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RPG Maker XP    Posted May 31, 2014 by Orbital_Entertainment

Fortune Telling Script: Change your fate and fortune!

Introduction

This script allows the use of calling "$scene = Scene_Fortune.new" to select the player's fate and fortune. Script is also 100% full customizable, and can be used for both commercial and non-commercial use. You even get to decide what parts you want, and which ones you don't. Even choosing to credit the creator or not is up to you! Just try the script out, and see how it feels!
-Ghozt [OE]

Features

Ability to change actor fortune with fate cards.

 

First Tier Cards:
Life
Death
Money
Loathing

 

Second Tier Cards:
Health
Disease
Poverty
Fame

Screenshots

    Downloads

    fortune-telling-demo-26570.zip

    152.05KB, .zip

    Download

    fortune-telling-script-only-26570.txt

    67.15KB, .plain

    Download

    License Terms

    Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.

    Frequently Asked Questions

    Q: Is there a demo?
    A: Yes

    Instructions

    Place above "Main" and below all default scripts.
    Change any text that you like to your own.

    Author Notes

    Check out the demo if you’re lost!
    Big thanks to Saltome for their assistance in the creation of this script!

    Compatibility

    No known compatibility issues.

    Version History

    1.0
    Initial release.

     

    #==============================================================================
    # Fortune Telling Script
    # by Ghozt [OE]
    #——————————————————————————
    # Recommendations:
    # Use with my Gene Selector Script.
    # Tweaking the font and font size to your liking.
    #——————————————————————————
    # Version 1.0
    # use "$scene = Scene_Fortune.new" to call it
    # uses $game_variables[27, 28, 29, 30]
    # $game_variables[27] is for first fortune card
    # $game_variables[28] is for second fortune card
    # $game_variables[29] is for final fortunes
    # $game_variables[30] is for checking if fortune has been taken yet
    #——————————————————————————
    # Instructions:
    # Place above "Main" and below all default scripts.
    # Change any graphics that you like to your own.
    #——————————————————————————
    # -License begin-
    #
    # License:
    # You may do anything that you see fit to this script, EXCEPT…
    # credit anyone other than Ghozt [OE] as the creator.
    #
    # What is okay:
    # Adding or removing anything to this script.
    # Editing or modifying this script.
    # Redistributing this script.
    # Combining this script with another script (or scripts).
    # Choosing to credit the creator of this script.
    # Choosing to not credit the creator of this script.
    # Using this script for any commercial or non-commercial use.
    #
    # What is not okay:
    # Claiming this script was created by anyone other than Ghozt [OE].
    #
    # -License end-
    #==============================================================================

     

    #==============================================================================
    # Window_FortuneCommand
    #——————————————————————————
    # This sets up the general command choices for this specific script.
    #==============================================================================

     

    class Window_FortuneCommand < Window_Selectable
    #————————————————————————–
    # Object Initialization
    # width : window width
    # commands : command text string array
    #————————————————————————–
    def initialize(width, commands)
    # Compute window height from command quantity
    super(0, 0, width, commands.size * 32 + 32)
    @item_max = commands.size
    @commands = commands
    self.contents = Bitmap.new(width – 32, @item_max * 32)
    # The font size of the FortuneCommand window.
    self.contents.font.size = 24
    refresh
    self.index = 0
    end
    #————————————————————————–
    # Refresh
    #————————————————————————–
    def refresh
    self.contents.clear
    for i in 0…@item_max
    draw_item(i, normal_color)
    end
    end
    #————————————————————————–
    # Draw Item
    # index : item number
    # color : text color
    #————————————————————————–
    def draw_item(index, color)
    self.contents.font.color = color
    rect = Rect.new(4, 32 * index, self.contents.width – 8, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.draw_text(rect, @commands[index])
    # The font size of the choices text.
    self.contents.font.size = 24
    end
    #————————————————————————–
    # Disable Item
    # index : item number
    #————————————————————————–
    def disable_item(index)
    draw_item(index, disabled_color)
    end
    end

     

    #==============================================================================
    # Window_Sentence1
    #——————————————————————————
    # This sets up the first Sentence window.
    #==============================================================================

     

    class Window_Sentence1 < Window_Base

    def initialize
    super(40, 28, 340, 68)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the first Sentence window.
    self.contents.font.size = 26
    refresh
    end

    def refresh
    # What the first Sentence window will read.
    self.contents.draw_text(0, -20, 340, 64, "So you want a fortune telling, eh?")
    end
    end

     

    #==============================================================================
    # Window_CardDescription1
    #——————————————————————————
    # This controls the first CardDescription window.
    #==============================================================================

     

    class Window_CardDescription1 < Window_Base

    def initialize
    super(210, 96, 296, 160)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the second CardDescription window.
    self.contents.font.size = 24
    refresh
    end

    def refresh
    self.contents.clear
    # displays first card type
    # First card choice description
    if $game_variables[27] == 1
    self.contents.draw_text(0, -20, 250, 64, "There will be much life in your")
    self.contents.draw_text(0, 0, 250, 64, "future. Many will live, but you")
    self.contents.draw_text(0, 20, 270, 64, "will re-live your past in your mind…")
    # Second card choice description
    elsif $game_variables[27] == 2
    self.contents.draw_text(0, -20, 270, 64, "There will be much much death in")
    self.contents.draw_text(0, 0, 250, 64, "your life. But you will live, you")
    self.contents.draw_text(0, 20, 250, 64, "will be the only one left alive…")
    # Third card choice description
    elsif $game_variables[27] == 3
    self.contents.draw_text(0, -20, 250, 64, "Ooohh, you will have lots of gold")
    self.contents.draw_text(0, 0, 250, 64, "in your life. Piles and piles of it")
    self.contents.draw_text(0, 20, 250, 64, "will cover even the ground…")
    # Fourth card choice description
    elsif $game_variables[27] == 4
    self.contents.draw_text(0, -20, 250, 64, "There will be a life of loathing")
    self.contents.draw_text(0, 0, 250, 64, "ahead of you. Many people will")
    self.contents.draw_text(0, 20, 250, 64, "dislike you, perhaps even your")
    self.contents.draw_text(0, 40, 250, 64, "precious Leah…")
    end
    # sets text bold and italic on or off
    self.contents.font.bold = false
    self.contents.font.italic = true
    end
    end

     

    #==============================================================================
    # Window_Sentence2
    #——————————————————————————
    # This sets up the second Sentence window.
    #==============================================================================

     

    class Window_Sentence2 < Window_Base

    def initialize
    super(40, 28, 340, 68)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the second Sentence window.
    self.contents.font.size = 26
    refresh
    end

    def refresh
    # What the second Sentence window will read.
    self.contents.draw_text(0, -20, 340, 64, "Alright, pick a card…")
    end
    end

     

    #==============================================================================
    # Window_CardDescription2
    #——————————————————————————
    # This controls the second CardDescription window.
    #==============================================================================

     

    class Window_CardDescription2 < Window_Base

    def initialize
    super(210, 96, 296, 160)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the third CardDescription window.
    self.contents.font.size = 24
    refresh
    end

    def refresh
    self.contents.clear
    # displays second card type
    # First card choice description
    if $game_variables[28] == 1
    self.contents.draw_text(0, -20, 250, 64, "There will be much health in the")
    self.contents.draw_text(0, 0, 250, 64, "coming days. You will survive")
    self.contents.draw_text(0, 20, 250, 64, "massive battles, and even help the")
    self.contents.draw_text(0, 40, 250, 64, "lost, become found…")
    # Second card choice description
    elsif $game_variables[28] == 2
    self.contents.draw_text(0, -20, 250, 64, "There will be so little alive in")
    self.contents.draw_text(0, 0, 270, 64, "your future, most will be taken from")
    self.contents.draw_text(0, 20, 270, 64, "you by a plague. But you will always")
    self.contents.draw_text(0, 40, 270, 64, "have shiny metal on your side,")
    self.contents.draw_text(0, 60, 250, 64, "the gold…")
    # Third card choice description
    elsif $game_variables[28] == 3
    self.contents.draw_text(0, -20, 250, 64, "Oh my, you will be begging for")
    self.contents.draw_text(0, 0, 270, 64, "change and bread crumbs, life will")
    self.contents.draw_text(0, 20, 250, 64, "be tough. But you chose that path,")
    self.contents.draw_text(0, 40, 250, 64, "so you can handle it…")
    # Fourth card choice description
    elsif $game_variables[28] == 4
    self.contents.draw_text(0, -20, 270, 64, "There will be a life of Fame ahead")
    self.contents.draw_text(0, 0, 270, 64, "of you. Many people will love you,")
    self.contents.draw_text(0, 20, 250, 64, "but of most, your precious Leah.")
    end
    # sets text bold and italic on or off
    self.contents.font.bold = false
    self.contents.font.italic = true
    end
    end

     

    #==============================================================================
    # Window_Sentence3
    #——————————————————————————
    # This sets up the third Sentence window.
    #==============================================================================

     

    class Window_Sentence3 < Window_Base

    def initialize
    super(40, 28, 340, 68)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the third Sentence window.
    self.contents.font.size = 26
    refresh
    end

    def refresh
    # What the third Sentence window will read.
    self.contents.draw_text(0, -20, 340, 64, "Now choose another…")
    end
    end

     

    #==============================================================================
    # Window_CardDescription3
    #——————————————————————————
    # This controls the third CardDescription window.
    #==============================================================================

     

    class Window_CardDescription3 < Window_Base

    def initialize
    super(210, 96, 296, 160)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the fourth CardDescription window.
    self.contents.font.size = 24
    refresh
    end

    def refresh
    self.contents.clear

    # sets text bold and italic on or off
    self.contents.font.bold = false
    self.contents.font.italic = true
    # displays final fortune description
    # 1st fortune chance
    if $game_variables[29] == 1
    self.contents.draw_text(0, -20, 250, 64, "Your life will be prosperous and")
    self.contents.draw_text(0, 0, 270, 64, "long lasting, you will live for many")
    self.contents.draw_text(0, 20, 250, 64, "years, and never alone…")
    # 2nd fortune chance
    elsif $game_variables[29] == 2
    self.contents.draw_text(0, -20, 250, 64, "Your life will be filled with")
    self.contents.draw_text(0, 0, 250, 64, "happiness and love, but surely no")
    self.contents.draw_text(0, 20, 250, 64, "riches and gold…")
    # 3rd fortune chance
    elsif $game_variables[29] == 3
    self.contents.draw_text(0, -20, 250, 64, "Your life will become a good mix,")
    self.contents.draw_text(0, 0, 250, 64, "you will be happy, but not alone,")
    self.contents.draw_text(0, 20, 250, 64, "so many will love you…")
    # 4th fortune chance
    elsif $game_variables[29] == 4
    self.contents.draw_text(0, -20, 270, 64, "The death of your life will be filled")
    self.contents.draw_text(0, 0, 250, 64, "with the death of the ones that you")
    self.contents.draw_text(0, 20, 250, 64, "help to send back to the grave…")
    # 5th fortune chance
    elsif $game_variables[29] == 5
    self.contents.draw_text(0, -20, 270, 64, "The death of your life will be filled")
    self.contents.draw_text(0, 0, 250, 64, "with a terrible fortune. You will")
    self.contents.draw_text(0, 20, 270, 64, "have no one to love, not even gold…")
    # 6th fortune chance
    elsif $game_variables[29] == 6
    self.contents.draw_text(0, -20, 270, 64, "The death of your life gets a little")
    self.contents.draw_text(0, 0, 250, 64, "worse with fame. So many people")
    self.contents.draw_text(0, 20, 250, 64, "will love you, so many more will")
    self.contents.draw_text(0, 40, 250, 64, "die from your cause…")
    # 7th fortune chance
    elsif $game_variables[29] == 7
    self.contents.draw_text(0, -20, 250, 64, "The money in your life with feel")
    self.contents.draw_text(0, 0, 250, 64, "alive with health. Many pieces of")
    self.contents.draw_text(0, 20, 250, 64, "gold will be given to you by")
    self.contents.draw_text(0, 40, 250, 64, "strangers…")
    # 8th fortune chance
    elsif $game_variables[29] == 8
    self.contents.draw_text(0, -20, 250, 64, "The money in your life will be")
    self.contents.draw_text(0, 0, 250, 64, "steady. But many will die from a")
    self.contents.draw_text(0, 20, 270, 64, "terrible plague, if you have enough")
    self.contents.draw_text(0, 40, 250, 64, "gold, you may be able to buy")
    self.contents.draw_text(0, 60, 250, 64, "them back…")
    # 9th fortune chance
    elsif $game_variables[29] == 9
    self.contents.draw_text(0, -20, 250, 64, "The money in your life will be")
    self.contents.draw_text(0, 0, 250, 64, "covered with your reknown. You")
    self.contents.draw_text(0, 20, 250, 64, "will have the gold for anything")
    self.contents.draw_text(0, 40, 250, 64, "you want, and all will let you")
    self.contents.draw_text(0, 60, 250, 64, "have it…")
    # 10th fortune chance
    elsif $game_variables[29] == 10
    self.contents.draw_text(0, -20, 250, 64, "The loathing of your life will be")
    self.contents.draw_text(0, 0, 250, 64, "filled with the health of the few")
    self.contents.draw_text(0, 20, 270, 64, "that still love you. The people will")
    self.contents.draw_text(0, 40, 250, 64, "never forget what you will soon")
    self.contents.draw_text(0, 60, 250, 64, "do, they will live long hateful")
    self.contents.draw_text(0, 80, 250, 64, "lives because of you…")
    # 11th fortune chance
    elsif $game_variables[29] == 11
    self.contents.draw_text(0, -20, 250, 64, "The loathing of your life will")
    self.contents.draw_text(0, 0, 270, 64, "known through the lands, but only")
    self.contents.draw_text(0, 20, 250, 64, "because so many will fall to the")
    self.contents.draw_text(0, 40, 250, 64, "plague that you unleash…")
    # 12th fortune chance
    elsif $game_variables[29] == 12
    self.contents.draw_text(0, -20, 270, 64, "The loathing of your life will have")
    self.contents.draw_text(0, 0, 250, 64, "not fortune, but many that hate")
    self.contents.draw_text(0, 20, 270, 64, "you will leave behind their gold.")
    self.contents.draw_text(0, 40, 270, 64, "You may choose to take it, but they")
    self.contents.draw_text(0, 60, 250, 64, "may kill you if you do…")
    end
    end
    end

     

    #==============================================================================
    # Window_Sentence4
    #——————————————————————————
    # This sets up the fourth Sentence window.
    #==============================================================================

     

    class Window_Sentence4 < Window_Base

    def initialize
    super(40, 28, 340, 68)
    self.contents = Bitmap.new(width – 32, height – 32)
    # The font size of the fourth Sentence window.
    self.contents.font.size = 26
    refresh
    end

    def refresh
    # displays final fortune sentence
    # 1st fortune chance
    if $game_variables[29] == 1
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is life and health…")
    # 2nd fortune chance
    elsif $game_variables[29] == 2
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is life and poverty…")
    # 3rd fortune chance
    elsif $game_variables[29] == 3
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is life and fame…")
    # 4th fortune chance
    elsif $game_variables[29] == 4
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is death and disease…")
    # 5th fortune chance
    elsif $game_variables[29] == 5
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is death and poverty…")
    # 6th fortune chance
    elsif $game_variables[29] == 6
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is death and fame…")
    # 7th fortune chance
    elsif $game_variables[29] == 7
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is money and health…")
    # 8th fortune chance
    elsif $game_variables[29] == 8
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is money and disease…")
    # 9th fortune chance
    elsif $game_variables[29] == 9
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is money and fame…")
    # 10th fortune chance
    elsif $game_variables[29] == 10
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is loathing and health…")
    # 11th fortune chance
    elsif $game_variables[29] == 11
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is loathing and disease…")
    # 12th fortune chance
    elsif $game_variables[29] == 12
    self.contents.draw_text(0, -20, 340, 64, "Your fortune is loathing and poverty…")
    end
    end
    end

     

    #==============================================================================
    # Scene_Fortune
    #——————————————————————————
    # This sets up what the opening fortune telling will be.
    #==============================================================================

     

    class Scene_Fortune

    def main

    # The names of your confirmation choices.
    m1 = "Yes"
    m2 = "No"

    @command_window = Window_FortuneCommand.new(170, [m1, m2])
    @command_window.x = 40
    @command_window.y = 96

    @sentence_window = Window_Sentence1.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    end

    if Input.trigger?(Input::C)

    case @command_window.index
    when 0
    # result of the first confirmation choice.
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards.new
    when 1
    # result of the second confirmation choice.
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_Map.new
    end
    return
    end
    end
    end

     

    #==============================================================================
    # Scene_FortuneCards
    #——————————————————————————
    # This sets up what happens for the first confirmation choice.
    #==============================================================================

     

    class Scene_FortuneCards

    def main

    # The names of your first fortune card types.
    m1 = "Life"
    m2 = "Death"
    m3 = "Money"
    m4 = "Loathing"
    m5 = "Confirm"

    @command_window = Window_FortuneCommand.new(170, [m1, m2, m3, m4, m5])
    @command_window.x = 40
    @command_window.y = 96

    @carddescription_window = Window_CardDescription1.new
    @sentence_window = Window_Sentence2.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @carddescription_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @carddescription_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    $game_variables[27] = 0
    $game_variables[28] = 0
    $game_variables[29] = 0
    $game_variables[30] = 0
    $scene = Scene_Fortune.new
    end

    if Input.trigger?(Input::C)

    case @command_window.index
    when 0
    # Graphic and variable set for the first card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[27] = 1
    @carddescription_window.refresh
    when 1
    # Graphic and variable set for the second card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[27] = 2
    @carddescription_window.refresh
    when 2
    # Graphic and variable set for the third card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[27] = 3
    @carddescription_window.refresh
    when 3
    # Graphic and variable set for the fourth card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[27] = 4
    @carddescription_window.refresh
    when 4
    # Checks if first card variable is 1
    if $game_variables[27] == 1
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards2L.new
    # Checks if second card variable is 2
    elsif $game_variables[27] == 2
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards2D.new
    # Checks if third card variable is 3
    elsif $game_variables[27] == 3
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards2M.new
    # Checks if fourth card variable is 4
    elsif $game_variables[27] == 4
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards2F.new
    elsif $game_variables[27] == 0
    $game_system.se_play($data_system.buzzer_se)
    end
    return
    end
    end
    end
    end

     

    #==============================================================================
    # Scene_FortuneCards2L
    #——————————————————————————
    # This sets up what happens after you choose the first card type choice.
    #==============================================================================

     

    class Scene_FortuneCards2L

    def main

    # The names of your second fortune card types.
    s1 = "Health"
    s2 = "Poverty"
    s3 = "Fame"
    s4 = "Confirm"

    @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4])
    @command_window.x = 40
    @command_window.y = 96

    @carddescription_window = Window_CardDescription2.new
    @sentence_window = Window_Sentence3.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @carddescription_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @carddescription_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    end

    if Input.trigger?(Input::C)
    case @command_window.index
    when 0
    # Graphic and variable set for the first card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 1
    $game_variables[29] = 1
    @carddescription_window.refresh
    when 1
    # Graphic and variable set for the second card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 3
    $game_variables[29] = 2
    @carddescription_window.refresh
    when 2
    # Graphic and variable set for the third card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 4
    $game_variables[29] = 3
    @carddescription_window.refresh
    when 3
    if $game_variables[28] == 0
    $game_system.se_play($data_system.buzzer_se)
    else
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards3.new
    end
    end
    return
    end
    end
    end

     

    #==============================================================================
    # Scene_FortuneCards2D
    #——————————————————————————
    # This sets up what happens after you choose the second card type choice.
    #==============================================================================

     

    class Scene_FortuneCards2D

    def main

    # The names of your second fortune card types.
    s1 = "Disease"
    s2 = "Poverty"
    s3 = "Fame"
    s4 = "Confirm"

    @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4])
    @command_window.x = 40
    @command_window.y = 96

    @carddescription_window = Window_CardDescription2.new
    @sentence_window = Window_Sentence3.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @carddescription_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @carddescription_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    end

    if Input.trigger?(Input::C)
    case @command_window.index
    when 0
    # Graphic and variable set for the first card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 2
    $game_variables[29] = 4
    @carddescription_window.refresh
    when 1
    # Graphic and variable set for the second card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 3
    $game_variables[29] = 5
    @carddescription_window.refresh
    when 2
    # Graphic and variable set for the third card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 4
    $game_variables[29] = 6
    @carddescription_window.refresh
    when 3
    if $game_variables[28] == 0
    $game_system.se_play($data_system.buzzer_se)
    else
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards3.new
    end
    end
    return
    end
    end
    end

     

    #==============================================================================
    # Scene_FortuneCards2M
    #——————————————————————————
    # This sets up what happens after you choose the third card type choice.
    #==============================================================================

     

    class Scene_FortuneCards2M

    def main

    # The names of your second fortune card types.
    s1 = "Health"
    s2 = "Disease"
    s3 = "Fame"
    s4 = "Confirm"

    @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4])
    @command_window.x = 40
    @command_window.y = 96

    @carddescription_window = Window_CardDescription2.new
    @sentence_window = Window_Sentence3.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @carddescription_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @carddescription_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    end

    if Input.trigger?(Input::C)
    case @command_window.index
    when 0
    # Graphic and variable set for the first card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 1
    $game_variables[29] = 7
    @carddescription_window.refresh
    when 1
    # Graphic and variable set for the second card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 2
    $game_variables[29] = 8
    @carddescription_window.refresh
    when 2
    # Graphic and variable set for the third card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 4
    $game_variables[29] = 9
    @carddescription_window.refresh
    when 3
    if $game_variables[28] == 0
    $game_system.se_play($data_system.buzzer_se)
    else
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards3.new
    end
    end
    return
    end
    end
    end

     

    #==============================================================================
    # Scene_FortuneCards2F
    #——————————————————————————
    # This sets up what happens after you choose the fourth card type choice.
    #==============================================================================

     

    class Scene_FortuneCards2F

    def main

    # The names of your second fortune card types.
    s1 = "Health"
    s2 = "Disease"
    s3 = "Poverty"
    s4 = "Confirm"

    @command_window = Window_FortuneCommand.new(170, [s1, s2, s3, s4])
    @command_window.x = 40
    @command_window.y = 96

    @carddescription_window = Window_CardDescription2.new
    @sentence_window = Window_Sentence3.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @carddescription_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @carddescription_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    end

    if Input.trigger?(Input::C)
    case @command_window.index
    when 0
    # Graphic and variable set for the first card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 1
    $game_variables[29] = 10
    @carddescription_window.refresh
    when 1
    # Graphic and variable set for the second card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 2
    $game_variables[29] = 11
    @carddescription_window.refresh
    when 2
    # Graphic and variable set for the third card.
    $game_system.se_play($data_system.decision_se)
    $game_variables[28] = 3
    $game_variables[29] = 12
    @carddescription_window.refresh
    when 3
    if $game_variables[28] == 0
    $game_system.se_play($data_system.buzzer_se)
    else
    $game_system.se_play($data_system.decision_se)
    $scene = Scene_FortuneCards3.new
    end
    end
    return
    end
    end
    end

     

    #==============================================================================
    # Scene_FortuneCards3
    #——————————————————————————
    # This sets up what happens after your second card type choice.
    #==============================================================================

     

    class Scene_FortuneCards3

    def main

    # The names of your last choices.
    s1 = "Done"

    @command_window = Window_FortuneCommand.new(170, [s1])
    @command_window.x = 40
    @command_window.y = 96

    @carddescription_window = Window_CardDescription3.new
    @sentence_window = Window_Sentence4.new

    Graphics.transition

    loop do
    Graphics.update
    Input.update
    update
    if $scene != self
    break
    end
    end

    Graphics.freeze

    @command_window.dispose
    @carddescription_window.dispose
    @sentence_window.dispose

    end

     

    def update

    @command_window.update
    @carddescription_window.update
    @sentence_window.update

    if Input.trigger?(Input::B)
    $game_system.se_play($data_system.buzzer_se)
    end

    if Input.trigger?(Input::C)
    case @command_window.index
    when 0
    if $game_variables[29] == 0
    $game_system.se_play($data_system.buzzer_se)
    else
    $game_system.se_play($data_system.decision_se)
    $game_variables[30] = 1
    $scene = Scene_Map.new
    end
    end
    return
    end
    end
    end

    Credits & Thanks

    Ghozt [OE] – For scripting
    Saltome – For Many Assistance

    Terms & Conditions

    -License begin-

     

    License:
    You may do anything that you see fit to this script, EXCEPT…
    credit anyone other than Ghozt [OE] as the creator.

     

    What is okay:
    Adding or removing anything to this script.
    Editing or modifying this script.
    Redistributing this script.
    Combining this script with another script (or scripts).
    Choosing to credit the creator of this script.
    Choosing to not credit the creator of this script.
    Using this script for any commercial or non-commercial use.

     

    What is not okay:
    Claiming this script was created by anyone other than Ghozt [OE].

     

    -License end-

    Leave a Reply

    Orbital_Entertainment

    • Posted about 11 years ago

    • Engine
      RPG Maker XP
    • Category
      Misc System
    • License
      Attribution 3.0 Unported
    • Version
      1.0

    Stats

    2,047 views

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