# ショップ項目に装備変更追加 class Scene_Shop < Scene_Base def create_command_window s1 = Vocab::ShopBuy s2 = Vocab::ShopSell s3 = Vocab::ShopCancel s4 = "装備変更" @command_window = Window_Command.new(384, [s1, s2, s4, s3], 4, 0, 8) @command_window.y = 56 if $game_temp.shop_purchase_only @command_window.draw_item(1, false) end end def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $scene = Scene_Map.new elsif Input.trigger?(Input::C) case @command_window.index when 0 Sound.play_decision @command_window.active = false @dummy_window.visible = false @buy_window.active = true @buy_window.visible = true @buy_window.refresh @status_window.visible = true when 1 if $game_temp.shop_purchase_only Sound.play_buzzer else Sound.play_decision @command_window.active = false @dummy_window.visible = false @sell_window.active = true @sell_window.visible = true @sell_window.refresh end when 2 Sound.play_decision $scene = Scene_Equip.new $scene.from_scene = "shop" when 3 Sound.play_decision $scene = Scene_Map.new end end end end class Scene_Equip < Scene_Base attr_accessor :from_scene def return_scene if @from_scene == "shop" $scene = Scene_Shop.new else $scene = Scene_Menu.new(2) end end def next_actor @actor_index += 1 @actor_index %= $game_party.members.size $scene = Scene_Equip.new(@actor_index, @equip_window.index) $scene.from_scene = @from_scene end def prev_actor @actor_index += $game_party.members.size - 1 @actor_index %= $game_party.members.size $scene = Scene_Equip.new(@actor_index, @equip_window.index) $scene.from_scene = @from_scene end end