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V's Gambling Man v1.1

Apr 5th, 2013
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  1.  
  2. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  3. #                                                                              #
  4. #                               V's Gambling Man                               #
  5. #                                 Version v1.1                                 #
  6. #                                                                              #
  7. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  8. #                                Written By:  V                                #
  9. #                         Last Edited:   April 5, 2013                         #
  10. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  11. #                                                                              #
  12. #                                                                              #
  13. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  14.  
  15.  
  16. #==============================================================================#
  17. #------------------------------------------------------------------------------#
  18. # ** Disclaimer                                                                #
  19. #------------------------------------------------------------------------------#
  20. #                                                                              #
  21. # I do not mind sharing credit for this script if alterations to the script    #
  22. # are made. I am not making this script for commercial uses. If anyone wants   #
  23. # to use this script in one there games just give credit to any and everyone   #
  24. # who took part in creating it.                                                #
  25. #                                                                              #
  26. #------------------------------------------------------------------------------#
  27. # ** Description                                                               #
  28. #------------------------------------------------------------------------------#
  29. #                                                                              #
  30. #  v1.0                                                                        #
  31. # ~=~=~=~                                                                      #
  32. #                                                                              #
  33. # In v1.0, this script create a card mini-game. The script call to access the  #
  34. # game is SceneManager.cal(GambleScene)                                        #
  35. #                                                                              #
  36. #  v1.1                                                                        #
  37. # ~=~=~=~                                                                      #
  38. #                                                                              #
  39. # In v1.1, I've added more to the winning and losing screens. I added a option #
  40. # to show the lead party members face. I've also added winning/losing phrases. #
  41. # you can add as many as you want, just remember to add "" marks before and    #
  42. # after each one and add a "," after every phrase except the last one.         #
  43. #                                                                              #
  44. #------------------------------------------------------------------------------#
  45. #==============================================================================#
  46.  
  47.  
  48.  
  49. #==============================================================================
  50. # ** V's Scavenger Class Module
  51. #------------------------------------------------------------------------------
  52. #  This module manages customizable features and methods.
  53. #==============================================================================
  54.    
  55. module V_GAMBLING_MAN
  56.   module SPECS
  57.    
  58. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  59. #                                                                              #
  60. #                           Start Customizable Area.                           #
  61. #                                                                              #
  62. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  63. #                                                                              #
  64. #                      ONLY EDIT AFTER THE EQUALS SYMBOL.                      #
  65. #                                                                              #
  66. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  67.      
  68.   #============================================================================
  69.   # Show Party Leaders Face In Win Screen
  70.   #============================================================================
  71.  
  72.   SHOW_FACES = TRUE
  73.  
  74.   #============================================================================
  75.   # Displayed name for the game
  76.   #============================================================================
  77.  
  78.   GAME_NAME = "High or Low"
  79.  
  80.   #============================================================================
  81.   # Game Info
  82.   #  ** The max number of cards you can use is 5
  83.   #============================================================================
  84.       # [number_of_cards, bet_amount, reward multiplyer]
  85.   GAME1_INFO = [1, 5, 2]
  86.   GAME2_INFO = [2, 10, 2]
  87.   GAME3_INFO = [3, 25, 4]
  88.   GAME4_INFO = [4, 50, 4]
  89.   GAME5_INFO = [5, 250, 5]
  90.  
  91.   #============================================================================
  92.   # Winning Phrases
  93.   #============================================================================
  94.  
  95.   WINNING_PHRASES = [
  96.   "Alright! I won!", "Look out, I'm on fire!", "YYEEESSSSS!!!!", "Keep'em comming!",
  97.   "Winning!!!", "Show me the money!"
  98.  
  99.   ]
  100.  
  101.   #============================================================================
  102.   # Winning Phrases
  103.   #============================================================================
  104.  
  105.   LOSING_PHRASES = [
  106.   "Ahhh, Shucks!", "Ah man, I lost!", "NNNOOOOOOOO!!!", "Oh well, maybe next time.",
  107.   "Ggggrrrrrr.", "What do you mean I lost?"
  108.  
  109.   ]
  110.  
  111. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  112. #                                                                              #
  113. #                            End Customizable Area.                            #
  114. #                                                                              #
  115. #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~#
  116. #                                                                              #
  117. #         DO NOT EDIT PAST THIS POINT UNLESS YOU KNOW WHAT YOUR DOING.         #
  118. #                                                                              #
  119. #<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>#
  120.    
  121.  
  122.  
  123.  
  124.  
  125.  
  126.  
  127.  
  128.  
  129.  
  130.  
  131.  
  132.  
  133.  
  134.  
  135.  
  136.  
  137.  
  138.  
  139.  
  140.   end
  141. end
  142.  
  143.  
  144.  
  145.  
  146.  
  147. #==============================================================================
  148. # ** Window_Base
  149. #------------------------------------------------------------------------------
  150. #  This is a super class of all windows within the game.
  151. #==============================================================================
  152.  
  153. class Title_Window < Window_Base
  154.  
  155.   #--------------------------------------------------------------------------
  156.   # * Object Initialization
  157.   #--------------------------------------------------------------------------
  158.  
  159.   def initialize
  160.     super(0, 50, 544, 80)
  161.     draw_title_window()
  162.   end
  163.  
  164.   #--------------------------------------------------------------------------
  165.   # * Draw Window Contents
  166.   #     args : Same as Bitmap#draw_text.
  167.   #--------------------------------------------------------------------------
  168.  
  169.   def draw_title_window()
  170.     @title = V_GAMBLING_MAN::SPECS::GAME_NAME
  171.     make_font_bigger
  172.     make_font_bigger
  173.     contents.font.name = "Times New Roman"
  174.     contents.font.shadow = false
  175.     contents.font.bold = true
  176.     draw_text(- 10, 5, 544, 55, @title, 1)
  177.  
  178.   end  
  179.  
  180.   #--------------------------------------------------------------------------
  181.   # * Get Color of Horizontal Line
  182.   #--------------------------------------------------------------------------
  183.  
  184.   def line_color
  185.     color = normal_color
  186.     color.alpha = 150
  187.     color
  188.   end
  189.  
  190. end
  191.  
  192.  
  193.  
  194.  
  195.  
  196. #==============================================================================
  197. # ** Window_Base
  198. #------------------------------------------------------------------------------
  199. #  This is a super class of all windows within the game.
  200. #==============================================================================
  201.  
  202. class Text_Window < Window_Base
  203.  
  204.   #--------------------------------------------------------------------------
  205.   # * Object Initialization
  206.   #--------------------------------------------------------------------------
  207.  
  208.   def initialize
  209.     super(0, 100, 544, 60)
  210.     draw_text_window()
  211.   end
  212.  
  213.   #--------------------------------------------------------------------------
  214.   # * Draw Window Contents
  215.   #     args : Same as Bitmap#draw_text.
  216.   #--------------------------------------------------------------------------
  217.  
  218.   def draw_text_window()
  219.     contents.font.size = 16
  220.     contents.font.name = "Times New Roman"
  221.     contents.font.italic = true
  222.     draw_text_ex((Graphics.width / 5) + 10, 0, "How much would you like to bet?")
  223.   end  
  224.  
  225. end
  226.  
  227.  
  228.  
  229.  
  230.  
  231. #==============================================================================
  232. # ** Window_Base
  233. #------------------------------------------------------------------------------
  234. #  This is a super class of all windows within the game.
  235. #==============================================================================
  236.  
  237. class Player_Wins_Window < Window_Base
  238.  
  239.   #--------------------------------------------------------------------------
  240.   # * Object Initialization
  241.   #--------------------------------------------------------------------------
  242.  
  243.   def initialize
  244.     super(0, 120, 544, 416)
  245.     draw_pwins_window()
  246.       RPG::ME.new("Item", 80, 120).play
  247.     if V_GAMBLING_MAN::SPECS::SHOW_FACES
  248.       draw_winning_text_w_face
  249.     else
  250.       draw_winning_text
  251.     end
  252.  
  253.   end
  254.  
  255.   #--------------------------------------------------------------------------
  256.   # * Draw Window Contents
  257.   #--------------------------------------------------------------------------
  258.  
  259.   def draw_pwins_window()
  260.     make_font_bigger
  261.     make_font_bigger
  262.     contents.font.name = "Times New Roman"
  263.     contents.font.shadow = false
  264.     contents.font.bold = true
  265.     draw_text(- 10, 0, 544, 55, "You Won!", 1)
  266.   end  
  267.  
  268.   #--------------------------------------------------------------------------
  269.   # * Draw Winning Text with face window
  270.   #--------------------------------------------------------------------------
  271.  
  272.   def draw_winning_text_w_face()
  273.     make_font_smaller
  274.     make_font_smaller
  275.     @actor = $game_party.members[0]
  276.     psize = V_GAMBLING_MAN::SPECS::WINNING_PHRASES.size
  277.     phrasenum = rand(psize) - 1
  278.     phrase = V_GAMBLING_MAN::SPECS::WINNING_PHRASES[phrasenum]
  279.     contents.font.name = "Times New Roman"
  280.     contents.font.shadow = false
  281.     contents.font.bold = true
  282.     draw_text(- 10, 120, 544, 120, phrase, 1)
  283.     draw_actor_face(@actor, 8, 120)
  284.   end  
  285.  
  286.   #--------------------------------------------------------------------------
  287.   # * Draw Losing Text
  288.   #--------------------------------------------------------------------------
  289.  
  290.   def draw_winning_text()
  291.     make_font_smaller
  292.     make_font_smaller
  293.     psize = V_GAMBLING_MAN::SPECS::WINNING_PHRASES.size
  294.     phrasenum = rand(psize) - 1
  295.     phrase = V_GAMBLING_MAN::SPECS::WINNING_PHRASES[phrasenum]
  296.     contents.font.name = "Times New Roman"
  297.     contents.font.shadow = false
  298.     contents.font.bold = true
  299.     draw_text(- 10, 120, 544, 120, phrase, 1)
  300.   end  
  301.  
  302. end
  303.  
  304.  
  305.  
  306.  
  307.  
  308. #==============================================================================
  309. # ** Window_Base
  310. #------------------------------------------------------------------------------
  311. #  This is a super class of all windows within the game.
  312. #==============================================================================
  313.  
  314. class Dealer_Wins_Window < Window_Base
  315.  
  316.   #--------------------------------------------------------------------------
  317.   # * Object Initialization
  318.   #--------------------------------------------------------------------------
  319.  
  320.   def initialize
  321.     super(0, 120, 544, 416)
  322.     draw_dwins_window()
  323.     RPG::ME.new("Gag", 80, 100).play
  324.     if V_GAMBLING_MAN::SPECS::SHOW_FACES
  325.       draw_losing_text_w_face
  326.     else
  327.       draw_losing_text
  328.     end
  329.  
  330.   end
  331.  
  332.   #--------------------------------------------------------------------------
  333.   # * Draw Window Contents
  334.   #--------------------------------------------------------------------------
  335.  
  336.   def draw_dwins_window()
  337.     make_font_bigger
  338.     make_font_bigger
  339.     contents.font.name = "Times New Roman"
  340.     contents.font.shadow = false
  341.     contents.font.bold = true
  342.     draw_text(- 10, 0, 544, 55, "Dealer Won!", 1)
  343.   end  
  344.  
  345.   #--------------------------------------------------------------------------
  346.   # * Draw Losing Text with face window
  347.   #--------------------------------------------------------------------------
  348.  
  349.   def draw_losing_text_w_face()
  350.     make_font_smaller
  351.     make_font_smaller
  352.     @actor = $game_party.members[0]
  353.     psize = V_GAMBLING_MAN::SPECS::LOSING_PHRASES.size
  354.     phrasenum = rand(psize) - 1
  355.     phrase = V_GAMBLING_MAN::SPECS::LOSING_PHRASES[phrasenum]
  356.     contents.font.name = "Times New Roman"
  357.     contents.font.shadow = false
  358.     contents.font.bold = true
  359.     draw_text(- 10, 120, 544, 120, phrase, 1)
  360.     draw_actor_face(@actor, 8, 120)
  361.   end  
  362.  
  363.   #--------------------------------------------------------------------------
  364.   # * Draw Losing Text
  365.   #--------------------------------------------------------------------------
  366.  
  367.   def draw_losing_text()
  368.     make_font_smaller
  369.     make_font_smaller
  370.     psize = V_GAMBLING_MAN::SPECS::LOSING_PHRASES.size
  371.     phrasenum = rand(psize) - 1
  372.     phrase = V_GAMBLING_MAN::SPECS::LOSING_PHRASES[phrasenum]
  373.     contents.font.name = "Times New Roman"
  374.     contents.font.shadow = false
  375.     contents.font.bold = true
  376.     draw_text(- 10, 120, 544, 120, phrase, 1)
  377.   end  
  378.  
  379.   #--------------------------------------------------------------------------
  380.   # * Get Color of Horizontal Line
  381.   #--------------------------------------------------------------------------
  382.  
  383.   def line_color
  384.     color = normal_color
  385.     color.alpha = 150
  386.     color
  387.   end
  388.  
  389. end
  390.  
  391.  
  392.  
  393.  
  394.  
  395. #==============================================================================
  396. # ** Window_TitleCommand
  397. #------------------------------------------------------------------------------
  398. #  This window is for selecting New Game/Continue on the title screen.
  399. #==============================================================================
  400.  
  401. class Bet_Command_Window < Window_TitleCommand
  402.   #--------------------------------------------------------------------------
  403.   # * Object Initialization
  404.   #--------------------------------------------------------------------------
  405.   def initialize
  406.     super
  407.     update_placement
  408.     self.openness = 0
  409.     open
  410.   end
  411.   #--------------------------------------------------------------------------
  412.   # * Get Window Width
  413.   #--------------------------------------------------------------------------
  414.   def window_width
  415.     return 160
  416.   end
  417.   #--------------------------------------------------------------------------
  418.   # * Update Window Position
  419.   #--------------------------------------------------------------------------
  420.   def update_placement
  421.     self.x = (Graphics.width - width) / 2
  422.     self.y = (Graphics.height) / 2
  423.   end
  424.   #--------------------------------------------------------------------------
  425.   # * Create Command List
  426.   #--------------------------------------------------------------------------
  427.   def make_command_list
  428.    
  429.     if $game_party.gold >= V_GAMBLING_MAN::SPECS::GAME1_INFO[1]
  430.       add_command(V_GAMBLING_MAN::SPECS::GAME1_INFO[1], :game1, true)
  431.     else
  432.       add_command(V_GAMBLING_MAN::SPECS::GAME1_INFO[1], :game1, false)
  433.     end
  434.     if $game_party.gold >= V_GAMBLING_MAN::SPECS::GAME2_INFO[1]
  435.       add_command(V_GAMBLING_MAN::SPECS::GAME2_INFO[1], :game2, true)
  436.     else
  437.       add_command(V_GAMBLING_MAN::SPECS::GAME2_INFO[1], :game2, false)
  438.     end
  439.     if $game_party.gold >= V_GAMBLING_MAN::SPECS::GAME3_INFO[1]
  440.       add_command(V_GAMBLING_MAN::SPECS::GAME3_INFO[1], :game3, true)
  441.     else
  442.       add_command(V_GAMBLING_MAN::SPECS::GAME3_INFO[1], :game3, false)
  443.     end
  444.     if $game_party.gold >= V_GAMBLING_MAN::SPECS::GAME4_INFO[1]
  445.       add_command(V_GAMBLING_MAN::SPECS::GAME4_INFO[1], :game4, true)
  446.     else
  447.       add_command(V_GAMBLING_MAN::SPECS::GAME4_INFO[1], :game4, false)
  448.     end
  449.     if $game_party.gold >= V_GAMBLING_MAN::SPECS::GAME5_INFO[1]
  450.       add_command(V_GAMBLING_MAN::SPECS::GAME5_INFO[1], :game5, true)
  451.     else
  452.       add_command(V_GAMBLING_MAN::SPECS::GAME5_INFO[1], :game5, false)
  453.     end
  454.    
  455.   end
  456.   #--------------------------------------------------------------------------
  457.   # * Draw Item
  458.   #--------------------------------------------------------------------------
  459.  
  460.   def draw_item(index)
  461.     change_color(normal_color, command_enabled?(index))
  462.     draw_text(item_rect_for_text(index), command_name(index), alignment = 1)
  463.   end
  464. end
  465.  
  466.  
  467.  
  468.  
  469.  
  470. #==============================================================================
  471. # ** Scene_Base
  472. #------------------------------------------------------------------------------
  473. #  This is a super class of all scenes within the game.
  474. #==============================================================================
  475.  
  476. class Game1 < Scene_Base
  477.   #--------------------------------------------------------------------------
  478.   # * Start Processing
  479.   #--------------------------------------------------------------------------
  480.   def start
  481.     super
  482.     @unfliped1 = true
  483.     deduct_gold1
  484.     create_title_window1
  485.     create_dealers_cards1
  486.     create_players_cards1
  487.   end
  488.   #--------------------------------------------------------------------------
  489.   # * update Processing
  490.   #--------------------------------------------------------------------------
  491.   def update
  492.     super
  493.     return_scene() if Input.trigger?(:B) unless @unfliped1 == true
  494.     flip_cards1 if Input.trigger?(:C) unless @unfliped1 == false
  495.     end
  496.   end
  497.   #--------------------------------------------------------------------------
  498.   # * Deduct Gold
  499.   #--------------------------------------------------------------------------
  500.   def deduct_gold1
  501.     $game_party.lose_gold(V_GAMBLING_MAN::SPECS::GAME1_INFO[1])
  502.   end
  503.   #--------------------------------------------------------------------------
  504.   # * Reward Gold
  505.   #--------------------------------------------------------------------------
  506.   def reward_gold1
  507.     @base_reward1 = V_GAMBLING_MAN::SPECS::GAME1_INFO[1]
  508.     @reward_multiplyer1 = V_GAMBLING_MAN::SPECS::GAME1_INFO[2]
  509.     $game_party.gain_gold(@base_reward1 * @reward_multiplyer1)
  510.   end
  511.   #--------------------------------------------------------------------------
  512.   # * Create Card 11
  513.   #--------------------------------------------------------------------------
  514.   def create_card_11
  515.     @d11 = rand(9) + 1
  516.     @p11 = rand(9) + 1
  517.     dc11name = "card#{@d11}"
  518.     pc11name = "card#{@p11}"
  519.     @dcard11_back.bitmap = Cache.picture(dc11name)
  520.     @pcard11_back.bitmap = Cache.picture(pc11name)
  521.   end
  522.   #--------------------------------------------------------------------------
  523.   # * Create Card 12
  524.   #--------------------------------------------------------------------------
  525.   def create_card_12
  526.     @d12 = rand(9) + 1
  527.     @p12 = rand(9) + 1
  528.     dc12name = "card#{@d12}"
  529.     pc12name = "card#{@p12}"
  530.     @dcard12_back.bitmap = Cache.picture(dc12name)
  531.     @pcard12_back.bitmap = Cache.picture(pc12name)
  532.   end
  533.   #--------------------------------------------------------------------------
  534.   # * Create Card 13
  535.   #--------------------------------------------------------------------------
  536.   def create_card_13
  537.     @d13 = rand(9) + 1
  538.     @p13 = rand(9) + 1
  539.     dc13name = "card#{@d13}"
  540.     pc13name = "card#{@p13}"
  541.     @dcard13_back.bitmap = Cache.picture(dc13name)
  542.     @pcard13_back.bitmap = Cache.picture(pc13name)
  543.   end
  544.   #--------------------------------------------------------------------------
  545.   # * Create Card 14
  546.   #--------------------------------------------------------------------------
  547.   def create_card_14
  548.     @d14 = rand(9) + 1
  549.     @p14 = rand(9) + 1
  550.     dc14name = "card#{@d14}"
  551.     pc14name = "card#{@p14}"
  552.     @dcard14_back.bitmap = Cache.picture(dc14name)
  553.     @pcard14_back.bitmap = Cache.picture(pc14name)
  554.   end
  555.   #--------------------------------------------------------------------------
  556.   # * Create Card 15
  557.   #--------------------------------------------------------------------------
  558.   def create_card_15
  559.     @d15 = rand(9) + 1
  560.     @p15 = rand(9) + 1
  561.     dc15name = "card#{@d15}"
  562.     pc15name = "card#{@p15}"
  563.     @dcard15_back.bitmap = Cache.picture(dc15name)
  564.     @pcard15_back.bitmap = Cache.picture(pc15name)
  565.   end
  566.   #--------------------------------------------------------------------------
  567.   # * Create Title Window1
  568.   #--------------------------------------------------------------------------
  569.   def create_title_window1
  570.     @title_window = Title_Window.new
  571.     @title_window.opacity = 0
  572.   end
  573.   #--------------------------------------------------------------------------
  574.   # * Create Dealers Cards
  575.   #--------------------------------------------------------------------------
  576.   def create_dealers_cards1
  577.  
  578.     case
  579.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 1
  580.       @dcard11_back = Sprite.new
  581.       @dcard11_back.bitmap = Cache.picture("CardBack")
  582.       @dcard11_back.x = 250
  583.       @dcard11_back.y = 165
  584.       @dcard11_back.visible = true
  585.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 2
  586.       @dcard11_back = Sprite.new
  587.       @dcard11_back.bitmap = Cache.picture("CardBack")
  588.       @dcard11_back.x = 230
  589.       @dcard11_back.y = 165
  590.       @dcard11_back.visible = true
  591.       @dcard12_back = Sprite.new
  592.       @dcard12_back.bitmap = Cache.picture("CardBack")
  593.       @dcard12_back.x = 270
  594.       @dcard12_back.y = 165
  595.       @dcard12_back.visible = true
  596.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 3
  597.       @dcard11_back = Sprite.new
  598.       @dcard11_back.bitmap = Cache.picture("CardBack")
  599.       @dcard11_back.x = 210
  600.       @dcard11_back.y = 165
  601.       @dcard11_back.visible = true
  602.       @dcard12_back = Sprite.new
  603.       @dcard12_back.bitmap = Cache.picture("CardBack")
  604.       @dcard12_back.x = 250
  605.       @dcard12_back.y = 165
  606.       @dcard12_back.visible = true
  607.       @dcard13_back = Sprite.new
  608.       @dcard13_back.bitmap = Cache.picture("CardBack")
  609.       @dcard13_back.x = 290
  610.       @dcard13_back.y = 165
  611.       @dcard13_back.visible = true
  612.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 4
  613.       @dcard11_back = Sprite.new
  614.       @dcard11_back.bitmap = Cache.picture("CardBack")
  615.       @dcard11_back.x = 190
  616.       @dcard11_back.y = 165
  617.       @dcard11_back.visible = true
  618.       @dcard12_back = Sprite.new
  619.       @dcard12_back.bitmap = Cache.picture("CardBack")
  620.       @dcard12_back.x = 230
  621.       @dcard12_back.y = 165
  622.       @dcard12_back.visible = true
  623.       @dcard13_back = Sprite.new
  624.       @dcard13_back.bitmap = Cache.picture("CardBack")
  625.       @dcard13_back.x = 270
  626.       @dcard13_back.y = 165
  627.       @dcard13_back.visible = true
  628.       @dcard14_back = Sprite.new
  629.       @dcard14_back.bitmap = Cache.picture("CardBack")
  630.       @dcard14_back.x = 310
  631.       @dcard14_back.y = 165
  632.       @dcard14_back.visible = true
  633.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 5
  634.       @dcard11_back = Sprite.new
  635.       @dcard11_back.bitmap = Cache.picture("CardBack")
  636.       @dcard11_back.x = 170
  637.       @dcard11_back.y = 165
  638.       @dcard11_back.visible = true
  639.       @dcard12_back = Sprite.new
  640.       @dcard12_back.bitmap = Cache.picture("CardBack")
  641.       @dcard12_back.x = 210
  642.       @dcard12_back.y = 165
  643.       @dcard12_back.visible = true
  644.       @dcard13_back = Sprite.new
  645.       @dcard13_back.bitmap = Cache.picture("CardBack")
  646.       @dcard13_back.x = 250
  647.       @dcard13_back.y = 165
  648.       @dcard13_back.visible = true
  649.       @dcard14_back = Sprite.new
  650.       @dcard14_back.bitmap = Cache.picture("CardBack")
  651.       @dcard14_back.x = 290
  652.       @dcard14_back.y = 165
  653.       @dcard14_back.visible = true
  654.       @dcard15_back = Sprite.new
  655.       @dcard15_back.bitmap = Cache.picture("CardBack")
  656.       @dcard15_back.x = 330
  657.       @dcard15_back.y = 165
  658.       @dcard15_back.visible = true
  659.  
  660.     end
  661.  
  662.   end
  663.   #--------------------------------------------------------------------------
  664.   # * Create Dealers Cards
  665.   #--------------------------------------------------------------------------
  666.   def create_players_cards1
  667.    
  668.     case
  669.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 1
  670.       @pcard11_back = Sprite.new
  671.       @pcard11_back.bitmap = Cache.picture("CardBack")
  672.       @pcard11_back.x = 250
  673.       @pcard11_back.y = 280
  674.       @pcard11_back.visible = true
  675.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 2
  676.       @pcard11_back = Sprite.new
  677.       @pcard11_back.bitmap = Cache.picture("CardBack")
  678.       @pcard11_back.x = 230
  679.       @pcard11_back.y = 280
  680.       @pcard11_back.visible = true
  681.       @pcard21_back = Sprite.new
  682.       @pcard21_back.bitmap = Cache.picture("CardBack")
  683.       @pcard21_back.x = 270
  684.       @pcard21_back.y = 280
  685.       @pcard21_back.visible = true
  686.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 3
  687.       @pcard11_back = Sprite.new
  688.       @pcard11_back.bitmap = Cache.picture("CardBack")
  689.       @pcard11_back.x = 210
  690.       @pcard11_back.y = 280
  691.       @pcard11_back.visible = true
  692.       @pcard21_back = Sprite.new
  693.       @pcard21_back.bitmap = Cache.picture("CardBack")
  694.       @pcard21_back.x = 250
  695.       @pcard21_back.y = 280
  696.       @pcard21_back.visible = true
  697.       @pcard31_back = Sprite.new
  698.       @pcard31_back.bitmap = Cache.picture("CardBack")
  699.       @pcard31_back.x = 290
  700.       @pcard31_back.y = 280
  701.       @pcard31_back.visible = true
  702.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 4
  703.       @pcard11_back = Sprite.new
  704.       @pcard11_back.bitmap = Cache.picture("CardBack")
  705.       @pcard11_back.x = 190
  706.       @pcard11_back.y = 280
  707.       @pcard11_back.visible = true
  708.       @pcard21_back = Sprite.new
  709.       @pcard21_back.bitmap = Cache.picture("CardBack")
  710.       @pcard21_back.x = 230
  711.       @pcard21_back.y = 280
  712.       @pcard21_back.visible = true
  713.       @pcard31_back = Sprite.new
  714.       @pcard31_back.bitmap = Cache.picture("CardBack")
  715.       @pcard31_back.x = 270
  716.       @pcard31_back.y = 280
  717.       @pcard31_back.visible = true
  718.       @pcard41_back = Sprite.new
  719.       @pcard41_back.bitmap = Cache.picture("CardBack")
  720.       @pcard41_back.x = 310
  721.       @pcard41_back.y = 280
  722.       @pcard41_back.visible = true
  723.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 5
  724.       @pcard11_back = Sprite.new
  725.       @pcard11_back.bitmap = Cache.picture("CardBack")
  726.       @pcard11_back.x = 170
  727.       @pcard11_back.y = 280
  728.       @pcard11_back.visible = true
  729.       @pcard21_back = Sprite.new
  730.       @pcard21_back.bitmap = Cache.picture("CardBack")
  731.       @pcard21_back.x = 210
  732.       @pcard21_back.y = 280
  733.       @pcard21_back.visible = true
  734.       @pcard31_back = Sprite.new
  735.       @pcard31_back.bitmap = Cache.picture("CardBack")
  736.       @pcard31_back.x = 250
  737.       @pcard31_back.y = 280
  738.       @pcard31_back.visible = true
  739.       @pcard41_back = Sprite.new
  740.       @pcard41_back.bitmap = Cache.picture("CardBack")
  741.       @pcard41_back.x = 290
  742.       @pcard41_back.y = 280
  743.       @pcard41_back.visible = true
  744.       @pcard51_back = Sprite.new
  745.       @pcard51_back.bitmap = Cache.picture("CardBack")
  746.       @pcard51_back.x = 330
  747.       @pcard51_back.y = 280
  748.       @pcard51_back.visible = true
  749.     end
  750.    
  751.   end
  752.   #--------------------------------------------------------------------------
  753.   # * Create Dealers Cards
  754.   #--------------------------------------------------------------------------
  755.   def flip_cards1
  756.    
  757.     case
  758.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 1
  759.         create_card_11
  760.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 2
  761.         create_card_11
  762.         create_card_12
  763.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 3
  764.         create_card_11
  765.         create_card_12
  766.         create_card_13
  767.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 4
  768.         create_card_11
  769.         create_card_12
  770.         create_card_13
  771.         create_card_14
  772.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 5
  773.         create_card_11
  774.         create_card_12
  775.         create_card_13
  776.         create_card_14
  777.         create_card_15
  778.       end
  779.     @unfliped1 = false
  780.     determine_winner1
  781.   end
  782.   #--------------------------------------------------------------------------
  783.   # * Create Dealers Cards
  784.   #--------------------------------------------------------------------------
  785.   def determine_winner1
  786.     case
  787.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 1
  788.         @dt1 = @d11
  789.         @pt1 = @p11
  790.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 2
  791.         @dt1 = (@d11 + @d12)
  792.         @pt1 = (@p11 + @p12)
  793.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 3
  794.         @dt1 = (@d11 + @d12 + @d13)
  795.         @pt1 = (@p11 + @p12 + @p13)
  796.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 4
  797.         @dt1 = (@d11 + @d12 + @d13 + @d14)
  798.         @pt1 = (@p11 + @p12 + @p13 + @p14)
  799.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 5
  800.         @dt1 = (@d11 + @d12 + @d13 + @d14 + @d15)
  801.         @pt1 = (@p11 + @p12 + @p13 + @p14 + @d15)
  802.       end
  803.    
  804.     if @dt1 >= @pt1
  805.       then
  806.       @create_dealer_wins = Dealer_Wins_Window.new
  807.       @create_dealer_wins.opacity = 0
  808.     else
  809.       @create_player_wins = Player_Wins_Window.new
  810.       @create_player_wins.opacity = 0
  811.       reward_gold1
  812.     end
  813.    
  814.   end
  815.  
  816.  
  817.  
  818.  
  819.  
  820.  
  821. #==============================================================================
  822. # ** Scene_Base
  823. #------------------------------------------------------------------------------
  824. #  This is a super class of all scenes within the game.
  825. #==============================================================================
  826.  
  827. class Game2 < Scene_Base
  828.   #--------------------------------------------------------------------------
  829.   # * Start Processing
  830.   #--------------------------------------------------------------------------
  831.   def start
  832.     super
  833.     @unfliped2 = true
  834.     deduct_gold2
  835.     create_title_window2
  836.     create_dealers_cards2
  837.     create_players_cards2
  838.   end
  839.   #--------------------------------------------------------------------------
  840.   # * update Processing
  841.   #--------------------------------------------------------------------------
  842.   def update
  843.     super
  844.     return_scene() if Input.trigger?(:B) unless @unfliped2 == true
  845.     flip_cards2 if Input.trigger?(:C) unless @unfliped2 == false
  846.     end
  847.   end
  848.   #--------------------------------------------------------------------------
  849.   # * Deduct Gold2
  850.   #--------------------------------------------------------------------------
  851.   def deduct_gold2
  852.     $game_party.lose_gold(V_GAMBLING_MAN::SPECS::GAME2_INFO[1])
  853.   end
  854.   #--------------------------------------------------------------------------
  855.   # * Reward Gold2
  856.   #--------------------------------------------------------------------------
  857.   def reward_gold2
  858.     @base_reward2 = V_GAMBLING_MAN::SPECS::GAME2_INFO[1]
  859.     @reward_multiplyer2 = V_GAMBLING_MAN::SPECS::GAME2_INFO[2]
  860.     $game_party.gain_gold(@base_reward2 * @reward_multiplyer2)
  861.   end
  862.   #--------------------------------------------------------------------------
  863.   # * Create Card 21
  864.   #--------------------------------------------------------------------------
  865.   def create_card_21
  866.     @d21 = rand(9) + 1
  867.     @p21 = rand(9) + 1
  868.     dc21name = "card#{@d21}"
  869.     pc21name = "card#{@p21}"
  870.     @dcard21_back.bitmap = Cache.picture(dc21name)
  871.     @pcard21_back.bitmap = Cache.picture(pc21name)
  872.   end
  873.   #--------------------------------------------------------------------------
  874.   # * Create Card 22
  875.   #--------------------------------------------------------------------------
  876.   def create_card_22
  877.     @d22 = rand(9) + 1
  878.     @p22 = rand(9) + 1
  879.     dc22name = "card#{@d22}"
  880.     pc22name = "card#{@p22}"
  881.     @dcard22_back.bitmap = Cache.picture(dc22name)
  882.     @pcard22_back.bitmap = Cache.picture(pc22name)
  883.   end
  884.   #--------------------------------------------------------------------------
  885.   # * Create Card 23
  886.   #--------------------------------------------------------------------------
  887.   def create_card_23
  888.     @d23 = rand(9) + 1
  889.     @p23 = rand(9) + 1
  890.     dc23name = "card#{@d23}"
  891.     pc23name = "card#{@p23}"
  892.     @dcard23_back.bitmap = Cache.picture(dc23name)
  893.     @pcard23_back.bitmap = Cache.picture(pc23name)
  894.   end
  895.   #--------------------------------------------------------------------------
  896.   # * Create Card 24
  897.   #--------------------------------------------------------------------------
  898.   def create_card_24
  899.     @d24 = rand(9) + 1
  900.     @p24 = rand(9) + 1
  901.     dc24name = "card#{@d24}"
  902.     pc24name = "card#{@p24}"
  903.     @dcard24_back.bitmap = Cache.picture(dc24name)
  904.     @pcard24_back.bitmap = Cache.picture(pc24name)
  905.   end
  906.   #--------------------------------------------------------------------------
  907.   # * Create Card 25
  908.   #--------------------------------------------------------------------------
  909.   def create_card_25
  910.     @d25 = rand(9) + 1
  911.     @p25 = rand(9) + 1
  912.     dc25name = "card#{@d25}"
  913.     pc25name = "card#{@p25}"
  914.     @dcard25_back.bitmap = Cache.picture(dc25name)
  915.     @pcard25_back.bitmap = Cache.picture(pc25name)
  916.   end
  917.   #--------------------------------------------------------------------------
  918.   # * Create Title Window2
  919.   #--------------------------------------------------------------------------
  920.   def create_title_window2
  921.     @title_window = Title_Window.new
  922.     @title_window.opacity = 0
  923.   end
  924.   #--------------------------------------------------------------------------
  925.   # * Create Dealers Cards2
  926.   #--------------------------------------------------------------------------
  927.   def create_dealers_cards2
  928.  
  929.     case
  930.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 1
  931.       @dcard21_back = Sprite.new
  932.       @dcard21_back.bitmap = Cache.picture("CardBack")
  933.       @dcard21_back.x = 250
  934.       @dcard21_back.y = 165
  935.       @dcard21_back.visible = true
  936.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 2
  937.       @dcard21_back = Sprite.new
  938.       @dcard21_back.bitmap = Cache.picture("CardBack")
  939.       @dcard21_back.x = 230
  940.       @dcard21_back.y = 165
  941.       @dcard21_back.visible = true
  942.       @dcard22_back = Sprite.new
  943.       @dcard22_back.bitmap = Cache.picture("CardBack")
  944.       @dcard22_back.x = 270
  945.       @dcard22_back.y = 165
  946.       @dcard22_back.visible = true
  947.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 3
  948.       @dcard21_back = Sprite.new
  949.       @dcard21_back.bitmap = Cache.picture("CardBack")
  950.       @dcard21_back.x = 210
  951.       @dcard21_back.y = 165
  952.       @dcard21_back.visible = true
  953.       @dcard22_back = Sprite.new
  954.       @dcard22_back.bitmap = Cache.picture("CardBack")
  955.       @dcard22_back.x = 250
  956.       @dcard22_back.y = 165
  957.       @dcard22_back.visible = true
  958.       @dcard23_back = Sprite.new
  959.       @dcard23_back.bitmap = Cache.picture("CardBack")
  960.       @dcard23_back.x = 290
  961.       @dcard23_back.y = 165
  962.       @dcard23_back.visible = true
  963.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 4
  964.       @dcard21_back = Sprite.new
  965.       @dcard21_back.bitmap = Cache.picture("CardBack")
  966.       @dcard21_back.x = 190
  967.       @dcard21_back.y = 165
  968.       @dcard21_back.visible = true
  969.       @dcard22_back = Sprite.new
  970.       @dcard22_back.bitmap = Cache.picture("CardBack")
  971.       @dcard22_back.x = 230
  972.       @dcard22_back.y = 165
  973.       @dcard22_back.visible = true
  974.       @dcard23_back = Sprite.new
  975.       @dcard23_back.bitmap = Cache.picture("CardBack")
  976.       @dcard23_back.x = 270
  977.       @dcard23_back.y = 165
  978.       @dcard23_back.visible = true
  979.       @dcard24_back = Sprite.new
  980.       @dcard24_back.bitmap = Cache.picture("CardBack")
  981.       @dcard24_back.x = 310
  982.       @dcard24_back.y = 165
  983.       @dcard24_back.visible = true
  984.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 5
  985.       @dcard21_back = Sprite.new
  986.       @dcard21_back.bitmap = Cache.picture("CardBack")
  987.       @dcard21_back.x = 170
  988.       @dcard21_back.y = 165
  989.       @dcard21_back.visible = true
  990.       @dcard22_back = Sprite.new
  991.       @dcard22_back.bitmap = Cache.picture("CardBack")
  992.       @dcard22_back.x = 210
  993.       @dcard22_back.y = 165
  994.       @dcard22_back.visible = true
  995.       @dcard23_back = Sprite.new
  996.       @dcard23_back.bitmap = Cache.picture("CardBack")
  997.       @dcard23_back.x = 250
  998.       @dcard23_back.y = 165
  999.       @dcard23_back.visible = true
  1000.       @dcard24_back = Sprite.new
  1001.       @dcard24_back.bitmap = Cache.picture("CardBack")
  1002.       @dcard24_back.x = 290
  1003.       @dcard24_back.y = 165
  1004.       @dcard24_back.visible = true
  1005.       @dcard25_back = Sprite.new
  1006.       @dcard25_back.bitmap = Cache.picture("CardBack")
  1007.       @dcard25_back.x = 330
  1008.       @dcard25_back.y = 165
  1009.       @dcard25_back.visible = true
  1010.  
  1011.     end
  1012.  
  1013.   end
  1014.   #--------------------------------------------------------------------------
  1015.   # * Create Dealers Cards2
  1016.   #--------------------------------------------------------------------------
  1017.   def create_players_cards2
  1018.    
  1019.     case
  1020.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 1
  1021.       @pcard21_back = Sprite.new
  1022.       @pcard21_back.bitmap = Cache.picture("CardBack")
  1023.       @pcard21_back.x = 250
  1024.       @pcard21_back.y = 280
  1025.       @pcard21_back.visible = true
  1026.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 2
  1027.       @pcard21_back = Sprite.new
  1028.       @pcard21_back.bitmap = Cache.picture("CardBack")
  1029.       @pcard21_back.x = 230
  1030.       @pcard21_back.y = 280
  1031.       @pcard21_back.visible = true
  1032.       @pcard22_back = Sprite.new
  1033.       @pcard22_back.bitmap = Cache.picture("CardBack")
  1034.       @pcard22_back.x = 270
  1035.       @pcard22_back.y = 280
  1036.       @pcard22_back.visible = true
  1037.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 3
  1038.       @pcard21_back = Sprite.new
  1039.       @pcard21_back.bitmap = Cache.picture("CardBack")
  1040.       @pcard21_back.x = 210
  1041.       @pcard21_back.y = 280
  1042.       @pcard21_back.visible = true
  1043.       @pcard22_back = Sprite.new
  1044.       @pcard22_back.bitmap = Cache.picture("CardBack")
  1045.       @pcard22_back.x = 250
  1046.       @pcard22_back.y = 280
  1047.       @pcard22_back.visible = true
  1048.       @pcard23_back = Sprite.new
  1049.       @pcard23_back.bitmap = Cache.picture("CardBack")
  1050.       @pcard23_back.x = 290
  1051.       @pcard23_back.y = 280
  1052.       @pcard23_back.visible = true
  1053.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 4
  1054.       @pcard21_back = Sprite.new
  1055.       @pcard21_back.bitmap = Cache.picture("CardBack")
  1056.       @pcard21_back.x = 190
  1057.       @pcard21_back.y = 280
  1058.       @pcard21_back.visible = true
  1059.       @pcard22_back = Sprite.new
  1060.       @pcard22_back.bitmap = Cache.picture("CardBack")
  1061.       @pcard22_back.x = 230
  1062.       @pcard22_back.y = 280
  1063.       @pcard22_back.visible = true
  1064.       @pcard23_back = Sprite.new
  1065.       @pcard23_back.bitmap = Cache.picture("CardBack")
  1066.       @pcard23_back.x = 270
  1067.       @pcard23_back.y = 280
  1068.       @pcard23_back.visible = true
  1069.       @pcard24_back = Sprite.new
  1070.       @pcard24_back.bitmap = Cache.picture("CardBack")
  1071.       @pcard24_back.x = 310
  1072.       @pcard24_back.y = 280
  1073.       @pcard24_back.visible = true
  1074.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 5
  1075.       @pcard21_back = Sprite.new
  1076.       @pcard21_back.bitmap = Cache.picture("CardBack")
  1077.       @pcard21_back.x = 170
  1078.       @pcard21_back.y = 280
  1079.       @pcard21_back.visible = true
  1080.       @pcard22_back = Sprite.new
  1081.       @pcard22_back.bitmap = Cache.picture("CardBack")
  1082.       @pcard22_back.x = 210
  1083.       @pcard22_back.y = 280
  1084.       @pcard22_back.visible = true
  1085.       @pcard23_back = Sprite.new
  1086.       @pcard23_back.bitmap = Cache.picture("CardBack")
  1087.       @pcard23_back.x = 250
  1088.       @pcard23_back.y = 280
  1089.       @pcard23_back.visible = true
  1090.       @pcard24_back = Sprite.new
  1091.       @pcard24_back.bitmap = Cache.picture("CardBack")
  1092.       @pcard24_back.x = 290
  1093.       @pcard24_back.y = 280
  1094.       @pcard24_back.visible = true
  1095.       @pcard25_back = Sprite.new
  1096.       @pcard25_back.bitmap = Cache.picture("CardBack")
  1097.       @pcard25_back.x = 330
  1098.       @pcard25_back.y = 280
  1099.       @pcard25_back.visible = true
  1100.     end
  1101.    
  1102.   end
  1103.   #--------------------------------------------------------------------------
  1104.   # * Create Dealers Cards2
  1105.   #--------------------------------------------------------------------------
  1106.   def flip_cards2
  1107.    
  1108.     case
  1109.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 1
  1110.         create_card_21
  1111.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 2
  1112.         create_card_21
  1113.         create_card_22
  1114.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 3
  1115.         create_card_21
  1116.         create_card_22
  1117.         create_card_23
  1118.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 4
  1119.         create_card_21
  1120.         create_card_22
  1121.         create_card_23
  1122.         create_card_24
  1123.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 5
  1124.         create_card_21
  1125.         create_card_22
  1126.         create_card_23
  1127.         create_card_24
  1128.         create_card_25
  1129.       end
  1130.     @unfliped2 = false
  1131.     determine_winner2
  1132.   end
  1133.   #--------------------------------------------------------------------------
  1134.   # * Create Dealers Cards
  1135.   #--------------------------------------------------------------------------
  1136.   def determine_winner2
  1137.     case
  1138.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 1
  1139.         @dt2 = @d21
  1140.         @pt2 = @p21
  1141.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 2
  1142.         @dt2 = @d21 + @d22
  1143.         @pt2 = @p21 + @p22
  1144.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 3
  1145.         @dt2 = @d21 + @d22 + @d23
  1146.         @pt2 = @p21 + @p22 + @p23
  1147.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 4
  1148.         @dt2 = @d21 + @d22 + @d23 + @d24
  1149.         @pt2 = @p21 + @p22 + @p23 + @p24
  1150.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 5
  1151.         @dt2 = @d21 + @d22 + @d23 + @d24 + @d25
  1152.         @pt2 = @p21 + @p22 + @p23 + @p24 + @d25
  1153.       end
  1154.    
  1155.     if @dt2 >= @pt2
  1156.       then
  1157.       @create_dealer_wins2 = Dealer_Wins_Window.new
  1158.       @create_dealer_wins2.opacity = 0
  1159.     else
  1160.       @create_player_wins2 = Player_Wins_Window.new
  1161.       @create_player_wins2.opacity = 0
  1162.       reward_gold2
  1163.     end
  1164.    
  1165.   end
  1166.  
  1167.  
  1168.  
  1169.  
  1170.  
  1171.  
  1172. #==============================================================================
  1173. # ** Scene_Base
  1174. #------------------------------------------------------------------------------
  1175. #  This is a super class of all scenes within the game.
  1176. #==============================================================================
  1177.  
  1178. class Game3 < Scene_Base
  1179.   #--------------------------------------------------------------------------
  1180.   # * Start Processing
  1181.   #--------------------------------------------------------------------------
  1182.   def start
  1183.     super
  1184.     @unfliped3 = true
  1185.     deduct_gold3
  1186.     create_title_window3
  1187.     create_dealers_cards3
  1188.     create_players_cards3
  1189.   end
  1190.   #--------------------------------------------------------------------------
  1191.   # * update Processing
  1192.   #--------------------------------------------------------------------------
  1193.   def update
  1194.     super
  1195.     return_scene() if Input.trigger?(:B) unless @unfliped3 == true
  1196.     flip_cards3 if Input.trigger?(:C) unless @unfliped3 == false
  1197.     end
  1198.   end
  1199.   #--------------------------------------------------------------------------
  1200.   # * Deduct Gold3
  1201.   #--------------------------------------------------------------------------
  1202.   def deduct_gold3
  1203.     $game_party.lose_gold(V_GAMBLING_MAN::SPECS::GAME3_INFO[1])
  1204.   end
  1205.   #--------------------------------------------------------------------------
  1206.   # * Reward Gold3
  1207.   #--------------------------------------------------------------------------
  1208.   def reward_gold3
  1209.     @base_reward3 = V_GAMBLING_MAN::SPECS::GAME3_INFO[1]
  1210.     @reward_multiplyer3 = V_GAMBLING_MAN::SPECS::GAME3_INFO[2]
  1211.     $game_party.gain_gold(@base_reward3 * @reward_multiplyer3)
  1212.   end
  1213.   #--------------------------------------------------------------------------
  1214.   # * Create Card 31
  1215.   #--------------------------------------------------------------------------
  1216.   def create_card_31
  1217.     @d31 = rand(9) + 1
  1218.     @p31 = rand(9) + 1
  1219.     dc31name = "card#{@d31}"
  1220.     pc31name = "card#{@p31}"
  1221.     @dcard31_back.bitmap = Cache.picture(dc31name)
  1222.     @pcard31_back.bitmap = Cache.picture(pc31name)
  1223.   end
  1224.   #--------------------------------------------------------------------------
  1225.   # * Create Card 32
  1226.   #--------------------------------------------------------------------------
  1227.   def create_card_32
  1228.     @d32 = rand(9) + 1
  1229.     @p32 = rand(9) + 1
  1230.     dc32name = "card#{@d32}"
  1231.     pc32name = "card#{@p32}"
  1232.     @dcard32_back.bitmap = Cache.picture(dc32name)
  1233.     @pcard32_back.bitmap = Cache.picture(pc32name)
  1234.   end
  1235.   #--------------------------------------------------------------------------
  1236.   # * Create Card 33
  1237.   #--------------------------------------------------------------------------
  1238.   def create_card_33
  1239.     @d33 = rand(9) + 1
  1240.     @p33 = rand(9) + 1
  1241.     dc33name = "card#{@d33}"
  1242.     pc33name = "card#{@p33}"
  1243.     @dcard33_back.bitmap = Cache.picture(dc33name)
  1244.     @pcard33_back.bitmap = Cache.picture(pc33name)
  1245.   end
  1246.   #--------------------------------------------------------------------------
  1247.   # * Create Card 34
  1248.   #--------------------------------------------------------------------------
  1249.   def create_card_34
  1250.     @d34 = rand(9) + 1
  1251.     @p34 = rand(9) + 1
  1252.     dc34name = "card#{@d34}"
  1253.     pc34name = "card#{@p34}"
  1254.     @dcard34_back.bitmap = Cache.picture(dc34name)
  1255.     @pcard34_back.bitmap = Cache.picture(pc34name)
  1256.   end
  1257.   #--------------------------------------------------------------------------
  1258.   # * Create Card 35
  1259.   #--------------------------------------------------------------------------
  1260.   def create_card_35
  1261.     @d35 = rand(9) + 1
  1262.     @p35 = rand(9) + 1
  1263.     dc35name = "card#{@d35}"
  1264.     pc35name = "card#{@p35}"
  1265.     @dcard35_back.bitmap = Cache.picture(dc35name)
  1266.     @pcard35_back.bitmap = Cache.picture(pc35name)
  1267.   end
  1268.   #--------------------------------------------------------------------------
  1269.   # * Create Title Window3
  1270.   #--------------------------------------------------------------------------
  1271.   def create_title_window3
  1272.     @title_window = Title_Window.new
  1273.     @title_window.opacity = 0
  1274.   end
  1275.   #--------------------------------------------------------------------------
  1276.   # * Create Dealers Cards
  1277.   #--------------------------------------------------------------------------
  1278.   def create_dealers_cards3
  1279.  
  1280.     case
  1281.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 1
  1282.       @dcard31_back = Sprite.new
  1283.       @dcard31_back.bitmap = Cache.picture("CardBack")
  1284.       @dcard31_back.x = 250
  1285.       @dcard31_back.y = 165
  1286.       @dcard31_back.visible = true
  1287.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 2
  1288.       @dcard31_back = Sprite.new
  1289.       @dcard31_back.bitmap = Cache.picture("CardBack")
  1290.       @dcard31_back.x = 230
  1291.       @dcard31_back.y = 165
  1292.       @dcard31_back.visible = true
  1293.       @dcard32_back = Sprite.new
  1294.       @dcard32_back.bitmap = Cache.picture("CardBack")
  1295.       @dcard32_back.x = 270
  1296.       @dcard32_back.y = 165
  1297.       @dcard32_back.visible = true
  1298.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 3
  1299.       @dcard31_back = Sprite.new
  1300.       @dcard31_back.bitmap = Cache.picture("CardBack")
  1301.       @dcard31_back.x = 210
  1302.       @dcard31_back.y = 165
  1303.       @dcard31_back.visible = true
  1304.       @dcard32_back = Sprite.new
  1305.       @dcard32_back.bitmap = Cache.picture("CardBack")
  1306.       @dcard32_back.x = 250
  1307.       @dcard32_back.y = 165
  1308.       @dcard32_back.visible = true
  1309.       @dcard33_back = Sprite.new
  1310.       @dcard33_back.bitmap = Cache.picture("CardBack")
  1311.       @dcard33_back.x = 290
  1312.       @dcard33_back.y = 165
  1313.       @dcard33_back.visible = true
  1314.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 4
  1315.       @dcard31_back = Sprite.new
  1316.       @dcard31_back.bitmap = Cache.picture("CardBack")
  1317.       @dcard31_back.x = 190
  1318.       @dcard31_back.y = 165
  1319.       @dcard31_back.visible = true
  1320.       @dcard32_back = Sprite.new
  1321.       @dcard32_back.bitmap = Cache.picture("CardBack")
  1322.       @dcard32_back.x = 230
  1323.       @dcard32_back.y = 165
  1324.       @dcard32_back.visible = true
  1325.       @dcard33_back = Sprite.new
  1326.       @dcard33_back.bitmap = Cache.picture("CardBack")
  1327.       @dcard33_back.x = 270
  1328.       @dcard33_back.y = 165
  1329.       @dcard33_back.visible = true
  1330.       @dcard34_back = Sprite.new
  1331.       @dcard34_back.bitmap = Cache.picture("CardBack")
  1332.       @dcard34_back.x = 310
  1333.       @dcard34_back.y = 165
  1334.       @dcard34_back.visible = true
  1335.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 5
  1336.       @dcard31_back = Sprite.new
  1337.       @dcard31_back.bitmap = Cache.picture("CardBack")
  1338.       @dcard31_back.x = 170
  1339.       @dcard31_back.y = 165
  1340.       @dcard31_back.visible = true
  1341.       @dcard32_back = Sprite.new
  1342.       @dcard32_back.bitmap = Cache.picture("CardBack")
  1343.       @dcard32_back.x = 210
  1344.       @dcard32_back.y = 165
  1345.       @dcard32_back.visible = true
  1346.       @dcard33_back = Sprite.new
  1347.       @dcard33_back.bitmap = Cache.picture("CardBack")
  1348.       @dcard33_back.x = 250
  1349.       @dcard33_back.y = 165
  1350.       @dcard33_back.visible = true
  1351.       @dcard34_back = Sprite.new
  1352.       @dcard34_back.bitmap = Cache.picture("CardBack")
  1353.       @dcard34_back.x = 290
  1354.       @dcard34_back.y = 165
  1355.       @dcard34_back.visible = true
  1356.       @dcard35_back = Sprite.new
  1357.       @dcard35_back.bitmap = Cache.picture("CardBack")
  1358.       @dcard35_back.x = 330
  1359.       @dcard35_back.y = 165
  1360.       @dcard35_back.visible = true
  1361.  
  1362.     end
  1363.  
  1364.   end
  1365.   #--------------------------------------------------------------------------
  1366.   # * Create Dealers Cards3
  1367.   #--------------------------------------------------------------------------
  1368.   def create_players_cards3
  1369.    
  1370.     case
  1371.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 1
  1372.       @pcard31_back = Sprite.new
  1373.       @pcard31_back.bitmap = Cache.picture("CardBack")
  1374.       @pcard31_back.x = 250
  1375.       @pcard31_back.y = 280
  1376.       @pcard31_back.visible = true
  1377.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 2
  1378.       @pcard31_back = Sprite.new
  1379.       @pcard31_back.bitmap = Cache.picture("CardBack")
  1380.       @pcard31_back.x = 230
  1381.       @pcard31_back.y = 280
  1382.       @pcard31_back.visible = true
  1383.       @pcard32_back = Sprite.new
  1384.       @pcard32_back.bitmap = Cache.picture("CardBack")
  1385.       @pcard32_back.x = 270
  1386.       @pcard32_back.y = 280
  1387.       @pcard32_back.visible = true
  1388.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 3
  1389.       @pcard31_back = Sprite.new
  1390.       @pcard31_back.bitmap = Cache.picture("CardBack")
  1391.       @pcard31_back.x = 210
  1392.       @pcard31_back.y = 280
  1393.       @pcard31_back.visible = true
  1394.       @pcard32_back = Sprite.new
  1395.       @pcard32_back.bitmap = Cache.picture("CardBack")
  1396.       @pcard32_back.x = 250
  1397.       @pcard32_back.y = 280
  1398.       @pcard32_back.visible = true
  1399.       @pcard33_back = Sprite.new
  1400.       @pcard33_back.bitmap = Cache.picture("CardBack")
  1401.       @pcard33_back.x = 290
  1402.       @pcard33_back.y = 280
  1403.       @pcard33_back.visible = true
  1404.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 4
  1405.       @pcard31_back = Sprite.new
  1406.       @pcard31_back.bitmap = Cache.picture("CardBack")
  1407.       @pcard31_back.x = 190
  1408.       @pcard31_back.y = 280
  1409.       @pcard31_back.visible = true
  1410.       @pcard32_back = Sprite.new
  1411.       @pcard32_back.bitmap = Cache.picture("CardBack")
  1412.       @pcard32_back.x = 230
  1413.       @pcard32_back.y = 280
  1414.       @pcard32_back.visible = true
  1415.       @pcard33_back = Sprite.new
  1416.       @pcard33_back.bitmap = Cache.picture("CardBack")
  1417.       @pcard33_back.x = 270
  1418.       @pcard33_back.y = 280
  1419.       @pcard33_back.visible = true
  1420.       @pcard34_back = Sprite.new
  1421.       @pcard34_back.bitmap = Cache.picture("CardBack")
  1422.       @pcard34_back.x = 310
  1423.       @pcard34_back.y = 280
  1424.       @pcard34_back.visible = true
  1425.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 5
  1426.       @pcard31_back = Sprite.new
  1427.       @pcard31_back.bitmap = Cache.picture("CardBack")
  1428.       @pcard31_back.x = 170
  1429.       @pcard31_back.y = 280
  1430.       @pcard31_back.visible = true
  1431.       @pcard32_back = Sprite.new
  1432.       @pcard32_back.bitmap = Cache.picture("CardBack")
  1433.       @pcard32_back.x = 210
  1434.       @pcard32_back.y = 280
  1435.       @pcard32_back.visible = true
  1436.       @pcard33_back = Sprite.new
  1437.       @pcard33_back.bitmap = Cache.picture("CardBack")
  1438.       @pcard33_back.x = 250
  1439.       @pcard33_back.y = 280
  1440.       @pcard33_back.visible = true
  1441.       @pcard34_back = Sprite.new
  1442.       @pcard34_back.bitmap = Cache.picture("CardBack")
  1443.       @pcard34_back.x = 290
  1444.       @pcard34_back.y = 280
  1445.       @pcard34_back.visible = true
  1446.       @pcard35_back = Sprite.new
  1447.       @pcard35_back.bitmap = Cache.picture("CardBack")
  1448.       @pcard35_back.x = 330
  1449.       @pcard35_back.y = 280
  1450.       @pcard35_back.visible = true
  1451.     end
  1452.    
  1453.   end
  1454.   #--------------------------------------------------------------------------
  1455.   # * Create Dealers Cards
  1456.   #--------------------------------------------------------------------------
  1457.   def flip_cards3
  1458.    
  1459.     case
  1460.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 1
  1461.         create_card_31
  1462.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 2
  1463.         create_card_31
  1464.         create_card_32
  1465.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 3
  1466.         create_card_31
  1467.         create_card_32
  1468.         create_card_33
  1469.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 4
  1470.         create_card_31
  1471.         create_card_32
  1472.         create_card_33
  1473.         create_card_34
  1474.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 5
  1475.         create_card_31
  1476.         create_card_32
  1477.         create_card_33
  1478.         create_card_34
  1479.         create_card_35
  1480.       end
  1481.     @unfliped3 = false
  1482.     determine_winner3
  1483.   end
  1484.   #--------------------------------------------------------------------------
  1485.   # * Create Dealers Cards
  1486.   #--------------------------------------------------------------------------
  1487.   def determine_winner3
  1488.     case
  1489.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 1
  1490.         @dt3 = @d31
  1491.         @pt3 = @p31
  1492.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 2
  1493.         @dt3 = @d31 + @d32
  1494.         @pt3 = @p31 + @p32
  1495.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 3
  1496.         @dt3 = @d31 + @d32 + @d33
  1497.         @pt3 = @p31 + @p32 + @p33
  1498.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 4
  1499.         @dt3 = @d31 + @d32 + @d33 + @d34
  1500.         @pt3 = @p31 + @p32 + @p33 + @p34
  1501.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 5
  1502.         @dt3 = @d31 + @d32 + @d33 + @d34 + @d35
  1503.         @pt3 = @p31 + @p32 + @p33 + @p34 + @d35
  1504.       end
  1505.    
  1506.     if @dt3 >= @pt3
  1507.       then
  1508.       @create_dealer_wins3 = Dealer_Wins_Window.new
  1509.       @create_dealer_wins3.opacity = 0
  1510.     else
  1511.       @create_player_wins3 = Player_Wins_Window.new
  1512.       @create_player_wins3.opacity = 0
  1513.       reward_gold3
  1514.     end
  1515.    
  1516.   end
  1517.  
  1518.  
  1519.  
  1520.  
  1521.  
  1522.  
  1523. #==============================================================================
  1524. # ** Scene_Base
  1525. #------------------------------------------------------------------------------
  1526. #  This is a super class of all scenes within the game.
  1527. #==============================================================================
  1528.  
  1529. class Game4 < Scene_Base
  1530.   #--------------------------------------------------------------------------
  1531.   # * Start Processing
  1532.   #--------------------------------------------------------------------------
  1533.   def start
  1534.     super
  1535.     @unfliped4 = true
  1536.     deduct_gold4
  1537.     create_title_window4
  1538.     create_dealers_cards4
  1539.     create_players_cards4
  1540.   end
  1541.   #--------------------------------------------------------------------------
  1542.   # * update Processing
  1543.   #--------------------------------------------------------------------------
  1544.   def update
  1545.     super
  1546.     return_scene() if Input.trigger?(:B) unless @unfliped4 == true
  1547.     flip_cards4 if Input.trigger?(:C) unless @unfliped4 == false
  1548.     end
  1549.   end
  1550.   #--------------------------------------------------------------------------
  1551.   # * Deduct Gold4
  1552.   #--------------------------------------------------------------------------
  1553.   def deduct_gold4
  1554.     $game_party.lose_gold(V_GAMBLING_MAN::SPECS::GAME4_INFO[1])
  1555.   end
  1556.   #--------------------------------------------------------------------------
  1557.   # * Reward Gold4
  1558.   #--------------------------------------------------------------------------
  1559.   def reward_gold4
  1560.     @base_reward4 = V_GAMBLING_MAN::SPECS::GAME4_INFO[1]
  1561.     @reward_multiplyer4 = V_GAMBLING_MAN::SPECS::GAME4_INFO[2]
  1562.     $game_party.gain_gold(@base_reward4 * @reward_multiplyer4)
  1563.   end
  1564.   #--------------------------------------------------------------------------
  1565.   # * Create Card 41
  1566.   #--------------------------------------------------------------------------
  1567.   def create_card_41
  1568.     @d41 = rand(9) + 1
  1569.     @p41 = rand(9) + 1
  1570.     dc41name = "card#{@d41}"
  1571.     pc41name = "card#{@p41}"
  1572.     @dcard41_back.bitmap = Cache.picture(dc41name)
  1573.     @pcard41_back.bitmap = Cache.picture(pc41name)
  1574.   end
  1575.   #--------------------------------------------------------------------------
  1576.   # * Create Card 42
  1577.   #--------------------------------------------------------------------------
  1578.   def create_card_42
  1579.     @d42 = rand(9) + 1
  1580.     @p42 = rand(9) + 1
  1581.     dc42name = "card#{@d42}"
  1582.     pc42name = "card#{@p42}"
  1583.     @dcard42_back.bitmap = Cache.picture(dc42name)
  1584.     @pcard42_back.bitmap = Cache.picture(pc42name)
  1585.   end
  1586.   #--------------------------------------------------------------------------
  1587.   # * Create Card 43
  1588.   #--------------------------------------------------------------------------
  1589.   def create_card_43
  1590.     @d43 = rand(9) + 1
  1591.     @p43 = rand(9) + 1
  1592.     dc43name = "card#{@d43}"
  1593.     pc43name = "card#{@p43}"
  1594.     @dcard43_back.bitmap = Cache.picture(dc43name)
  1595.     @pcard43_back.bitmap = Cache.picture(pc43name)
  1596.   end
  1597.   #--------------------------------------------------------------------------
  1598.   # * Create Card 44
  1599.   #--------------------------------------------------------------------------
  1600.   def create_card_44
  1601.     @d44 = rand(9) + 1
  1602.     @p44 = rand(9) + 1
  1603.     dc44name = "card#{@d44}"
  1604.     pc44name = "card#{@p44}"
  1605.     @dcard44_back.bitmap = Cache.picture(dc44name)
  1606.     @pcard44_back.bitmap = Cache.picture(pc44name)
  1607.   end
  1608.   #--------------------------------------------------------------------------
  1609.   # * Create Card 45
  1610.   #--------------------------------------------------------------------------
  1611.   def create_card_45
  1612.     @d45 = rand(9) + 1
  1613.     @p45 = rand(9) + 1
  1614.     dc45name = "card#{@d45}"
  1615.     pc45name = "card#{@p45}"
  1616.     @dcard45_back.bitmap = Cache.picture(dc45name)
  1617.     @pcard45_back.bitmap = Cache.picture(pc45name)
  1618.   end
  1619.   #--------------------------------------------------------------------------
  1620.   # * Create Title Window4
  1621.   #--------------------------------------------------------------------------
  1622.   def create_title_window4
  1623.     @title_window = Title_Window.new
  1624.     @title_window.opacity = 0
  1625.   end
  1626.   #--------------------------------------------------------------------------
  1627.   # * Create Dealers Cards4
  1628.   #--------------------------------------------------------------------------
  1629.   def create_dealers_cards4
  1630.    
  1631.     case
  1632.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 1
  1633.       @dcard41_back = Sprite.new
  1634.       @dcard41_back.bitmap = Cache.picture("CardBack")
  1635.       @dcard41_back.x = 250
  1636.       @dcard41_back.y = 165
  1637.       @dcard41_back.visible = true
  1638.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 2
  1639.       @dcard41_back = Sprite.new
  1640.       @dcard41_back.bitmap = Cache.picture("CardBack")
  1641.       @dcard41_back.x = 230
  1642.       @dcard41_back.y = 165
  1643.       @dcard41_back.visible = true
  1644.       @dcard42_back = Sprite.new
  1645.       @dcard42_back.bitmap = Cache.picture("CardBack")
  1646.       @dcard42_back.x = 270
  1647.       @dcard42_back.y = 165
  1648.       @dcard42_back.visible = true
  1649.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 3
  1650.       @dcard41_back = Sprite.new
  1651.       @dcard41_back.bitmap = Cache.picture("CardBack")
  1652.       @dcard41_back.x = 210
  1653.       @dcard41_back.y = 165
  1654.       @dcard41_back.visible = true
  1655.       @dcard42_back = Sprite.new
  1656.       @dcard42_back.bitmap = Cache.picture("CardBack")
  1657.       @dcard42_back.x = 250
  1658.       @dcard42_back.y = 165
  1659.       @dcard42_back.visible = true
  1660.       @dcard43_back = Sprite.new
  1661.       @dcard43_back.bitmap = Cache.picture("CardBack")
  1662.       @dcard43_back.x = 290
  1663.       @dcard43_back.y = 165
  1664.       @dcard43_back.visible = true
  1665.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 4
  1666.       @dcard41_back = Sprite.new
  1667.       @dcard41_back.bitmap = Cache.picture("CardBack")
  1668.       @dcard41_back.x = 190
  1669.       @dcard41_back.y = 165
  1670.       @dcard41_back.visible = true
  1671.       @dcard42_back = Sprite.new
  1672.       @dcard42_back.bitmap = Cache.picture("CardBack")
  1673.       @dcard42_back.x = 230
  1674.       @dcard42_back.y = 165
  1675.       @dcard42_back.visible = true
  1676.       @dcard43_back = Sprite.new
  1677.       @dcard43_back.bitmap = Cache.picture("CardBack")
  1678.       @dcard43_back.x = 270
  1679.       @dcard43_back.y = 165
  1680.       @dcard43_back.visible = true
  1681.       @dcard44_back = Sprite.new
  1682.       @dcard44_back.bitmap = Cache.picture("CardBack")
  1683.       @dcard44_back.x = 310
  1684.       @dcard44_back.y = 165
  1685.       @dcard44_back.visible = true
  1686.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 5
  1687.       @dcard41_back = Sprite.new
  1688.       @dcard41_back.bitmap = Cache.picture("CardBack")
  1689.       @dcard41_back.x = 170
  1690.       @dcard41_back.y = 165
  1691.       @dcard41_back.visible = true
  1692.       @dcard42_back = Sprite.new
  1693.       @dcard42_back.bitmap = Cache.picture("CardBack")
  1694.       @dcard42_back.x = 210
  1695.       @dcard42_back.y = 165
  1696.       @dcard42_back.visible = true
  1697.       @dcard43_back = Sprite.new
  1698.       @dcard43_back.bitmap = Cache.picture("CardBack")
  1699.       @dcard43_back.x = 250
  1700.       @dcard43_back.y = 165
  1701.       @dcard43_back.visible = true
  1702.       @dcard44_back = Sprite.new
  1703.       @dcard44_back.bitmap = Cache.picture("CardBack")
  1704.       @dcard44_back.x = 290
  1705.       @dcard44_back.y = 165
  1706.       @dcard44_back.visible = true
  1707.       @dcard45_back = Sprite.new
  1708.       @dcard45_back.bitmap = Cache.picture("CardBack")
  1709.       @dcard45_back.x = 330
  1710.       @dcard45_back.y = 165
  1711.       @dcard45_back.visible = true
  1712.  
  1713.     end
  1714.  
  1715.   end
  1716.   #--------------------------------------------------------------------------
  1717.   # * Create Dealers Cards4
  1718.   #--------------------------------------------------------------------------
  1719.   def create_players_cards4
  1720.    
  1721.     case
  1722.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 1
  1723.       @pcard41_back = Sprite.new
  1724.       @pcard41_back.bitmap = Cache.picture("CardBack")
  1725.       @pcard41_back.x = 250
  1726.       @pcard41_back.y = 280
  1727.       @pcard41_back.visible = true
  1728.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 2
  1729.       @pcard41_back = Sprite.new
  1730.       @pcard41_back.bitmap = Cache.picture("CardBack")
  1731.       @pcard41_back.x = 230
  1732.       @pcard41_back.y = 280
  1733.       @pcard41_back.visible = true
  1734.       @pcard42_back = Sprite.new
  1735.       @pcard42_back.bitmap = Cache.picture("CardBack")
  1736.       @pcard42_back.x = 270
  1737.       @pcard42_back.y = 280
  1738.       @pcard42_back.visible = true
  1739.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 3
  1740.       @pcard41_back = Sprite.new
  1741.       @pcard41_back.bitmap = Cache.picture("CardBack")
  1742.       @pcard41_back.x = 210
  1743.       @pcard41_back.y = 280
  1744.       @pcard41_back.visible = true
  1745.       @pcard42_back = Sprite.new
  1746.       @pcard42_back.bitmap = Cache.picture("CardBack")
  1747.       @pcard42_back.x = 250
  1748.       @pcard42_back.y = 280
  1749.       @pcard42_back.visible = true
  1750.       @pcard43_back = Sprite.new
  1751.       @pcard43_back.bitmap = Cache.picture("CardBack")
  1752.       @pcard43_back.x = 290
  1753.       @pcard43_back.y = 280
  1754.       @pcard43_back.visible = true
  1755.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 4
  1756.       @pcard41_back = Sprite.new
  1757.       @pcard41_back.bitmap = Cache.picture("CardBack")
  1758.       @pcard41_back.x = 190
  1759.       @pcard41_back.y = 280
  1760.       @pcard41_back.visible = true
  1761.       @pcard42_back = Sprite.new
  1762.       @pcard42_back.bitmap = Cache.picture("CardBack")
  1763.       @pcard42_back.x = 230
  1764.       @pcard42_back.y = 280
  1765.       @pcard42_back.visible = true
  1766.       @pcard43_back = Sprite.new
  1767.       @pcard43_back.bitmap = Cache.picture("CardBack")
  1768.       @pcard43_back.x = 270
  1769.       @pcard43_back.y = 280
  1770.       @pcard43_back.visible = true
  1771.       @pcard44_back = Sprite.new
  1772.       @pcard44_back.bitmap = Cache.picture("CardBack")
  1773.       @pcard44_back.x = 310
  1774.       @pcard44_back.y = 280
  1775.       @pcard44_back.visible = true
  1776.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 5
  1777.       @pcard41_back = Sprite.new
  1778.       @pcard41_back.bitmap = Cache.picture("CardBack")
  1779.       @pcard41_back.x = 170
  1780.       @pcard41_back.y = 280
  1781.       @pcard41_back.visible = true
  1782.       @pcard42_back = Sprite.new
  1783.       @pcard42_back.bitmap = Cache.picture("CardBack")
  1784.       @pcard42_back.x = 210
  1785.       @pcard42_back.y = 280
  1786.       @pcard42_back.visible = true
  1787.       @pcard43_back = Sprite.new
  1788.       @pcard43_back.bitmap = Cache.picture("CardBack")
  1789.       @pcard43_back.x = 250
  1790.       @pcard43_back.y = 280
  1791.       @pcard43_back.visible = true
  1792.       @pcard44_back = Sprite.new
  1793.       @pcard44_back.bitmap = Cache.picture("CardBack")
  1794.       @pcard44_back.x = 290
  1795.       @pcard44_back.y = 280
  1796.       @pcard44_back.visible = true
  1797.       @pcard45_back = Sprite.new
  1798.       @pcard45_back.bitmap = Cache.picture("CardBack")
  1799.       @pcard45_back.x = 330
  1800.       @pcard45_back.y = 280
  1801.       @pcard45_back.visible = true
  1802.     end
  1803.    
  1804.   end
  1805.   #--------------------------------------------------------------------------
  1806.   # * Create Dealers Cards4
  1807.   #--------------------------------------------------------------------------
  1808.   def flip_cards4
  1809.    
  1810.     case
  1811.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 1
  1812.         create_card_41
  1813.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 2
  1814.         create_card_41
  1815.         create_card_42
  1816.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 3
  1817.         create_card_41
  1818.         create_card_42
  1819.         create_card_43
  1820.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 4
  1821.         create_card_41
  1822.         create_card_42
  1823.         create_card_43
  1824.         create_card_44
  1825.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 5
  1826.         create_card_41
  1827.         create_card_42
  1828.         create_card_43
  1829.         create_card_44
  1830.         create_card_45
  1831.       end
  1832.     @unfliped4 = false
  1833.     determine_winner4
  1834.   end
  1835.   #--------------------------------------------------------------------------
  1836.   # * Create Dealers Cards
  1837.   #--------------------------------------------------------------------------
  1838.   def determine_winner4
  1839.     case
  1840.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 1
  1841.         @dt4 = @d41
  1842.         @pt4 = @p41
  1843.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 2
  1844.         @dt4 = @d41 + @d42
  1845.         @pt4 = @p41 + @p42
  1846.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 3
  1847.         @dt4 = @d41 + @d42 + @d43
  1848.         @pt4 = @p41 + @p42 + @p43
  1849.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 4
  1850.         @dt4 = @d41 + @d42 + @d43 + @d44
  1851.         @pt4 = @p41 + @p42 + @p43 + @p44
  1852.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 5
  1853.         @dt4 = @d41 + @d42 + @d43 + @d44 + @d45
  1854.         @pt4 = @p41 + @p42 + @p43 + @p44 + @d45
  1855.       end
  1856.    
  1857.     if @dt4 >= @pt4
  1858.       then
  1859.       @create_dealer_wins = Dealer_Wins_Window.new
  1860.       @create_dealer_wins.opacity = 0
  1861.     else
  1862.       @create_player_wins = Player_Wins_Window.new
  1863.       @create_player_wins.opacity = 0
  1864.       reward_gold4
  1865.     end
  1866.    
  1867.   end
  1868.  
  1869.  
  1870.  
  1871.  
  1872.  
  1873.  
  1874. #==============================================================================
  1875. # ** Scene_Base
  1876. #------------------------------------------------------------------------------
  1877. #  This is a super class of all scenes within the game.
  1878. #==============================================================================
  1879.  
  1880. class Game5 < Scene_Base
  1881.   #--------------------------------------------------------------------------
  1882.   # * Start Processing
  1883.   #--------------------------------------------------------------------------
  1884.   def start
  1885.     super
  1886.     @unfliped5 = true
  1887.     deduct_gold5
  1888.     create_title_window5
  1889.     create_dealers_cards5
  1890.     create_players_cards5
  1891.   end
  1892.   #--------------------------------------------------------------------------
  1893.   # * update Processing
  1894.   #--------------------------------------------------------------------------
  1895.   def update
  1896.     super
  1897.     return_scene() if Input.trigger?(:B) unless @unfliped5 == true
  1898.     flip_cards5 if Input.trigger?(:C) unless @unfliped5 == false
  1899.     end
  1900.   end
  1901.   #--------------------------------------------------------------------------
  1902.   # * Deduct Gold5
  1903.   #--------------------------------------------------------------------------
  1904.   def deduct_gold5
  1905.     $game_party.lose_gold(V_GAMBLING_MAN::SPECS::GAME5_INFO[1])
  1906.   end
  1907.   #--------------------------------------------------------------------------
  1908.   # * Reward Gold5
  1909.   #--------------------------------------------------------------------------
  1910.   def reward_gold5
  1911.     @base_reward5 = V_GAMBLING_MAN::SPECS::GAME5_INFO[1]
  1912.     @reward_multiplyer5 = V_GAMBLING_MAN::SPECS::GAME5_INFO[2]
  1913.     $game_party.gain_gold(@base_reward5 * @reward_multiplyer5)
  1914.   end
  1915.   #--------------------------------------------------------------------------
  1916.   # * Create Card 51
  1917.   #--------------------------------------------------------------------------
  1918.   def create_card_51
  1919.     @d51 = rand(9) + 1
  1920.     @p51 = rand(9) + 1
  1921.     dc51name = "card#{@d51}"
  1922.     pc51name = "card#{@p51}"
  1923.     @dcard51_back.bitmap = Cache.picture(dc51name)
  1924.     @pcard51_back.bitmap = Cache.picture(pc51name)
  1925.   end
  1926.   #--------------------------------------------------------------------------
  1927.   # * Create Card 52
  1928.   #--------------------------------------------------------------------------
  1929.   def create_card_52
  1930.     @d52 = rand(9) + 1
  1931.     @p52 = rand(9) + 1
  1932.     dc52name = "card#{@d52}"
  1933.     pc52name = "card#{@p52}"
  1934.     @dcard52_back.bitmap = Cache.picture(dc52name)
  1935.     @pcard52_back.bitmap = Cache.picture(pc52name)
  1936.   end
  1937.   #--------------------------------------------------------------------------
  1938.   # * Create Card 53
  1939.   #--------------------------------------------------------------------------
  1940.   def create_card_53
  1941.     @d53 = rand(9) + 1
  1942.     @p53 = rand(9) + 1
  1943.     dc53name = "card#{@d53}"
  1944.     pc53name = "card#{@p53}"
  1945.     @dcard53_back.bitmap = Cache.picture(dc53name)
  1946.     @pcard53_back.bitmap = Cache.picture(pc53name)
  1947.   end
  1948.   #--------------------------------------------------------------------------
  1949.   # * Create Card 54
  1950.   #--------------------------------------------------------------------------
  1951.   def create_card_54
  1952.     @d54 = rand(9) + 1
  1953.     @p54 = rand(9) + 1
  1954.     dc54name = "card#{@d54}"
  1955.     pc54name = "card#{@p54}"
  1956.     @dcard54_back.bitmap = Cache.picture(dc54name)
  1957.     @pcard54_back.bitmap = Cache.picture(pc54name)
  1958.   end
  1959.   #--------------------------------------------------------------------------
  1960.   # * Create Card 55
  1961.   #--------------------------------------------------------------------------
  1962.   def create_card_55
  1963.     @d55 = rand(9) + 1
  1964.     @p55 = rand(9) + 1
  1965.     dc55name = "card#{@d55}"
  1966.     pc55name = "card#{@p55}"
  1967.     @dcard55_back.bitmap = Cache.picture(dc55name)
  1968.     @pcard55_back.bitmap = Cache.picture(pc55name)
  1969.   end
  1970.   #--------------------------------------------------------------------------
  1971.   # * Create Title Window
  1972.   #--------------------------------------------------------------------------
  1973.   def create_title_window5
  1974.     @title_window = Title_Window.new
  1975.     @title_window.opacity = 0
  1976.   end
  1977.   #--------------------------------------------------------------------------
  1978.   # * Create Dealers Cards5
  1979.   #--------------------------------------------------------------------------
  1980.   def create_dealers_cards5
  1981.  
  1982.     case
  1983.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 1
  1984.       @dcard51_back = Sprite.new
  1985.       @dcard51_back.bitmap = Cache.picture("CardBack")
  1986.       @dcard51_back.x = 250
  1987.       @dcard51_back.y = 165
  1988.       @dcard51_back.visible = true
  1989.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 2
  1990.       @dcard51_back = Sprite.new
  1991.       @dcard51_back.bitmap = Cache.picture("CardBack")
  1992.       @dcard51_back.x = 230
  1993.       @dcard51_back.y = 165
  1994.       @dcard51_back.visible = true
  1995.       @dcard52_back = Sprite.new
  1996.       @dcard52_back.bitmap = Cache.picture("CardBack")
  1997.       @dcard52_back.x = 270
  1998.       @dcard52_back.y = 165
  1999.       @dcard52_back.visible = true
  2000.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 3
  2001.       @dcard51_back = Sprite.new
  2002.       @dcard51_back.bitmap = Cache.picture("CardBack")
  2003.       @dcard51_back.x = 210
  2004.       @dcard51_back.y = 165
  2005.       @dcard51_back.visible = true
  2006.       @dcard52_back = Sprite.new
  2007.       @dcard52_back.bitmap = Cache.picture("CardBack")
  2008.       @dcard52_back.x = 250
  2009.       @dcard52_back.y = 165
  2010.       @dcard52_back.visible = true
  2011.       @dcard53_back = Sprite.new
  2012.       @dcard53_back.bitmap = Cache.picture("CardBack")
  2013.       @dcard53_back.x = 290
  2014.       @dcard53_back.y = 165
  2015.       @dcard53_back.visible = true
  2016.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 4
  2017.       @dcard51_back = Sprite.new
  2018.       @dcard51_back.bitmap = Cache.picture("CardBack")
  2019.       @dcard51_back.x = 190
  2020.       @dcard51_back.y = 165
  2021.       @dcard51_back.visible = true
  2022.       @dcard52_back = Sprite.new
  2023.       @dcard52_back.bitmap = Cache.picture("CardBack")
  2024.       @dcard52_back.x = 230
  2025.       @dcard52_back.y = 165
  2026.       @dcard52_back.visible = true
  2027.       @dcard53_back = Sprite.new
  2028.       @dcard53_back.bitmap = Cache.picture("CardBack")
  2029.       @dcard53_back.x = 270
  2030.       @dcard53_back.y = 165
  2031.       @dcard53_back.visible = true
  2032.       @dcard54_back = Sprite.new
  2033.       @dcard54_back.bitmap = Cache.picture("CardBack")
  2034.       @dcard54_back.x = 310
  2035.       @dcard54_back.y = 165
  2036.       @dcard54_back.visible = true
  2037.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 5
  2038.       @dcard51_back = Sprite.new
  2039.       @dcard51_back.bitmap = Cache.picture("CardBack")
  2040.       @dcard51_back.x = 170
  2041.       @dcard51_back.y = 165
  2042.       @dcard51_back.visible = true
  2043.       @dcard52_back = Sprite.new
  2044.       @dcard52_back.bitmap = Cache.picture("CardBack")
  2045.       @dcard52_back.x = 210
  2046.       @dcard52_back.y = 165
  2047.       @dcard52_back.visible = true
  2048.       @dcard53_back = Sprite.new
  2049.       @dcard53_back.bitmap = Cache.picture("CardBack")
  2050.       @dcard53_back.x = 250
  2051.       @dcard53_back.y = 165
  2052.       @dcard53_back.visible = true
  2053.       @dcard54_back = Sprite.new
  2054.       @dcard54_back.bitmap = Cache.picture("CardBack")
  2055.       @dcard54_back.x = 290
  2056.       @dcard54_back.y = 165
  2057.       @dcard54_back.visible = true
  2058.       @dcard55_back = Sprite.new
  2059.       @dcard55_back.bitmap = Cache.picture("CardBack")
  2060.       @dcard55_back.x = 330
  2061.       @dcard55_back.y = 165
  2062.       @dcard55_back.visible = true
  2063.  
  2064.     end
  2065.  
  2066.   end
  2067.   #--------------------------------------------------------------------------
  2068.   # * Create Dealers Cards5
  2069.   #--------------------------------------------------------------------------
  2070.   def create_players_cards5
  2071.    
  2072.     case
  2073.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 1
  2074.       @pcard51_back = Sprite.new
  2075.       @pcard51_back.bitmap = Cache.picture("CardBack")
  2076.       @pcard51_back.x = 250
  2077.       @pcard51_back.y = 280
  2078.       @pcard51_back.visible = true
  2079.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 2
  2080.       @pcard51_back = Sprite.new
  2081.       @pcard51_back.bitmap = Cache.picture("CardBack")
  2082.       @pcard51_back.x = 230
  2083.       @pcard51_back.y = 280
  2084.       @pcard51_back.visible = true
  2085.       @pcard52_back = Sprite.new
  2086.       @pcard52_back.bitmap = Cache.picture("CardBack")
  2087.       @pcard52_back.x = 270
  2088.       @pcard52_back.y = 280
  2089.       @pcard52_back.visible = true
  2090.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 3
  2091.       @pcard51_back = Sprite.new
  2092.       @pcard51_back.bitmap = Cache.picture("CardBack")
  2093.       @pcard51_back.x = 210
  2094.       @pcard51_back.y = 280
  2095.       @pcard51_back.visible = true
  2096.       @pcard52_back = Sprite.new
  2097.       @pcard52_back.bitmap = Cache.picture("CardBack")
  2098.       @pcard52_back.x = 250
  2099.       @pcard52_back.y = 280
  2100.       @pcard52_back.visible = true
  2101.       @pcard53_back = Sprite.new
  2102.       @pcard53_back.bitmap = Cache.picture("CardBack")
  2103.       @pcard53_back.x = 290
  2104.       @pcard53_back.y = 280
  2105.       @pcard53_back.visible = true
  2106.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 4
  2107.       @pcard51_back = Sprite.new
  2108.       @pcard51_back.bitmap = Cache.picture("CardBack")
  2109.       @pcard51_back.x = 190
  2110.       @pcard51_back.y = 280
  2111.       @pcard51_back.visible = true
  2112.       @pcard52_back = Sprite.new
  2113.       @pcard52_back.bitmap = Cache.picture("CardBack")
  2114.       @pcard52_back.x = 230
  2115.       @pcard52_back.y = 280
  2116.       @pcard52_back.visible = true
  2117.       @pcard53_back = Sprite.new
  2118.       @pcard53_back.bitmap = Cache.picture("CardBack")
  2119.       @pcard53_back.x = 270
  2120.       @pcard53_back.y = 280
  2121.       @pcard53_back.visible = true
  2122.       @pcard54_back = Sprite.new
  2123.       @pcard54_back.bitmap = Cache.picture("CardBack")
  2124.       @pcard54_back.x = 310
  2125.       @pcard54_back.y = 280
  2126.       @pcard54_back.visible = true
  2127.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 5
  2128.       @pcard51_back = Sprite.new
  2129.       @pcard51_back.bitmap = Cache.picture("CardBack")
  2130.       @pcard51_back.x = 170
  2131.       @pcard51_back.y = 280
  2132.       @pcard51_back.visible = true
  2133.       @pcard52_back = Sprite.new
  2134.       @pcard52_back.bitmap = Cache.picture("CardBack")
  2135.       @pcard52_back.x = 210
  2136.       @pcard52_back.y = 280
  2137.       @pcard52_back.visible = true
  2138.       @pcard53_back = Sprite.new
  2139.       @pcard53_back.bitmap = Cache.picture("CardBack")
  2140.       @pcard53_back.x = 250
  2141.       @pcard53_back.y = 280
  2142.       @pcard53_back.visible = true
  2143.       @pcard54_back = Sprite.new
  2144.       @pcard54_back.bitmap = Cache.picture("CardBack")
  2145.       @pcard54_back.x = 290
  2146.       @pcard54_back.y = 280
  2147.       @pcard54_back.visible = true
  2148.       @pcard55_back = Sprite.new
  2149.       @pcard55_back.bitmap = Cache.picture("CardBack")
  2150.       @pcard55_back.x = 330
  2151.       @pcard55_back.y = 280
  2152.       @pcard55_back.visible = true
  2153.     end
  2154.    
  2155.   end
  2156.   #--------------------------------------------------------------------------
  2157.   # * Create Dealers Cards5
  2158.   #--------------------------------------------------------------------------
  2159.   def flip_cards5
  2160.    
  2161.     case
  2162.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 1
  2163.         create_card_51
  2164.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 2
  2165.         create_card_51
  2166.         create_card_52
  2167.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 3
  2168.         create_card_51
  2169.         create_card_52
  2170.         create_card_53
  2171.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 4
  2172.         create_card_51
  2173.         create_card_52
  2174.         create_card_53
  2175.         create_card_54
  2176.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 5
  2177.         create_card_51
  2178.         create_card_52
  2179.         create_card_53
  2180.         create_card_54
  2181.         create_card_55
  2182.       end
  2183.     @unfliped5 = false
  2184.     determine_winner5
  2185.   end
  2186.   #--------------------------------------------------------------------------
  2187.   # * Create Dealers Cards
  2188.   #--------------------------------------------------------------------------
  2189.   def determine_winner5
  2190.     case
  2191.       when V_GAMBLING_MAN::SPECS::GAME1_INFO[0] == 1
  2192.         @dt5 = @d51
  2193.         @pt5 = @p51
  2194.       when V_GAMBLING_MAN::SPECS::GAME2_INFO[0] == 2
  2195.         @dt5 = @d51 + @d52
  2196.         @pt5 = @p51 + @p52
  2197.       when V_GAMBLING_MAN::SPECS::GAME3_INFO[0] == 3
  2198.         @dt5 = @d51 + @d52 + @d53
  2199.         @pt5 = @p51 + @p52 + @p53
  2200.       when V_GAMBLING_MAN::SPECS::GAME4_INFO[0] == 4
  2201.         @dt5 = @d51 + @d52 + @d53 + @d54
  2202.         @pt5 = @p51 + @p52 + @p53 + @p54
  2203.       when V_GAMBLING_MAN::SPECS::GAME5_INFO[0] == 5
  2204.         @dt5 = @d51 + @d52 + @d53 + @d54 + @d55
  2205.         @pt5 = @p51 + @p52 + @p53 + @p54 + @d55
  2206.       end
  2207.    
  2208.     if @dt5 >= @pt5
  2209.       then
  2210.       @create_dealer_wins = Dealer_Wins_Window.new
  2211.       @create_dealer_wins.opacity = 0
  2212.     else
  2213.       @create_player_wins = Player_Wins_Window.new
  2214.       @create_player_wins.opacity = 0
  2215.       reward_gold5
  2216.     end
  2217.    
  2218.   end
  2219.  
  2220.  
  2221.  
  2222.  
  2223.  
  2224.  
  2225. #==============================================================================
  2226. # ** Scene_Base
  2227. #------------------------------------------------------------------------------
  2228. #  This is a super class of all scenes within the game.
  2229. #==============================================================================
  2230.  
  2231. class GambleScene < Scene_Base
  2232.   #--------------------------------------------------------------------------
  2233.   # * Start Processing
  2234.   #--------------------------------------------------------------------------
  2235.   def start
  2236.     super
  2237.     create_title_window
  2238.     create_text_window
  2239.     create_command_window
  2240.     create_gold_window
  2241.     create_bg
  2242.   end
  2243.   #--------------------------------------------------------------------------
  2244.   # * update Processing
  2245.   #--------------------------------------------------------------------------
  2246.   def update
  2247.     super
  2248.     return_scene() if Input.trigger?(:B)
  2249.   end
  2250.   #--------------------------------------------------------------------------
  2251.   # * Create Backgrounds
  2252.   #--------------------------------------------------------------------------
  2253.   def create_bg
  2254.     @bg = Sprite.new
  2255.     @bg = Sprite.new
  2256.     @bg.bitmap = Cache.picture("cardbg")
  2257.     @bg.x = 0
  2258.     @bg.y = 0
  2259.     @bg.zoom_x= Graphics.width.to_f / @bg.width
  2260.     @bg.zoom_y = Graphics.height.to_f / @bg.height
  2261.     @bg.opacity = 255
  2262.     @bg.visible = true  
  2263.   end
  2264.   #--------------------------------------------------------------------------
  2265.   # * Create Title Window
  2266.   #--------------------------------------------------------------------------
  2267.   def create_title_window
  2268.     @title_window = Title_Window.new
  2269.     @title_window.opacity = 0
  2270.   end
  2271.   #--------------------------------------------------------------------------
  2272.   # * Create Text Window
  2273.   #--------------------------------------------------------------------------
  2274.   def create_text_window
  2275.     @text_window = Text_Window.new
  2276.     @text_window.opacity = 0
  2277.   end
  2278.   #--------------------------------------------------------------------------
  2279.   # * Create Command Window
  2280.   #--------------------------------------------------------------------------
  2281.   def create_command_window
  2282.     @command_window = Bet_Command_Window.new
  2283.     @command_window.set_handler(:game1,      method(:command_game1))
  2284.     @command_window.set_handler(:game2,      method(:command_game2))
  2285.     @command_window.set_handler(:game3,      method(:command_game3))
  2286.     @command_window.set_handler(:game4,      method(:command_game4))
  2287.     @command_window.set_handler(:game5,      method(:command_game5))
  2288.     @command_window.back_opacity = 0
  2289.   end
  2290.   #--------------------------------------------------------------------------
  2291.   # * Create Gold Window
  2292.   #--------------------------------------------------------------------------
  2293.   def create_gold_window
  2294.     @gold_window = Window_Gold.new
  2295.     @gold_window.x = Graphics.width - @gold_window.width
  2296.     @gold_window.y = Graphics.height - @gold_window.height
  2297.     @gold_window.back_opacity = 0
  2298.   end
  2299.   #--------------------------------------------------------------------------
  2300.   # * Create Command Game1
  2301.   #--------------------------------------------------------------------------
  2302.   def command_game1
  2303.     SceneManager.call(Game1)
  2304.   end
  2305.   #--------------------------------------------------------------------------
  2306.   # * Create Command Game2
  2307.   #--------------------------------------------------------------------------
  2308.   def command_game2
  2309.     SceneManager.call(Game2)
  2310.   end
  2311.   #--------------------------------------------------------------------------
  2312.   # * Create Command Game3
  2313.   #--------------------------------------------------------------------------
  2314.   def command_game3
  2315.     SceneManager.call(Game3)
  2316.   end
  2317.   #--------------------------------------------------------------------------
  2318.   # * Create Command Game4
  2319.   #--------------------------------------------------------------------------
  2320.   def command_game4
  2321.     SceneManager.call(Game4)
  2322.   end
  2323.   #--------------------------------------------------------------------------
  2324.   # * Create Command Game5
  2325.   #--------------------------------------------------------------------------
  2326.   def command_game5
  2327.     SceneManager.call(Game5)
  2328.   end
  2329.  
  2330. end
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