# ▽△▽ XRXSv31. MeLT_Shop. フレンドリーショップ・試着室完備 ▽△▽ # # publish 2010/ 4/ 1 # update - 12/23 # #============================================================================== # カスタマイズポイント #============================================================================== module XRXSV31 # # コマンド配列 # 0 : 購入する, 1 : 売却する, 2 : 装備・試着 # CommandIDs = [0,1,2] FirstIndex = 0 # # 選択肢 # Buy_S = "購入する。" Sell_S = "売却する。" NO_S = "やっぱりやめる。" # # 装備画面を呼ぶ時にショップアイテムを借りる?(試着) # Rent = true end module Vocab def self.fitting return "装備・試着" end ShopBuy = "購入" ShopSell = "売却" Possession = "所持数" Money = "所持金" TotalPrice = "合計金額" end #============================================================================== # カスタマイズポイント - 店員メッセージタイプ #============================================================================== module XRXSV31 # # 接客セリフタイプ設定 # Messages = [] Messages[101] = "People1-4" Messages[102] = "いらっしゃいませー。" Messages[103] = "" Messages[104] = "他にいかがいたしましょう。" Messages[105] = "" Messages[106] = "合計 %d %s になります。" Messages[107] = "よろしいですか?" Messages[108] = "お買い上げありがとうございまーす。" Messages[109] = "" Messages[110] = "買取合計 %d %s にて買い取らせて" Messages[111] = "いただきますが、よろしいですか?" Messages[112] = "ご利用ありがとうございましたー。" Messages[113] = "またどうぞー。" Messages[201] = "People1-5" Messages[202] = "らっしゃい。" Messages[203] = "どうぞ見ていってくれ。" Messages[204] = "他に何か用はあるかい?" Messages[205] = "" Messages[206] = "合計は・・・ %d %s だな、" Messages[207] = "購入するかい?" Messages[208] = "まいどどうも。" Messages[209] = "また是非きてくれ。" Messages[210] = "買取合計 %d %s にて引き取らせて" Messages[211] = "もらうが、よろしいか?" Messages[212] = "確かに。" Messages[213] = "またぜひ利用してくれ。" Messages[301] = "People4-5" Messages[302] = "はいどうもどうもいらっしゃい。" Messages[303] = "" Messages[304] = "他にいかがいたしますかな?" Messages[305] = "" Messages[306] = "それでは、しめて %d %s になりますな、" Messages[307] = "よろしいですかな?" Messages[308] = "お買い上げ、まことにありがとうございます。" Messages[309] = "今後ともどうぞよろしくおねがいします。" Messages[310] = "では、 %d %s にて引き取らせて" Messages[311] = "いただきましょうかな?" Messages[312] = "ご利用まことに感謝いたします。" Messages[313] = "" Messages[401] = "People2-8" Messages[402] = "あ、お客?" Messages[403] = "適当に見てってね。" Messages[404] = "他に何か用は?" Messages[405] = "" Messages[406] = "・・・、 %d %s 、" Messages[407] = "いい?" Messages[408] = "・・・どうも。" Messages[409] = "" Messages[410] = "・・・、 %d %s で買うわ。" Messages[411] = "いい?" Messages[412] = "確かに頂いたわ。" Messages[413] = "他に何か買っていってよね。" end #============================================================================== # 売却アイテムの価格比率 #============================================================================== class Window_ShopItem < Window_Selectable end class Window_ShopSell < Window_ShopItem def price(index = self.index) return super / 2 end end #============================================================================== # アイテム最大個数 #============================================================================== class Game_Party < Game_Unit ITEM_MAX = 99 end #============================================================================== # ショップメッセージタイプの設定 / ショップアイテム価格指定 #============================================================================== class Game_Temp attr_accessor :shop_message_type def shop_prices @shop_prices = {} if @shop_prices == nil return @shop_prices end def shop_item_price(item_id, new_price) self.shop_prices[$data_items[item_id]] = new_price end def shop_weapon_price(weapon_id, new_price) self.shop_prices[$data_weapons[weapon_id]] = new_price end def shop_armor_price(armor_id, new_price) self.shop_prices[$data_armors[armor_id]] = new_price end end #============================================================================== # ショップコマンド #============================================================================== class Window_SlideCommand < Window_Command end class Window_ShopCommand < Window_SlideCommand def initialize @clear_style = ((XRXSV10::BG_NAME rescue "").size >= 1) s1 = Vocab::ShopBuy s2 = Vocab::ShopSell s3 = Vocab::fitting commandnames = [s1,s2,s3] commands = [] @command_ids = XRXSV31::CommandIDs - ($game_temp.shop_purchase_only ? [1] : []) for id in @command_ids commands.push(commandnames[id]) end super(160, commands) self.x = -12 self.y = (@clear_style ? 72 : 56) end def command_id return @command_ids[self.index] end def update_help id = XRXSV26::CommandIDs[self.index] str = XRXSV26::HelpText[id].to_s @help_window.set_text(str) end end class Window_ShopBack < Window_Selectable def initialize super(0, 56, 544, 304) self.z = 0 end end #============================================================================== # 試着アイテム管理 #============================================================================== class Game_Temp attr_accessor :shop_fitting_items end if XRXSV31::Rent class Scene_Shop < Scene_Base #-------------------------------------------------------------------------- # 試着アイテムの入手と返却 #-------------------------------------------------------------------------- def gain_fitting_items $game_temp.shop_fitting_items = [] shop_goods = $game_temp.shop_goods for goods_item in shop_goods case goods_item[0] when 1 item = $data_weapons[goods_item[1]] when 2 item = $data_armors[goods_item[1]] end if item != nil and not $game_party.has_item?(item, true) $game_temp.shop_fitting_items.push(item) end end for item in $game_temp.shop_fitting_items $game_party.gain_item(item, 1) end end def lose_fitting_items $game_temp.shop_fitting_items = [] if $game_temp.shop_fitting_items == nil for item in $game_temp.shop_fitting_items $game_party.lose_item(item, 1, true) end $game_temp.shop_fitting_items.clear end end end #============================================================================== # ■ Scene_Shop #============================================================================== class Scene_Shop < Scene_Base #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- def start lose_fitting_items if XRXSV31::Rent #* super create_menu_background @message_type = $game_temp.shop_message_type.to_i @clear_style = @menuback2_sprite != nil @buy_window = Window_ShopBuy.new(0, 0) @buy_window.visible = false @buy_window.active = false @sell_window = Window_ShopSell.new(0, 0) @sell_window.visible = false @sell_window.active = false @gold_window = Window_ShopGold.new @status_window = Window_ShopStatusEx.new(0, 0) if @clear_style @status_window.opacity = 0 else @back_window = Window_ShopBack.new end create_command_window @command_window.index = XRXSV31::FirstIndex @help_window = Window_Help.new @help_window.y = Graphics.height - @help_window.height @buy_window.help_window = @help_window @sell_window.help_window = @help_window @message_window = Window_ShopMessage.new @message_window.z += 5 @actor = $game_party.members[0] show_message_at(2) show_message_at(3) @active_window = nil @confirming = false end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- def terminate super dispose_menu_background dispose_command_window @message_window.dispose @help_window.dispose @status_window.dispose @buy_window.dispose @sell_window.dispose @gold_window.dispose @back_window.dispose if @back_window != nil $game_temp.shop_message_type = 0 unless $scene.is_a?(Scene_ShopEquip) end #-------------------------------------------------------------------------- # メッセージの表示 #-------------------------------------------------------------------------- def show_message_at(id) if @message_type >= 1 str = XRXSV31::Messages[@message_type * 100 + id].to_s if str.to_s.size >= 1 face_s = XRXSV31::Messages[@message_type * 100 + 1].to_s if face_s.size >= 1 $game_message.face_name = face_s[0, face_s.size - 2] $game_message.face_index = [(face_s[face_s.size-1, 1].to_i - 1), 0].max end case id when 6, 7, 10, 11 str = sprintf(str, @active_window.total_price.to_s, Vocab.gold) end $game_message.texts.push(str) end end end def show_message_choice_at(buy_or_sell) if buy_or_sell == 1 choice1 = XRXSV31::Buy_S else choice1 = XRXSV31::Sell_S end choice2 = XRXSV31::NO_S n = $game_message.texts.size $game_message.choice_start = n $game_message.texts.push(choice1) $game_message.texts.push(choice2) $game_message.choice_max = 2 end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- def update super update_menu_background @message_window.update unless Input.trigger?(Input::C) @help_window.update @gold_window_update @command_window.update if @confirming update_input_choice elsif @active_window != nil @active_window.update update_item_selection elsif @command_window.active update_command_selection end end #-------------------------------------------------------------------------- # ● コマンドウィンドウの作成 #-------------------------------------------------------------------------- def create_command_window @command_window = Window_ShopCommand.new @command_window.index = XRXSV31::FirstIndex end #-------------------------------------------------------------------------- # ● コマンドウィンドウの解放 #-------------------------------------------------------------------------- def dispose_command_window @command_window.dispose end #-------------------------------------------------------------------------- # メッセージの中止 #-------------------------------------------------------------------------- def terminate_message @message_window.finish_message @message_window.terminate_message end #-------------------------------------------------------------------------- # フレーム更新 - 選択肢 #-------------------------------------------------------------------------- def update_input_choice return unless @message_window.active if Input.trigger?(Input::B) or (Input.trigger?(Input::C) and @message_window.index == 1) Sound.play_cancel terminate_message @message_window.active = false @active_window.active = true @confirming = false elsif Input.trigger?(Input::C) and @message_window.index == 0 Sound.play_shop terminate_message if @active_window == @buy_window @buy_window.buy! show_message_at(8) show_message_at(9) else @sell_window.sell! show_message_at(12) show_message_at(13) end @sell_window.refresh end_item_selection @gold_window.set_gold @confirming = false end end #-------------------------------------------------------------------------- # ● コマンド選択の更新 #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel terminate_message $scene = Scene_Map.new $game_temp.shop_prices.clear elsif Input.trigger?(Input::C) terminate_message Sound.play_decision @command_window.decide! rescue nil @command_window.active = false case @command_window.command_id when 0 # 購入する @active_window = @buy_window when 1 # 売却する @active_window = @sell_window when 2 # 装備・試着 gain_fitting_items if XRXSV31::Rent $scene = Scene_ShopEquip.new(0, 0) return end @active_window.active = true @active_window.visible = true @active_window.index = 0 end end #-------------------------------------------------------------------------- # アイテムリスト選択の終了 #-------------------------------------------------------------------------- def end_item_selection @command_window.cancel! rescue nil @command_window.active = true @active_window.active = false @active_window.visible = false @active_window.index = -1 @active_window.reset_numbers @active_window = nil @help_window.set_text("") @status_window.item = nil @gold_window.set_price(0) end #-------------------------------------------------------------------------- # ● 購入/売却アイテム選択の更新 #-------------------------------------------------------------------------- def update_item_selection @status_window.item = @buy_window.item if Input.repeat?(Input::RIGHT) @active_window.up! @gold_window.set_price(@active_window.total_price) elsif Input.repeat?(Input::LEFT) @active_window.down! @gold_window.set_price(@active_window.total_price) elsif Input.trigger?(Input::B) Sound.play_cancel end_item_selection show_message_at(4) show_message_at(5) elsif Input.trigger?(Input::C) if @active_window.total_price == 0 @active_window.up! @gold_window.set_price(@active_window.total_price) end if @active_window.total_price == 0 Sound.play_buzzer else Sound.play_decision @active_window.active = false @help_window.set_text("") terminate_message if @active_window == @buy_window show_message_at(6) show_message_at(7) show_message_choice_at(1) else show_message_at(10) show_message_at(11) show_message_choice_at(2) end @confirming = true end end end end #============================================================================== # 専用メッセージウィンドウ #============================================================================== class Window_ShopMessage < Window_Message def input_choice end end #============================================================================== # ステータス変化小窓 #============================================================================== class Window_ShopStatusEx < Window_ShopStatus WLH = 32 #-------------------------------------------------------------------------- # ▽ オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y) n = [[Game_Party::MAX_MEMBERS, 4].min, $game_party.members.size].max #h = n * WLH + 32 #y = 416 - (h + 56) super(0, 0) self.width = Graphics.width self.height = 64 self.y = -4 @back_window = Window_Selectable.new(0,0,544,56) @back_window.z = 0 self.opacity = 0 @back_window.opacity = 255 create_contents refresh end def dispose @back_window.dispose super end def opacity=(n) @back_window.opacity = n super end #-------------------------------------------------------------------------- # ▽ リフレッシュ #-------------------------------------------------------------------------- def refresh self.contents.clear if @item != nil w = ($game_party.members.size >= 6 ? 64 : 96) for actor in $game_party.members x = w * actor.index draw_actor_parameter_change(actor, x, 0) end end end #-------------------------------------------------------------------------- # ▽ アクターの現装備と能力値変化の描画 #-------------------------------------------------------------------------- def draw_actor_parameter_change(actor, x, y) return if @item.is_a?(RPG::Item) enabled = actor.equippable?(@item) draw_character(actor.character_name, actor.character_index, x + 16, y + 32, (enabled ? 255 : 128)) if @item.is_a?(RPG::Weapon) item1 = weaker_weapon(actor) elsif actor.two_swords_style and @item.kind == 0 item1 = nil else item1 = actor.equips[1 + @item.kind] end if enabled if @item.is_a?(RPG::Weapon) if @item.atk >= @item.spi str = Vocab.atk pow1 = item1 == nil ? 0 : item1.atk pow2 = @item == nil ? 0 : @item.atk else str = Vocab.spi pow1 = item1 == nil ? 0 : item1.spi pow2 = @item == nil ? 0 : @item.spi end change = pow2 - pow1 else if @item.def >= @item.spi str = Vocab.def pow1 = item1 == nil ? 0 : item1.def pow2 = @item == nil ? 0 : @item.def else str = Vocab.spi pow1 = item1 == nil ? 0 : item1.spi pow2 = @item == nil ? 0 : @item.spi end change = pow2 - pow1 end if $game_party.members.size <= 5 self.contents.font.color = system_color self.contents.font.size = 12 self.contents.draw_text(x + 32, y, 32, WLH, str) n = 64 else n = 32 end self.contents.font.color = new_parameter_color(pow1, pow2) self.contents.font.size = 18 self.contents.draw_text(x + n, y, 64, WLH, sprintf("%+d", change)) end end #-------------------------------------------------------------------------- # ▽ 歩行グラフィックの描画 #-------------------------------------------------------------------------- def draw_character(character_name, character_index, x, y, opacity = 255) return if character_name == nil bitmap = Cache.character(character_name) sign = character_name[/^[\!\$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = character_index src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch) self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, opacity) end #-------------------------------------------------------------------------- # 装備変更後の能力値の描画色取得 #-------------------------------------------------------------------------- def new_parameter_color(old_value, new_value) if new_value > old_value # 強くなる return power_up_color elsif new_value == old_value # 変わらず return normal_color else # 弱くなる return power_down_color end end end #============================================================================== # ナンバー描画への対応 #============================================================================== module XRXSVForDNX def draw_number(x, y, width, height, number, align, skin, opacity = 224) self.draw_text(x, y, width, height, number, align) end def draw_number_l(x, y, width, height, number, align = 0) skin = Cache.system(XRXSVDsIn::NumberL) rescue nil self.draw_number(x, y, width, height, number, align, skin) end def draw_number_s(x, y, width, height, number, align = 0) skin = Cache.system(XRXSVDsIn::NumberS) rescue nil self.draw_number(x, y, width, height, number, align, skin) end end class Bitmap include XRXSVForDNX end #============================================================================== # 金額表示 #============================================================================== class Window_ShopGold < Window_Selectable def initialize super(160,64,256,72) self.opacity = 0 self.contents.font.size = 14 set_gold() set_price(0) end def set_refresh(index) s = (index == 0 ? Vocab::Money : Vocab::TotalPrice) n = (index == 0 ? $game_party.gold : @total_price) w = self.contents.width h = self.contents.height / 2 rect = Rect.new(0, h * index, w, h) self.contents.clear_rect(rect) self.contents.font.color = system_color self.contents.draw_text(rect.x, rect.y, 56, h, s) self.contents.draw_text(rect.x + 128, rect.y, 32, h, Vocab.gold, 2) self.contents.font.color = normal_color self.contents.draw_number_s(rect.x + 56, rect.y, 72, h, n, 2) end def set_gold set_refresh(0) end def set_price(total_price) @total_price = total_price set_refresh(1) end end #============================================================================== # シッョプアイテムウィンドウ #============================================================================== class Window_ShopItem < Window_Selectable #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize(x, y) super(148, 112, 396, 248) self.opacity = 0 @numbers = [] @total_price = 0 @data = [] setup refresh end def setup end #-------------------------------------------------------------------------- # ● リフレッシュ #-------------------------------------------------------------------------- def refresh @item_max = @data.size create_contents for i in 0...@item_max draw_item(i) end end #-------------------------------------------------------------------------- # 有効? #-------------------------------------------------------------------------- def enable?(item) return (item.price <= $game_party.gold) end #-------------------------------------------------------------------------- # ● 項目の描画 #-------------------------------------------------------------------------- def draw_item(index) rect = item_rect(index) y = rect.y h = rect.height buys = @numbers[index].to_i item = @data[index] number = $game_party.item_number(item) enabled = enable?(item) gold_str_width = (rect.width >= 378 ? 44 : 28) self.contents.clear_rect(rect) return if item == nil self.contents.font.size = 18 self.contents.font.color = normal_color refresh_number(index, buys) w = 32 x = 48 self.contents.font.size = 16 self.contents.font.color = normal_color self.contents.draw_text(x, y, w, h, "(" + number.to_s + ")", 2) x = 80 draw_item_name(item, x, y, enabled) w = 48 x = rect.width - (gold_str_width + 12) - 48 self.contents.font.size = 16 self.contents.font.color = normal_color self.contents.draw_number_s(x, y, w, h, self.price(index), 2) w = gold_str_width x = rect.width - (gold_str_width + 4) self.contents.font.size = 16 self.contents.font.color = system_color self.contents.draw_text(x, y, w, h, Vocab.gold) end #-------------------------------------------------------------------------- # 数値部分の表示更新 #-------------------------------------------------------------------------- def refresh_number(index = self.index, number = self.number) rect = item_rect(index) rect.width = 48 n = (WLH - 16) / 2 self.contents.clear_rect(rect) item = @data[index] return if item == nil # if number >= 1 skin_rect = Rect.new( 72, 24, 16, 16) self.contents.blt(rect.x - 4, rect.y + n, self.windowskin, skin_rect) end if number < Game_Party::ITEM_MAX skin_rect = Rect.new(104, 24, 16, 16) self.contents.blt(rect.x + 36, rect.y + n, self.windowskin, skin_rect) end self.contents.font.color = normal_color self.contents.draw_number_s(rect.x + 12, rect.y, 22, WLH, number, 2) end #-------------------------------------------------------------------------- # 金額計算式 #-------------------------------------------------------------------------- def price(index = self.index) return (@data[index] == nil ? 0 : @data[index].price) end #-------------------------------------------------------------------------- # 個数変更 #-------------------------------------------------------------------------- def up! if self.number < self.get_max Sound.play_cursor number_plus(1) elsif self.number >= 1 Sound.play_cursor number_plus(-self.number) end end def down! number = self.number if number >= 1 Sound.play_cursor number_plus(-1) elsif self.get_max >= 1 Sound.play_cursor number_plus(self.get_max) end end def number_plus(n) @numbers[self.index] = self.number + n refresh_number @total_price += self.price * n end #-------------------------------------------------------------------------- # 個数のリセット #-------------------------------------------------------------------------- def reset_numbers for i in 0...@item_max refresh_number(i, 0) end @numbers.clear @total_price = 0 end #-------------------------------------------------------------------------- # 取得 #-------------------------------------------------------------------------- def number return @numbers[self.index].to_i end def item return @data[self.index] end def total_price return @total_price end #-------------------------------------------------------------------------- # ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(item == nil ? "" : item.description) end end #============================================================================== # シッョプアイテムウィンドウ - 購入 #============================================================================== class Window_ShopBuy < Window_ShopItem #-------------------------------------------------------------------------- # アイテムリストの初期化 #-------------------------------------------------------------------------- def setup @data.clear @shop_goods = $game_temp.shop_goods for goods_item in @shop_goods case goods_item[0] when 0 item = $data_items[goods_item[1]] when 1 item = $data_weapons[goods_item[1]] when 2 item = $data_armors[goods_item[1]] end if item != nil new_price = $game_temp.shop_prices[item] if new_price != nil item = item.dup item.price = new_price end @data.push(item) end end end #-------------------------------------------------------------------------- # 購入!! #-------------------------------------------------------------------------- def buy! $game_party.lose_gold(self.total_price) for i in 0...@item_max $game_party.gain_item(@data[i], @numbers[i]) if @numbers[i].to_i >= 1 end self.reset_numbers self.refresh end #-------------------------------------------------------------------------- # 現在カーソル位置で入力可能な最大個数 #-------------------------------------------------------------------------- def get_max n = ($game_party.gold - @total_price - self.price * self.number) / self.price n = [n, Game_Party::ITEM_MAX - $game_party.item_number(self.item)].min return n end end #============================================================================== # シッョプアイテムウィンドウ - 売却 #============================================================================== class Window_ShopSell < Window_ShopItem #-------------------------------------------------------------------------- # アイテムリストの初期化 #-------------------------------------------------------------------------- def setup @data.clear for item in $game_party.items next if item.price == 0 @data.push(item) end @data = [nil] if @data.size == 0 end def refresh setup super end #-------------------------------------------------------------------------- # 売却!! #-------------------------------------------------------------------------- def sell! $game_party.gain_gold(self.total_price) for i in 0...@item_max $game_party.lose_item(@data[i], @numbers[i]) if @numbers[i].to_i >= 1 end self.reset_numbers self.refresh end #-------------------------------------------------------------------------- # 現在カーソル位置で入力可能な最大個数 #-------------------------------------------------------------------------- def get_max return $game_party.item_number(self.item) end #-------------------------------------------------------------------------- # 有効? #-------------------------------------------------------------------------- def enable?(item) return true end end #============================================================================== # 店装備シーン #============================================================================== class Scene_ShopEquip < Scene_Equip #-------------------------------------------------------------------------- # ▼ 元の画面へ戻る #-------------------------------------------------------------------------- def return_scene $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # ▼ 次のアクターの画面に切り替え #-------------------------------------------------------------------------- def next_actor @actor_index += 1 @actor_index %= $game_party.members.size $scene = Scene_ShopEquip.new(@actor_index, @equip_window.index) end #-------------------------------------------------------------------------- # ▼ 前のアクターの画面に切り替え #-------------------------------------------------------------------------- def prev_actor @actor_index += $game_party.members.size - 1 @actor_index %= $game_party.members.size $scene = Scene_ShopEquip.new(@actor_index, @equip_window.index) end #-------------------------------------------------------------------------- # ▽ ステータス画面へ #-------------------------------------------------------------------------- def go_status_scene $scene = Scene_ShopStatus.new(@actor_index) end end #============================================================================== # 店ステータスシーン #============================================================================== class Scene_ShopStatus < Scene_Status #-------------------------------------------------------------------------- # ▼ 元の画面へ戻る #-------------------------------------------------------------------------- def return_scene $scene = Scene_Shop.new end #-------------------------------------------------------------------------- # ▼ 次のアクターの画面に切り替え #-------------------------------------------------------------------------- def next_actor @actor_index += 1 @actor_index %= $game_party.members.size $scene = Scene_ShopStatus.new(@actor_index) end #-------------------------------------------------------------------------- # ▼ 前のアクターの画面に切り替え #-------------------------------------------------------------------------- def prev_actor @actor_index += $game_party.members.size - 1 @actor_index %= $game_party.members.size $scene = Scene_ShopStatus.new(@actor_index) end #-------------------------------------------------------------------------- # ▽ 装備画面へ #-------------------------------------------------------------------------- def go_equip_scene $scene = Scene_ShopEquip.new(@actor_index, 0) end end