/Bank Storage
#------------------------------------------------------------------------------#
# For: RPGMAKER VX ACE
# Version 1.7
#------------------------------------------------------------------------------#
# 2012-10-24 - Version 1.7 - Added multiple storages controlled with variable.
# - Changed name to Item/Bank Storage
# - changed alias naming for compatibility
# 2012-10-19 - Version 1.6 - Bug fixes
# 2012-10-19 - Version 1.5 - Fixed a max gold and withdrawing issue.
# - Added deposit all and withdraw all gold buttons.
# - party gold and item limits can now be set or use
# - the limit from a limit breaking script. (in theory)
# 2012-10-18 - Version 1.4 - Other small fixes
# 2012-10-18 - Version 1.3 - Added banking SE
# 2012-10-18 - Version 1.2 - Added gold storage and more script calls
# 2012-10-17 - Version 1.1 - Added script calls to control stored items.
# 2012-10-16 - Version 1.0 - Released
#------------------------------------------------------------------------------#
# An item storage script. Allows the player to store as many items as he/she
# requires in bank-like storage that can be accessed from anywhere.
#
# This script differs to my "Multiple Storage containers" script in that you
# can have "banks" that store items and gold and can be accessed from anywhere.
# It was designed to be used for one bank, but now has option to have more if
# required.
#
# My "Multiple Storage Containers" script stores only items within certain
# events that can only be accessed by activating the particular event. This was
# designed for location specific containers like chests, barrels, etc.
#
# Here are some script calls that might be useful:
#------------------------------------------------------------------------------#
#
# open_storage # Opens the item storage scene
#
# store_add(type, id, amount) # creates an item in storage
# store_rem(type, id, amount) # destroys an item in storage
# store_count(type, id) # returns amount of an item in storage
#
# bank_add(amount) # adds amount of gold to bank
# bank_rem(amount) # removes amount of gold from bank
# bank_count # returns amount of gold in bank
#
#------------------------------------------------------------------------------#
# EXPLAINATION:
# type this can be "weapon", "armor" or "item"
# id the ID of the item/armor/weapon
# amount the number of the item/armor/weapon/gold you want to remove
#
# EXAMPLE OF USE:
# store_add("weapon", 5, 20)
# store_rem("item", 18, 99)
# store_count("armor", 1)
# bank_add(100)
#------------------------------------------------------------------------------#
# More setup options further down.
#------------------------------------------------------------------------------#

$imported = {} if $imported.nil?
$imported["Item_Storage"] = true

module Storage

#------------------------------------------------------------------------------#
# SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#

# BOX VARIABLE
BOX_VAR = 0 # This is the variable ID to use to determine which box you are
# adding/removing items from. Set the variable to a box number
# right before any add/remove or opening storage script calls
# to tell them which box they will affect.
# Set to 0 if you only want 1 box storage in your game. You
# then don't have to change a variable before each script call.


# COMMAND LIST VOCAB
BANK = "Banco"
STORE = "Guardar Item"
REMOVE = "Tomar Item"
CANCEL = "Salir"

# OTHER VOCAB
IN_STORAGE = "En el Almacén"
IN_INVENTORY = "En el Inventario"

GOLD_INVENTORY = "Dinero:"
GOLD_BANKED = "En el Banco:"
BANK_HELP = "Mantener flecha abajo para depositar. Flecha arriba para retirar" + "\n" +
"R: Depositar todo - L: Retirar todo."


# OTHER OPTIONS
SE = ["Equip2", 90, 100] # Sound effect when storing/removing an item
SE_BANK = ["Coin", 50, 150] # Repeating sound effect when banking gold
# ["SE Name", volume, pitch]

STORE_PRICELESS = true # Items worth 0 can be stored? true or false
STORE_KEY = false # Key items can be stored? true or false


# PARTY LIMITS
# NOTE: These limits set to 0 will use the default limits. In theory this will
# be compatible with a limit breaker script by leaving them at 0. Or you can
# set the party limits below to whatever you like.

MAX_GOLD = 0 # Max gold your PARTY can carry.
# This will overwrite the default limit.
# 0 means do not use this.

MAX_ITEMS = 0 # Max items your PARTY can carry.
# This will overwrite the default limit.
# 0 means do not use this.


#------------------------------------------------------------------------------#
# SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#

end


class Scene_ItemBank < Scene_MenuBase
def start
super
check_storage_exists
create_help_window
create_command_window
create_dummy_window
create_bank_window
create_number_window
create_status_window
create_category_window
create_take_window
create_give_window

end

def check_storage_exists
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]] = {}
end
end


#--------------------------------------------------------------------------
# Create Windows
#--------------------------------------------------------------------------
def create_command_window
@command_window = Window_BankCommand.new(Graphics.width)
@command_window.viewport = @viewport
@command_window.y = @help_window.height
@command_window.set_handler:)bank, method:)command_bank))
@command_window.set_handler:)give, method:)command_give))
@command_window.set_handler:)take, method:)command_take))
@command_window.set_handler:)cancel, method:)return_scene))
end
def create_dummy_window
wy = @command_window.y + @command_window.height
wh = Graphics.height - wy
@dummy_window = Window_Base.new(0, wy, Graphics.width, wh)
@dummy_window.viewport = @viewport
end
def create_bank_window
@bank_window = Window_Bank.new
@bank_window.viewport = @viewport
@bank_window.x = 0
@bank_window.y = @help_window.height + @command_window.height
@bank_window.hide
@bank_window.set_handler:)ok, method:)on_bank_cancel))
@bank_window.set_handler:)cancel, method:)on_bank_cancel))

end

def create_number_window
wy = @dummy_window.y
wh = @dummy_window.height
@number_window = Window_BankNumber.new(0, wy, wh)
@number_window.viewport = @viewport
@number_window.hide
@number_window.set_handler:)ok, method:)on_number_ok))
@number_window.set_handler:)cancel, method:)on_number_cancel))
end
def create_status_window
wx = @number_window.width
wy = @dummy_window.y
ww = Graphics.width - wx
wh = @dummy_window.height
@status_window = Window_BankItems.new(wx, wy, ww, wh)
@status_window.viewport = @viewport
@status_window.hide
end
def create_category_window
@category_window = Window_ItemCategory.new
@category_window.viewport = @viewport
@category_window.help_window = @help_window
@category_window.y = @dummy_window.y
@category_window.hide.deactivate
@category_window.set_handler:)ok, method:)on_category_ok))
@category_window.set_handler:)cancel, method:)on_category_cancel))
end
def create_give_window
wy = @category_window.y + @category_window.height
wh = Graphics.height - wy
@give_window = Window_BankGive.new(0, wy, Graphics.width, wh)
@give_window.viewport = @viewport
@give_window.help_window = @help_window
@give_window.hide
@give_window.set_handler:)ok, method:)on_give_ok))
@give_window.set_handler:)cancel, method:)on_give_cancel))
@category_window.item_window = @give_window
end
def create_take_window
wy = @command_window.y + @command_window.height
wh = Graphics.height - wy
@take_window = Window_BankTake.new(0, wy, Graphics.width, wh)
@take_window.viewport = @viewport
@take_window.help_window = @help_window
@take_window.hide
@take_window.set_handler:)ok, method:)on_take_ok))
@take_window.set_handler:)cancel, method:)on_take_cancel))
@category_window.item_window = @take_window
end

#--------------------------------------------------------------------------
# * Activate Windows
#--------------------------------------------------------------------------
def activate_give_window
@category_window.show
@give_window.refresh
@give_window.show.activate
@status_window.hide
end
def activate_take_window
@take_window.select(0)
@take_window.refresh
@take_window.show.activate
@status_window.hide
end
def activate_bank_window
@bank_window.refresh
@bank_window.show.activate
@help_window.set_text(Storage::BANK_HELP)
end


#--------------------------------------------------------------------------
# HANDLER METHODS
#--------------------------------------------------------------------------
def on_category_ok
activate_give_window
@give_window.select(0)
end
def on_category_cancel
@command_window.activate
@dummy_window.show
@category_window.hide
@give_window.hide
end
def command_give
@dummy_window.hide
@category_window.show.activate
@give_window.show
@give_window.unselect
@give_window.refresh
end
def on_give_ok
@ItEm = @give_window.item
if @item.nil?
RPG::SE.stop
Sound.play_buzzer
@give_window.activate
@give_window.refresh
return
else
@status_window.item = @ItEm
@category_window.hide
@give_window.hide
@number_window.set(@ItEm, max_give)
@number_window.show.activate
@status_window.show
end
end
def on_give_cancel
@give_window.unselect
@category_window.activate
@status_window.item = nil
@help_window.clear
end
def command_take
@dummy_window.hide
activate_take_window
@take_window.show
@take_window.refresh
end
def command_bank
#@dummy_window.hide
activate_bank_window
@bank_window.show
@bank_window.refresh
end
def on_bank_cancel
@command_window.activate
@dummy_window.show
@category_window.hide
@bank_window.hide
@help_window.clear
end
def on_take_ok
@ItEm = @take_window.item
if @item.nil? || $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].empty? || $game_party.item_number(@ItEm) == $game_party.max_item_number(@ItEm)
RPG::SE.stop
Sound.play_buzzer
@take_window.activate
@take_window.refresh
return
elsif
@ItEm = @take_window.item
@status_window.item = @ItEm
@take_window.hide
@number_window.set(@ItEm, max_take)
@number_window.show.activate
@status_window.show
end
end
def on_take_cancel
@take_window.unselect
@command_window.activate
@dummy_window.show
@take_window.hide
@status_window.item = nil
@help_window.clear
end
def on_number_ok
RPG::SE.new(Storage::SE[0], Storage::SE[1], Storage::SE[2]).play
case @command_window.current_symbol
when :take
do_take(@number_window.number)
when :give
do_give(@number_window.number)
end
end_number_input
@status_window.refresh
end
def on_number_cancel
Sound.play_cancel
end_number_input
end
def end_number_input
@number_window.hide
case @command_window.current_symbol
when :take
activate_take_window
when :give
activate_give_window
end
end

#--------------------------------------------------------------------------
# * Giving and taking methods
#--------------------------------------------------------------------------
def max_take
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] > $game_party.max_item_number(@ItEm) - $game_party.item_number(@ItEm)
$game_party.max_item_number(@ItEm) - $game_party.item_number(@ItEm)
else
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item]
end
end
def max_give
$game_party.item_number(@ItEm)
end
def do_give(number)
$game_party.lose_item(@ItEm, number)
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] = number
else
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] += number
end
end
def do_take(number)
return if @item.nil?
$game_party.gain_item(@ItEm, number)
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] -= number
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]].delete(@ItEm) if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] <= 0
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].empty?
@take_window.activate
end
end

end # Scene_ItemBank < Scene_MenuBase


#------------------------------------------------------------------------------#
# Window Stored Items
#------------------------------------------------------------------------------#

class Window_StoreList_Bank < Window_Selectable
def initialize(x, y, width, height)
super
@category = :none
@Data = []
end
def category=(category)
return if @category == category
@category = category
refresh
self.oy = 0
end
def col_max
return 2
end
def item_max
@Data ? @data.size : 1
end
def item
@Data && index >= 0 ? @Data[index] : nil
end
def current_item_enabled?
enable?(@Data[index])
end
def include?(item)
case @category
when :item
item.is_a?(RPG::Item) && !item.key_item?
when :weapon
item.is_a?(RPG::Weapon)
when :armor
item.is_a?(RPG::Armor)
when :key_item
item.is_a?(RPG::Item) && item.key_item?
else
false
end
end
def enable?(item)
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]].has_key?(item)
end
def make_item_list
@Data = $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].keys {|item| include?(item) }
@data.push(nil) if include?(nil)
end
def select_last
select(@data.index($game_party.last_item.object) || 0)
end
def draw_item(index)
item = @Data[index]
if item
rect = item_rect(index)
rect.width -= 4
draw_item_name(item, rect.x, rect.y, enable?(item))
draw_item_number(rect, item)
end
end
def draw_item_number(rect, item)
draw_text(rect, sprintf(":%2d", $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][item]), 2)
end
def update_help
@help_window.set_item(item)
end
def refresh
make_item_list
create_contents
draw_all_items
end
end # Window_StoreList_Bank < Window_Selectable


#------------------------------------------------------------------------------#
# Window Stored Item amount
#------------------------------------------------------------------------------#

class Window_BankNumber < Window_Selectable
attr_reader :number
def initialize(x, y, height)
super(x, y, window_width, height)
@ItEm = nil
@max = 1
@Number = 1
end
def window_width
return 304
end
def set(item, max)
@ItEm = item
@max = max
@Number = 1
refresh
end
def refresh
contents.clear
draw_item_name(@ItEm, 0, item_y)
draw_number
end
def draw_number
change_color(normal_color)
draw_text(cursor_x - 28, item_y, 22, line_height, "×")
draw_text(cursor_x, item_y, cursor_width - 4, line_height, @Number, 2)
end
def item_y
contents_height / 2 - line_height * 3 / 2
end
def cursor_width
figures * 10 + 12
end
def cursor_x
contents_width - cursor_width - 4
end
def figures
return 2
end
def update
super
if active
last_number = @Number
update_number
if @Number != last_number
Sound.play_cursor
refresh
end
end
end
def update_number
change_number(1) if Input.repeat?:)RIGHT)
change_number(-1) if Input.repeat?:)LEFT)
change_number(10) if Input.repeat?:)UP)
change_number(-10) if Input.repeat?:)DOWN)
end
def change_number(amount)
@Number = [[@number + amount, @max].min, 1].max
end
def update_cursor
cursor_rect.set(cursor_x, item_y, cursor_width, line_height)
end

end # Window_BankNumber < Window_Selectable


#------------------------------------------------------------------------------#
# Window Store Item Status
#------------------------------------------------------------------------------#

class Window_BankItems < Window_Base
def initialize(x, y, width, height)
super(x, y, width, height)
@ItEm = nil
@page_index = 0
refresh
end
def refresh
contents.clear
draw_possession(4, 0)
draw_stored(4, line_height)
draw_equip_info(4, line_height * 2) if @item.is_a?(RPG::EquipItem)
end
def item=(item)
@ItEm = item
refresh
end
def draw_possession(x, y)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change_color(system_color)
draw_text(rect, Storage::IN_INVENTORY)
change_color(normal_color)
draw_text(rect, $game_party.item_number(@ItEm), 2)
end
def draw_stored(x, y)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change_color(system_color)
draw_text(rect, Storage::IN_STORAGE)
change_color(normal_color)
stored_amount = $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item]
stored_amount = 0 if stored_amount.nil?
draw_text(rect, stored_amount, 2)
end
def draw_equip_info(x, y)
status_members.each_with_index do |actor, i|
draw_actor_equip_info(x, y + line_height * (i * 2.4), actor)
end
end
def status_members
$game_party.members[@page_index * page_size, page_size]
end
def page_size
return 4
end
def page_max
($game_party.members.size + page_size - 1) / page_size
end
def draw_actor_equip_info(x, y, actor)
enabled = actor.equippable?(@ItEm)
change_color(normal_color, enabled)
draw_text(x, y, 112, line_height, actor.name)
item1 = current_equipped_item(actor, @item.etype_id)
draw_actor_param_change(x, y, actor, item1) if enabled
draw_item_name(item1, x, y + line_height, enabled)
end
def draw_actor_param_change(x, y, actor, item1)
rect = Rect.new(x, y, contents.width - 4 - x, line_height)
change = @item.params[param_id] - (item1 ? item1.params[param_id] : 0)
change_color(param_change_color(change))
draw_text(rect, sprintf("%+d", change), 2)
end
def param_id
@item.is_a?(RPG::Weapon) ? 2 : 3
end
def current_equipped_item(actor, etype_id)
list = []
actor.equip_slots.each_with_index do |slot_etype_id, i|
list.push(actor.equips) if slot_etype_id == etype_id
end
list.min_by {|item| item ? item.params[param_id] : 0 }
end
def update
super
update_page
end
def update_page
if visible && Input.trigger?:)A) && page_max > 1
@page_index = (@page_index + 1) % page_max
refresh
end
end

end # Window_BankItems < Window_Base


#------------------------------------------------------------------------------#
# Window Give Item
#------------------------------------------------------------------------------#

class Window_BankGive < Window_ItemList
def initialize(x, y, width, height)
super(x, y, width, height)
end
def current_item_enabled?
enable?(@Data[index])
end
def enable?(item)
if item.is_a?(RPG::Item)
return false if item.key_item? && !Storage::STORE_KEY
end
if Storage::STORE_PRICELESS
true
else
item && item.price > 0
end
end
end


#------------------------------------------------------------------------------#
# Window Take Item
#------------------------------------------------------------------------------#

class Window_BankTake < Window_StoreList_Bank
def initialize(x, y, width, height)
super(x, y, width, height)
end
def current_item_enabled?
enable?(@Data[index])
end
def enable?(item)
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][item] != 0 && $game_party.item_number(item) < $game_party.max_item_number(@ItEm)
end
end


#------------------------------------------------------------------------------#
# Window Command
#------------------------------------------------------------------------------#

class Window_BankCommand < Window_HorzCommand
def initialize(window_width)
@window_width = window_width
super(0, 0)
end
def window_width
@window_width
end
def col_max
return 4
end
def make_command_list
add_command(Storage::BANK, :bank)
add_command(Storage::STORE, :give)
add_command(Storage::REMOVE, :take)
add_command(Storage::CANCEL, :cancel)
end
end


#------------------------------------------------------------------------------#
# Window Bank
#------------------------------------------------------------------------------#

class Window_Bank < Window_Selectable
def initialize
super(0, 0, window_width, fitting_height(2))
refresh
@deposit_rate = 1
@withdraw_rate = 1
end
def window_width
return Graphics.width / 2
end
alias galv_bank_update update
def update
galv_bank_update
gold_transfer if self.active
end
def gold_transfer
if Input.repeat?:)DOWN) && $game_party.gold > 0 || Input.repeat?:)UP) && $game_party.gold_stored > 0 && $game_party.gold < $game_party.max_gold
RPG::SE.new(Storage::SE_BANK[0], Storage::SE_BANK[1], Storage::SE_BANK[2]).play
end
if Input.press?:)DOWN)
before = $game_party.gold
$game_party.lose_gold(@deposit_rate)
after = $game_party.gold
$game_party.gold_stored += before - after
@deposit_rate += 1
refresh
end
if Input.trigger?:)R) && !Input.press?:)DOWN) && !Input.press?:)UP)
return if $game_party.gold == 0
before = $game_party.gold
$game_party.lose_gold($game_party.gold)
after = $game_party.gold
$game_party.gold_stored += before - after
refresh
RPG::SE.new(Storage::SE_BANK[0], Storage::SE_BANK[1], Storage::SE_BANK[2]).play
end
if !Input.press?:)DOWN)
@deposit_rate = 1
end
if Input.press?:)UP)
return if $game_party.gold == $game_party.max_gold
@withdraw_rate = $game_party.gold_stored if @withdraw_rate >= $game_party.gold_stored
if @withdraw_rate + $game_party.gold > $game_party.max_gold
@withdraw_rate = $game_party.max_gold - $game_party.gold
end
before = $game_party.gold_stored
$game_party.gold_stored -= @withdraw_rate
after = $game_party.gold_stored
$game_party.gain_gold(before - after)
if $game_party.gold_stored == 0
return refresh
end
@withdraw_rate += 1
refresh
end

if Input.trigger?:)L) && !Input.press?:)DOWN) && !Input.press?:)UP)
take_all_gold = $game_party.gold_stored
return if $game_party.gold == $game_party.max_gold || $game_party.gold_stored == 0
if take_all_gold + $game_party.gold > $game_party.max_gold
take_all_gold = $game_party.max_gold - $game_party.gold
end
before = $game_party.gold_stored
$game_party.gold_stored -= take_all_gold
after = $game_party.gold_stored
$game_party.gain_gold(before - after)
refresh
RPG::SE.new(Storage::SE_BANK[0], Storage::SE_BANK[1], Storage::SE_BANK[2]).play
end
if !Input.press?:)UP)
@withdraw_rate = 1
end
end
def refresh
contents.clear
draw_gold_location(Storage::GOLD_INVENTORY, 0, 0, 250)
draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
draw_gold_location(Storage::GOLD_BANKED, 0, line_height * 1, 250)
draw_currency_value(value_stored, currency_unit, 4, line_height * 1, contents.width - 8)
end
def draw_gold_location(vocab, x, y, width)
change_color(system_color)
draw_text(x, y, width, line_height, vocab)
end
def value
$game_party.gold
end
def value_stored
$game_party.gold_stored
end
def currency_unit
Vocab::currency_unit
end
def open
refresh
super
end
end


#------------------------------------------------------------------------------#
# Game Party Additions
#------------------------------------------------------------------------------#


class Game_Party < Game_Unit
attr_accessor :multi_storage
attr_accessor :gold_stored

alias galv_bank_init_all_items init_all_items
def init_all_items
galv_bank_init_all_items
@storage = {}
@stored_items = {}
@stored_weapons = {}
@stored_armors = {}
@gold_stored = 0
end

def multi_storage
@storage
end
def storage
@stored_items
@stored_weapons
@stored_armors
end
def gold_stored
@gold_stored
end

alias galv_bank_max_gold max_gold
def max_gold
return Storage::MAX_GOLD if Storage::MAX_GOLD > 0
galv_bank_max_gold
end

alias galv_bank_max_item_number max_item_number
def max_item_number(item)
return Storage::MAX_ITEMS if Storage::MAX_ITEMS > 0
return 99 if item.nil?
galv_bank_max_item_number(item)
end

end # Game_Party < Game_Unit


class Game_Interpreter
def store_add(type, id, amount)
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]] = {}
end
case type
when "weapon"
@ItEm = $data_weapons[id]
when "item"
@ItEm = $data_items[id]
when "armor"
@ItEm = $data_armors[id]
end
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] = amount
else
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] += amount
end
end
def store_rem(type, id, amount)
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]] = {}
end
case type
when "weapon"
@ItEm = $data_weapons[id]
when "item"
@ItEm = $data_items[id]
when "armor"
@ItEm = $data_armors[id]
end
return if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item].nil?
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] <= amount
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]].delete(@ItEm)
else
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item] -= amount
end
end
def store_count(type, id)
if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]] = {}
end
case type
when "weapon"
@ItEm = $data_weapons[id]
when "item"
@ItEm = $data_items[id]
when "armor"
@ItEm = $data_armors[id]
end
return 0 if $game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item].nil?
$game_party.multi_storage[$game_variables[Storage::BOX_VAR]][@item]
end
def bank_add(amount)
$game_party.gold_stored += amount
end
def bank_rem(amount)
$game_party.gold_stored -= amount
$game_party.gold_stored = 0 if $game_party.gold_stored < 0
end
def bank_count
$game_party.gold_stored
end
def open_storage
SceneManager.call(Scene_ItemBank)
end
end
 
Last edited:

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
2,660
Reaction score
563
First Language
English
Primarily Uses
RMVXA
Could someone edit this script please?
1. You don't need to paste the entire script here. Some authors don't like this. Just link to the original script
2. Use code blocks so that the forum does not mess up the code with smiley faces.

Ruby:
#------------------------------------------------------------------------------#
#  Galv's Gold Bank Storage
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.9.-5 # back 1/2 point for reducing capabilities
#------------------------------------------------------------------------------#
#  2020-08-24 - Version 1.9.-5 - Removed item storage option to make gold only
#  2016-06-09 - Version 1.9 - Bug with removing an entire stack fixed
#  2015-11-12 - Version 1.8 - Bug with stored item stacks and counting.
#  2012-10-24 - Version 1.7 - Added multiple storages controlled with variable.
#                           - Changed name to Item/Bank Storage
#                           - changed alias naming for compatibility
#  2012-10-19 - Version 1.6 - Bug fixes
#  2012-10-19 - Version 1.5 - Fixed a max gold and withdrawing issue.
#                           - Added deposit all and withdraw all gold buttons.
#                           - party gold and item limits can now be set or use
#                           - the limit from a limit breaking script. (in theory)
#  2012-10-18 - Version 1.4 - Other small fixes
#  2012-10-18 - Version 1.3 - Added banking SE
#  2012-10-18 - Version 1.2 - Added gold storage and more script calls
#  2012-10-17 - Version 1.1 - Added script calls to control stored items.
#  2012-10-16 - Version 1.0 - Released
#------------------------------------------------------------------------------#
#  This script differs to my "Multiple Storage containers" script in that you
#  can have "banks" that store items and gold and can be accessed from anywhere.
#  It was designed to be used for one bank, but now has option to have more if
#  required.
#
#  My "Multiple Storage Containers" script stores only items within certain
#  events that can only be accessed by activating the particular event. This was
#  designed for location specific containers like chests, barrels, etc.
#
#  Here are some script calls that might be useful:
#------------------------------------------------------------------------------#
#
#  open_storage                         # Opens the item storage scene
#  bank_add(amount)                     # adds amount of gold to bank
#  bank_rem(amount)                     # removes amount of gold from bank
#  bank_count                           # returns amount of gold in bank
#
#------------------------------------------------------------------------------#
#  EXAMPLE OF USE:
#  bank_add(100)
#------------------------------------------------------------------------------#
#  More setup options further down.
#------------------------------------------------------------------------------#
 
$imported = {} if $imported.nil?
$imported["Gold_Storage"] = true
 
module Gold_Storage
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
 
  # COMMAND LIST VOCAB
  BANK = "Bank"
  CANCEL = "Cancel"
 
  # OTHER VOCAB
  GOLD_INVENTORY = "Party:"
  GOLD_BANKED = "Banked:"
  BANK_HELP = "Hold DOWN to deposit. Hold UP to withdraw." + "\n" +
              "Press R to deposit all. Press L to withdraw all."
   
  # OTHER OPTIONS
  SE = ["Equip2", 90, 100]        # Sound effect when storing/removing an item
  SE_BANK = ["Shop", 50, 150]     # Repeating sound effect when banking gold
                                  # ["SE Name", volume, pitch]
 
  # PARTY LIMITS
  # NOTE: These limits set to 0 will use the default limits. In theory this will
  # be compatible with a limit breaker script by leaving them at 0. Or you can
  # set the party limits below to whatever you like.
   
  MAX_GOLD = 0                    # Max gold your PARTY can carry.
                                  # This will overwrite the default limit.
                                  # 0 means do not use this.
 
#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
end
 
class Scene_GoldBank < Scene_MenuBase
  def start
    super
    create_help_window
    create_command_window
    create_bank_window
  end
   
  #--------------------------------------------------------------------------
  # Create Windows
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_BankCommand.new(Graphics.width)
    @command_window.viewport = @viewport
    @command_window.y = @help_window.height
    @command_window.set_handler(:bank,   method(:command_bank))
    @command_window.set_handler(:cancel, method(:return_scene))
  end
  def create_bank_window
    @bank_window = Window_Bank.new
    @bank_window.viewport = @viewport
    @bank_window.x = (Graphics.width - @bank_window.width) / 2
    @bank_window.y = @help_window.height + @command_window.height
    @bank_window.hide
    @bank_window.set_handler(:ok,     method(:on_bank_cancel))
    @bank_window.set_handler(:cancel, method(:on_bank_cancel))
  end
  def activate_bank_window
    @bank_window.refresh
    @bank_window.show.activate
    @help_window.set_text(Gold_Storage::BANK_HELP)
  end
 
  #--------------------------------------------------------------------------
  # HANDLER METHODS
  #--------------------------------------------------------------------------
  def command_bank
    activate_bank_window
    @bank_window.show
    @bank_window.refresh
  end
  def on_bank_cancel
    @command_window.activate
    @bank_window.hide
    @help_window.clear
  end
  def on_number_ok
    RPG::SE.new(Gold_Storage::SE[0], Gold_Storage::SE[1], Gold_Storage::SE[2]).play
    end_number_input
    @status_window.refresh
  end
  def on_number_cancel
    Sound.play_cancel
    end_number_input
  end
   
end # Scene_ItemBank < Scene_MenuBase
 
#------------------------------------------------------------------------------#
#  Window Command
#------------------------------------------------------------------------------#
 
class Window_BankCommand < Window_HorzCommand
  def initialize(window_width)
    @window_width = window_width / 2
    x = (Graphics.width - @window_width) / 2
    super(x, 0)
  end
  def window_width
    @window_width
  end
  def col_max
    return 2
  end
  def make_command_list
    add_command(Gold_Storage::BANK, :bank)
    add_command(Gold_Storage::CANCEL, :cancel)
  end
end
 
#------------------------------------------------------------------------------#
#  Window Bank
#------------------------------------------------------------------------------#
 
class Window_Bank < Window_Selectable
  def initialize
    super(0, 0, window_width, fitting_height(2))
    refresh
    @deposit_rate = 1
    @withdraw_rate = 1
  end
  def window_width
    return Graphics.width / 2
  end
  alias galv_bank_update update
  def update
    galv_bank_update
    gold_transfer if self.active
  end
  def gold_transfer
    if Input.repeat?(:DOWN) && $game_party.gold > 0 || Input.repeat?(:UP) && $game_party.gold_stored > 0 && $game_party.gold < $game_party.max_gold
        RPG::SE.new(Gold_Storage::SE_BANK[0], Gold_Storage::SE_BANK[1], Gold_Storage::SE_BANK[2]).play
    end
    if Input.press?(:DOWN)
      before = $game_party.gold
      $game_party.lose_gold(@deposit_rate)
      after = $game_party.gold
      $game_party.gold_stored += before - after
      @deposit_rate += 1
      refresh
    end
    if Input.trigger?(:R) && !Input.press?(:DOWN) && !Input.press?(:UP)
      return if $game_party.gold == 0
      before = $game_party.gold
      $game_party.lose_gold($game_party.gold)
      after = $game_party.gold
      $game_party.gold_stored += before - after
      refresh
      RPG::SE.new(Gold_Storage::SE_BANK[0], Gold_Storage::SE_BANK[1], Gold_Storage::SE_BANK[2]).play
    end
    if !Input.press?(:DOWN)
      @deposit_rate = 1
    end
    if Input.press?(:UP)
      return if $game_party.gold == $game_party.max_gold
      @withdraw_rate = $game_party.gold_stored if @withdraw_rate >= $game_party.gold_stored
      if @withdraw_rate + $game_party.gold > $game_party.max_gold
        @withdraw_rate = $game_party.max_gold - $game_party.gold
      end
      before = $game_party.gold_stored
      $game_party.gold_stored -= @withdraw_rate
      after = $game_party.gold_stored
      $game_party.gain_gold(before - after)
      if $game_party.gold_stored == 0
        return refresh
      end
      @withdraw_rate += 1
      refresh
    end
     
    if Input.trigger?(:L) && !Input.press?(:DOWN) && !Input.press?(:UP)
      take_all_gold = $game_party.gold_stored
      return if $game_party.gold == $game_party.max_gold || $game_party.gold_stored == 0
      if take_all_gold + $game_party.gold > $game_party.max_gold
        take_all_gold = $game_party.max_gold - $game_party.gold
      end
      before = $game_party.gold_stored
      $game_party.gold_stored -= take_all_gold
      after = $game_party.gold_stored
      $game_party.gain_gold(before - after)
      refresh
      RPG::SE.new(Gold_Storage::SE_BANK[0], Gold_Storage::SE_BANK[1], Gold_Storage::SE_BANK[2]).play
    end
    if !Input.press?(:UP)
      @withdraw_rate = 1
    end
  end
  def refresh
    contents.clear
    draw_gold_location(Gold_Storage::GOLD_INVENTORY, 0, 0, 250)
    draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
    draw_gold_location(Gold_Storage::GOLD_BANKED, 0, line_height * 1, 250)
    draw_currency_value(value_stored, currency_unit, 4, line_height * 1, contents.width - 8)
  end
  def draw_gold_location(vocab, x, y, width)
    change_color(system_color)
    draw_text(x, y, width, line_height, vocab)
  end
  def value
    $game_party.gold
  end
  def value_stored
    $game_party.gold_stored
  end
  def currency_unit
    Vocab::currency_unit
  end
  def open
    refresh
    super
  end
end
 
#------------------------------------------------------------------------------#
#  Game Party Additions
#------------------------------------------------------------------------------#

class Game_Party < Game_Unit
  attr_accessor :gold_stored
   
  alias galv_bank_init_all_items init_all_items
  def init_all_items
    galv_bank_init_all_items
    @gold_stored = 0
  end
   
  def gold_stored
    @gold_stored
  end
 
  alias galv_bank_max_gold max_gold
  def max_gold
    return Gold_Storage::MAX_GOLD if Gold_Storage::MAX_GOLD > 0
    galv_bank_max_gold
  end
   
end # Game_Party < Game_Unit
 
class Game_Interpreter
  def bank_add(amount)
    $game_party.gold_stored += amount
  end
  def bank_rem(amount)
    $game_party.gold_stored -= amount
    $game_party.gold_stored = 0 if $game_party.gold_stored < 0
  end
  def bank_count
    $game_party.gold_stored
  end
  def open_storage
    SceneManager.call(Scene_GoldBank)
  end
end
 
Last edited:

remainderstudios

Villager
Member
Joined
Aug 13, 2019
Messages
25
Reaction score
3
First Language
english
Primarily Uses
RMVXA
1. You don't need to paste the entire script here. Some authors don't like this. Just link to the original script
2. Use code blocks so that the forum does not mess up the code with smiley faces.

Ruby:
#------------------------------------------------------------------------------#
#  Galv's Gold Bank Storage
#------------------------------------------------------------------------------#
#  For: RPGMAKER VX ACE
#  Version 1.9.-5 # back 1/2 point for reducing capabilities
#------------------------------------------------------------------------------#
#  2020-08-24 - Version 1.9.-5 - Removed item storage option to make gold only
#  2016-06-09 - Version 1.9 - Bug with removing an entire stack fixed
#  2015-11-12 - Version 1.8 - Bug with stored item stacks and counting.
#  2012-10-24 - Version 1.7 - Added multiple storages controlled with variable.
#                           - Changed name to Item/Bank Storage
#                           - changed alias naming for compatibility
#  2012-10-19 - Version 1.6 - Bug fixes
#  2012-10-19 - Version 1.5 - Fixed a max gold and withdrawing issue.
#                           - Added deposit all and withdraw all gold buttons.
#                           - party gold and item limits can now be set or use
#                           - the limit from a limit breaking script. (in theory)
#  2012-10-18 - Version 1.4 - Other small fixes
#  2012-10-18 - Version 1.3 - Added banking SE
#  2012-10-18 - Version 1.2 - Added gold storage and more script calls
#  2012-10-17 - Version 1.1 - Added script calls to control stored items.
#  2012-10-16 - Version 1.0 - Released
#------------------------------------------------------------------------------#
#  This script differs to my "Multiple Storage containers" script in that you
#  can have "banks" that store items and gold and can be accessed from anywhere.
#  It was designed to be used for one bank, but now has option to have more if
#  required.
#
#  My "Multiple Storage Containers" script stores only items within certain
#  events that can only be accessed by activating the particular event. This was
#  designed for location specific containers like chests, barrels, etc.
#
#  Here are some script calls that might be useful:
#------------------------------------------------------------------------------#
#
#  open_storage                         # Opens the item storage scene
#  bank_add(amount)                     # adds amount of gold to bank
#  bank_rem(amount)                     # removes amount of gold from bank
#  bank_count                           # returns amount of gold in bank
#
#------------------------------------------------------------------------------#
#  EXAMPLE OF USE:
#  bank_add(100)
#------------------------------------------------------------------------------#
#  More setup options further down.
#------------------------------------------------------------------------------#

$imported = {} if $imported.nil?
$imported["Gold_Storage"] = true

module Gold_Storage

#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#

  # COMMAND LIST VOCAB
  BANK = "Bank"
  CANCEL = "Cancel"

  # OTHER VOCAB
  GOLD_INVENTORY = "Party:"
  GOLD_BANKED = "Banked:"
  BANK_HELP = "Hold DOWN to deposit. Hold UP to withdraw." + "\n" +
              "Press R to deposit all. Press L to withdraw all."
  
  # OTHER OPTIONS
  SE = ["Equip2", 90, 100]        # Sound effect when storing/removing an item
  SE_BANK = ["Shop", 50, 150]     # Repeating sound effect when banking gold
                                  # ["SE Name", volume, pitch]

  # PARTY LIMITS
  # NOTE: These limits set to 0 will use the default limits. In theory this will
  # be compatible with a limit breaker script by leaving them at 0. Or you can
  # set the party limits below to whatever you like.
  
  MAX_GOLD = 0                    # Max gold your PARTY can carry.
                                  # This will overwrite the default limit.
                                  # 0 means do not use this.

#------------------------------------------------------------------------------#
#  SCRIPT SETUP OPTIONS
#------------------------------------------------------------------------------#
end

class Scene_GoldBank < Scene_MenuBase
  def start
    super
    create_help_window
    create_command_window
    create_bank_window
    create_number_window
  end
  
  #--------------------------------------------------------------------------
  # Create Windows
  #--------------------------------------------------------------------------
  def create_command_window
    @command_window = Window_BankCommand.new(Graphics.width)
    @command_window.viewport = @viewport
    @command_window.y = @help_window.height
    @command_window.set_handler(:bank,   method(:command_bank))
    @command_window.set_handler(:cancel, method(:return_scene))
  end
  def create_bank_window
    @bank_window = Window_Bank.new
    @bank_window.viewport = @viewport
    @bank_window.x = (Graphics.width - @bank_window.width) / 2
    @bank_window.y = @help_window.height + @command_window.height
    @bank_window.hide
    @bank_window.set_handler(:ok,     method(:on_bank_cancel))
    @bank_window.set_handler(:cancel, method(:on_bank_cancel))
  end
  
  def create_number_window
    wy = @command_window.y + @command_window.height
    wh = @command_window.height
    @number_window = Window_BankNumber.new(0, wy, wh)
    @number_window.viewport = @viewport
    @number_window.hide
    @number_window.set_handler(:ok,     method(:on_number_ok))
    @number_window.set_handler(:cancel, method(:on_number_cancel))
  end
  def activate_bank_window
    @bank_window.refresh
    @bank_window.show.activate
    @help_window.set_text(Gold_Storage::BANK_HELP)
  end

  #--------------------------------------------------------------------------
  # HANDLER METHODS
  #--------------------------------------------------------------------------
  def command_bank
    activate_bank_window
    @bank_window.show
    @bank_window.refresh
  end
  def on_bank_cancel
    @command_window.activate
    @bank_window.hide
    @help_window.clear
  end
  def on_number_ok
    RPG::SE.new(Gold_Storage::SE[0], Gold_Storage::SE[1], Gold_Storage::SE[2]).play
    end_number_input
    @status_window.refresh
  end
  def on_number_cancel
    Sound.play_cancel
    end_number_input
  end
  
end # Scene_ItemBank < Scene_MenuBase

#------------------------------------------------------------------------------#
#  Window Stored Item amount
#------------------------------------------------------------------------------#

class Window_BankNumber < Window_Selectable
  attr_reader :number
  def initialize(x, y, height)
    super(300, y, window_width, height)
    @item = nil
    @max = 1
    @number = 1
  end
  def window_width
    return 304
  end
  def set(item, max)
    @item = item
    @max = max
    @number = 1
    refresh
  end
  def refresh
    contents.clear
    draw_item_name(@item, 0, item_y)
    draw_number
  end
  def draw_number
    change_color(normal_color)
    draw_text(cursor_x - 28, item_y, 22, line_height, "×")
    draw_text(cursor_x, item_y, cursor_width - 4, line_height, @number, 2)
  end
  def item_y
    contents_height / 2 - line_height * 3 / 2
  end
  def cursor_width
    figures * 10 + 12
  end
  def cursor_x
    contents_width - cursor_width - 4
  end
  def figures
    return 2
  end
  def update
    super
    if active
      last_number = @number
      update_number
      if @number != last_number
        Sound.play_cursor
        refresh
      end
    end
  end
  def update_number
    change_number(1)   if Input.repeat?(:RIGHT)
    change_number(-1)  if Input.repeat?(:LEFT)
    change_number(10)  if Input.repeat?(:UP)
    change_number(-10) if Input.repeat?(:DOWN)
  end
  def change_number(amount)
    @number = [[@number + amount, @max].min, 1].max
  end
  def update_cursor
    cursor_rect.set(cursor_x, item_y, cursor_width, line_height)
  end
  
end # Window_BankNumber < Window_Selectable

#------------------------------------------------------------------------------#
#  Window Command
#------------------------------------------------------------------------------#

class Window_BankCommand < Window_HorzCommand
  def initialize(window_width)
    @window_width = window_width / 2
    x = (Graphics.width - @window_width) / 2
    super(x, 0)
  end
  def window_width
    @window_width
  end
  def col_max
    return 2
  end
  def make_command_list
    add_command(Gold_Storage::BANK, :bank)
    add_command(Gold_Storage::CANCEL, :cancel)
  end
end

#------------------------------------------------------------------------------#
#  Window Bank
#------------------------------------------------------------------------------#

class Window_Bank < Window_Selectable
  def initialize
    super(0, 0, window_width, fitting_height(2))
    refresh
    @deposit_rate = 1
    @withdraw_rate = 1
  end
  def window_width
    return Graphics.width / 2
  end
  alias galv_bank_update update
  def update
    galv_bank_update
    gold_transfer if self.active
  end
  def gold_transfer
    if Input.repeat?(:DOWN) && $game_party.gold > 0 || Input.repeat?(:UP) && $game_party.gold_stored > 0 && $game_party.gold < $game_party.max_gold
        RPG::SE.new(Gold_Storage::SE_BANK[0], Gold_Storage::SE_BANK[1], Gold_Storage::SE_BANK[2]).play
    end
    if Input.press?(:DOWN)
      before = $game_party.gold
      $game_party.lose_gold(@deposit_rate)
      after = $game_party.gold
      $game_party.gold_stored += before - after
      @deposit_rate += 1
      refresh
    end
    if Input.trigger?(:R) && !Input.press?(:DOWN) && !Input.press?(:UP)
      return if $game_party.gold == 0
      before = $game_party.gold
      $game_party.lose_gold($game_party.gold)
      after = $game_party.gold
      $game_party.gold_stored += before - after
      refresh
      RPG::SE.new(Gold_Storage::SE_BANK[0], Gold_Storage::SE_BANK[1], Gold_Storage::SE_BANK[2]).play
    end
    if !Input.press?(:DOWN)
      @deposit_rate = 1
    end
    if Input.press?(:UP)
      return if $game_party.gold == $game_party.max_gold
      @withdraw_rate = $game_party.gold_stored if @withdraw_rate >= $game_party.gold_stored
      if @withdraw_rate + $game_party.gold > $game_party.max_gold
        @withdraw_rate = $game_party.max_gold - $game_party.gold
      end
      before = $game_party.gold_stored
      $game_party.gold_stored -= @withdraw_rate
      after = $game_party.gold_stored
      $game_party.gain_gold(before - after)
      if $game_party.gold_stored == 0
        return refresh
      end
      @withdraw_rate += 1
      refresh
    end
    
    if Input.trigger?(:L) && !Input.press?(:DOWN) && !Input.press?(:UP)
      take_all_gold = $game_party.gold_stored
      return if $game_party.gold == $game_party.max_gold || $game_party.gold_stored == 0
      if take_all_gold + $game_party.gold > $game_party.max_gold
        take_all_gold = $game_party.max_gold - $game_party.gold
      end
      before = $game_party.gold_stored
      $game_party.gold_stored -= take_all_gold
      after = $game_party.gold_stored
      $game_party.gain_gold(before - after)
      refresh
      RPG::SE.new(Gold_Storage::SE_BANK[0], Gold_Storage::SE_BANK[1], Gold_Storage::SE_BANK[2]).play
    end
    if !Input.press?(:UP)
      @withdraw_rate = 1
    end
  end
  def refresh
    contents.clear
    draw_gold_location(Gold_Storage::GOLD_INVENTORY, 0, 0, 250)
    draw_currency_value(value, currency_unit, 4, 0, contents.width - 8)
    draw_gold_location(Gold_Storage::GOLD_BANKED, 0, line_height * 1, 250)
    draw_currency_value(value_stored, currency_unit, 4, line_height * 1, contents.width - 8)
  end
  def draw_gold_location(vocab, x, y, width)
    change_color(system_color)
    draw_text(x, y, width, line_height, vocab)
  end
  def value
    $game_party.gold
  end
  def value_stored
    $game_party.gold_stored
  end
  def currency_unit
    Vocab::currency_unit
  end
  def open
    refresh
    super
  end
end

#------------------------------------------------------------------------------#
#  Game Party Additions
#------------------------------------------------------------------------------#

class Game_Party < Game_Unit
  attr_accessor :gold_stored
  
  alias galv_bank_init_all_items init_all_items
  def init_all_items
    galv_bank_init_all_items
    @gold_stored = 0
  end
  
  def gold_stored
    @gold_stored
  end

  alias galv_bank_max_gold max_gold
  def max_gold
    return Gold_Storage::MAX_GOLD if Gold_Storage::MAX_GOLD > 0
    galv_bank_max_gold
  end
  
end # Game_Party < Game_Unit

class Game_Interpreter
  def bank_add(amount)
    $game_party.gold_stored += amount
  end
  def bank_rem(amount)
    $game_party.gold_stored -= amount
    $game_party.gold_stored = 0 if $game_party.gold_stored < 0
  end
  def bank_count
    $game_party.gold_stored
  end
  def open_storage
    SceneManager.call(Scene_GoldBank)
  end
end
thanks, do not link to the author's page, because that page is down, or so it seems, it does not open for me.
 

JGreene

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Unless your currency is also a physical item in your inventory, you could use a few variables to store money.

1. Party's current gold count
2. Amount of gold in bank
3. How much to deposit (which is subtracted from 1 and added to 2)
4. How much to withdraw (subtracted from 2 and added to 1)

Of course dont forget the change gold event after calculating each deposit or withdrawal
 

redcachalot

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I wonder if the reverse is possible?
i.e. Galv's Item - Bank & Item Storage Script but it would only be an Item Storage bank, not for gold...
I don't see the need for added monetary complexity in a game when the Item management is cumbersome enough. So why not have a simple Item Storage bank?
 

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