kyonides

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RMXP
KLotto XP

by Kyonides Arkanthes


Introduction

Do you recall my script Gem Roulette?
sweathappy.gif
Yes, the one with the spinning wheel made out of gems!
laughing.gif
Well, here's an interesting variant of it, this time is about the lotto!
shocked.gif


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!
shocked.gif


Screenshot
klottoxp01.jpg

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! :p
 
Last edited:

kyonides

Reforged is laughable
Veteran
Joined
Nov 17, 2019
Messages
300
Reaction score
74
First Language
English
Primarily Uses
RMXP
Lucky Update

Good news, guys! Grinning From now on the Lotto scene will exit once all raffles are over. The player is also able to win more than a single prize! Of course, the other prizes might not be as eye catching as the main prize. Confused

No penguin was harmed while crafting this script. :LZScheeze:
 

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