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AdvancedBanking V2

Advanced Banking With this mod you can easily deposit / withdraw ruble (or other currencies aswell) in your bank account and even make clan accounts where Teams can stack their Money, but no need to worry, the Clan Account shows logs in the interface aswell, so if the money is gone someday, you can easily see which team member scammed your team! Dont Worry, you don't need to wipe when switching from the Old Banking… (more)

Advanced Banking With this mod you can easily deposit / withdraw ruble (or other currencies aswell) in your bank account and even make clan accounts where Teams can stack their Money, but no need to worry, the Clan Account shows logs in the interface aswell, so if the money is gone someday, you can easily see which team member scammed your team! Dont Worry, you don't need to wipe when switching from the Old Banking mod to the new one! The Mod offers advanced banking features such as: -Normal Banking features -Paychecks whose amount can be edited in the Server config -Clan / Team Bank Accounts -Clan / Team Permission Framework -Instant Money transfer to other players (even with customizable fees) -Rob Atm feature (fully customizable in the Server config) -Server Owner can decide whether players only can acces their Bank Accounts with the Credit Card (Included in the Pack "KR_BankingCard" or without aswell) -AdminMenu to check out players bank accounts and clanaccounts you can also edit the server config with this AdminMenu! -Super easy developer sdk to make addins! -Perfect Modding Support (Samples are in Info folder). -Discord Webhook to see the banking logs! Easy Swap from dc_banking mod to this mod, with our Json Editor, just press one click and its automatically changed! Download The Parser here Simply choose your profiles folder in our tool and it will automatically create the mods folder directory if its not created yet and automatically parse all the Player json Files from "DC_Banking" to "Advanced Banking", you dont need to Wipe or do something else, simply press one button! This Mod needs the CF to work properly. The Source Code of this Mod For server owners Make sure to have a look at the latest Update Notes when you already installed a previous Version! ________________________________________________________ Install Guide: 1. Subscribe the Mod. 2. Copy the @KR_Banking folder from your PC into the root folder on your DayZ server. 3. Open your local copy of the @KR_Banking folder and then open the Keys folder. 4. Copy the AdvancedBanking.bikey key file into the Keys folder on your DayZ server. 5. Open your server startup command files, or the server control web interface, locate the MOD settings and ensure @KR_Banking. 6. Edit your Server Config (Explanations in the InfoFolder after the download). 7. Start your server. Problems If you have Problems with the mod feel free to join our Discord If you have an issue feel free to report it direct on Github License You are not allowed to Repack or Reupload this Mod without permission. You can use this mod on your monetized server.

Workshop 3065185420 · mod updated 2026-10-11 · analyzed 2026-10-11 09:21 UTC · history · 47 script files

Stall risks
None found

No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.

Compatibility
Chain-safe

Every server-visible override preserves its chain.

Structural footprint 1.1
A
clean
Heavier than 10% of 328 scripted mods analyzed.

less than 0.001% of each server frame at 100 players (0.000 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 36 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • This mod
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • 26 mods
    0.22 to 0.46 ms/s · grade A
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Event hooks carry 99.8% of this mod's structural load. 0.000 ms/s in all.

99.8%Event hooks · 99.8%
1 hook · 0.0002 ms/s
Event hooksrun when something happens: an inventory move, a hit, an action 1 hook 0.0002 ms/s 99.8% Crowbar.SetActions

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

SetActions on Crowbar
per event
no I/O, timers or RPC
What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 7 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionConstructor.RegisterActions — yes ✓ KR_Banking.pbo::scripts\4_World\classes\actionconstructor.c:3
Crowbar.SetActions T2 yes ✓ KR_Banking.pbo::scripts\4_World\entities\itembase\itembase\gear\tools\crowbar.c:3
MissionBase.CreateScriptedMenu — yes ✓ KR_Banking.pbo::scripts\5_Mission\mission\missionbase.c:3
MissionGameplay.OnKeyRelease — yes ✓ KR_Banking.pbo::scripts\5_Mission\mission\missiongameplay.c:3
MissionGameplay.OnUpdate T0 yes ✓ KR_Banking.pbo::scripts\5_Mission\mission\missiongameplay.c:12
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ KR_Banking.pbo::scripts\4_World\entities\manbase\DayZPlayer\ModItemRegisterCallbacks.c:3
PluginManager.Init — yes ✓ KR_Banking.pbo::scripts\4_World\plugins\pluginmanager.c:7
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
Crowbar.SetActionsT2 8.0placeholder0.0002

Includes 0.000 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

KR_Banking.pbo

  • KR_Banking_Scripts requiredVersion 0.1 — requires DZ_Data, JM_CF_Scripts

census 1.1 · findings 1.1 · hash 4ea1fcf1bc28d194