#--------------------------------------------------------------------------
# ● 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 $game_troop.enemies
# 敌人不是隐藏状态的情况下
unless enemy.hidden
# 获得 EXP、增加金钱
exp += enemy.exp
gold += enemy.gold
# 出现宝物判定
if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
treasures.push($data_items[enemy.item_id])
end
if enemy.weapon_id > 0
treasures.push($data_weapons[enemy.weapon_id])
end
if enemy.armor_id > 0
treasures.push($data_armors[enemy.armor_id])
end
end
end
end
# 限制宝物数为 6 个
treasures = treasures[0..5]
# 获得 EXP
available_actors = []
# 计算可获得经验的队员集合
for i in $game_party.actors
available_actors.push(i) if !i.cant_get_exp?
end
# 获取可获得经验的队员数
num = available_actors.size
if num != 0
# 获取整平均分配的经验
even_exp = exp / num
# 获取整平均分配之后的余数
rest_exp = exp % num
# 获得 EXP
for i in available_actors
i.exp += even_exp
end
# 随机分配余下的 n 点经验
for i in 0...rest_exp
r = rand(num)
available_actors[r].exp += 1
available_actors.delete_at(r)
num = available_actors.size
end
# 显示升级标志
for i in 0...$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
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
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