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- #===================================================================
- # Dodatkowe przedmioty za potwory XP
- # by Ayene
- # 06.09.2010 ver 1.0
- # www.ultimateam.pl
- #===================================================================
- module Ayene
- ITEM = {# ID potwora => [%, id przedmiotu],[%, id przedmiotu], itd.]
- 1 => [[100, 2],[100, 23],[100, 24]],
- 2 => [[100, 3],[100, 23]],
- 5 => [[3, 23]]
- }
- WEAPON = {# ID potwora => [%, id broni],[%, id broni], itd.]
- 1 => [[100, 2]],
- 2 => [[100, 3],[100, 23]],
- }
- ARMOR = {# ID potwora => [%, id pancerza],[%, id pancerza], itd.]
- 1 => [[100, 2],[100, 23]],
- 2 => [[100, 3],[100, 23]],
- }
- # Maksymalna liczba przedmiotów to 6.
- end
- class Scene_Battle
- def start_phase5
- @phase = 5
- $game_system.me_play($game_system.battle_end_me)
- $game_system.bgm_play($game_temp.map_bgm)
- exp = 0
- gold = 0
- treasures = []
- for enemy in $game_troop.enemies
- unless enemy.hidden
- exp += enemy.exp
- gold += enemy.gold
- if rand(100) < enemy.treasure_prob
- if enemy.item_id > 0
- treasures.push($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
- if Ayene::ITEM.include?(enemy.id)
- for i in 0..Ayene::ITEM[enemy.id].size-1
- if rand(100) < Ayene::ITEM[enemy.id][i][0]
- treasures.push($data_items[Ayene::ITEM[enemy.id][i][1]])
- end
- end
- end
- if Ayene::WEAPON.include?(enemy.id)
- for i in 0..Ayene::WEAPON[enemy.id].size-1
- if rand(100) < Ayene::WEAPON[enemy.id][i][0]
- treasures.push($data_weapons[Ayene::WEAPON[enemy.id][i][1]])
- end
- end
- end
- if Ayene::ARMOR.include?(enemy.id)
- for i in 0..Ayene::ARMOR[enemy.id].size-1
- if rand(100) < Ayene::ARMOR[enemy.id][i][0]
- treasures.push($data_armors[Ayene::ARMOR[enemy.id][i][1]])
- end
- end
- end
- end
- end
- treasures = treasures[0..5]
- for i in 0...$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
- $game_party.gain_gold(gold)
- 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
- @result_window = Window_BattleResult.new(exp, gold, treasures)
- @phase5_wait_count = 100
- end
- end
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