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Pokemon Style Slot Machines

One minor error in the code I just found out from having fun with the slots, is that when you get a pikachu in the reel, you get a lightning bolt icon. That's fine, but when you exit the slot game, it doesn't remove the picture. It stays there even when you change maps. I'm sure I could remove it with one line of code, but I suck with coding.
That's strange. I just tested it out again and I didn't have that problem. Find this portion of code (line 629):
Code:
  if (Input.trigger?(Input::B))&&!(@GameActive)
    if Kernel.pbConfirmMessage("Quit the game?")
      $PokemonGlobal.coins=$PokemonGlobal.coins+@usedcoins
      $scene=Scene_Map.new
    end
  end
and modify it to look like this:
Code:
  if (Input.trigger?(Input::B))&&!(@GameActive)
    if Kernel.pbConfirmMessage("Quit the game?")
      $PokemonGlobal.coins=$PokemonGlobal.coins+@usedcoins
      [COLOR=Red]@bolts=0
      boltGraphics[/COLOR]
      $scene=Scene_Map.new
    end
  end
That should add a redundant measure to erase the bolts before changing the scene.
 
Also, does this script follow the Japanese slot machine style of the games, or is it entirely a script from scratch?

Because the reels slip in the actual games, and I can't find any code in your pseudocode that accounts for these slipping reels.
 
Also, does this script follow the Japanese slot machine style of the games, or is it entirely a script from scratch?

Because the reels slip in the actual games, and I can't find any code in your pseudocode that accounts for these slipping reels.
The original script was from scratch, and I heavily modified it. There was no reel slipping in the original, so I didn't even think to put it in. I'm not to keen on how to implement it, but if I get some time I'll see if I can do something like that.
 
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