class Scene_Battle
#--------------------------------------------------------------------------
# ● 开始结束战斗回合
#--------------------------------------------------------------------------
def start_phase5
# 转移到回合 5
@phase = 5
# 演奏战斗结束 ME
$game_system.me_play($game_system.battle_end_me)
# 还原为战斗开始前的 BGM
$game_system.bgm_play($game_temp.map_bgm)
# 初始化 EXP、金钱、宝物
exp = 0
gold = 0
treasures = []
# 循环
for enemy in $game_troop.enemies
# 敌人不是隐藏状态的情况下
unless enemy.hidden
# 获得 EXP、增加金钱
exp += enemy.exp
gold += enemy.gold
# 直接指定四格掉落物品的概率,0 不掉,1 總是掉
prob = [1, 0.5, 0.3, 0.2]
# 出现宝物判定
if rand < prob[0]
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
elsif enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
elsif enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
if rand < prob[1]
if enemy.item2_id > 0
treasures.push($data_items[enemy.item2_id])
elsif enemy.weapon2_id > 0
treasures.push($data_weapons[enemy.weapon2_id])
elsif enemy.armor2_id > 0
treasures.push($data_armors[enemy.armor2_id])
end
end
if rand < prob[2]
if enemy.item3_id > 0
treasures.push($data_items[enemy.item3_id])
elsif enemy.weapon3_id > 0
treasures.push($data_weapons[enemy.weapon3_id])
elsif enemy.armor3_id > 0
treasures.push($data_armors[enemy.armor3_id])
end
end
if rand < prob[3]
if enemy.item4_id > 0
treasures.push($data_items[enemy.item4_id])
elsif enemy.weapon4_id > 0
treasures.push($data_weapons[enemy.weapon4_id])
elsif enemy.armor4_id > 0
treasures.push($data_armors[enemy.armor4_id])
end
end
end
end
# 限制宝物数为 8 个
treasures = treasures[0..7]
# 获得 EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
@status_window.level_up(i)
end
end
end
# 获得金钱
$game_party.gain_gold(gold)
# 获得宝物
for item in treasures
case item
when RPG::Item
$game_party.gain_item(item.id, 1)
when RPG::Weapon
$game_party.gain_weapon(item.id, 1)
when RPG::Armor
$game_party.gain_armor(item.id, 1)
end
end
# 生成战斗结果窗口
@result_window = Window_BattleResult.new(exp, gold, treasures)
# 设置等待计数
@phase5_wait_count = 100
end
end
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