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Found 2 results

  1. BLUE SLOT 100 Rivisitazione su RPG Maker VX Ace di una classica slot machine da bar. L'engine del minigioco è stato creato da me tramite eventi, ispirandomi a quella, sempre da me realizzata, per il gioco Town of the Dead. Sono stati inoltre inseriti script aggiuntivi per incrementare ladimensione dello schermo, per custodire i salvataggi nella cartella documenti e per saltare il title iniziale standard del programma. Non necessita le RTP di RPG Maker VX Ace, questo minigioco è compatibile solo con sistemi Windows. Caratteristiche: > Salvataggio del denaro di gioco: Salva e carica il tuo conto gioco in qualsiasi momento. > Vincita fino a 100€: La slot machine paga fino a 100€ per giocata. > Jolly Bonus: Vinci fino a 500€ a tiro durante il Jolly Bonus. > Caratteristiche in tempo reale: Dati raccolti durante il gioco. > Inserimento di codici promozionali: Inserici codici per sbloccare somme di denaro ogni volta che vuoi. > Colonna sonora rilassante: Colonna sonora studiata per una sessione di gioco in totale relax. Screenshoots: Ringraziamenti: > LoppaWorks (Gioco) > Michele Biancucci (Soundtrack) > Holy87,V.M of D.T,JV Master (Script)
  2. Nome Script: Slot Machine Versione: N/D Autore/i: Jet Informazioni: Semplice script che permette di avere una semplice slot machine da usare ad esempio per un minigame. Istruzioni: Inserite lo script sopra Main. Per essere richiamato, dovete inserire un call script con questo codice: [c]$scene = Scene_Slots.new[/c] Script: #=============================================================================== # Slot Machine # By Jet10985 (Jet) #=============================================================================== # This snippet will add a slot machine mini-game, which can be called anytime. # It has 3 rows, and counts every row and diagonal wins. # This script has: 7 customization options. #=============================================================================== =begin How to call slot machine: In an event Script... command, use this; $scene = Scene_Slots.new =end module SlotMachine # If this switch is off, they will win money. If it is on, it will add to a # variable if they win. WINNINGS_CONFIG_SWITCH = 99 # This variable will record the results, in a true/false form. # This means, the variable will be an array of true/false, # top row being the 0 values, middle being the 1 value, bottom being the 2 value # downward diagonal being the 3 value, and upward diagonal being the 4 value. # EX: The top row gets a win, and the downward diagonal gets a win, but the # other three are loses. The variable would now be # [true, false, false, true, false] # You can check these values in a conditional branch by checking the value in # the Script condition like: $game_variables[below_id][value] # EX: $game_variables[5][0] means i set 5 as the variable below, and i am # checking the value of the top row of the last game they played. RESULTS_VARIABLE = 102 # If this switch is off, they must pay money to play. If this switch is on, # an amount will be taken from the variable to play. PLAY_COST_SWITCH = 100 # If you are using a variable for cost/winnings, this is the id of that variable. SLOTS_WINNINGS_VARIABLE = 99 # This is how much gold is required to play the game if gold is used. GOLD_TAKEN_AWAY_PER_TRY = 50 # This is how much of the variable is needed to play the game, if variable is # being used. VARIABLE_TAKEN_AWAY_PER_TRY = 10 # This is what cost/winnings will be called if you use a variable. VARIABLE_WINNINGS_NAME = "Tokens" # This variable determines how many frames is waited before the slots # change icons again. SLOT_SPEED_VARIABLE = 101 # This variable determines which slots will be used. Whatever the variable # equals, is what slots are used, as determined below. SLOTS_USED_VARIABLE = 100 SLOT_ICONS = [] # Don't touch # These are the icons in every slot. Each slot will have these icons, but # in a shuffled order. You may repeat icons so they are more common to appear. SLOT_ICONS[0] = [1, 2, 3, 4, 5, 6, 7, 8, 9] SLOT_ICONS[1] = [10, 11, 12, 13, 14, 15, 16, 17, 30, 31] SLOT_ICONS[2] = [32, 21, 22, 23, 24, 25, 26, 27, 28, 29] # This sound effect will play every change. CHANGE_SE = "Book" # This sound effect will play if you lose. LOSER_SE = "Buzzer2" # This sound effect will play if you win. WINNER_SE = "Applause" SLOT_WIN = [] # Don't Touch # Below are configurations for win possibilities. The script will check if the # middle three icons are the same as the ids you put in below. The fourth # number is how much gold they will win for this, if gold is used. # The fifth number is how much is added to the variable is they wins, and # a variable is being used. SLOT_WIN[0] = [6, 6, 6, 7000, 70] # SLOT_WIN[id] = [icon, icon, icon, gold, var] SLOT_WIN[1] = [8, 8, 8, 901, 50] # SLOT_WIN[id] = [icon, icon, icon, gold, var] SLOT_WIN[2] = [1, 1, 1, 80000, 40] # SLOT_WIN[id] = [icon, icon, icon, gold, var] SLOT_WIN[3] = [2, 2, 2, 7000, 21] SLOT_WIN[4] = [3, 3, 3, 7000, 98] SLOT_WIN[5] = [4, 4, 4, 7000, 90] SLOT_WIN[6] = [5, 5, 5, 7000, 34] SLOT_WIN[7] = [7, 7, 7, 7000, 11] SLOT_WIN[8] = [9, 9, 9, 7000, 5] end #=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #=============================================================================== class Array def shuffle na = self.dup (na.length-1).downto(1) do |i| s = rand(i) na[i], na[s] = na[s], na[i] end return na end end class Window_Slots < Window_Base include SlotMachine def initialize super(180, 100, 184, 184) @slot1 = SLOT_ICONS[$game_variables[SLOTS_USED_VARIABLE]].shuffle @slot2 = @slot1.shuffle @slot3 = @slot2.shuffle refresh end def refresh draw_icon(@slot1[0], 10, 10) draw_icon(@slot1[1], 10, 65) draw_icon(@slot1[2], 10, 120) draw_icon(@slot2[0], 60, 10) draw_icon(@slot2[1], 60, 65) draw_icon(@slot2[2], 60, 120) draw_icon(@slot3[0], 110, 10) draw_icon(@slot3[1], 110, 65) draw_icon(@slot3[2], 110, 120) end def roll $game_variables[RESULTS_VARIABLE] = [false, false, false, false, false] slot1roll, slot2roll, slot3roll = rand(15) + 5, rand(15) + 5, rand(15) + 5 slot1moves, slot2moves, slot3moves = 0, 0, 0 loop do self.contents.clear slot1moves += 1 unless slot1moves == slot1roll slot2moves += 1 unless slot2moves == slot2roll slot3moves += 1 unless slot3moves == slot3roll draw_icon(@slot1[0], 10, 10) draw_icon(@slot1[1], 10, 65) draw_icon(@slot1[2], 10, 120) draw_icon(@slot2[0], 60, 10) draw_icon(@slot2[1], 60, 65) draw_icon(@slot2[2], 60, 120) draw_icon(@slot3[0], 110, 10) draw_icon(@slot3[1], 110, 65) draw_icon(@slot3[2], 110, 120) stuff1 = @slot1[@slot1.size - 1] stuff2 = @slot2[@slot2.size - 1] stuff3 = @slot3[@slot3.size - 1] unless slot1moves == slot1roll @slot1.delete_at(@slot1.size - 1) @slot1.insert(0, stuff1) RPG::SE.new(CHANGE_SE, 80, 100).play end unless slot2moves == slot2roll @slot2.delete_at(@slot2.size - 1) @slot2.insert(0, stuff2) RPG::SE.new(CHANGE_SE, 80, 100).play end unless slot3moves == slot3roll @slot3.delete_at(@slot3.size - 1) @slot3.insert(0, stuff3) RPG::SE.new(CHANGE_SE, 80, 100).play end $game_variables[SLOT_SPEED_VARIABLE] = 5 if $game_variables[SLOT_SPEED_VARIABLE] < 5 Graphics.wait($game_variables[SLOT_SPEED_VARIABLE]) break if slot1moves == slot1roll && slot2moves == slot2roll && slot3moves == slot3roll end $won_gold = 0 for i in 0...(SLOT_WIN.size - 1) next unless SLOT_WIN[i][0] == @slot1[0] and SLOT_WIN[i][1] == @slot2[0] and SLOT_WIN[i][2] == @slot3[0] $game_party.gain_gold(SLOT_WIN[i][3]) unless $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[SLOT_WINNINGS_VARIABLE] += SLOT_WIN[i][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[i][3] unless $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[I][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[RESULTS_VARIABLE][0] = true self.contents.clear draw_icon(@slot1[0], 10, 10) draw_icon(@slot1[1], 10, 65, false) draw_icon(@slot1[2], 10, 120, false) draw_icon(@slot2[0], 60, 10) draw_icon(@slot2[1], 60, 65, false) draw_icon(@slot2[2], 60, 120, false) draw_icon(@slot3[0], 110, 10) draw_icon(@slot3[1], 110, 65, false) draw_icon(@slot3[2], 110, 120, false) $resultslot = true end for i in 0...(SLOT_WIN.size - 1) next unless SLOT_WIN[i][0] == @slot1[1] and SLOT_WIN[i][1] == @slot2[1] and SLOT_WIN[i][2] == @slot3[1] $game_party.gain_gold(SLOT_WIN[i][3]) unless $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[SLOT_WINNINGS_VARIABLE] += SLOT_WIN[i][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[i][3] unless $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[I][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[RESULTS_VARIABLE][1] = true self.contents.clear draw_icon(@slot1[0], 10, 10, false) draw_icon(@slot1[1], 10, 65) draw_icon(@slot1[2], 10, 120, false) draw_icon(@slot2[0], 60, 10, false) draw_icon(@slot2[1], 60, 65) draw_icon(@slot2[2], 60, 120, false) draw_icon(@slot3[0], 110, 10, false) draw_icon(@slot3[1], 110, 65) draw_icon(@slot3[2], 110, 120, false) $resultslot = true end for i in 0...(SLOT_WIN.size - 1) next unless SLOT_WIN[i][0] == @slot1[2] and SLOT_WIN[i][1] == @slot2[2] and SLOT_WIN[i][2] == @slot3[2] $game_party.gain_gold(SLOT_WIN[i][3]) unless $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[SLOT_WINNINGS_VARIABLE] += SLOT_WIN[i][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[i][3] unless $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[I][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[RESULTS_VARIABLE][2] = true self.contents.clear draw_icon(@slot1[0], 10, 10, false) draw_icon(@slot1[1], 10, 65, false) draw_icon(@slot1[2], 10, 120) draw_icon(@slot2[0], 60, 10, false) draw_icon(@slot2[1], 60, 65, false) draw_icon(@slot2[2], 60, 120) draw_icon(@slot3[0], 110, 10, false) draw_icon(@slot3[1], 110, 65, false) draw_icon(@slot3[2], 110, 120) $resultslot = true end for i in 0...(SLOT_WIN.size - 1) next unless SLOT_WIN[i][0] == @slot1[0] and SLOT_WIN[i][1] == @slot2[1] and SLOT_WIN[i][2] == @slot3[2] $game_party.gain_gold(SLOT_WIN[i][3]) unless $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[SLOT_WINNINGS_VARIABLE] += SLOT_WIN[i][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[i][3] unless $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[I][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[RESULTS_VARIABLE][3] = true self.contents.clear draw_icon(@slot1[0], 10, 10) draw_icon(@slot1[1], 10, 65, false) draw_icon(@slot1[2], 10, 120, false) draw_icon(@slot2[0], 60, 10, false) draw_icon(@slot2[1], 60, 65) draw_icon(@slot2[2], 60, 120, false) draw_icon(@slot3[0], 110, 10, false) draw_icon(@slot3[1], 110, 65, false) draw_icon(@slot3[2], 110, 120) $resultslot = true end for i in 0...(SLOT_WIN.size - 1) next unless SLOT_WIN[i][0] == @slot1[2] and SLOT_WIN[i][1] == @slot2[1] and SLOT_WIN[i][2] == @slot3[0] $game_party.gain_gold(SLOT_WIN[i][3]) unless $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[SLOT_WINNINGS_VARIABLE] += SLOT_WIN[i][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[i][3] unless $game_switches[WINNINGS_CONFIG_SWITCH] $won_gold += SLOT_WIN[I][4] if $game_switches[WINNINGS_CONFIG_SWITCH] $game_variables[RESULTS_VARIABLE][4] = true self.contents.clear draw_icon(@slot1[0], 10, 10, false) draw_icon(@slot1[1], 10, 65, false) draw_icon(@slot1[2], 10, 120) draw_icon(@slot2[0], 60, 10, false) draw_icon(@slot2[1], 60, 65) draw_icon(@slot2[2], 60, 120, false) draw_icon(@slot3[0], 110, 10) draw_icon(@slot3[1], 110, 65, false) draw_icon(@slot3[2], 110, 120, false) $resultslot = true end $resultslot = false if $result.nil? && $resultslot != true end end class Window_Variable < Window_Base include SlotMachine def initialize(x, y) super(x, y, 160, WLH + 32) refresh end def refresh self.contents.clear self.contents.font.color = normal_color self.contents.draw_text(115, 0, 160, WLH, $game_variables[SLOTS_WINNINGS_VARIABLE]) self.contents.font.color = system_color self.contents.draw_text(0, 0, 120, WLH, VARIABLE_WINNINGS_NAME) end end class Scene_Slots < Scene_Base include SlotMachine def start super create_menu_background @slot_window = Window_Slots.new @help_window = Window_Help.new if !$game_switches[PLAY_COST_SWITCH] @help_window.set_text("Press your luck on the slots and win big! Just " + GOLD_TAKEN_AWAY_PER_TRY.to_s + Vocab.gold + "!", 1) else @help_window.set_text("Press your luck on the slots and win big! Just " + VARIABLE_TAKEN_AWAY_PER_TRY.to_s + " " + VARIABLE_WINNINGS_NAME + "!", 1) end @play_again = Window_Command.new(150, ["Play", "Quit"]) @play_again.active = true @play_again.x = 196 @play_again.y = 300 if $game_switches[PLAY_COST_SWITCH] @gold_window = Window_Variable.new(0, 360) else @gold_window = Window_Gold.new(0, 360) end end def terminate super dispose_menu_background @slot_window.dispose @help_window.dispose @play_again.dispose @gold_window.dispose end def update super @play_again.update if @play_again.active if Input.trigger?(Input::C) if @play_again.active case @play_again.index when 0 if !$game_switches[PLAY_COST_SWITCH] if $game_party.gold >= GOLD_TAKEN_AWAY_PER_TRY $game_party.lose_gold(GOLD_TAKEN_AWAY_PER_TRY) @gold_window.refresh @play_again.active = false @slot_window.roll case $resultslot when true @help_window.set_text("Congratulations, you won " + $won_gold.to_s + Vocab.gold + "!", 1) @gold_window.refresh RPG::SE.new(WINNER_SE, 80, 100).play $resultslot = false when false @help_window.set_text("Sorry, but you lost!", 1) RPG::SE.new(LOSER_SE, 80, 100).play end else @help_window.set_text("You don't have enough " + Vocab.gold + " to play the game!", 1) end else if $game_variables[SLOTS_WINNINGS_VARIABLE] >= VARIABLE_TAKEN_AWAY_PER_TRY $game_variables[SLOTS_WINNINGS_VARIABLE] -= VARIABLE_TAKEN_AWAY_PER_TRY @gold_window.refresh @play_again.active = false @slot_window.roll case $resultslot when true @help_window.set_text("Congratulations, you won " + $won_gold.to_s + " " + VARIABLE_WINNINGS_NAME + "!", 1) @gold_window.refresh RPG::SE.new(WINNER_SE, 80, 100).play $resultslot = false when false @help_window.set_text("Sorry, but you lost!", 1) RPG::SE.new(LOSER_SE, 80, 100).play end else @help_window.set_text("You don't have enough " + VARIABLE_WINNINGS_NAME + " to play the game!", 1) end end when 1 $scene = Scene_Map.new end else if !$game_switches[WINNINGS_CONFIG_SWITCH] @help_window.set_text("Press your luck on the slots and win big! Just " + GOLD_TAKEN_AWAY_PER_TRY.to_s + Vocab.gold + "!", 1) else @help_window.set_text("Press your luck on the slots and win big! Just " + VARIABLE_TAKEN_AWAY_PER_TRY.to_s + " " + VARIABLE_WINNINGS_NAME + "!", 1) end @play_again.active = true end elsif Input.trigger?(Input:: $scene = Scene_Map.new end end end unless $engine_scripts.nil? JetEngine.active("Slot Machine", 2) end
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