#--------------------------------------------------------------------------
# ● 设置物品或特技对像方的战斗者
# scope : 特技或者是物品的范围
#--------------------------------------------------------------------------
def set_target_battlers(scope)
# 行动方的战斗者是敌人的情况下
if @active_battler.is_a?(Game_Enemy)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 2 # 敌全体
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor].exist?
@target_battlers.push($game_party.actors[actor])
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 4 # 我方全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
enemy = $game_troop.enemies[index]
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
when 6 # 我方全体 (HP 0)
for enemy in $game_troop.enemies
if enemy != nil and enemy.hp0?
@target_battlers.push(enemy)
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
# 行动方的战斗者是角色的情况下
if @active_battler.is_a?(Game_Actor)
# 效果范围分支
case scope
when 1 # 敌单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_troop.smooth_target_enemy(index))
when 2 # 敌全体
for enemy in $game_troop.enemies
if enemy.exist?
@target_battlers.push(enemy)
end
end
when 3 # 我方单体
index = @active_battler.current_action.target_index
@target_battlers.push($game_party.smooth_target_actor(index))
when 4 # 我方全体
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor].exist?
@target_battlers.push($game_party.actors[actor])
end
end
when 5 # 我方单体 (HP 0)
index = @active_battler.current_action.target_index
actor = $game_party.actors[index]
if actor != nil and actor.hp0?
@target_battlers.push(actor)
end
when 6 # 我方全体 (HP 0)
for actor in 0...[$game_party.actors.size,4].min
if $game_party.actors[actor] != nil and $game_party.actors[actor].hp0?
@target_battlers.push($game_party.actors[actor])
end
end
when 7 # 使用者
@target_battlers.push(@active_battler)
end
end
end
#--------------------------------------------------------------------------
# ● 生成行动循序
#--------------------------------------------------------------------------
def make_action_orders
# 初始化序列 @action_battlers
@action_battlers = []
# 添加敌人到 @action_battlers 序列
for enemy in $game_troop.enemies
@action_battlers.push(enemy)
end
# 添加角色到 @action_battlers 序列
for actor in 0...[$game_party.actors.size,4].min
@action_battlers.push($game_party.actors[actor])
end
# 确定全体的行动速度
for battler in @action_battlers
battler.make_action_speed
end
# 按照行动速度从大到小排列
@action_battlers.sort! {|a,b|
b.current_action.speed - a.current_action.speed }
end
#--------------------------------------------------------------------------
# ● 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,4].min
actor = $game_party.actors[i]
if actor.cant_get_exp? == false
last_level = actor.level
actor.exp += exp
if actor.level > last_level
actor.hp = actor.maxhp; actor.sp = actor.maxsp #角色HP SP 等于最大值
@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