dead-end-colosseum/www/js/plugins/JsScript36Set.js
2026-01-20 13:19:17 -06:00

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const PN_ShopWin = PN_Layer1 + 5;
const PN_IBtn = PN_ShopWin + 1;
const PN_INameTxt = PN_IBtn + 8;
const PN_IValTxt = PN_INameTxt + 8;
const PN_IIco = PN_IValTxt + 8;
const PN_ISelWin = PN_IIco + 8;
const PN_ISelIco = PN_ISelWin + 1;
const PN_ISelName = PN_ISelIco + 2;
const PN_ISetuTxt = PN_ISelName + 3;
const PN_ICkWin = PN_Layer2 + 1;
const PN_ICkTxt = PN_ICkWin + 1;
const PN_ICkKosu = PN_ICkTxt + 1;
const PN_ICkRight = PN_ICkKosu + 1;
const PN_ICkLeft = PN_ICkRight + 1;
const PN_ICkGoldTxt = PN_ICkLeft + 1;
const PN_IGoldWin = 110;
const PN_IGoldTxt = PN_IGoldWin + 1;
const PN_IFuki = 157;
const PN_IFukiTxt = PN_IFuki + 1;
let _ShopType = null;
let ShopType = {
アイテム: 1,
ガン: 2
};
const ShopMaxDrawCount = 8;
//配列 [Type , アイテムNo , 個数(99で無限)]
let Shop保存 = Game_System.prototype.initialize;
Game_System.prototype.initialize = function () {
Shop保存.call(this);
this.ItemShop = [];
this.ItemFZure = new Pos2D(0, 0);
this.ItemFuki = [];
this.GunShop = [];
this.GunFZure = new Pos2D(0, 0);
this.GunFuki = [];
};
class SItm {
constructor(_Type, _No, _Cnt) {
this._Type = _Type; //Typeは 0:アイテム , 1:武器 , 2:防具(装飾) となる
this._No = _No;
this._Cnt = _Cnt;
}
}
let IType = {
アイテム: 0,
武器: 1,
装飾: 2
};
class SFuki {
constructor(_Type, _Self1, _Self2, _Katati) {
this._Type = _Type;
this._Self1 = _Self1;
this._Self2 = _Self2;
this._Katati = _Katati;
}
}
let Ftype = {
初期: 1,
確認: 2,
購入: 3,
不足: 4,
売切: 5,
定期: 6,
最大: 7 
};
let ItemShop_Reset = function () {
$gameSystem.ItemShop = [];
}
let ItemShop_Set = function (_Type, _No, _Cnt) {
_Cnt = typeof _Cnt !== 'undefined' ? _Cnt : 99;
let _SetItm = new SItm(_Type, _No, _Cnt);
$gameSystem.ItemShop.push(_SetItm);
}
let ItemShop_Add = function (_Type, _No, _Cnt) {
_newFlg = true;
for (let i = 0; i <= $gameSystem.ItemShop.length - 1; i++) {
if ($gameSystem.ItemShop[i]._Type == _Type) {
if ($gameSystem.ItemShop[i]._No == _No) {
$gameSystem.ItemShop[i]._Cnt += _Cnt;
_newFlg = false;
}
}
}
if (_newFlg) {
let _SetItm = new SItm(_Type, _No, _Cnt);
$gameSystem.ItemShop.push(_SetItm);
}
}
let ItemFuki_ReSet = function () {
$gameSystem.ItemFuki = [];
}
let ItemFuki_Zure = function (_SetX, _SetY) {
_SetX = typeof _SetX !== 'undefined' ? _SetX : 0;
_SetY = typeof _SetY !== 'undefined' ? _SetY : 0;
$gameSystem.ItemFZure = new Pos2D(_SetX, _SetY);
}
let ItemFuki_Set = function (_Type, _Self1, _Self2, _吹形) {
_Self1 = typeof _Self1 !== 'undefined' ? _Self1 : "";
_Self2 = typeof _Self2 !== 'undefined' ? _Self2 : "";
_吹形 = typeof _吹形 !== 'undefined' ? _吹形 : 0;
$gameSystem.ItemFuki.push(new SFuki(_Type, _Self1, _Self2, _吹形));
}
let GunShop_Reset = function () {
$gameSystem.GunShop = [];
}
let GunShop_Set = function (_Type, _No, _Cnt) {
_Cnt = typeof _Cnt !== 'undefined' ? _Cnt : 99;
let _SetItm = new SItm(_Type, _No, _Cnt);
$gameSystem.GunShop.push(_SetItm);
}
let GunShop_Add = function (_Type, _No, _Cnt) {
let _newFlg = true;
for (let i = 0; i <= $gameSystem.GunShop.length - 1; i++) {
if ($gameSystem.GunShop[i]._Type == _Type) {
if ($gameSystem.GunShop[i]._No == _No) {
$gameSystem.GunShop[i]._Cnt += _Cnt;
_newFlg = false;
}
}
}
if (_newFlg) {
let _SetItm = new SItm(_Type, _No, _Cnt);
$gameSystem.GunShop.push(_SetItm);
}
}
let GunFuki_ReSet = function () {
$gameSystem.GunFuki = [];
}
let GunFuki_Zure = function (_SetX, _SetY) {
_SetX = typeof _SetX !== 'undefined' ? _SetX : 0;
_SetY = typeof _SetY !== 'undefined' ? _SetY : 0;
$gameSystem.GunFZure = new Pos2D(_SetX, _SetY);
}
let GunFuki_Set = function (_Type, _Self1, _Self2, _吹形) {
_Self1 = typeof _Self1 !== 'undefined' ? _Self1 : "";
_Self2 = typeof _Self2 !== 'undefined' ? _Self2 : "";
_吹形 = typeof _吹形 !== 'undefined' ? _吹形 : 0;
$gameSystem.GunFuki.push(new SFuki(_Type, _Self1, _Self2, _吹形));
}
let GetShopItemViewCount = function () {
let rtnCnt = 0;
for (let i = 0; i < $gameSystem.ItemShop.length; i++) {
if ($gameSystem.ItemShop[i]._Cnt > 0) rtnCnt++;
}
return rtnCnt;
}
let ShopCBMap = [];
let _SType = 0;
let ShopPic = "pictures/Adv/L1_Item/";
let shop_flame = 0;
let IPos = new Pos2D(694, 165);
let _ShopArr = [];
let _ShopFuki = [];
let _ShopFZure = new Pos2D(0, 0);
let _shopSelNo = 0;
let _shopLayer = 0;
let _shop_CN = 0;
let _shopTcPic = [];
let _GunShopFlg = false;
Game_Interpreter.prototype.Adv_L1ShopView = function (_SetSType, _No) {
_No = typeof _No !== 'undefined' ? _No : 0;
_SType = _SetSType;
shop_flame = 0;
_shopSelNo = _No;
_shopLayer = 0;
_shopFタイミング = Ftype.初期;
_shopFukiflame = 0;
_shopFukiVNo = 0;
switch (_SType) {
case ShopType.アイテム:
ShopPic = "pictures/Adv/L1_Item/";
_shop_CN = 20;
_GunShopFlg = false;
_ShopArr = $gameSystem.ItemShop.slice();
_ShopFuki = $gameSystem.ItemFuki.slice();
_ShopFZure = $gameSystem.ItemFZure;
break;
case ShopType.ガン:
ShopPic = "pictures/Adv/L1_GunShop/";
_shop_CN = 21;
_GunShopFlg = true;
_ShopArr = $gameSystem.GunShop.slice();
_ShopFZure = $gameSystem.GunFZure;
_ShopFuki = $gameSystem.GunFuki.slice();
break;
}
ShopCBMap = [];
this.DelPictSpan(PN_INameTxt , PN_ISelWin - 1);
for (let i = 0; i <= _ShopArr.length - 1; i++) {
if (_ShopArr[i]._Cnt == 0) {
_ShopArr.splice(i , 1);
i--;
}
}
_ShopArr.sort((a, b) => a._No - b._No);
_ShopArr.sort((a, b) => a._Type - b._Type);
for (let i = 0; i <= _ShopArr.length - 1; i++) {
let _SetX = IPos._x;
let _SetY = IPos._y + (45 * i);
if (i == 0) {
this.MovePict(PN_AdvSell, _SetX - 27, _SetY + 17 + (45 * _shopSelNo), 5);
this.Adv_L1Shop_SelDraw();
}
_ShopGetSel(_ShopArr[i]._Type, _ShopArr[i]._No);
D_Text_Cng_font = "Makinas";
let _OW = "\\oc[rgba(0,0,0,1)]";
let _SetStr = _OW + "\\I[" + _SelIco + "] " + _SetName + "";
if (_ShopArr[i]._Cnt != -1 && !_GunShopFlg) {
_SetStr += "Stock:" + _ShopArr[i]._Cnt + "";
}
let _MoneyLowFlg = _SetPrice > $gameParty._gold;
let _vOpi = 255;
if (_MoneyLowFlg) _vOpi = 190;
if (_ShopArr[i]._Cnt == 0) _vOpi = 150;
if (_SetStr.indexOf(".Lv") != -1) {
_SetStr = _SetStr.replace(".Lv", "Modify(Lv") + ")";
this.SetPicStr(PN_INameTxt + i, _SetStr, 25, _SetX, _SetY, _vOpi);
} else {
this.SetPicStr(PN_INameTxt + i, _SetStr, 25, _SetX, _SetY, _vOpi);
}
this.SetPicStr(PN_IValTxt + i, _OW + "Price: " + _SetPrice + "B ", 25, _SetX + 400, _SetY, _vOpi);
ShopCBMap.push([683, 162 + (45 * i), 636, 35]);
D_Text_Cng_font = "";
if (i == ShopMaxDrawCount - 1) break;
}
this.Adv_SpGold();
}
Game_Interpreter.prototype.Adv_SpGold = function () {
D_Text_Cng_font = "Makinas";
this.SetPict(PN_IGoldWin, AdvPic + "PN_IGoldWin", 0, 0, 0);
this.MovePict(PN_IGoldWin, true, true, 10);
let _Gold = $gameParty._gold;
this.SetPicStrR(PN_IGoldTxt, _Gold + "B", 30, 658, 26, 0);
this.MovePict(PN_IGoldTxt, true, true, 10);
D_Text_Cng_font = "";
}
let _ShopEnd_flame = 0;
let _ShopStopFlg = false;
Game_Interpreter.prototype.Adv_L1ShopUpdate = function (_ReFlg) {
_ReFlg = typeof _ReFlg !== 'undefined' ? _ReFlg : false;
if (this.PicObjGet(PN_IGoldWin) == null) {
this.Adv_SpGold();
}
if (_ShopStopFlg) {
this.Shop_FukiDel();
return;
}
if (_ShopEnd_flame > 0) {
_ShopEnd_flame--;
if (_ShopEnd_flame == 0) {
this.Adv_L0_Back();
this.Adv_SpGold();
}
return;
}
//this.SetCmnEventSc(_shop_CN); //Script :: コモンイベントの発生
switch (_shopLayer) {
case 0:
let _mvFlg = false;
if (shop_flame > 5) {
if (Input.isTriggered('up')) {
_shopSelNo--;
_mvFlg = true;
}
if (Input.isTriggered('down')) {
_shopSelNo++;
_mvFlg = true;
}
let _CNo = overPicClickable(PN_l1Back, ShopCBMap);
if (_CNo != -1 && _shopSelNo != _CNo) {
_mvFlg = true;
_shopSelNo = _CNo;
}
if (Input.isTriggered('ok') || (TouchInput.isTriggered() && _CNo != -1)) {
this.Adv_L1Shop_YNView();
}
if (Input.isTriggered('escape') || TouchInput.isCancelled()) {
this.DelPictSpan(PN_IFuki, PN_IFukiTxt + 1);
_ShopEnd_flame = 5;
_ShopStopFlg = true;
switch (_SType) {
case ShopType.アイテム:
this.JN_EventLoad("アイテム_退店", true);
break;
case ShopType.ガン:
this.JN_EventLoad("ガン_退店", true);
break;
}
}
}
if (_ReFlg) _mvFlg = true;
if (_mvFlg) {
SoundManager.playCursor();
this.ShopCursolMove();
}
break;
case 1:
this.Adv_L1Shop_YNUpdate();
break;
}
this.Shop_FukiUpdate();
shop_flame++;
}
Game_Interpreter.prototype.ShopCursolMove = function () {
let maxSelNo = _ShopArr.length - 1;
if (maxSelNo >= ShopMaxDrawCount) maxSelNo = ShopMaxDrawCount - 1;
if (_shopSelNo < 0) _shopSelNo = 0;
if (_shopSelNo >= maxSelNo) _shopSelNo = maxSelNo;
let _SetX = IPos._x;
let _SetY = IPos._y + (45 * _shopSelNo);
this.MovePict(PN_AdvSell, _SetX - 27, _SetY + 17, 5);
this.Adv_L1Shop_SelDraw();
}
let _shopFukiflame = 0;
let _shopFukiVNo = 0;
let _shopSelfArr = [];
let _shopFタイミング = Ftype.初期;
let _shopFBPos = new Pos2D(245, 324);
const shopFukiPic = "pictures/Adv/Fuki_Shop/"
const _shopCngFlame = 180;
Game_Interpreter.prototype.Shop_FukiUpdate = function () {
if (_ShopStopFlg) {
this.Shop_FukiDel();
return;
}
if (_shopFukiflame == 0) {
_shopSelfArr = [];
for (let i = 0; i <= _ShopFuki.length - 1; i++) {
if (_shopFタイミング == _ShopFuki[i]._Type) {
_shopSelfArr.push(_ShopFuki[i]);
}
}
if (_shopFukiVNo <= _shopSelfArr.length - 1) {
let _FukiImg = "PN_IFuki_" + _shopSelfArr[_shopFukiVNo]._Katati;
let _SPos = new Pos2D(_shopFBPos._x + _ShopFZure._x, _shopFBPos._y + _ShopFZure._y);
this.SetPictFIn(PN_IFuki, shopFukiPic + _FukiImg, _SPos._x, _SPos._y, 0, 0, 10);
let _setMoji = [];
_setMoji.push([SCol.Blk0 + _shopSelfArr[_shopFukiVNo]._Self1, 22]);
_setMoji.push([SCol.Blk0 + _shopSelfArr[_shopFukiVNo]._Self2, 22]);
D_Text_Cng_font = "Makinas";
this.SetPicStrArr(PN_IFukiTxt, _setMoji, _SPos._x + 54, _SPos._y + 56, 0);
this.MovePict(PN_IFukiTxt, true, true, 5, 255);
D_Text_Cng_font = "";
_shopFukiVNo++;
}
}
if (_shopFukiflame == _shopCngFlame) {
if (_shopFタイミング == Ftype.定期) {
this.MovePict(PN_IFuki, true, true, 5, 0);
this.MovePict(PN_IFukiTxt + 0, true, true, 5, 0);
this.MovePict(PN_IFukiTxt + 1, true, true, 5, 0);
} else {
this.Shop_TypeSet(Ftype.定期);
}
_shopFukiflame = -1;
}
_shopFukiflame++;
}
Game_Interpreter.prototype.Shop_FukiDel = function () {
this.DelPictSpan(PN_IFuki, PN_IFukiTxt + 1);
}
Game_Interpreter.prototype.Shop_TypeSet = function (_Type) {
_shopFukiflame = 0;
if (_shopFタイミング == _Type) {
} else {
_shopFタイミング = _Type;
_shopFukiVNo = 0;
}
}
let _sYNSel = 0;
let _ItmGetCnt = 0;
Game_Interpreter.prototype.Adv_L1Shop_YNView = function () {
_ItmGetCnt = 1;
if (_ShopArr.length == 0) {
return;
}
_ShopGetSel(_ShopArr[_shopSelNo]._Type, _ShopArr[_shopSelNo]._No);
if ($gameParty._gold < _SetPrice) {
this.Shop_TypeSet(Ftype.不足);
return;
}
if (_ShopArr[_shopSelNo]._Cnt == 0) {
this.Shop_TypeSet(Ftype.売切);
return;
}
this.Shop_TypeSet(Ftype.確認);
_shopLayer = 1;
_sYNSel = 0;
D_Text_Cng_font = "Makinas";
this.SetPictFIn(PN_ICkWin, ShopPic + "PN_ICkWin", 0, 0, 0, 0, 10);
let _oc = "\\oc[rgb(0,0,0)]\\ow[5]";
let _在庫Str = " ";
if (!_GunShopFlg) {
_在庫Str = "Stock:" + _ShopArr[_shopSelNo]._Cnt + " ";
this.SetPictFIn(PN_ICkRight, ShopPic + "PN_ICkRight", 0, 0, 0, 0, 10);
this.SetPictFIn(PN_ICkLeft, ShopPic + "PN_ICkLeft", 0, 0, 0, 0, 10);
this.SetPicStrC(PN_ICkKosu, " " + _oc + _ItmGetCnt + " ", 42, 993, 398, 0);
this.SetPicStrC(PN_ICkGoldTxt, " " + (_ItmGetCnt * _SetPrice) + "G ", 22, 993, 433, 0);
this.MovePict(PN_ICkKosu, true, true, 10);
} else {
this.SetPicStrC(PN_ICkGoldTxt, " " + _oc + (_ItmGetCnt * _SetPrice) + "G ", 22, 993, 395, 0);
this.MovePict(PN_ICkGoldTxt, true, true, 10);
}
this.SetPicStrC(PN_ICkTxt, "\\I[" + _SelIco + "] " + _SetName + _在庫Str, 25,
909 + 80, 345, 0);
this.MovePict(PN_ICkTxt, true, true, 10);
D_Text_Cng_font = "";
this.MovePict(PN_AdvSell, 756, 401 + 28, 5, 0);
}
let _ShopYNCMap = [
[829, 394, 123, 46],
[829 + 162, 394, 123, 46]
];
let _ItmR_Prsflame = 0;
let _ItmL_Prsflame = 0;
Game_Interpreter.prototype.Adv_L1Shop_YNUpdate = function () {
let _cngTxtFlg = false;
this.PicCngColor(PN_ICkRight);
if (overPointerCkTm(PN_ICkRight)) this.PicCngColor(PN_ICkRight, [100, 100, 100, 0]);
let _RClickFlg = overPointerCkTm(PN_ICkRight) && TouchInput.isTriggered();
if ((overPointerCkTm(PN_ICkRight) && TouchInput.isPressed()) || Input.isPressed('right')) {
_ItmR_Prsflame++;
if (_ItmR_Prsflame > 15) {
if (_ItmR_Prsflame % 6 == 0) _RClickFlg = true;
}
} else {
_ItmR_Prsflame = 0;
}
if ((_RClickFlg || Input.isTriggered('right')) && !_GunShopFlg) {
if ((_ItmGetCnt + 1) * _SetPrice <= $gameParty._gold) {
if (_ShopArr[_shopSelNo]._Cnt > _ItmGetCnt) {
_ItmGetCnt++;
_cngTxtFlg = true;
}
}
}
this.PicCngColor(PN_ICkLeft);
if (overPointerCkTm(PN_ICkLeft)) this.PicCngColor(PN_ICkLeft, [100, 100, 100, 0]);
let _LClickFlg = overPointerCkTm(PN_ICkLeft) && TouchInput.isTriggered();
if ((overPointerCkTm(PN_ICkLeft) && TouchInput.isPressed()) || Input.isPressed('left')) {
_ItmL_Prsflame++;
if (_ItmL_Prsflame > 15) {
if (_ItmL_Prsflame % 6 == 0) _LClickFlg = true;
}
} else {
_ItmL_Prsflame = 0;
}
if ((_LClickFlg || Input.isTriggered('left')) && !_GunShopFlg) {
if (_ItmGetCnt > 1) {
_ItmGetCnt--;
_cngTxtFlg = true;
}
}
if (_cngTxtFlg) {
let _oc = "\\oc[rgb(0,0,0)]\\ow[5]";
this.SetPicStrC(PN_ICkKosu, " " + _oc + _ItmGetCnt + " ", 42, 993, 398, 255);
this.SetPicStrC(PN_ICkGoldTxt, (_ItmGetCnt * _SetPrice) + "B", 22, 993, 433, 255);
}
_cngTxtFlg = _RClickFlg || _LClickFlg;
let _ItmExitFlg = false;
if (Input.isTriggered('ok') || TouchInput.isTriggered()) {
if (_sYNSel == 0 && !_cngTxtFlg) {
_shopLayer = shop_flame = 0;
_ItmExitFlg = true;
let _SetX = IPos._x;
let _SetY = IPos._y + (45 * _shopSelNo);
this.SetPictC(PN_AdvSell, AdvPic + "PN_AdvSell", _SetX - 27, _SetY + 17, 255);
switch (_ShopArr[_shopSelNo]._Type) {
case 0:
$gameParty._gold -= _SetPrice * _ItmGetCnt;
$gameParty.gainItem($dataItems[_ShopArr[_shopSelNo]._No], _ItmGetCnt)
_ShopArr[_shopSelNo]._Cnt -= _ItmGetCnt;
_ShopStopFlg = true;
this.JN_EventLoad("アイテム_購入", true);
break;
case 1:
$gameParty._gold -= _SetPrice * _ItmGetCnt;
$gameParty.gainItem($dataWeapons[_ShopArr[_shopSelNo]._No], _ItmGetCnt);
if (_ShopArr[_shopSelNo]._No % 5 != 1) {
if ($gameActors._data[1]._equips[0]._itemId == _ShopArr[_shopSelNo]._No - 1) {
$gameActors._data[1]._equips[0]._itemId = _ShopArr[_shopSelNo]._No;
}
$gameParty.gainItem($dataWeapons[_ShopArr[_shopSelNo]._No - 1], -1);
}
if (_ShopArr[_shopSelNo]._No % 5 != 0) {
_ShopArr[_shopSelNo]._No += 1;
} else {
_ShopArr[_shopSelNo]._Cnt -= _ItmGetCnt;
}
_ShopStopFlg = true;
this.JN_EventLoad("ガン_購入", true);
break;
case 2: //防具(装飾):これはアイテム屋での購入とする
$gameParty._gold -= _SetPrice * _ItmGetCnt;
$gameParty.gainItem($dataArmors[_ShopArr[_shopSelNo]._No], _ItmGetCnt);
_ShopArr[_shopSelNo]._Cnt -= _ItmGetCnt;
_ShopStopFlg = true;
this.JN_EventLoad("アイテム_購入", true);
break;
}
this.Adv_L1ShopView(_SType, _shopSelNo);
this.Adv_L2_PicDel();
this.Adv_L1ShopUpdate(true);
this.Adv_SpGold();
}
}
if (Input.isTriggered('escape') || TouchInput.isCancelled() || _ItmExitFlg) {
SoundManager.playCancel();
_shopLayer = shop_flame = 0;
this.Adv_L2_PicDel();
this.Adv_L1ShopUpdate(true);
if (!_ShopStopFlg) {
this.Shop_TypeSet(Ftype.定期);
}
}
}
let _SelIco = 0;
let _SetName = 0;
let _SetPrice = 0;
let _ShopGetSel = function (_Type, _No) {
switch (_Type) {
case 0:
_SelIco = $dataItems[_No].iconIndex;
_SetName = $dataItems[_No].name;
_SetPrice = Math.floor($dataItems[_No].price * ((100 - $gameVariables.value(VN_ショップ割引)) / 100));
break;
case 1:
_SelIco = $dataWeapons[_No].iconIndex;
_SetName = $dataWeapons[_No].name;
_SetPrice = Math.floor($dataWeapons[_No].price * ((100 - $gameVariables.value(VN_武器割引)) / 100));
break;
case 2: //防具(装飾)
_SelIco = $dataArmors[_No].iconIndex;
_SetName = $dataArmors[_No].name;
_SetPrice = Math.floor($dataArmors[_No].price * ((100 - $gameVariables.value(VN_ショップ割引)) / 100));
break;
}
}
Game_Interpreter.prototype.Adv_L1Shop_SelDraw = function () {
if (_ShopArr.length == 0) return;
let _SetDescArr = [];
if (_shopSelNo >= _ShopArr.length) {
_shopSelNo = _ShopArr.length - 1;
this.ShopCursolMove();
}
switch (_ShopArr[_shopSelNo]._Type) {
case 0:
_ShopGetSel(0, _ShopArr[_shopSelNo]._No);
_SetDescArr = $dataItems[_ShopArr[_shopSelNo]._No].description.split(/\n/);
_SetDescArr.unshift(MetaChecker($dataItems[_ShopArr[_shopSelNo]._No], "Effect", ""));
break;
case 1:
_ShopGetSel(1, _ShopArr[_shopSelNo]._No);
let selectWeapon = $dataWeapons[_ShopArr[_shopSelNo]._No];
_SetDescArr = selectWeapon.description.split(/\n/);
_SetDescArr.unshift(MetaChecker(selectWeapon, "Effect", ""));
if (_SetDescArr[0] == "") {
_SetDescArr[0] = "Cost" + selectWeapon.params[1] + " Attack" + selectWeapon.params[2] + " Hit" + selectWeapon.params[4]
}
break;
case 2: //防具(装飾)
_ShopGetSel(2, _ShopArr[_shopSelNo]._No);
_SetDescArr = $dataArmors[_ShopArr[_shopSelNo]._No].description.split(/\n/);
_SetDescArr.unshift(MetaChecker($dataArmors[_ShopArr[_shopSelNo]._No], "Effect", ""));
break;
}
let _SetX = IPos._x - 20;
let _SetY = 631;
D_Text_Cng_font = "Makinas";
this.MovePict(PN_ISelIco, true, true, 1, 255, 200, 200);
this.SetPicStr(PN_ISelName, "\\I[" + _SelIco + "] " + _SetName + " " + String(_SetPrice) + "B ",
25, _SetX + 5, _SetY + 0);
this.DelPictSpan(PN_ISetuTxt, PN_ISetuTxt + 2);
for (let i = 0; i <= _SetDescArr.length - 1; i++) {
this.SetPicStr(PN_ISetuTxt + i, " " + _SetDescArr[i] + " ", 18, _SetX, _SetY + 44 + i * 23);
}
D_Text_Cng_font = "";
}