Save-Point
KLotto VX + ACE - Printable Version

+- Save-Point (https://www.save-point.org)
+-- Forum: Material Development (https://www.save-point.org/forum-8.html)
+--- Forum: Scripts Database (https://www.save-point.org/forum-39.html)
+---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html)
+---- Thread: KLotto VX + ACE (/thread-9404.html)



KLotto VX + ACE - kyonides - 09-15-2024

KLotto VX + ACE

by Kyonides


Introduction

Do you recall my script Gem Roulette? Happy with a sweat Yes, the one with the spinning wheel made out of gems! Laughing Well, here's an interesting variant of it, this time is about the lotto! Shocked

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

Screenshot
[Image: klottovx01.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.

VX Script
Code:
# * KLotto VX
#   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($data_items[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.terms.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 = 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)
     Sound.play_decision
     @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)
   Sound.play_decision
   $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
   Sound.play_cancel
   $scene = Scene_Map.new
 end
end

VX ACE Script
Code:
# * KLotto ACE
#   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 *

# KLotto.set(OptionsHash)
#   Optional - It lets you customize the KLottoShop
#   The following options you can use to replace OptionsHash 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.

# SceneManager.goto(KLottoShop)
#   Opens the shop no matter if you have called KLotto.set before or not.

# $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
 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]
 @options = {} # Do Not Touch This!
 def self.options() @options end
 def self.set(hash={}) @options = hash end
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($data_items[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
   options = KLotto.options
   @id = options.delete(:id) || 0
   @name = options.delete(:name) || GENERIC_NAME
   @cost = options.delete(:cost) || TICKET_PRICE
   @prizes = options.delete(:prizes) || DEFAULT_GOLD
   @spheres_max = options.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.currency_unit
   @stage = :main
 end

 def main
   @width = $HIDDENCHEST ? Graphics.width : 640
   h = 36
   @bg = Sprite.new
   @bg.bitmap = SceneManager.background_bitmap
   @bg.color.set(16, 16, 16, 128)
   @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
   main_loop while @stage
   terminate
 end

 def terminate
   Graphics.freeze
   @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 = 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 main_loop
   Graphics.update
   Input.update
   update
 end

 def update
   if @stage == :main
     update_start
   elsif @stage == :spin
     update_spheres
   elsif @stage == :fall
     update_fall
   elsif @stage == :standby
     update_stand_by
   elsif @stage == :exit
     update_exit
   end
 end

 def update_start
   if Input.trigger?(Input::B)
     update_exit
     return
   elsif Input.trigger?(Input::C)
     Sound.play_ok
     @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)
   Sound.play_ok
   $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
   end
   @stage = @raffles_max > @raffles ? :main : :exit
 end

 def update_exit
   Sound.play_cancel
   $game_party.discard_lotto_tickets
   SceneManager.goto(Scene_Map)
   @stage = nil
 end
end

Download Section

Terms & Conditions

You must include my nickname and the current website's URL in your game credits.
Free for non commercial games.
Give me a free copy of your completed game if you include at least 2 of my scripts! Laughing + Tongue sticking out