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Lv3.寻梦者 双子人
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试验成功!把脚本发上来……
效果图:
脚本:(在Main前面插入)- #==============================================================================
- # ■ Window_BattleResult
- #------------------------------------------------------------------------------
- # 战斗结束时、显示获得的 EXP 及金钱的窗口。
- #==============================================================================
- class Window_BattleResult < Window_Base
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # exp : EXP
- # gold : 金钱
- # treasures : 宝物
- #--------------------------------------------------------------------------
- def initialize(exp, gold, treasures,number)
- @exp = exp
- @gold = gold
- @treasures = treasures
- @number = number
- super(160, 0, 320, @treasures.size * 32 + 64)
- self.contents = Bitmap.new(width - 32, height - 32)
- self.y = 160 - height / 2
- self.back_opacity = 160
- self.visible = false
- refresh
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- x = 4
- self.contents.font.color = normal_color
- cx = contents.text_size(@exp.to_s).width
- self.contents.draw_text(x, 0, cx, 32, @exp.to_s)
- x += cx + 4
- self.contents.font.color = system_color
- cx = contents.text_size("EXP").width
- self.contents.draw_text(x, 0, 64, 32, "EXP")
- x += cx + 16
- self.contents.font.color = normal_color
- cx = contents.text_size(@gold.to_s).width
- self.contents.draw_text(x, 0, cx, 32, @gold.to_s)
- x += cx + 4
- self.contents.font.color = system_color
- self.contents.draw_text(x, 0, 128, 32, $data_system.words.gold)
- y = 32
- for item in [email protected]
- draw_item_name(@treasures[item], 4, y)
- self.contents.draw_text(100, y, 64, 32, "×"+@number[item].to_s)
- y += 32
- end
- end
- end
复制代码 另一段:- #==============================================================================
- # ■ Scene_Battle (追加定义)
- #------------------------------------------------------------------------------
- # 处理战斗画面的类。
- #==============================================================================
- 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 $game_troop.enemies
- # 敌人不是隐藏状态的情况下
- unless enemy.hidden
- # 获得 EXP、增加金钱
- exp += enemy.exp
- gold += enemy.gold
- # 出现宝物判定
- if rand(100) < enemy.treasure_prob
- if enemy.item_id > 0
- treasures.push($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
- 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
- #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- real_trea = []
- number = []
- for real in treasures
- if real_trea.include?(real)
- number[real_trea.index(real)] += 1
- else
- real_trea.push(real)
- number.push(1)
- end
- end
- #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- # 生成战斗结果窗口
- @result_window = Window_BattleResult.new(exp, gold, real_trea,number)
- # 设置等待计数
- @phase5_wait_count = 100
- end
- end
复制代码 |
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