695 lines
26 KiB
JavaScript
695 lines
26 KiB
JavaScript
//=============================================================================
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// SupponShopStock.js
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//=============================================================================
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/*:
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* @plugindesc 在庫システムを有するお店を設定します。version 1.04
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* @author Suppon
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*
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* @param Label of stock Number
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* @desc 在庫数の表記を設定します
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* @default 在庫数
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*
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* @param Label of sold out
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* @desc 売り切れの表記を設定します
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* @default 売り切れ
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*
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* @help
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* このプラグインを使用するときは以下のようにプラグインコマンドを入力してください。
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* 文字、数値の間はスペースで区切ってください。
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*
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* <ショップの作成方法>
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* SupponSS makeShop 文字1 数値1
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* 文字1 : ショップの名前です。数値でも構いません。
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* 数値1 : ショップタイプです。0は購買専門(売却不可)
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* 1は購買、売却可能
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* 2は購買、売却可能、全ての売却品がショップの商品に加わります。
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* 省略時は、1になります。
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* 例 : SupponSS makeShop omise 2
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*
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*
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* <アイテムの追加方法>
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* SupponSS addItem 文字1 数値1 数値2 数値3
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* 文字1 : アイテムを追加するショップ名です。
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* 数値1 : 追加するアイテムのIDです。
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* 数値2 : 在庫の個数を割り当てる変数のIDです。-1にすると変数は使わず、
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* 在庫は内部のデータで処理されます。
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* 数値3 : 在庫数の設定値です。省略した場合、数値2で指定した変数の値が適用されます。
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* 例 : SupponSS addItem omise 1 2 3
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* 例 : SupponSS addItem omise 4 -1 10
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*
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*
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* <武器の追加方法>
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* SupponSS addWeapon 文字1 数値1 数値2 数値3
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* 文字1、数値1~3 : アイテムの追加と同様です。
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*
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* <防具の追加方法>
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* SupponSS addArmor 文字1 数値1 数値2 数値3
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* 文字1、数値1~3 : アイテムの追加と同様です。
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*
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* <アイテムの削除方法>
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* SupponSS removeItem 文字1 数値1
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* 文字1 : 削除したいアイテムがあるショップ名です。
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* 数値1 : 削除するアイテムのIDです。
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* 例 : SupponSS removeItem omise 1
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*
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* <武器の削除方法>
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* SupponSS removeWeapon 文字1 数値1
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* 文字1、数値1 : アイテムの削除方法と同様です。
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*
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* <防具の削除方法>
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* SupponSS removeArmor 文字1 数値1
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* 文字1、数値1 : アイテムの削除方法と同様です。
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*
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* <ショップの起動方法>
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* SupponSS openShop 文字1 数値1
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* 文字1 : 起動するショップ名です。
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* 数値1 : 購買時のソートオプションです。0は、商品の表示順は追加した順になります。
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* 1は、アイテムID順、次に武器ID順、次に防具ID順になります。
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* 2は、カテゴリー選択できます。さらにID順になります。
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* 省略時は、0と同じになります。
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* 例 : SupponSS openShop omise 2
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*
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*
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* <ショップの削除方法>
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* SupponSS deleteShop 文字1
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* 文字1 : 削除したいショップのショップ名です。
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* 例 : SupponSS deleteShop omise
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*
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*
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* <変数管理しないアイテムの在庫数の取り出し方法>
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* SupponSS getNumItem 文字1 数値1 数値2
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* SupponSS getNumWeapon 文字1 数値1 数値2
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* SupponSS getNumArmor 文字1 数値1 数値2
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* 文字1 : 調べたいアイテムのあるショップ名です。
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* 数値1 : アイテム、武器、防具のIDです。
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* 数値2 : アイテムの個数を格納する変数のIDです。
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* 例 : SupponSS getNumItem omise 1 2
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*
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* ▼拡張機能(通貨変数&単位切替)
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* SupponSS setCurrencyVar 数値
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* → 通貨として使用する変数IDを設定します(0で通常のゴールド)
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*
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* SupponSS setCurrencyUnit 任意の文字列
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* → 通貨単位を変更します(例:ポイント、Pt、魂 など)
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* ※ 初期値は「G」です
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*/
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(function() {
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var parameters = PluginManager.parameters('SupponShopStock');
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var StockLabel = String(parameters['Label of stock Number']||'在庫数');
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var SoldOutLabel = String(parameters['Label of sold out']||'売り切れ');
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var _Game_Interpreter_pluginCommand =Game_Interpreter.prototype.pluginCommand;
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Game_Interpreter.prototype.pluginCommand = function(command1, args) {
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_Game_Interpreter_pluginCommand.call(this, command1, args);
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args = args.filter(function(n){
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return n!=='';
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});
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if(!$gameSystem._supponSS){$gameSystem._supponSS=[]};
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if (command1 === 'SupponSS') {
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var command2 = args.shift();
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switch (command2) {
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case 'makeShop':
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$gameSystem.supponSSmakeShop(args);
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break;
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case 'addItem':
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args.splice(1,0,0);
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$gameSystem.supponSSaddGoods(args);
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break;
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case 'addWeapon':
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args.splice(1,0,1);
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$gameSystem.supponSSaddGoods(args);
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break;
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case 'addArmor':
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args.splice(1,0,2);
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$gameSystem.supponSSaddGoods(args);
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break;
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case 'removeItem':
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args.splice(1,0,0);
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$gameSystem.supponSSremoveGoods(args);
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break;
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case 'removeWeapon':
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args.splice(1,0,1);
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$gameSystem.supponSSremoveGoods(args);
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break;
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case 'removeArmor':
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args.splice(1,0,2);
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$gameSystem.supponSSremoveGoods(args);
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break;
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case 'deleteShop':
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$gameSystem.supponSSdeleteShop(args);
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break;
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case 'openShop':
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$gameSystem.supponSSopenShop(args);
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break;
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case 'getNumItem':
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args.splice(1,0,0);
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$gameSystem.supponSSgetNumItem(args);
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break;
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case 'getNumWeapon':
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args.splice(1,0,1);
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$gameSystem.supponSSgetNumItem(args);
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break;
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case 'getNumArmor':
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args.splice(1,0,2);
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$gameSystem.supponSSgetNumItem(args);
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break;
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case 'setCurrencyVar':
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$gameSystem.supponSSsetCurrencyVar(args);
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break;
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case 'setCurrencyUnit':
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$gameSystem.supponSSsetCurrencyUnit(args);
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break;
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}
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}
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};
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Game_System.prototype.supponSScheckData = function(){
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this._supponSS = this._supponSS || [];
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}
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Game_System.prototype.supponSSmakeShop = function(args){
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this.supponSScheckData();
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var redundancy = this._supponSS.some(function(element){
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return element[0] === args[0];
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})
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if(redundancy){return};
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if(!args[1]){args[1]=1};
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this._supponSS.push([args[0],[],args[1]]);//[shopid, goods, shoptype]
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}
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//args => [shopId, 種類, itemId, 変数id]
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//shop => [id, goods, type]
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//good => [種類, itemId, 価格指定, 価格, 変数id, 在庫数]
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Game_System.prototype.supponSSaddGoods = function(args){
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var shop = this.supponSSsearchShop(args);
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args.shift();
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args.splice(2,0,0,0);
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if(shop){
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var redundancy = false;
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shop[1].forEach(function(element){
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if(element[0]==args[0] && element[1]==args[1]){
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element = args;
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redundancy = true;
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}
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})
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if(args[5]){
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args[4]>0 ? $gameVariables.setValue(Number(args[4]),Number(args[5])) :0;
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} else {
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args[5] = 0;
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}
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if(!redundancy){shop[1].push(args)}
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}
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}
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Game_System.prototype.supponSSremoveGoods = function(args){
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var shop = this.supponSSsearchShop(args);
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if(!shop){return};
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//shop[1] => goods
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shop[1] = shop[1].filter(function(element){
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return !(args[1]==element[0] && args[2]==element[1]);
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})
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}
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Game_System.prototype.supponSSsearchShop = function(args){
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this.supponSScheckData();
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var shop = null;
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this._supponSS.forEach(function(element){
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if(args[0]===element[0]){shop=element}
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})
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if(!shop){
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console.log('Not exist shop of '+args[0]+' !!');
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}
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return shop;
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}
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Game_System.prototype.supponSSdeleteShop = function(args){
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this._supponSS = this._supponSS.filter(function(element){
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return !(element[0]==args[0]);
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})
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}
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Game_System.prototype.supponSSopenShop = function(args){
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var shop = this.supponSSsearchShop(args);
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if(shop){
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SceneManager.push(Scene_supponSSshop);
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var purchaseOnly = shop[2]==0;
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var sortType = args[1];
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SceneManager.prepareNextScene(shop, purchaseOnly, sortType);
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}
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}
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Game_System.prototype.supponSSgetNumItem = function(args){
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if(!args[2]){return}
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var shop = this.supponSSsearchShop(args)
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var goodsElement = null;
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if(shop){
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goodsElement = shop[1].find(function(element){
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return element[0]==args[1] && element[1]==args[2];
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})
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}
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if(goodsElement){
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if(Number(goodsElement[4])>0){
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var n = $gameVariables.value(goodsElement[4]);
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} else{
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var n = goodsElement[5];
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}
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$gameVariables.setValue(Number(args[3]), Number(n));
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} else {
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$gameVariables.setValue(Number(args[3]), 0);
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}
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}
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function Scene_supponSSshop() {
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this.initialize.apply(this, arguments);
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};
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SceneManager.isSupponSS = function(){
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return this._scene.constructor === Scene_supponSSshop;
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}
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Scene_supponSSshop.prototype = Object.create(Scene_Shop.prototype);
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Scene_supponSSshop.prototype.constructor = Scene_supponSSshop;
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Scene_supponSSshop.prototype.initialize = function() {
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Scene_Shop.prototype.initialize.call(this);
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this._trade = '';// 'buy' or 'sell';
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};
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Scene_supponSSshop.prototype.prepare = function(shop, purchaseOnly, sortType) {
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this._shop = shop;
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//this._goods = [];
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this._sortTyep = sortType;
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//_sortTyep => nill,0>従来、1>ID順、2>カテゴリ表示
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//goodelement [0, "2", 0, 0, "-1", "4"] [0, 2, purchaseOnly, 0, v, n];
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//good => [種類, itemId, 価格指定, 価格, 変数id, 在庫数]
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this._originalGoods = this._shop[1];
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this._goods = this._shop[1];
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this._purchaseOnly = purchaseOnly;
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this._item = null;
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};
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Scene_supponSSshop.prototype.sortGoods = function(){
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this._goods = [];
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// this._originalGoods = this._originalGoods.map(function(e){
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// return e.map(function(x){return Number(x)})
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// })
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if(this._sortTyep==1){
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for(i=0;i<this._originalGoods.length;i++){
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this._goods.push(this._originalGoods[i]);
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}
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this._goods.sort(function(a,b){
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return a[0]-b[0] || a[0]==b[0] && a[1]-b[1]
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})
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} else if (this._sortTyep==2){
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var type = this._categoryWindow.index();
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this._goods = this._originalGoods.filter(function(element){
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return (element[0] == type);
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})
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this._goods.sort(function(a,b){return a[1]-b[1]})
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} else {
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this._goods = this._originalGoods;
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}
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this._buyWindow._shopGoods = this._goods;
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}
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Scene_supponSSshop.prototype.commandBuy = function() {
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this._trade = 'buy';
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if(this._sortTyep==2){
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this._categoryWindow._list[3].enabled = false;//大事なもの選択不可
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Window_Selectable.prototype.refresh.call(this._categoryWindow);
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//this._categoryWindow.refresh();
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this._categoryWindow.setItemWindow(null);
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this._categoryWindow.show();
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this._categoryWindow.activate();
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return;
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}
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this.sortGoods();
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Scene_Shop.prototype.commandBuy.call(this);
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};
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Scene_supponSSshop.prototype.onCategoryOk = function() {
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if(this._trade == 'sell'){
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Scene_Shop.prototype.onCategoryOk.call(this);
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return;
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}
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this._categoryWindow.hide();
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this.sortGoods();
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this._buyWindow.select(0);
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Scene_Shop.prototype.commandBuy.call(this);
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};
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Scene_supponSSshop.prototype.onCategoryCancel = function() {
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if(this._trade == 'sell'){
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Scene_Shop.prototype.onCategoryCancel.call(this);
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}else{
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this._categoryWindow.hide();
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this._categoryWindow.deactivate();
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Scene_Shop.prototype.onBuyCancel.call(this);
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}
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};
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Scene_supponSSshop.prototype.onBuyCancel = function() {
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if(this._sortTyep!=2){
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Scene_Shop.prototype.onBuyCancel.call(this);
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return;
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}
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//this._commandWindow.activate();
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this._dummyWindow.show();
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this._buyWindow.hide();
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this._statusWindow.hide();
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this._statusWindow.setItem(null);
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this._helpWindow.clear();
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this._categoryWindow.show();
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this._categoryWindow.activate();
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};
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Scene_supponSSshop.prototype.commandSell = function() {
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this._trade = 'sell';
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this._categoryWindow._list[3].enabled = true;//大事なもの選択可
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Window_Selectable.prototype.refresh.call(this._categoryWindow);
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this._categoryWindow.setItemWindow(this._sellWindow);
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Scene_Shop.prototype.commandSell.call(this);
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};
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Scene_supponSSshop.prototype.stockNumber = function(){
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if (this._trade == 'buy'){
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return this._buyWindow.stockNumber();
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} else if (this._trade == 'sell'){
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var goodsElement = this.goodsElement();
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if(goodsElement){
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if(goodsElement[4] > 0){
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return $gameVariables.value(Number(goodsElement[4]));
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} else if (goodsElement[4] == -1) {
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return goodsElement[5];
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}
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} else {
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return null;
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}
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}
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}
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Scene_supponSSshop.prototype.stockId = function(){
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if (this._trade == 'buy'){
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return this._buyWindow.stockId();
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} else if (this._trade == 'sell'){
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var goodsElement = this.goodsElement()
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if (goodsElement){
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if(goodsElement[4] > 0){
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return goodsElement[4];
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}
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}
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}
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}
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Scene_supponSSshop.prototype.goodsElement = function(){
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if (this._trade == 'buy'){
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return this._goods[this._buyWindow.index()];
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} else if (this._trade == 'sell'){
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return this.searchGoodsElement();
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}
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}
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Scene_supponSSshop.prototype.searchGoodsElement = function(){
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var type = this.itemTypeAndId()[0];
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var id = this.itemTypeAndId()[1];
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var goodsElement = null;
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//this._goods.forEach(function(element){
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this._originalGoods.forEach(function(element){
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if(element[0]==type && element[1]==id){
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goodsElement = element;
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}
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})
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return goodsElement;
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}
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Scene_supponSSshop.prototype.itemTypeAndId = function(){
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if(DataManager.isItem(this._item)){
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var type = 0;
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} else if (DataManager.isWeapon(this._item)){
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var type = 1;
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} else if (DataManager.isArmor(this._item)){
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var type = 2;
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} else {
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var type = null;
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}
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return [type, (this._item ? this._item.id : null)];
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}
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Scene_supponSSshop.prototype.makeGoodsElement = function(){
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var type = Number(this.itemTypeAndId()[0]);
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var id = Number(this.itemTypeAndId()[1]);
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return [type, id, 0, 0, -1, 0];
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}
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Scene_supponSSshop.prototype.doBuy = function(number) {
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const price = this.buyingPrice();
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this.payMoney(number * price);
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$gameParty.gainItem(this._item, number);
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this.processStockBuy(number);
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};
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Scene_supponSSshop.prototype.processStockBuy = function(number){
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var element = this.goodsElement();
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if(this.stockId() > 0){
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$gameVariables.setValue(this.stockId(), this.stockNumber()-number)
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} else if (this.stockId() == -1){
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var lastStock = element[5];
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element[5] = lastStock-number;
|
||
}
|
||
}
|
||
|
||
Scene_supponSSshop.prototype.maxBuy = function() {
|
||
var max = $gameParty.maxItems(this._item) - $gameParty.numItems(this._item);
|
||
max = Math.min(max, this.stockNumber());
|
||
var price = this.buyingPrice();
|
||
if (price > 0) {
|
||
return Math.min(max, Math.floor(this.money() / price));
|
||
} else {
|
||
return max;
|
||
}
|
||
};
|
||
|
||
Scene_supponSSshop.prototype.doSell = function(number) {
|
||
$gameParty.gainGold(number * this.sellingPrice());
|
||
$gameParty.loseItem(this._item, number);
|
||
this.processStockSell(number);
|
||
};
|
||
|
||
Scene_supponSSshop.prototype.processStockSell = function(number){
|
||
var goodsElement = this.goodsElement();
|
||
if (goodsElement){
|
||
if(goodsElement[4]>0){
|
||
var lastNumber = $gameVariables.value(goodsElement[4]);
|
||
$gameVariables.setValue(goodsElement[4],lastNumber+number);
|
||
} else if (goodsElement[4] == -1){
|
||
goodsElement[5] = Number(goodsElement[5])+number;
|
||
}
|
||
} else if (this._shop[2]==2){
|
||
goodsElement = this.makeGoodsElement();
|
||
goodsElement[5]=number;
|
||
//this._goods.push(goodsElement);★
|
||
this._originalGoods.push(goodsElement);
|
||
this.sortGoods();
|
||
//this._goods = this.sortGoods(this._originalGoods);
|
||
//this._buyWindow._shopGoods = this._goods;
|
||
}
|
||
}
|
||
|
||
Window_ShopBuy.prototype.stockId = function() {
|
||
if (this._shopGoods.length>0){
|
||
return this._shopGoods[this._index][4];
|
||
} else {
|
||
return null
|
||
}
|
||
};
|
||
|
||
Window_ShopBuy.prototype.stockNumber = function() {
|
||
if (this.stockId()>0){
|
||
return $gameVariables.value(this.stockId());
|
||
} else if (this.stockId() == -1){
|
||
return this._shopGoods[this._index][5];
|
||
}
|
||
};
|
||
|
||
var _Window_ShopBuy_drawItem = Window_ShopBuy.prototype.drawItem;
|
||
Window_ShopBuy.prototype.drawItem = function(index) {
|
||
if(!SceneManager.isSupponSS()){
|
||
_Window_ShopBuy_drawItem.call(this, index);
|
||
return;
|
||
}
|
||
var item = this._data[index];
|
||
var rect = this.itemRect(index);
|
||
var priceWidth = 96;
|
||
rect.width -= this.textPadding();
|
||
if(this._shopGoods[index][4]>0){
|
||
var stockNumber = $gameVariables.value(this._shopGoods[index][4]);
|
||
} else if (this._shopGoods[index][4] == -1){
|
||
var stockNumber = this._shopGoods[index][5]
|
||
}
|
||
this.changePaintOpacity(this.isEnabled(item) && stockNumber>0 );
|
||
this.drawItemName(item, rect.x, rect.y, rect.width - priceWidth);
|
||
var price = this.price(item);
|
||
//var unit = $gameSystem._supponCurrencyUnit || 'G';
|
||
var text = (stockNumber > 0 ? `${price}` : SoldOutLabel);
|
||
this.drawText(text, rect.x + rect.width - priceWidth,
|
||
rect.y, priceWidth, 'right');
|
||
this.changePaintOpacity(true);
|
||
};
|
||
|
||
var _Window_ShopBuy_isCurrentItemEnabled = Window_ShopBuy.prototype.isCurrentItemEnabled;
|
||
Window_ShopBuy.prototype.isCurrentItemEnabled = function() {
|
||
if(SceneManager.isSupponSS()){
|
||
return (_Window_ShopBuy_isCurrentItemEnabled.call(this) && this.stockNumber()>0)
|
||
} else {
|
||
return _Window_ShopBuy_isCurrentItemEnabled.call(this)
|
||
}
|
||
};
|
||
|
||
var _Window_ShopBuy_updateHelp = Window_ShopBuy.prototype.updateHelp;
|
||
Window_ShopBuy.prototype.updateHelp = function() {
|
||
if (this._statusWindow && SceneManager.isSupponSS()) {
|
||
this._statusWindow.setStock(this.stockNumber());
|
||
}
|
||
_Window_ShopBuy_updateHelp.call(this);
|
||
};
|
||
|
||
var _Window_ShopStatus_initialize = Window_ShopStatus.prototype.initialize;
|
||
Window_ShopStatus.prototype.initialize = function(x, y, width, height) {
|
||
this._stockNumber = null;
|
||
_Window_ShopStatus_initialize.call(this, x, y, width, height);
|
||
};
|
||
|
||
Window_ShopStatus.prototype.setStock = function(number) {
|
||
this._stockNumber = number;
|
||
};
|
||
|
||
Window_ShopStatus.prototype.stockNumber = function(){
|
||
return SceneManager._scene.stockNumber();
|
||
}
|
||
var _Window_ShopStatus_drawPossession = Window_ShopStatus.prototype.drawPossession;
|
||
Window_ShopStatus.prototype.drawPossession = function(x, y) {
|
||
// 通常の所持数表示
|
||
_Window_ShopStatus_drawPossession.call(this, x, y);
|
||
|
||
// SupponSS用の在庫表示
|
||
if (!SceneManager.isSupponSS() || this._stockNumber == null) return;
|
||
|
||
var width = this.contents.width - this.textPadding() - x;
|
||
var possessionWidth = this.textWidth('0000');
|
||
var lineHeight = this.lineHeight();
|
||
|
||
// 在庫数の表示
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(StockLabel, x, y + lineHeight, width - possessionWidth);
|
||
this.resetTextColor();
|
||
this.drawText(this._stockNumber, x, y + lineHeight, width, 'right');
|
||
};
|
||
|
||
var _Scene_Shop_onSellOk = Scene_Shop.prototype.onSellOk;
|
||
Scene_Shop.prototype.onSellOk = function() {
|
||
_Scene_Shop_onSellOk.call(this);
|
||
if (this._statusWindow && SceneManager.isSupponSS()) {
|
||
this._statusWindow.setStock(this._statusWindow.stockNumber());
|
||
this._statusWindow.refresh();
|
||
}
|
||
};
|
||
|
||
Game_System.prototype.supponSSsetCurrencyVar = function(args) {
|
||
const varId = Number(args[0] || 0);
|
||
if (isNaN(varId) || varId < 0) {
|
||
return;
|
||
}
|
||
this._supponCurrencyVarId = varId;
|
||
};
|
||
|
||
Game_System.prototype.supponSSsetCurrencyUnit = function(args) {
|
||
const unit = args.join(' ').trim(); // ここも args.slice(1) ではなく args でOK
|
||
const finalUnit = unit || 'G';
|
||
this._supponCurrencyUnit = finalUnit;
|
||
return $gameSystem._supponCurrencyUnit || 'G';
|
||
};
|
||
|
||
Scene_supponSSshop.prototype.money = function() {
|
||
const varId = $gameSystem._supponCurrencyVarId || 0;
|
||
return varId > 0 ? $gameVariables.value(varId) : $gameParty.gold();
|
||
};
|
||
|
||
Scene_supponSSshop.prototype.payMoney = function(amount) {
|
||
const varId = $gameSystem._supponCurrencyVarId || 0;
|
||
if (varId > 0) {
|
||
const current = $gameVariables.value(varId);
|
||
$gameVariables.setValue(varId, current - amount);
|
||
} else {
|
||
$gameParty.loseGold(amount);
|
||
}
|
||
};
|
||
var _Window_Gold_refresh = Window_Gold.prototype.refresh;
|
||
Window_Gold.prototype.refresh = function() {
|
||
if (SceneManager.isSupponSS && SceneManager.isSupponSS()) {
|
||
this.contents.clear();
|
||
|
||
const currencyVarId = $gameSystem._supponCurrencyVarId || 0;
|
||
const currencyUnit = $gameSystem._supponCurrencyUnit || 'G';
|
||
const money = (currencyVarId > 0)
|
||
? $gameVariables.value(currencyVarId)
|
||
: $gameParty.gold();
|
||
|
||
const value = money;
|
||
const unit = currencyUnit;
|
||
const width = this.contents.width;
|
||
const valueWidth = this.textWidth(value);
|
||
const unitWidth = this.textWidth(unit);
|
||
|
||
this.resetTextColor();
|
||
this.drawText(value, 0, 0, width - unitWidth - 6, 'right');
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(unit, width - unitWidth, 0, unitWidth, 'left');
|
||
} else {
|
||
// 通常のゴールド表示
|
||
_Window_Gold_refresh.call(this);
|
||
}
|
||
};
|
||
var _Window_ShopCommand_makeCommandList = Window_ShopCommand.prototype.makeCommandList;
|
||
Window_ShopCommand.prototype.makeCommandList = function() {
|
||
_Window_ShopCommand_makeCommandList.call(this);
|
||
|
||
// 通貨変数IDが0以外(ゴールド以外)なら "sell" を削除
|
||
if (SceneManager.isSupponSS && SceneManager.isSupponSS()) {
|
||
const varId = $gameSystem._supponCurrencyVarId || 0;
|
||
if (varId > 0) {
|
||
this._list = this._list.filter(cmd => cmd.symbol !== 'sell');
|
||
}
|
||
}
|
||
};
|
||
Window_ShopNumber.prototype.drawTotalPrice = function() {
|
||
const unit = $gameSystem._supponCurrencyUnit || 'G';
|
||
const price = this._price;
|
||
const total = this._number * price;
|
||
|
||
const totalText = String(total);
|
||
const unitText = unit;
|
||
const totalWidth = this.textWidth(totalText);
|
||
const unitWidth = this.textWidth(unitText);
|
||
const spacing = 4;
|
||
|
||
const x = this.contents.width - totalWidth - unitWidth - spacing;
|
||
const y = this.lineHeight() * 6;
|
||
|
||
// 金額(白)
|
||
this.resetTextColor();
|
||
this.drawText(totalText, x, y, totalWidth, 'left');
|
||
|
||
// 単位(青)
|
||
this.changeTextColor(this.systemColor());
|
||
this.drawText(unitText, x + totalWidth + spacing, y, unitWidth, 'left');
|
||
this.resetTextColor();
|
||
};
|
||
})();
|