Original Source
- Original title: Gem Roulette XP
- Original author: kyonides
- Original date: November 17, 2019
- Source thread: https://forums.rpgmakerweb.com/threads/gem-roulette-xp.115333/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS Scripts (RMXP)
Summary
Gem Roulette XP Version 1.0.8 by Kyonides Introduction
Archived First Post
Version 1.0.8
by Kyonides
Introduction
This is my own version of a roulette mini game. The gems you can see on the screenshot below will rotate as expected after you hit the OK button. Later on it will show you your prize. After you collect it, it will show up on the window on the right hand side of the screen as an icon. You may collect more prizes the more attempts you get.
Just remember I didn't provide the gems you see below. Use your own icons if possible, you just need 10 of them.
You may also find ports to VX and VX Ace.
Screenshots
Instructions
There is a TXT file you need to edit so you can configure the prizes the player might earn after spinning the wheel. Later on you may check the instructions included in my script. You also need to place all required (gem) graphics in Graphics/Icons directory, you may need to create it first.
All 3 Scripts
DOWNLOAD DEMOS HERE
XP Version 1.0.8
# * Gem Roulette XP - Stand Alone Version
# Scripter : Kyonides-Arkanthos
# v 1.0.8 - 2021-10-09
# Script Calls
# To open Gem Roulette : $scene = Gem_Roulette.new
# To increase Spinning Attempts : $game_party.roulette_attempts += Number
# This script will let you spin some gems as if they were part of a Wheel of
# Fortune. Later on you will collect your prize. Previous prizes will be
# displayed on the window on the right hand side.
# Prizes are picked up randomly but you can configure what prizes they might
# get if you edit the file named as shown on the PRIZE_FILENAME Constant below
# There is the possibility of not letting the player get a prize depending on
# then gem or slot selected by the script.
# Don't forget to include the sprites needed for the 10 Gem-Slots.
module GemRouletteSetup
# Gem Icon Sprite Name Prefix - will be used as Slots
ICON_NAME_PREFIX = 'gem'
# SE for Startup and Prize is ready to be collected
SE_STARTUP = "056-Right02"
# Prizes TXT Filename
PRIZE_FILENAME = 'prizes.txt'
# Label for Position or Slot
POSITION_LABEL = 'Slot'
# Label for No Prize for you
NO_PRIZE = 'Nothing'
# Label for Item as Prize
ITEM_PRIZE = 'Item'
# Label for Weapon as Prize
WEAPON_PRIZE = 'Weapon'
# Label for Armor as Prize
ARMOR_PRIZE = 'Armor'
# Label for Skill as Prize
SKILL_PRIZE = 'Skill'
# Label for HP as Prize or Punishment
HP_LOSS = 'HP'
# Label for SP as Prize or Punishment
SP_LOSS = 'SP'
# Icon filename for Losing HP or SP
STATS_LOSS_ICON = ''
# Points Earned Label
STATS_LOSS_LABEL = ' Earned: '
# Attempts Left Label
ATTEMPTS_LEFT = 'Attempts Left: '
# Spin the Wheel String
SPIN_WHEEL = 'Spin Wheel'
# Collect Prize String
COLLECT = 'Collect'
# No More Spins Left String
RUNOUT = 'No More Spins'
# Better Luck Next Time String
NEXT_TIME = 'Better Luck Next Time!'
# Points Label
POINTS = 'Points'
# DO NOT EDIT ANYTHING BELOW THIS LINE
PRIZE_RXDATA = 'Data/GemRoulette.rxdata'
PRIZES = {}
@prizes = []
@prize_points = []
extend self
attr_reader :prizes, :prize_points
def get_prize_data
if $DEBUG and File.exist?(PRIZE_FILENAME)
lines = File.readlines(PRIZE_FILENAME)
10.times do |n|
pts = lines[0].scan(/\d+ #{POINTS}/)[0].sub!(/ #{POINTS}/,'')
@prize_points << pts.to_i
lines.shift
PRIZES[n] = []
regex = /[a-zA-Z]+/
kinds = lines[0].scan(regex).map {|ln| self.prize_kind(ln) }
indexes = lines[0].scan(/[0-9\-]+/).map {|ln| self.prize_kind(ln) }
kinds.size.times {|m| PRIZES[n] << [kinds[m], indexes[m]] }
lines.shift
end
File.open(PRIZE_RXDATA, 'wb') do |file|
Marshal.dump(@prize_points, file)
Marshal.dump(PRIZES, file)
end
return
end
File.open(PRIZE_RXDATA, 'rb') do |file|
@prize_points = Marshal.load(file)
PRIZES.merge!(Marshal.load(file))
end
end
def prize_kind(kind)
regexp = /\d+/
case kind
when ITEM_PRIZE then :item
when WEAPON_PRIZE then :weapon
when ARMOR_PRIZE then :armor
when SKILL_PRIZE then :skill
when HP_LOSS then :hp
when SP_LOSS then :sp
when regexp then kind.to_i
end
end
get_prize_data
end
class StatsItem
attr_reader :name, :points, :icon_name
def initialize(new_name, new_points)
@name = new_name.to_s.upcase + ' ' + GemRouletteSetup::STATS_LOSS_LABEL
@name += new_points.to_s
@points = new_points
@icon_name = GemRouletteSetup::STATS_LOSS_ICON
end
end
class Game_Party
attr_accessor :roulette_attempts, :roulette_points
alias kyon_gem_roulette_gm_party_init initialize
def initialize
@roulette_attempts = 0
@roulette_points = 0
@skills = {}
kyon_gem_roulette_gm_party_init
end
def gain_skill(sid, n)
return unless sid > 0
@skills[sid] = [[skill_number(sid) + n, 0].max, 99].min
end
def lose_skill(sid, n) gain_skill(sid, -n) end
def skill_number(sid) @skills.include?(sid)? @skills[sid] : 0 end
end
class Sprite_Blink < Sprite
def update
super
if @_blink
@_blink_count = (@_blink_count + 1) % 32
alpha = 6 * (@_blink_count < 16 ? 16 - @_blink_count : @_blink_count - 16)
self.color.set(255, 255, 255, alpha)
end
@@_animations.clear rescue nil
end
def blink_on
return if @_blink
@_blink = true
@_blink_count = 0
end
def blink_off
return unless @_blink
@_blink = false
self.color.set(0, 0, 0, 0)
end
end
class Window_Roulette_Prizes < Window_Base
def initialize
super(552, 80, 88, 340)
@column_max = 2
refresh
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = GemRouletteSetup.prizes
@item_max = @data.size
return if @item_max == 0
self.contents = Bitmap.new(width - 32, @item_max * 32)
@item_max.times {|n| draw_item(n) }
end
def draw_item(index)
x = index % 2 * 32
y = index / 2 * 32
bitmap = RPG::Cache.icon(@data[index])
contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
end
end
class Window_Command
def replace_command(index, command)
@commands[index] = command
refresh
end
end
class Window_GRPLabel < Window_Base
def initialize(w)
super(0, 0, w, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
def refresh
c = self.contents
c.clear
c.font.color = system_color
points = GemRouletteSetup::POINTS
c.draw_text(0, 0, self.width - 32, 32, points)
c.font.color = normal_color
points = $game_party.roulette_points.to_s
c.draw_text(0, 0, self.width - 32, 32, points, 2)
end
end
class Gem_Roulette
include GemRouletteSetup
def initialize
path = 'Graphics/Icons/'
items = Dir[path + ICON_NAME_PREFIX+'*'].sort
@items = items.map{|item| item.sub!(path, '') }
@moving_frames = 15
@steps = 60
Audio.se_play("Audio/SE/" + SE_STARTUP, 80, 100)
@item_sprites = []
@cx = 320
@cy = 240
if @items.size < 10
@items += items[0,(10 - @items.size)].dup
elsif @items.size > 10
@items = @items[0,10]
end
@item_max = @items.size
@radius = 120
@d = 2.0 * Math::PI / @item_max
@item_max.times do |n|
@item_sprites << Sprite_Blink.new
@item_sprites[n].x = @cx - 20 - (@radius * Math.sin(@d * n)).round
@item_sprites[n].y = @cy - 60 + (@radius * Math.cos(@d * n)).round
@item_sprites[n].bitmap = RPG::Cache.icon(items[n % items.size])
end
@blink_index = 0
@item_sprites[@blink_index].blink_on
@xy = [@item_sprites[0].x, @item_sprites[0].y]
@prize_sprites = []
3.times do
@prize_sprites << Sprite.new
@prize_sprites[-1].z = 5000
end
@prize_sprites[0].x = @cx - 12
@prize_sprites[0].y = @cy - 36
@prize_sprites[1].x = @prize_sprites[0].x - 78
@prize_sprites[1].y = @prize_sprites[0].y + 36
@prize_sprites[2].x = 210
@prize_sprites[2].y = 344
make_attempts_left_label
@option_window = Window_Command.new(160, [SPIN_WHEEL])
@option_window.x = 240
@option_window.y = @prize_sprites[2].y + 36
end
def make_attempts_left_label
@prize_sprites[2].bitmap.clear rescue nil
@prize_sprites[2].bitmap = bitmap = Bitmap.new(220, 32)
color = Color.new(25, 25, 25, 180)
@prize_sprites[2].bitmap.fill_rect(0, 0, 220, 32, color)
attempts = ATTEMPTS_LEFT + $game_party.roulette_attempts.to_s
bitmap.draw_text(0, 0, 220, 32, attempts, 1)
end
def main
@spriteset = Spriteset_Map.new
@points_window = Window_GRPLabel.new(172)
@points_window.x = 640 - @points_window.width
3.times {|n| @prize_sprites[n].z = 5000 }
@item_max.times {|n| @item_sprites[n].z = 5000 }
@prizes_window = Window_Roulette_Prizes.new
Graphics.transition
loop do
Graphics.update
Input.update
update
break if $scene != self
end
Graphics.freeze
@prizes_window.dispose
@option_window.dispose
@xy.clear
@prize_sprites.each {|sprite| sprite.dispose }
@prize_sprites.clear
@item_sprites.each {|sprite| sprite.dispose }
@item_sprites.clear
@prize_sprites = @item_sprites = @xy = nil
@points_window.dispose
@spriteset.dispose
end
def update
@option_window.update
@prizes_window.update
@item_sprites.each{|sprite| sprite.update }
if @move
refresh_sprites
return
end
if Input.trigger?(Input::B)
exit_scene
return
elsif Input.trigger?(Input::C)
if $game_party.roulette_attempts == 0
if @result
retrieve_new_prize
exit_scene
else
$game_system.se_play($data_system.buzzer_se)
end
return
end
$game_system.se_play($data_system.decision_se)
retrieve_new_prize
end
end
def exit_scene
$game_system.se_play($data_system.buzzer_se)
GemRouletteSetup.prizes.clear
$scene = Scene_Map.new
end
def retrieve_new_prize
if !@move and !@result
@item_sprites[@blink_index].blink_off
@option_window.index = -1
$game_party.roulette_attempts -= 1
make_attempts_left_label
@index = rand(@item_max)
@move = true
return
end
return unless @result
GemRouletteSetup.prizes << @new_prize.icon_name if @new_prize
@prizes_window.refresh
@option_window.index = 0
case @kind
when :item then $game_party.gain_item(@new_prize.id, 1)
when :weapon then $game_party.gain_weapon(@new_prize.id, 1)
when :armor then $game_party.gain_armor(@new_prize.id, 1)
when :skill then $game_party.gain_skill(@new_prize.id, 1)
when :hp then $game_party.actors[0].hp += @new_prize.points
when :sp then $game_party.actors[0].sp += @new_prize.points
end
@prize_sprites[0].bitmap.clear rescue nil
@prize_sprites[1].bitmap.clear rescue nil
@result = nil
comm = $game_party.roulette_attempts > 0 ? SPIN_WHEEL : RUNOUT
@option_window.replace_command(0, comm)
end
def refresh_sprites
d1 = -@d / @moving_frames * 2
@item_max.times do |n|
m = n - @index
d = @d * m + d1 * @steps
@item_sprites[n].x = @cx - 20 - (@radius * Math.sin(d)).round
@item_sprites[n].y = @cy - 60 + (@radius * Math.cos(d)).round
end
@steps -= 1
if @steps == -1
if rand(5) == 0
@steps += 5
return
end
Audio.se_play("Audio/SE/" + GemRouletteSetup::SE_STARTUP, 80, 100)
@move = nil
@steps = 1 + @moving_frames * (3 + rand(5))
results = @item_sprites.map{|sprite| @xy == [sprite.x,sprite.y] }
@blink_index = @result = results.index(true)
@item_sprites[@blink_index].blink_on
check_prize
end
end
def get_prize_kind(kind, index)
@kind = kind
case kind
when :item then $data_items[index]
when :weapon then $data_weapons[index]
when :armor then $data_armors[index]
when :skill then $data_skills[index]
when :hp, :sp then StatsItem.new(kind, index)
end
end
def find_prize
case @prizes.size
when 1
@prizes[0][0] ? get_prize_kind(@prizes[0][0], @prizes[0][1]) : nil
else
index = @prizes.size > 2 ? rand(@prizes.size) : rand(4) % 2
get_prize_kind(@prizes[index][0], @prizes[index][1])
end
end
def no_prize
@kind = nil
@prize_sprites[1].bitmap = bitmap = Bitmap.new(200, 24)
bitmap.font.bold = true
bitmap.font.size = 19
bitmap.draw_text(0, 0, 200, 24, NEXT_TIME, 1)
end
def check_prize
$game_party.roulette_points += GemRouletteSetup.prize_points[@blink_index]
@points_window.refresh
@prizes = PRIZES[@result]
return no_prize if @prizes.nil? or @prizes[0].nil?
@new_prize = find_prize
return no_prize unless @new_prize
@prizes.clear
@prize_sprites[0].bitmap = RPG::Cache.icon(@new_prize.icon_name).dup
@prize_sprites[1].bitmap = bitmap = Bitmap.new(180, 24)
bitmap.font.bold = true
bitmap.font.size = 19
bitmap.draw_text(0, 0, 180, 24, @new_prize.name, 1)
@option_window.replace_command(0, COLLECT)
end
end
TXT Config File
Valid for All Versions
Slot 1
Weapon 1, Item 1, Armor 1, Skill 1
Slot 2
Weapon 2, Item 2, Skill 2
Slot 3
Weapon 5, Item 3, Armor 4, Skill 3
Slot 4
Weapon 1, Item 1, Armor 1, Skill 1
Slot 5
Weapon 1, Item 5, Item 8, Skill 1
Slot 6
Weapon 1, Item 1, Armor 8, Skill 1
Slot 7
Weapon 1, Item 1, Armor 1, Skill 1
Slot 8
Nothing
Slot 9
Weapon 1, Item 1, Armor 1, Skill 5
Slot 10
Weapon 4, Item 1, Armor 4, Skill 20
FAQ
Nothing to say, yet.
Compatibility
Designed for RPG Maker XP & VX & VX ACE. You may need to check out the other subfora to find them.
Terms and Conditions
Free for use in non commercial projects, but you may contact me in case you want to go commercial. Due credit is a must.
By the way, I will only support the latest version available because it usually includes bug fixes and improvements.
You are not allowed to repost my scripts on any other boards.
Give me a free copy of your completed game if you include at least 2 of my scripts!
Downloads / Referenced Files
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Free for use in non commercial projects, but you may contact me in case you want to go commercial. Due credit is a must. By the way, I will only support the latest version available because it usually includes bug fixes and improvements. You are not allowed to repost my scripts on any other boards. Give me a free copy of your completed game if you include at least 2 of my scripts!
Referenced Images / Attachments
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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