# 物品id 变量id
#物品
Z_ITM = {1 => 2
}
#武器
Z_WEP = {1 => 2
}
#防具
Z_ARM = {1 => 2
}
#以上是设置特例
#以下是设置全局
$全局控制掉宝率的变量编号 = 1
class Scene_Battle
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
n = enemy.treasure_prob
#原#:if rand(100) < enemy.treasure_prob
if enemy.item_id > 0
n = enemy.treasure_prob
n += $game_variables[Z_ITM[enemy.item_id]] if Z_ITM[enemy.item_id] != nil
n += $game_variables[$全局控制掉宝率的变量编号]
if rand(100) < n
treasures.push($data_items[enemy.item_id])
end
end
if enemy.weapon_id > 0
n = enemy.treasure_prob
n += $game_variables[Z_WEP[enemy.weapon_id]] if Z_WEP[enemy.weapon_id] != nil
n += $game_variables[$全局控制掉宝率的变量编号]
if rand(100) < n
treasures.push($data_weapons[enemy.weapon_id])
end
end
if enemy.armor_id > 0
n = enemy.treasure_prob
n += $game_variables[Z_ARM[enemy.armor_id]] if Z_ARM[enemy.armor_id] != nil
n += $game_variables[$全局控制掉宝率的变量编号]
if rand(100) < n
treasures.push($data_armors[enemy.armor_id])
end
end
#end
end
end
# 限制宝物数为 6 个
treasures = treasures[0..5]
# 获得 EXP
for i in 0...$game_party.actors.size
actor = $game_party.actors[i]
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