YeYe. 发表于 2012-8-12 10:52
那么,如果不限制指定的物品掉率呢?
比如 加XX变量,可以提升所有怪物的物品装备的掉率?
指定的物品掉 ...
if enemy.item_id > 0
n = enemy.treasure_prob
n += $game_variables [ Z_ITM[ enemy.item_id ] ] if Z_ITM[ enemy.item_id ] != nil
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
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
if rand ( 100 ) < n
treasures.push ( $data_armors[ enemy.armor_id ] )
end
end
if enemy.item_id > 0
n = enemy.treasure_prob
n += $game_variables [ Z_ITM[ enemy.item_id ] ] if Z_ITM[ enemy.item_id ] != nil
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
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
if rand ( 100 ) < n
treasures.push ( $data_armors[ enemy.armor_id ] )
end
end
只要对这里的n的运算再增加一步,
代码在下面,可以直接使用、保留单个物品设定,增加全局设定
# 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
# 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