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[转载发布] KLotto XP

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    灌水之王

    发表于 6 天前 | 显示全部楼层 |阅读模式
    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 => [25000, 5000]   - 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 = [10000, 5000, 2000]   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 = [32, 28, 24] end  module LottoSpriteMod   attr_accessor :number end  class KLottoTicket   def initialize(number=nil)     @number = number || rand(10).to_s + rand(10).to_s + rand(10).to_s   end   attr_reader :number end  class 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 end  class 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 end  class 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[n].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[n]       @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[n].to_s, 1)     end   end    def make_spheres     spheres = RPG::Cache.picture(FILENAME)     sh = spheres.height     @spheres_max.times do |m|       @spheres[m] = 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[m] = 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[n], 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[m]       10.times do |n|         o = n - @indexes[m]         d = @d * o + d1 * @steps         sx = FIRST_SPHERE_X + @x_offset[m] - 20         sphere = col[n]         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[m]       col = @spheres[m]       z_pos = []       10.times do |n|         z_order = rand(100)         random = rand(50) % 3         sprite = col[n]         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 }[0]       @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!



    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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