じ☆ve冰风 发表于 2026-7-8 17:35:49

KLotto XP

KLotto XP

by Kyonides Arkanthes​


Introduction

Do you recall my script Gem Roulette?

Yes, the one with the spinning wheel made out of gems!

Well, here's an interesting variant of it, this time is about the lotto!



This script can be customize up to a certain point, still, it can be used as a plug & play script as well, if you don't edit anything.

Yes, the spheres do fly!



Screenshot




NOTES

You'll need a picture that includes all the different colored spheres distributed in a single horizontal strip.
The width and the height of each individual frame cell should be identical, making it an actual square.

XP Script
                Code:        
# * KLotto XP #   Scripter : Kyonides Arkanthes #   v1.0.6 - 2019-11-19# This scriptlet will let you partake in raffles. Once the raffles are over, the # scene will change back to the current map.# * Script Calls *# $scene = KLottoShop.new #   Opens the shop with default values.# $scene = KLottoShop.new(SOME_HASH) # The following options you can use to replace SOME_HASH are optional. #   :id => 1                   - Changes the shop ID. #   :name => 'Claudia's Lotto' - Changes the shop's name. #   :cost => 25                - Changes the ticket cost. #   :prizes =>    - Changes the amount of the prize. #   :max => 5                  - Changes the number of columns aka digits.# $game_system.winner_tickets #   Array of Strings - List of previous winner tickets.# $game_party.winner_tickets #   Array of Strings - List of winner tickets the party has ever purchased.# $game_party.purchase_lotto_tickets # $game_party.purchase_lotto_tickets(Total) #   Yes, via a script call you can let the player buy some tickets. #   The Total number can be omitted, its default value is 1.# $game_party.has_lotto_ticket?(String) #   String should be a Number converted to a String by calling Number.to_s# $game_party.discard_lotto_tickets #   Forces the player to dispose of every single lotto ticket.module KLotto   TICKET_ITEM_ID = 31   PREVIOUS_TICKETS_MAX = 10   TICKET_PRICE = 10   DEFAULT_GOLD =    SPHERES_MIN = 3   SPHERE_WIDTH = 32 # In Pixels   FIRST_SPHERE_X = 280   DISCARD_AFTER_ONE_RAFFLE = true # Discard Tickets after a raffle?   FILENAME = 'spheres32'   SE_STARTUP = '056-Right02'   GENERIC_NAME = 'Generic Lotto'   PRIZES = 'Current Prizes'   PARTY_GOLD = 'Your Money'   WINNING_TICKET_LABEL = 'Winning Ticket'   PAST_WINNING_TICKETS_LABEL = 'Past Winning Tickets'   NAME_FONT_SIZE = 32   WINNING_LABEL_FONT_SIZE = 24   WINNING_NUMBER_FONT_SIZE = 32   PREVIOUS_TICKETS_FONT_SIZE = 24   PRIZE_LABEL_FONT_SIZE = 24   PRIZE_FONT_SIZES = endmodule LottoSpriteMod   attr_accessor :number endclass KLottoTicket   def initialize(number=nil)   @number = number || rand(10).to_s + rand(10).to_s + rand(10).to_s   end   attr_reader :number endclass Game_System   alias :kyon_lotto_gm_sys_init :initialize   def initialize   kyon_lotto_gm_sys_init   @winner_tickets = []   end    def tickets_maintenance   length = @winner_tickets.size - KLotto::PREVIOUS_TICKETS_MAX   length.times{ @winner_tickets.shift }   end   attr_reader :winner_tickets endclass Game_Party   alias :kyon_lotto_gm_party_init :initialize   def initialize   kyon_lotto_gm_party_init   @lotto_tickets = []   @winner_tickets = []   end    def purchase_lotto_tickets(total=1)   return 0 if total < 1   gain_item(KLotto::TICKET_ITEM_ID, total)   total.times{ @lotto_tickets << KLottoTicket.new }   end    def discard_lotto_tickets   gain_item(KLotto::TICKET_ITEM_ID, -@lotto_tickets.size)   @lotto_tickets.clear   end   def has_lotto_ticket?(number) @lotto_tickets.include?(number) end   attr_reader :lotto_tickets, :winner_tickets endclass KLottoShop   include KLotto   def initialize(hsh={})   @id = hsh.delete(:id) || 0   @name = hsh.delete(:name) || GENERIC_NAME   @cost = hsh.delete(:cost) || TICKET_PRICE   @prizes = hsh.delete(:prizes) || DEFAULT_GOLD   @spheres_max = hsh.delete(:total) || SPHERES_MIN   @raffles_max = @prizes.size   @raffles = 0   @spheres = {}   @indexes = Array.new(@spheres_max, 0)   @radius_x = 24   @radius_y = 64   @d = 2.0 * Math::PI / @spheres_max   @moving_frames = 15   @cy = 208   @x_offset = []   @sprites = []   @gold_label = $data_system.words.gold   @stage = :main   end    def main   @width = $HIDDENCHEST ? Graphics.width : 640   h = 36   @bg = Spriteset_Map.new   @sprites << @shop_label = Sprite.new   @shop_label.x = 120   @shop_label.y = 4   b = Bitmap.new(@width - 240, NAME_FONT_SIZE + 4)   b.font.size = NAME_FONT_SIZE   b.draw_text(b.rect, @name, 1)   @shop_label.bitmap = b   h = PRIZE_LABEL_FONT_SIZE + 4   @sprites << @prize_label = Sprite.new   @prize_label.x = @plx = @width - 208   @prize_label.y = @ply = 32   @prize_label.bitmap = b = Bitmap.new(200, h)   b.font.size = PRIZE_LABEL_FONT_SIZE   b.draw_text(b.rect, PRIZES, 1)   make_prize_labels   sprite = @sprites[-1]   @sprites << @party_gold_label = Sprite.new   @party_gold_label.x = sprite.x   @party_gold_label.y = sprite.y + h + 8   @party_gold_label.bitmap = b = Bitmap.new(200, h)   b.font.size = PRIZE_LABEL_FONT_SIZE   b.draw_text(b.rect, PARTY_GOLD, 1)   @sprites << @gold_sprite = Sprite.new   @gold_sprite.x = @party_gold_label.x   @gold_sprite.y = @party_gold_label.y + h   @gold_bitmap = Bitmap.new(200, h)   refresh_party_gold   @gold_sprite.bitmap = @gold_bitmap   @sprites << @winner_label = Sprite.new   @winner_label.x = 4   @winner_label.y = 32   @winner_label.bitmap = b = Bitmap.new(208, WINNING_LABEL_FONT_SIZE + 4)   b.font.size = WINNING_LABEL_FONT_SIZE   b.draw_text(b.rect, WINNING_TICKET_LABEL, 1)   @sprites << @winner_ticket = Sprite.new   @winner_ticket.x = 8   @winner_ticket.y = 58   @winner_bitmap = Bitmap.new(200, WINNING_NUMBER_FONT_SIZE + 4)   @winner_bitmap.font.size = WINNING_NUMBER_FONT_SIZE   @winner_ticket.bitmap = @winner_bitmap   make_past_tickets   refresh_past_tickets_list   make_spheres   Graphics.transition   loop do       Graphics.update       Input.update       update       break if $scene != self   end   Graphics.freeze   terminate   end    def terminate   @spheres_max.times do |n|       @spheres.each{|s| s.dispose }   end   @spheres.clear   @sprites.each{|s| s.dispose }   @sprites.clear   @bg.dispose   $game_party.discard_lotto_tickets   end    def make_prize_labels   @raffles_max.times do |n|       h = PRIZE_FONT_SIZES       @sprites << sprite = Sprite.new       sprite.x = @plx       sprite.y = @ply - 4 + h + n * 4 + 24 * n       sprite.bitmap = bit = Bitmap.new(200, h)       bit.font.size = h       bit.draw_text(bit.rect, DEFAULT_GOLD.to_s, 1)   end   end    def make_spheres   spheres = RPG::Cache.picture(FILENAME)   sh = spheres.height   @spheres_max.times do |m|       @spheres = slot = []       w = SPHERE_WIDTH * m       @x_offset << offset = m * 36       10.times do |n|         sprite = Sprite.new         sprite.extend(LottoSpriteMod)         sprite.number = n.to_s         rand(4) % 2 == 0 ? slot.push(sprite) : slot.unshift(sprite)         sprite.x = FIRST_SPHERE_X + offset - 8         sprite.y = @cy         sprite.z = 1000         sprite.bitmap = spheres.dup         sprite.bitmap.draw_text(w, 0, SPHERE_WIDTH, 24, sprite.number, 1)         sprite.src_rect.set(w, 0, SPHERE_WIDTH, sh)       end       @indexes = slot[-1].number.to_i   end   spheres.dispose   end    def make_past_tickets   @sprites << @past_tickets_label = Sprite.new   @past_tickets_label.x = 8   @past_tickets_label.y = @winner_ticket.y + PREVIOUS_TICKETS_FONT_SIZE + 16   h = PREVIOUS_TICKETS_FONT_SIZE + 4   @past_tickets_label.bitmap = b = Bitmap.new(200, h)   b.draw_text(b.rect, PAST_WINNING_TICKETS_LABEL, 1)   @sprites << @past_tickets = Sprite.new   @past_tickets.x = 8   @past_tickets.y = @past_tickets_label.y + 28   @past_bitmap = Bitmap.new(200, PREVIOUS_TICKETS_MAX * 24 + 4)   @past_tickets.bitmap = @past_bitmap   end    def refresh_past_tickets_list   @past_bitmap.clear   tickets = $game_system.winner_tickets   max = tickets.size   w = @past_bitmap.width   max.times{|n| @past_bitmap.draw_text(0, n * 24, w, 24, tickets, 1) }   end    def refresh_party_gold   @gold_bitmap.clear   @gold_bitmap.font.size = PRIZE_LABEL_FONT_SIZE   @gold_bitmap.draw_text(@gold_bitmap.rect, $game_party.gold.to_s, 1)   end    def update   if @stage == :main       update_start   elsif @stage == :spin       update_spheres   elsif @stage == :fall       update_fall   elsif @stage == :standby       update_stand_by   else       update_exit   end   end    def update_start   if Input.trigger?(Input::B)       update_exit       return   elsif Input.trigger?(Input::C)       $game_system.se_play($data_system.decision_se)       @raffles += 1       @digits = ''       @steps = 60 + rand(40)       @stage = :spin   end   end    def update_spheres   d1 = -@d / @moving_frames * 2   @spheres_max.times do |m|       col = @spheres       10.times do |n|         o = n - @indexes         d = @d * o + d1 * @steps         sx = FIRST_SPHERE_X + @x_offset - 20         sphere = col         sphere.x = sx - (@radius_x * Math.sin(d)).round         sphere.y = @cy - 60 + (@radius_y * Math.cos(d)).round       end   end   @steps -= 1   @stage = :fall if @steps == 0   end    def update_fall   Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)   @spheres_max.times do |m|       offset = @x_offset       col = @spheres       z_pos = []       10.times do |n|         z_order = rand(100)         random = rand(50) % 3         sprite = col         sprite.x = FIRST_SPHERE_X + offset - 8         sprite.y = @cy         sprite.z = 1000 + (rand(160) % 3 == 0 ? z_order : -z_order)         z_pos = sprite.z       end       sprite = col.sort{|a,b| b.z <=> a.z }       @digits += sprite.number   end   @winner_bitmap.font.size = WINNING_NUMBER_FONT_SIZE   @winner_bitmap.draw_text(@winner_bitmap.rect, @digits, 1)   @stage = :standby   end    def update_stand_by   return unless Input.trigger?(Input::B) or Input.trigger?(Input::C)   $game_system.se_play($data_system.decision_se)   $game_system.winner_tickets << @digits   $game_system.tickets_maintenance   refresh_past_tickets_list   @winner_bitmap.clear   if $game_party.has_lotto_ticket?(@digits)       $game_party.winning_tickets << KLottoTicket.new(@digits)       $game_party.gain_gold(@prizes[@raffles - 1])       refresh_party_gold       if DISCARD_AFTER_ONE_RAFFLE         $game_party.discard_lotto_tickets         return @stage = nil       end   end   @stage = @raffles_max > @raffles ? :main : nil   end    def update_exit   $game_system.se_play($data_system.cancel_se)   $scene = Scene_Map.new   end end


Terms & Conditions

You must include my nickname and the current website's URL in your game credits. Do not repost it anywhere else!
Free for non commercial games.
Give me a free copy of your completed game if you include at least 2 of my scripts!
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本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/klotto-xp.115400/
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