code:
@CLOTH_NAME_BOTTOM_82
RESULTS = 娼姫のスカート

@CLOTH_COVERED_BOTTOM_82(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_BOTTOM_82(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_布 = 4
MATERIAL_NEEDS:ITEM_金属細工 = 6
RETURN 1

@CLOTH_TAG_BOTTOM_82
#FUNCTIONS
RESULTS '= "スカート,めくり可能,"


code:
@CLOTH_NAME_BOTTOM_8
RESULTS = タイトスカート

@CLOTH_COVERED_BOTTOM_8(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 =   1

;服の属性を表すタグ
@CLOTH_TAG_BOTTOM_8
#FUNCTIONS
RESULTS '= "スカート,めくり可能,"

repo_name: pervysquirrelz/erafl

license: unknown


code:
@CLOTH_NAME_BOTTOM_9
RESULTS = タイトミニ

@CLOTH_COVERED_BOTTOM_9(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 =   1

;服の属性を表すタグ
@CLOTH_TAG_BOTTOM_9
#FUNCTIONS
RESULTS '= "スカート,めくり可能,"


code:
;-------------------------------------------------
; アイテムメニュー画面
;-------------------------------------------------
@QST_EQUIP_MENU(CHARA_ID, CATEGORY = 0, EQUIP_DID = 0, EDIT_SLOT_ID)
#DIM CHARA_ID
#DIM CATEGORY
#DIM EQUIP_DID
#DIM EDIT_SLOT_ID
#DIM CONST WINDOW_ID = 0
#DIM DYNAMIC LINE_NUM

;初期処理
HO_ITEM_MENU_PAGE_LEFT = 0
HO_ITEM_MENU_SELECT_ITEM_ID = 0
HO_ITEM_MENU_CATEGORY = CATEGORY
HO_ITEM_MENU_SELECTED_DETAIL_DID = -1
HO_ITEM_MENU_EQUIP_DID = EQUIP_DID == 0 ? -1 # EQUIP_DID
HO_ITEM_MENU_EDIT_CHARA_ID = CHARA_ID
HO_ITEM_MENU_EDIT_SLOT_ID = EDIT_SLOT_ID

LINE_NUM = LINECOUNT

WHILE 1
    LINE_NUM = LINECOUNT
    REDRAW 0
    CALL WndMgr_DestroyWindow(-1)
    CALL HO_EQUIP_MENU_WINDOW_PARENT()
    CALL WndMgr_DisplayAll()
    REDRAW 1
    CALL HO_EQUIP_MENU_WINDOW_INPUT()
    IF RESULT == -1
        CLEARLINE LINECOUNT - LINE_NUM
        RETURN -1
    ELSEIF RESULT == 1
        CLEARLINE LINECOUNT - LINE_NUM
        RETURN 1
    ENDIF
    CLEARLINE LINECOUNT - LINE_NUM
WEND

@HO_EQUIP_MENU_WINDOW_PARENT()
; #region 親ウィンドウ
#DIM MODULE_ID
#DIM CONST WINDOW_ID = 0
#DIM CONST WND_WIDTH  = 170
#DIM CONST WND_HEIGHT = 52
#DIM DYNAMIC L_CNT

#DIM DYNAMIC CHARA_ID
#DIM DYNAMIC F_COL, 10

CALL WndMgr_CheckExistWindow()
FINDELEMENT RESULT, WINDOW_ID, 1
IF RESULT == -1
    CALL WndMgr_CreateWindow(WINDOW_ID, 0, 1, WND_WIDTH, WND_HEIGHT, 2)
ELSE
    CALL WndMgr_ResetWindow(WINDOW_ID)
ENDIF

;CATEGORYタブの文字色
VARSET F_COL, カラー_白
F_COL:HO_ITEM_MENU_CATEGORY = カラー_選択中
CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@S:1@@C:{カラー_注釈}@◇　装備編集　◇@/C@@/S@")
CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_選択不可}@―@/C@" * ((WND_WIDTH / 2) - 2))

CALL HO_EQUIP_MENU_WINDOW(MODULE_ID)

;フッター出力
;-------------------------------------------------
L_CNT = WND_HEIGHT - 4
VARS STRS
CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_選択不可}@―@/C@" * ((WND_WIDTH / 2) - 2))

STRS '= ""
STRS += @"@B:9999999@@C:{カラー_白}@[BACK]　@/C@@/B@"
IF HO_ITEM_MENU_SELECTED_DETAIL_DID != -1
    STRS += @"@B:[CHANGE_EQUIP:{HO_ITEM_MENU_SELECTED_DETAIL_DID}]@@C:{カラー_白}@[装備変更]　@/C@@/B@"
ELSEIF HO_ITEM_MENU_EQUIP_DID != -1
    STRS += @"@B:[CHANGE_EQUIP:{HO_ITEM_MENU_EQUIP_DID}]@@C:{カラー_白}@[装備を外す]　@/C@@/B@"
ENDIF
CALL HO_FIND_MODULE_BY_USAGE("商店",,1)
IF LIST_COUNT(RESULTS) && HO_ITEM_MENU_SELECTED_DETAIL_DID != -1
    STRS += @"@B:[SALE_EQUIP:{HO_ITEM_MENU_SELECTED_DETAIL_DID}]@@C:{カラー_白}@[販売品に送る]　@/C@@/B@"
ENDIF
IF HO_ITEM_MENU_SELECTED_DETAIL_DID != -1
    STRS += @"@B:[DISPOSE_EQUIP:{HO_ITEM_MENU_SELECTED_DETAIL_DID}]@@C:{カラー_白}@[廃棄]　　　@/C@@/B@"
ENDIF
DEBUGPRINTFORML STRS = %STRS%
CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, STRS)

RETURN
; #endregion

@HO_EQUIP_MENU_WINDOW(MODULE_ID, CALL_FROM = "ITEM_MENU")
; #region 子ウィンドウ
#DIM  MODULE_ID
#DIMS CALL_FROM
#DIM  CONST WINDOW_ID = 1
#DIM  WND_WIDTH  = 166
#DIM  WND_HEIGHT = 45
#DIM  DYNAMIC L_CNT
#DIM  DYNAMIC F_COL, 10

;CATEGORYタブの文字色
VARSET F_COL, カラー_白
F_COL:HO_ITEM_MENU_CATEGORY = カラー_選択中

IF CALL_FROM == "WEAPON_MODIFY" || CALL_FROM == "WEAPON_ENCHANT"
    HO_ITEM_MENU_CATEGORY = 3
ENDIF

;ウィンドウ作成
CALL WndMgr_CreateWindow(WINDOW_ID, 2, 5, WND_WIDTH, WND_HEIGHT, 2)
CALL WndMgr_Attribute(WINDOW_ID, "BorderColor", カラー_選択不可)

;-------------------------------------------------
;変更装備候補用ステータス欄の見出
;-------------------------------------------------
LOCALS '= ""
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:FAVORITE_FLAG]@[★]@/B@", 5, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:WEAPON_NAME]@[名称]@/B@", 26, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:EQUIP_CHARA_ID]@ [装備者]@/B@", 16, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:ATTACK]@ [攻撃]@/B@", 8, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:DEFENCE]@ [防御]@/B@", 8, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:ARMOR]@ [軽減]@/B@", 8, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:MAG]@ [魔力]@/B@", 8, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:AGILITY]@ [行動]@/B@", 8, 1)
LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:HATE_RATE]@ [敵視]@/B@", 8, 1)
IF HO_ITEM_MENU_CATEGORY == 3
    LOCALS += TAG_PRINT_SHAPE(@"@B:[SORT:TARGETING]@ [選敵]@/B@", 8, 1)
ENDIF
LOCALS += TAG_PRINT_SHAPE(@"  [装備スキル]", 22, 1)
CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, LOCALS)
CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_選択不可}@―@/C@" * ((WND_WIDTH / 2) - 2))

;現在の装備情報出力
;-------------------------------------------------
LOCALS '= @"◇　現在の装備"
CALL HO_EQUIP_MENU_WINDOW_DETAIL(WINDOW_ID, "CURRENT")

;在庫側明細リスト出力
;-------------------------------------------------
LOCALS '= @"◇　装備在庫"
CALL HO_EQUIP_MENU_WINDOW_DETAIL(WINDOW_ID, "STOCK")

; #endregion

;-------------------------------------------------
;装備明細リスト
;-------------------------------------------------
@HO_EQUIP_MENU_WINDOW_DETAIL(WINDOW_ID, CALL_FROM)
; #region 明細リスト
#DIM  WINDOW_ID
#DIMS CALL_FROM
#DIM CONST MAX_ROW = 15
#DIM CONST BTN_ID = 1000000

#DIM  DYNAMIC WND_WIDTH
#DIM  DYNAMIC WND_HEIGHT
#DIM  DYNAMIC HEADER_NUM
#DIMS DYNAMIC DETAIL_LIST, ITEM_LENGTH
#DIM  DYNAMIC ITEM_NUM
#DIMS DYNAMIC STR_ITEM_NUM
#DIM  DYNAMIC L_CNT
#DIM  DYNAMIC PAGE_NUM
#DIMS DYNAMIC STR_FOOTER
#DIM  DYNAMIC DETAIL_LINECOUNT
#DIMS DYNAMIC SORT_ORDER = "WEAPON_ID ASC, MATERIAL ASC"
#DIM  DYNAMIC EQUIP_TYPE
#DIMS  DYNAMIC FILTER
;アイテム関連
#DIMS DYNAMIC ITEM_NAME
#DIM  DYNAMIC MATERIAL_NEEDS, ITEM_LENGTH
#DIM  DYNAMIC ITEM_ID
;武器関連
#DIM  DYNAMIC IDX, WPN_MAX_WEAPON_STOCK
#DIM  DYNAMIC STATUS_IDX
#DIM  DYNAMIC WEAPON_ID
#DIMS DYNAMIC WEAPON_NAME
#DIM  DYNAMIC FAVORITE_FLAG
#DIM  DYNAMIC MATERIAL
#DIM  DYNAMIC EQUIP_CHARA_ID
#DIM  DYNAMIC EQUIP_CHARA_NAME
#DIMS DYNAMIC DIC_WPN_SKILL
#DIMS DYNAMIC SKILL_DEF_NAME
#DIMS DYNAMIC WPN_SKILL_DEF_LIST, VARSIZE("SKILL_DEF_LIST")
#DIMS DYNAMIC SKILL_NAME
#DIM  DYNAMIC SKILL_LV
#DIMS DYNAMIC TOOLTIP
;印字カラム
#DIMS DYNAMIC COLUMN, 10
#DIM  DYNAMIC COLUMN_IDX
#DIM  DYNAMIC COLUMN_LENGTH = 5, 28, 13, 8, 8, 8, 8, 8, 8, 8,
#DIM  DYNAMIC COLUMN_PADDING = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;ステータスの表示順序
{
    #DIMS CONST   COLUMN_ORDER =
        "ATTACK"
        , "DEFENCE"
        , "ARMOR"
        , "MAG"
        , "AGILITY"
        , "HATE_RATE"
        , "TARGETING"
}

#DIM  ITER_J

CALL WndMgr_GetRectangle(WINDOW_ID)
WND_WIDTH = RESULT:2
WND_HEIGHT = RESULT:3

IF CALL_FROM == "CURRENT"
    HEADER_NUM = 2
ELSE
    HEADER_NUM = 7
ENDIF

;レリック
SIF HO_ITEM_MENU_CATEGORY == 4
    EQUIP_TYPE = 1

IF CALL_FROM == "STOCK"
    FILTER '= @"EQUIP_TYPE = {EQUIP_TYPE} AND (ON_SALE_FLAG = 0 OR ON_SALE_FLAG IS NULL)"
ENDIF

;明細リスト作成
;-------------------------------------------------
DETAIL_LINECOUNT = 0
L_CNT = 0
IF HO_ITEM_MENU_CURRENT_SORT_COLUMN != ""
    SELECTCASE HO_ITEM_MENU_CURRENT_SORT_ORDER
        CASE 1 ;降順
            SORT_ORDER '= @"%HO_ITEM_MENU_CURRENT_SORT_COLUMN% DESC"
        CASE 2 ;昇順
            SORT_ORDER '= @"%HO_ITEM_MENU_CURRENT_SORT_COLUMN% ASC"
    ENDSELECT
ELSE
    SORT_ORDER '= "WEAPON_ID ASC, MATERIAL ASC"
ENDIF
IF CALL_FROM == "STOCK"
    ITEM_NUM = DT_SELECT("WEAPON_STOCK", FILTER, SORT_ORDER, IDX)
ELSEIF HO_ITEM_MENU_EQUIP_DID != -1
    IDX:0 = DT_CELL_GET("WEAPON_STOCK", HO_ITEM_MENU_EQUIP_DID, "ID", 1)
    IF IDX:0
        ITEM_NUM = 1
    ENDIF
ENDIF

IF CALL_FROM == "STOCK" && ITEM_NUM > 0
    FOR LOCAL, 0, ITEM_NUM
        CALL HO_EQUIP_MENU_STR_DETAIL(IDX:LOCAL)
        DETAIL_LIST:DETAIL_LINECOUNT += RESULTS
        DETAIL_LINECOUNT ++
    NEXT
    PAGE_NUM = DETAIL_LINECOUNT / MAX_ROW
ELSEIF CALL_FROM == "CURRENT"
    IF HO_ITEM_MENU_EQUIP_DID != -1
        CALL HO_EQUIP_MENU_STR_DETAIL(IDX:0)
        DETAIL_LIST:DETAIL_LINECOUNT += RESULTS
        DETAIL_LINECOUNT ++
    ELSE
        DETAIL_LIST:DETAIL_LINECOUNT '= ""
        DETAIL_LINECOUNT ++
    ENDIF
    IF HO_ITEM_MENU_SELECTED_DETAIL_DID != -1
        CALL HO_EQUIP_MENU_STR_DETAIL(HO_ITEM_MENU_SELECTED_DETAIL_DID, "CANDIDATE")
        DETAIL_LIST:DETAIL_LINECOUNT += RESULTS
        DETAIL_LINECOUNT ++
        IF HO_ITEM_MENU_EQUIP_DID != -1
            CALL HO_EQUIP_MENU_STR_DETAIL_DIFF(IDX:0, HO_ITEM_MENU_SELECTED_DETAIL_DID, "CANDIDATE")
            DETAIL_LIST:DETAIL_LINECOUNT += RESULTS
            DETAIL_LINECOUNT ++
        ENDIF
    ENDIF
ENDIF

L_CNT = HEADER_NUM
IF CALL_FROM == "CURRENT"
    LOCALS '= @"◇　現在の装備"
    CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_注釈}@%LOCALS%@/C@")
    CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_選択不可}@―@/C@" * ((WND_WIDTH / 2) - 2))
ELSE
    CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_選択不可}@―@/C@" * ((WND_WIDTH / 2) - 2))
    LOCALS '= @"◇　装備在庫"
    CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_注釈}@%LOCALS%@/C@")
    CALL WndMgr_TextSet(WINDOW_ID, L_CNT++, @"@C:{カラー_選択不可}@―@/C@" * ((WND_WIDTH / 2) - 2))
ENDIF

;明細出力
IF CALL_FROM == "CURRENT"
    FOR LOCAL, 0, DETAIL_LINECOUNT
        CALL WndMgr_TextSet(WINDOW_ID, L_CNT, DETAIL_LIST:LOCAL)
        L_CNT ++
    NEXT
ELSE
    FOR LOCAL, MAX_ROW * HO_ITEM_MENU_PAGE_LEFT, MAX_ROW * (HO_ITEM_MENU_PAGE_LEFT + 1)
        CALL WndMgr_TextSet(WINDOW_ID, L_CNT, DETAIL_LIST:LOCAL)
        L_CNT ++
        L_CNT ++
    NEXT
ENDIF

IF CALL_FROM == "STOCK"
    ;フッター
    ;-------------------------------------------------
    IF PAGE_NUM > 0
        STR_FOOTER += HO_ITEM_MENU_PAGE_LEFT > 0 ? @"@B:9000@<<@/B@ " # "   "
        STR_FOOTER += @"%TOSTR(HO_ITEM_MENU_PAGE_LEFT + 1, "..")% "
        STR_FOOTER += HO_ITEM_MENU_PAGE_LEFT != PAGE_NUM ? @"@B:9001@>>@/B@" # "  "
        CALLF TAG_PRINT_SHAPE(STR_FOOTER, WND_WIDTH - 8, 1, 2)
        CALL WndMgr_TextSet(WINDOW_ID, WND_HEIGHT - 4, @"@C:{カラー_注釈}@%RESULTS%@/C@")
    ENDIF
ENDIF
; #endregion

;-------------------------------------------------
;;; 装備情報の明細行文字列を作成
;-------------------------------------------------
@HO_EQUIP_MENU_STR_DETAIL(EQUIP_DID, CALL_FROM = "STOCK")
#DIM EQUIP_DID
#DIMS CALL_FROM
;印字カラム
#DIM  CONST COLUMN_LENGTH = 5, 28, 13, 8, 8, 8, 8, 8, 8, 8,
#DIM  CONST COLUMN_PADDING = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;ステータスの表示順序
{
    #DIMS CONST   COLUMN_ORDER =
        "ATTACK"
        , "DEFENCE"
        , "ARMOR"
        , "MAG"
        , "AGILITY"
        , "HATE_RATE"
        , "TARGETING"
}

VARS STRS
VARS COLUMN, 10
VARI COLUMN_IDX
VARI WEAPON_ID
VARI MATERIAL
VARS WEAPON_NAME
VARI EQUIP_CHARA_ID
VARI FAVORITE_FLAG
VARI EQUIP_TYPE
VARS TOOLTIP

CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "WEAPON_ID")
WEAPON_ID = RESULT
CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "MATERIAL")
MATERIAL = RESULT
CALL GET_WEAPON_PRINT_NAME(EQUIP_DID)
WEAPON_NAME = %RESULTS%
EQUIP_CHARA_ID = -1
CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "EQUIP_CHARA_ID")
EQUIP_CHARA_ID = RESULT
CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "FAVORITE_FLAG")
FAVORITE_FLAG = RESULT
CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "EQUIP_TYPE")
EQUIP_TYPE = RESULT

;お気に入り状態
IF CALL_FROM == "CANDIDATE"
    COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"@C:{カラー_注釈}@ ⇒@/C@", COLUMN_LENGTH:COLUMN_IDX, 1)%
ELSE
    TOOLTIP '= "・お気に入り設定の切り替え
お気に入り設定を切り替えます
お気に入り指定された装備は売却対象に表示されず、廃棄出来なくなります"
    IF !FAVORITE_FLAG
        COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"@B:[FAVORITE_FLAG:{EQUIP_DID}]$%TOOLTIP%@@C:{カラー_注釈}@ □@/C@@/B@", COLUMN_LENGTH:COLUMN_IDX, 1)%
    ELSE
        COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"@B:[FAVORITE_FLAG:{EQUIP_DID}]$%TOOLTIP%@@C:{カラー_白}@ ★@/C@@/B@", COLUMN_LENGTH:COLUMN_IDX, 1)%
    ENDIF
ENDIF
COLUMN_IDX ++
;各カラムの値セット
IF EQUIP_DID == HO_ITEM_MENU_SELECTED_DETAIL_DID
    F_COL = カラー_選択中
ELSE
    F_COL = カラー_白
ENDIF
;装備名
COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"@C:{F_COL}@@B:[EQUIP_DID:{EQUIP_DID}]@[%WEAPON_NAME%]@/B@@/C@", COLUMN_LENGTH:COLUMN_IDX, 1)%
COLUMN_IDX ++
;装備者
VARI F_COL
IF EQUIP_CHARA_ID >= 0
    COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"@C:{カラー_白}@%ANAME(EQUIP_CHARA_ID)%@/C@", COLUMN_LENGTH:COLUMN_IDX, 1)%
ELSE
    COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"", COLUMN_LENGTH:COLUMN_IDX, 1)%
ENDIF
COLUMN_IDX ++
;各パラメータ
VARI STATUS_IDX
FOR STATUS_IDX, 0, WPN_MAX_STATUSNUM
    IF COLUMN_ORDER:STATUS_IDX != "TARGETING"
        COLUMN:(STATUS_IDX + COLUMN_IDX) = %TAG_PRINT_SHAPE(@"@C:{カラー_注釈}@{DT_CELL_GET("WEAPON_STOCK", EQUIP_DID, COLUMN_ORDER:STATUS_IDX, 1)}@/C@", COLUMN_LENGTH:(STATUS_IDX + COLUMN_IDX), 1, 1)%
    ELSEIF EQUIP_TYPE == 0
        COLUMN:(STATUS_IDX + COLUMN_IDX) = %TAG_PRINT_SHAPE(@"@C:{カラー_注釈}@%WPN_脅威選定文字列:DT_CELL_GET("WEAPON_STOCK", EQUIP_DID, COLUMN_ORDER:STATUS_IDX, 1)%@/C@", COLUMN_LENGTH:(STATUS_IDX + COLUMN_IDX), 1, 1)%
    ENDIF
NEXT
STRS '= ""
FOR COLUMN_IDX, 0, VARSIZE("COLUMN")
    STRS += COLUMN:COLUMN_IDX
NEXT
STRS += "    "
;武器スキル_アクティブ
CALL GET_EQUIP_SKILL_LIST_STR(EQUIP_DID, 武器スキル_アクティブ)
STRS += RESULTS
;武器スキル_パッシブ
CALL GET_EQUIP_SKILL_LIST_STR(EQUIP_DID, 武器スキル_パッシブ)
STRS += RESULTS

RESULTS '= @"%STRS%"
RETURN

@HO_EQUIP_MENU_STR_DETAIL_DIFF(EQUIP_DID_OLD, EQUIP_DID_NEW, CALL_FROM = "STOCK")
#DIM EQUIP_DID_OLD
#DIM EQUIP_DID_NEW
#DIMS CALL_FROM
;印字カラム
#DIM  CONST COLUMN_LENGTH = 5, 28, 13, 8, 8, 8, 8, 8, 8, 8,
#DIM  CONST COLUMN_PADDING = 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
;ステータスの表示順序
{
    #DIMS CONST   COLUMN_ORDER =
        "ATTACK"
        , "DEFENCE"
        , "ARMOR"
        , "MAG"
        , "AGILITY"
        , "HATE_RATE"
        , "TARGETING"
}

VARS STRS
VARS COLUMN, 10
VARI COLUMN_IDX
VARI WEAPON_ID
VARI MATERIAL
VARS WEAPON_NAME
VARI EQUIP_CHARA_ID
VARI FAVORITE_FLAG
VARI EQUIP_TYPE
VARS TOOLTIP

;お気に入り状態
COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"", COLUMN_LENGTH:COLUMN_IDX, 1)%
COLUMN_IDX ++

;各カラムの値セット
F_COL = カラー_白
;装備名
COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"", COLUMN_LENGTH:COLUMN_IDX, 1)%
COLUMN_IDX ++
;装備者
VARI F_COL
COLUMN:COLUMN_IDX = %TAG_PRINT_SHAPE(@"", COLUMN_LENGTH:COLUMN_IDX, 1)%

COLUMN_IDX ++
;各パラメータ
VARI STATUS_IDX
VARI PARAM_NEW
VARI PARAM_OLD
VARI PARAM
FOR STATUS_IDX, 0, WPN_MAX_STATUSNUM
    IF COLUMN_ORDER:STATUS_IDX != "TARGETING"
        PARAM_NEW = DT_CELL_GET("WEAPON_STOCK", EQUIP_DID_NEW, COLUMN_ORDER:STATUS_IDX, 1)
        PARAM_OLD = DT_CELL_GET("WEAPON_STOCK", EQUIP_DID_OLD, COLUMN_ORDER:STATUS_IDX, 1) * -1
        PARAM = PARAM_NEW + PARAM_OLD
        IF PARAM != 0
            IF COLUMN_ORDER:STATUS_IDX == "HATE_RATE"
                F_COL =  PARAM > 0 ? カラー_レッド # カラー_ブルー
            ELSE
                F_COL =  PARAM > 0 ? カラー_ブルー # カラー_レッド
            ENDIF
            COLUMN:(STATUS_IDX + COLUMN_IDX) = %TAG_PRINT_SHAPE(@"@C:{F_COL}@%TOSTR(PARAM, "↑#;↓#;")%@/C@", COLUMN_LENGTH:(STATUS_IDX + COLUMN_IDX), 1, 1)%
        ELSE
            COLUMN:(STATUS_IDX + COLUMN_IDX) = %TAG_PRINT_SHAPE(@"", COLUMN_LENGTH:(STATUS_IDX + COLUMN_IDX), 1)%
        ENDIF
    ENDIF
NEXT
STRS '= ""
FOR COLUMN_IDX, 0, VARSIZE("COLUMN")
    STRS += COLUMN:COLUMN_IDX
NEXT

RESULTS '= @"%STRS%"
RETURN

@HO_EQUIP_MENU_WINDOW_INPUT(MODULE_ID)
#DIM MODULE_ID
#DIM DYNAMIC ITEM_ID
#DIM DYNAMIC MATERIAL_NEEDS, ITEM_LENGTH
#DIM DYNAMIC WEAPON_ID
#DIM DYNAMIC WPN_MATERIAL_NEEDS, WPN_材質種類数, ITEM_LENGTH
#DIMS SORT_COLUMN
VARI EQUIP_DID
VARS WEAPON_NAME

;入力受付
REDRAW 1
ONEINPUTS
REDRAW 0
CLEARLINE 1
PRINTL
IF ISNUMERIC(RESULTS)
    RESULT = TOINT(RESULTS)
    ;キャンセルボタン
    IF RESULT == 9999999
        RETURN -1
    ELSEIF INRANGE(RESULT, 0, 6)
        HO_ITEM_MENU_PAGE_LEFT = 0
        HO_ITEM_MENU_SELECT_ITEM_ID = 0
        HO_ITEM_MENU_CATEGORY = RESULT
        ;ページ処理
    ELSEIF INRANGE(RESULT, 9000, 9001)
        IF RESULT == 9000
            HO_ITEM_MENU_PAGE_LEFT --
        ELSE
            HO_ITEM_MENU_PAGE_LEFT ++
        ENDIF
    ELSEIF INRANGE(RESULT, 1000000, 2999999)
        ;クラフト可能なアイテム ITEM_ID + 1000000, クラフト不可能なアイテム ITEM_ID + 2000000
        HO_ITEM_CRAFT_NUM_PRODUCTION = 1
        HO_CRAFT_RECIPE_ID = 0
        HO_ITEM_MENU_SELECT_ITEM_ID = (RESULT - 1000000)
        RETURN
    ENDIF
ELSE
    IF DIC_CONTAINSKEY(RESULTS, "SORT")
        SORT_COLUMN = %DIC_GET(RESULTS, "SORT")%
        IF SORT_COLUMN == HO_ITEM_MENU_CURRENT_SORT_COLUMN
            HO_ITEM_MENU_CURRENT_SORT_ORDER ++
            IF HO_ITEM_MENU_CURRENT_SORT_ORDER > 2
                HO_ITEM_MENU_CURRENT_SORT_COLUMN '= ""
                HO_ITEM_MENU_CURRENT_SORT_ORDER = 0
            ENDIF
        ELSE
            HO_ITEM_MENU_CURRENT_SORT_COLUMN = %SORT_COLUMN%
            HO_ITEM_MENU_CURRENT_SORT_ORDER = 1
        ENDIF
    ELSEIF DIC_CONTAINSKEY(RESULTS, "EQUIP_DID")
        EQUIP_DID = DIC_GETINT(RESULTS, "EQUIP_DID")
        IF EQUIP_DID == HO_ITEM_MENU_SELECTED_DETAIL_DID
            HO_ITEM_MENU_SELECTED_DETAIL_DID = -1
        ELSE
            HO_ITEM_MENU_SELECTED_DETAIL_DID = EQUIP_DID
        ENDIF
        ;装備変更
    ELSEIF DIC_CONTAINSKEY(RESULTS, "CHANGE_EQUIP")
        VARI CURRENT_EQUIP_CHARA_ID
        EQUIP_DID = DIC_GETINT(RESULTS, "CHANGE_EQUIP")
        CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "EQUIP_CHARA_ID")
        IF RESULT >= 0
            CURRENT_EQUIP_CHARA_ID = RESULT
            PRINTFORML 現在%ANAME(CURRENT_EQUIP_CHARA_ID)%が装備しています。
            IF CURRENT_EQUIP_CHARA_ID != HO_ITEM_MENU_EDIT_CHARA_ID
                PRINTFORML %ANAME(CURRENT_EQUIP_CHARA_ID)%から%ANAME(HO_ITEM_MENU_EDIT_CHARA_ID)%に装備先を変更しますか？
                CALL ASK_YN()
                SIF RESULT
                    RETURN
                CALL EQUIP_WEAPON(HO_ITEM_MENU_EDIT_CHARA_ID, EQUIP_DID, HO_ITEM_MENU_EDIT_SLOT_ID)
            ELSE
                PRINTFORML 装備を外しますか？
                CALL ASK_YN()
                SIF RESULT
                    RETURN
                CALL UNEQUIP_WEAPON(HO_ITEM_MENU_EDIT_CHARA_ID, HO_ITEM_MENU_EDIT_SLOT_ID)
            ENDIF
            HO_ITEM_MENU_EQUIP_DID = HO_ITEM_MENU_SELECTED_DETAIL_DID
            HO_ITEM_MENU_SELECTED_DETAIL_DID = -1
        ELSE
            CALL EQUIP_WEAPON(HO_ITEM_MENU_EDIT_CHARA_ID, EQUIP_DID, HO_ITEM_MENU_EDIT_SLOT_ID)
            HO_ITEM_MENU_EQUIP_DID = HO_ITEM_MENU_SELECTED_DETAIL_DID
            HO_ITEM_MENU_SELECTED_DETAIL_DID = -1
        ENDIF

        ;装備廃棄
    ELSEIF DIC_CONTAINSKEY(RESULTS, "DISPOSE_EQUIP")
        EQUIP_DID = DIC_GETINT(RESULTS, "DISPOSE_EQUIP")
        CALL GET_WEAPON_STOCK_TABLE(EQUIP_DID, "WEAPON_NAME")
        WEAPON_NAME = %RESULTS%
        IF DT_CELL_GET("WEAPON_STOCK", EQUIP_DID, "FAVORITE_FLAG", 1) == 1
            CALLF TAG_PRINT(@"@C:{カラー_注意}@%WEAPON_NAME%はお気に入り指定されているため破棄できません@/C@", 1)
            WAIT
            RETURN
        ENDIF
        CALLF TAG_PRINT(@"@C:{カラー_注意}@%WEAPON_NAME%を廃棄します。廃棄した装備は完全に失われます。よろしいですか？@/C@", 1)
        CALL ASK_YN("廃棄する","やめる")
        SIF RESULT
            RETURN
        CALL DELETE_WEAPON(EQUIP_DID)
        PRINTFORMW %WEAPON_NAME%を廃棄しました
        HO_ITEM_MENU_SELECTED_DETAIL_DID = -1

    ELSEIF DIC_CONTAINSKEY(RESULTS, "FAVORITE_FLAG")
        CALL EQUIP_SWITCH_FAVORITE_FLAG(TOINT(DIC_GET(RESULTS, "FAVORITE_FLAG")))
    ENDIF
ENDIF


code:
;-------------------------------------------------
;;; 各キャラクターの装備切り替えメニュー
;-------------------------------------------------
@EQUIP_OVERVIEW_MAIN(EQUIP_DID)
#DIM EQUIP_DID

CALL EQUIP_OVERVIEW_INIT()

CALL PRINTLINE_RESERVE()
WHILE 1
    CALL EQUIP_OVERVIEW_SET_CONTENTS(EQUIP_DID)
    CALL UIC_SHOW(EQUIP_OVERVIEW_UIC_ID)
    CALL NEWLINE(UI_MAXHEIGHT)
    CALL EQUIP_OVERVIEW_INPUT(EQUIP_DID)
    IF RESULT == -1
        BREAK
    ENDIF
    REDRAW 0
    CALL PRINTLINE_CLEAR()
WEND
REDRAW 0

CALL UIC_DISPOSE(EQUIP_OVERVIEW_UIC_ID)
CALL PRINTLINE_CLEAR()
RETURN 1

@EQUIP_OVERVIEW_SET_CONTENTS(EQUIP_DID)
#DIM EQUIP_DID
#DIM  DYNAMIC UIC_ID
#DIMS DYNAMIC EQUIP_NAME
#DIM  DYNAMIC EQUIP_FAVORITE_FLAG
#DIMS DYNAMIC TEXT
#DIMS DYNAMIC HTML
#DIMS DYNAMIC ROWS, 3000
#DIM  DYNAMIC R_CNT
#DIMS DYNAMIC COLUMNS, 9
#DIM  DYNAMIC COL_LENGHT = 28, 8, 8, 8, 8, 8, 8, 8, 56
#DIM  DYNAMIC CHARA_ID
#DIM  DYNAMIC CURRENT_EQUIP_CHARA_ID
#DIMS DYNAMIC ARRAYS_CHARA_INFO, MAX_CHARANUM, 4
#DIMS DYNAMIC ARRAYS_INFO, MAX_CHARANUM, 4

#DIM  DYNAMIC STATUS_IDX
#DIM  DYNAMIC WEAPON_STATUS, WPN_MAX_STATUSNUM

#DIM  DYNAMIC EQUIP_OVERVIEW_PAGE_NUM
#DIM  DYNAMIC ITEM_COUNT
#DIM  CONST   MAX_ITEM = 7
#DIM  CONST   ROWS_PER_ITEM = 4

UIC_ID = EQUIP_OVERVIEW_UIC_ID

;◆ 装備情報の取得
CALL GET_WEAPON_PRINT_NAME(EQUIP_DID)
EQUIP_NAME = %RESULTS%
EQUIP_FAVORITE_FLAG = DT_CELL_GET("WEAPON_STOCK", EQUIP_DID, "FAVORITE_FLAG", 1)

FOR STATUS_IDX, 0, VARSIZE("WPN_STATUS_NAME_ENG")
    DT_CELL_GET "WEAPON_STOCK", EQUIP_DID, WPN_STATUS_NAME_ENG:STATUS_IDX, 1
    WEAPON_STATUS:STATUS_IDX = RESULT
    IF STATUS_IDX != WPN_脅威選定
        TEXT '= TAG_PRINT_SHAPE(@"@C:{カラー_注釈}@%WPN_STATUS_NAME:STATUS_IDX%:{WEAPON_STATUS:STATUS_IDX}@/C@", 12, 1)
    ELSE
        TEXT '= TAG_PRINT_SHAPE(@"@C:{カラー_注釈}@%WPN_STATUS_NAME:STATUS_IDX%:%WPN_脅威選定文字列:(WEAPON_STATUS:STATUS_IDX)%@/C@", 16, 1)
    ENDIF
NEXT

;◆ 現在の装備者の取得
DT_CELL_GET "WEAPON_STOCK", EQUIP_DID, "EQUIP_CHARA_ID", 1
CURRENT_EQUIP_CHARA_ID = RESULT >= 0 ? RESULT # -1

;◆ タイトル
TEXT '= @"@S:1@◆　%EQUIP_NAME%@/S@"
HTML = %CONV_TAG2H(TEXT)%
CALL UIC_SET_TEXT(UIC_ID, "UIC_TITLE", HTML)

;◆ 説明
IF CURRENT_EQUIP_CHARA_ID == -1
    TEXT '= @"◆ @S:1@%EQUIP_NAME%@/S@を誰に装備させますか？"
ELSE
    TEXT '= @"◆ @S:1@%EQUIP_NAME%@/S@は現在@C:{カラー_注意}@%ANAME(CURRENT_EQUIP_CHARA_ID)%@/C@が装備しています。誰に装備させますか？"
ENDIF
HTML = %CONV_TAG2H(TEXT)%
CALL UIC_SET_TEXT(UIC_ID, "UIC_TITLE", HTML)

;◆ ヘッダー
VARI I
COLUMNS:(I++) = %TAG_PRINT_SHAPE("", COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("攻撃" , COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("防御", COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("軽減", COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("魔力", COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("行動", COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("敵視", COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("選敵" , COL_LENGHT:I, 1, 2)%
COLUMNS:(I++) = %TAG_PRINT_SHAPE("　装備スキル", COL_LENGHT:I, 1, 0)%

FOR I, 0, VARSIZE("COLUMNS")
    ROWS:(R_CNT) += @"%CONV_TAG2H(COLUMNS:I)%" + "｜"
NEXT
R_CNT++
ROWS:(R_CNT) = %DRAW_LINEH(UI_MAXWIDTH - 1)%
R_CNT++

;◆ 装備の情報
CALL EQUIP_OVERVIEW_EQUIP_INFO(EQUIP_DID)
ROWS:(R_CNT) += CONV_TAG2H(RESULTS)
R_CNT++
ROWS:(R_CNT) = %DRAW_LINEH(UI_MAXWIDTH - 1)%
R_CNT++

;◆ 装備者情報集計
FOR CHARA_ID, 0, CHARANUM
    SIF !IS_SAME_FACTION(CHARA_ID)
        CONTINUE
    CALL EQUIP_OVERVIEW_SET_CHARA_INFO(CHARA_ID, EQUIP_DID, ARRAYS_CHARA_INFO)
    FOR I, 0, ROWS_PER_ITEM
        ARRAYS_INFO:ITEM_COUNT:I += @"%ARRAYS_CHARA_INFO:CHARA_ID:I%"
    NEXT
    ITEM_COUNT++
NEXT
;ページ数算出
EQUIP_OVERVIEW_PAGE_NUM = (ITEM_COUNT - 1) / MAX_ITEM
EQUIP_OVERVIEW_CURRENT_PAGE = EQUIP_OVERVIEW_CURRENT_PAGE > EQUIP_OVERVIEW_PAGE_NUM ? EQUIP_OVERVIEW_PAGE_NUM # EQUIP_OVERVIEW_CURRENT_PAGE

;装備者情報セット
VARI J
FOR I, EQUIP_OVERVIEW_CURRENT_PAGE * MAX_ITEM, MIN(ITEM_COUNT, (EQUIP_OVERVIEW_CURRENT_PAGE + 1) * MAX_ITEM)
    FOR J, 0, ROWS_PER_ITEM
        ROWS:(R_CNT) += @"%CONV_TAG2H(ARRAYS_INFO:I:J)%"
        R_CNT++
    NEXT
    ROWS:(R_CNT) = %DRAW_LINEH(UI_MAXWIDTH - 1)%
    R_CNT++
NEXT

;◆ フッター(ページ)
HTML '= ""
HTML += @"%EQUIP_OVERVIEW_CURRENT_PAGE > 0 ? "@B:[PREV_PAGE:1]@＜―@/B@" # @"@C:{カラー_選択不可}@＜―@/C@"%"
HTML += @" {EQUIP_OVERVIEW_CURRENT_PAGE + 1} "
HTML += @"%EQUIP_OVERVIEW_CURRENT_PAGE < EQUIP_OVERVIEW_PAGE_NUM ? "@B:[NEXT_PAGE:1]@―＞@/B@" # @"@C:{カラー_選択不可}@―＞@/C@"%"
HTML = %CONV_TAG2H(TAG_PRINT_SHAPE(HTML, UI_MAXWIDTH * 2, 1, 2))%
CALL UIC_SET_TEXT(UIC_ID, "UIC_FOOTER", HTML)

;◆ フッター(左)
HTML '= ""
HTML += CONV_TAG2H(@"@B:[EXIT:1]@[戻る]@/B@　　")
IF CURRENT_EQUIP_CHARA_ID >= 0
    HTML += CONV_TAG2H(@"@B:[UNEQUIP:1]@[%EQUIP_NAME%を外す]@/B@　")
ENDIF
IF EQUIP_FAVORITE_FLAG == 1
    HTML += CONV_TAG2H(@"@C:{カラー_選択不可}@[廃棄不可(お気に入り指定)]@/C@")
ELSE
    HTML += CONV_TAG2H(@"@B:[DISPOSE:1]@[%EQUIP_NAME%を廃棄]@/B@")
ENDIF
CALL UIC_SET_TEXT(UIC_ID, "UIC_FOOTER_LEFT", HTML)

;各行印字
HTML '= ""
FOR I, 0, R_CNT
    HTML += @"%CONV_TAG2H(ROWS:I)%" + "<br>"
NEXT
CALL UIC_SET_TEXT(UIC_ID, "UIC_MAIN", HTML)

@EQUIP_OVERVIEW_EQUIP_INFO(SELECTED_EQUIP_DID)
#DIM  SELECTED_EQUIP_DID
#DIMS DYNAMIC EQUIP_NAME
#DIM  DYNAMIC EQUIP_TYPE
#DIM  DYNAMIC STATUS_IDX
#DIM  DYNAMIC COL_LENGHT = 28, 10, 10, 10, 10, 10, 10, 10, 56
#DIM  DYNAMIC COLUMN, 8
;◆装備パラメータ
{
    #DIMS CONST COLUMN_ORDER =
        "ATTACK"
        , "DEFENCE"
        , "ARMOR"
        , "MAG"
        , "AGILITY"
        , "HATE_RATE"
        , "TARGETING"
}
#DIMS DYNAMIC TEXT

;;装備パラメータ
CALL GET_WEAPON_STATUS_FROM_STOCK_TABLE(,SELECTED_EQUIP_DID)
;変更対象装備種別
EQUIP_TYPE = DT_CELL_GET("WEAPON_STOCK", SELECTED_EQUIP_DID, "EQUIP_TYPE", 1)
;名前
CALL GET_WEAPON_PRINT_NAME(SELECTED_EQUIP_DID)
EQUIP_NAME = %RESULTS%
TEXT += TAG_PRINT_SHAPE(@"◆ %EQUIP_NAME%", COL_LENGHT:0, 1, 0)

VARI I
FOR I, 0, WPN_MAX_STATUSNUM
    STATUS_IDX = FINDELEMENT(WPN_STATUS_NAME_ENG, COLUMN_ORDER:I)
    IF COLUMN_ORDER:I != "TARGETING"
        TEXT += TAG_PRINT_SHAPE(TOSTR(WPN_STATUS:STATUS_IDX), COL_LENGHT:(I + 1), 1, 1)
    ELSE
        IF EQUIP_TYPE == WPN_装備種別_武器
            TEXT += TAG_PRINT_SHAPE(WPN_脅威選定文字列:(WPN_STATUS:STATUS_IDX), COL_LENGHT:(I + 1), 1, 1)
        ELSE
            ;レリックは脅威選定の表示が不要
            TEXT += TAG_PRINT_SHAPE("", COL_LENGHT:(I + 1), 1, 1)
        ENDIF
    ENDIF
NEXT
TEXT += "　　"
;装備スキル_アクティブ
CALL GET_EQUIP_SKILL_LIST_STR(SELECTED_EQUIP_DID, 武器スキル_アクティブ)
TEXT += RESULTS
;装備スキル_パッシブ
CALL GET_EQUIP_SKILL_LIST_STR(SELECTED_EQUIP_DID, 武器スキル_パッシブ)
TEXT += RESULTS
RESULTS = %TEXT%
RETURN

@EQUIP_OVERVIEW_SET_CHARA_INFO(CHARA_ID, SELECTED_EQUIP_DID, ARRAYS_STR_CHARA_INFO)
#DIM  CHARA_ID
#DIM  SELECTED_EQUIP_DID
#DIMS REF ARRAYS_STR_CHARA_INFO, 0, 0
#DIM  DYNAMIC COL_LENGHT = 28, 10, 10, 10, 10, 10, 10, 10, 48
#DIM  DYNAMIC COLUMN, 8
#DIM  DYNAMIC EQUIP_DID
#DIM  DYNAMIC EQUIP_TYPE
#DIMS DYNAMIC EQUIP_NAME
#DIM  DYNAMIC SELECT_EQUIP_STATUS, WPN_MAX_STATUSNUM
#DIM  DYNAMIC SELECT_EQUIP_DID
#DIM  DYNAMIC DIFF
#DIMS DYNAMIC STR_DIFF
#DIM  DYNAMIC STATUS_IDX
#DIM  DYNAMIC SLOT
#DIM  DYNAMIC SLOT_ID
;◆装備パラメータ
{
    #DIMS CONST COLUMN_ORDER =
        "ATTACK"
        , "DEFENCE"
        , "ARMOR"
        , "MAG"
        , "AGILITY"
        , "HATE_RATE"
        , "TARGETING"
}
#DIMS DYNAMIC TEXT

;◆ キャラクター
CALL CC_CALC_CHARA_STATUS(CHARA_ID)
;名前
TEXT = %TAG_PRINT_SHAPE(@"・%ANAME(CHARA_ID)%", COL_LENGHT:0, 1, 0)%
;パラメータ
; FOR I, 0, VARSIZE("COLUMN_ORDER")
;     COLUMN:I = DT_CELL_GET("CHARA_STATUS",0 , COLUMN_ORDER:I)
;     IF COLUMN_ORDER:I != "TARGETING"
;         TEXT += TAG_PRINT_SHAPE(TOSTR(COLUMN:I), COL_LENGHT:(I + 1), 1, 1)
;     ELSE
;         TEXT += TAG_PRINT_SHAPE(WPN_脅威選定文字列:(COLUMN:I), COL_LENGHT:(I + 1), 1, 1)
;     ENDIF
; NEXT
ARRAYS_STR_CHARA_INFO:CHARA_ID:0 = %TEXT%
VARI I

;◆ 武器
;変更対象装備種別
EQUIP_TYPE = DT_CELL_GET("WEAPON_STOCK", SELECTED_EQUIP_DID, "EQUIP_TYPE", 1)
;◆変更先の武器のステータス
CALL GET_WEAPON_STATUS_FROM_STOCK_TABLE(,SELECTED_EQUIP_DID)
ARRAYCOPY "WPN_STATUS", "SELECT_EQUIP_STATUS"

TEXT '= ""
DT_SELECT "WEAPON_STOCK", @"EQUIP_CHARA_ID = {CHARA_ID} AND EQUIP_TYPE = 0"
IF RESULT
    EQUIP_DID = RESULT:1
    ;名前の取得
    CALL GET_WEAPON_PRINT_NAME(EQUIP_DID)
    EQUIP_NAME = %RESULTS%
    IF EQUIP_TYPE == WPN_装備種別_武器
        TEXT = %TAG_PRINT_SHAPE(@"武器 :@B:[CHANGE_EQUIP:{EQUIP_DID}][EDIT_SLOT_ID:0][CHARA_ID:{CHARA_ID}]@%EQUIP_NAME%@/B@", COL_LENGHT:0, 1, 0)%
    ELSE
        TEXT = %TAG_PRINT_SHAPE(@"@C:{カラー_選択不可}@武器 :%EQUIP_NAME%@/C@", COL_LENGHT:0, 1, 0)%
    ENDIF
    ;パラメータ
    CALL GET_WEAPON_STATUS_FROM_STOCK_TABLE(,EQUIP_DID)
    FOR I, 0, WPN_MAX_STATUSNUM
        STATUS_IDX = FINDELEMENT(WPN_STATUS_NAME_ENG, COLUMN_ORDER:I)
        DIFF = SELECT_EQUIP_STATUS:STATUS_IDX - WPN_STATUS:STATUS_IDX
        STR_DIFF '= ""
        IF COLUMN_ORDER:I != "TARGETING"
            IF DIFF != 0 && EQUIP_TYPE == WPN_装備種別_武器
                IF COLUMN_ORDER:I != "HATE_RATE"
                    STR_DIFF '= @"%DIFF > 0 ? @"@C:{カラー_上昇}@↑{ABS(DIFF)}@/C@" # @"@C:{カラー_下降}@↓{ABS(DIFF)}@/C@"%"
                ELSE
                    STR_DIFF '= @"%DIFF < 0 ? @"@C:{カラー_上昇}@↑{ABS(DIFF)}@/C@" # @"@C:{カラー_下降}@↓{ABS(DIFF)}@/C@"%"
                ENDIF
            ENDIF
            STR_DIFF = %TAG_PRINT_SHAPE(@"%STR_DIFF%", 6, 1, 1)%%TAG_PRINT_SHAPE(TOSTR(WPN_STATUS:STATUS_IDX), 4, 1, 1)%
            TEXT += TAG_PRINT_SHAPE(STR_DIFF, COL_LENGHT:(I + 1), 1, 1)
        ELSE
            TEXT += TAG_PRINT_SHAPE(WPN_脅威選定文字列:(WPN_STATUS:STATUS_IDX), COL_LENGHT:(I + 1), 1, 1)
        ENDIF
    NEXT
    TEXT += "　　"
    ;装備スキル_アクティブ
    CALL GET_EQUIP_SKILL_LIST_STR(EQUIP_DID, 武器スキル_アクティブ)
    TEXT += RESULTS
    ;装備スキル_パッシブ
    CALL GET_EQUIP_SKILL_LIST_STR(EQUIP_DID, 武器スキル_パッシブ)
    TEXT += RESULTS
ELSE
    IF EQUIP_TYPE == WPN_装備種別_武器
        TEXT += TAG_PRINT_SHAPE(@"@B:[CHANGE_EQUIP:{0}][EDIT_SLOT_ID:0][CHARA_ID:{CHARA_ID}]@武器 : ---@/B@", COL_LENGHT:0, 1, 0)
    ELSE
        TEXT += TAG_PRINT_SHAPE(@"@C:{カラー_選択不可}@武器 : ---@/C@", COL_LENGHT:0, 1, 0)
    ENDIF
ENDIF
ARRAYS_STR_CHARA_INFO:CHARA_ID:1 = %TEXT%

;◆ レリック
FOR SLOT, 0, 2
    TEXT '= ""
    SLOT_ID = 衣装部位_ﾚﾘｯｸ1 + SLOT
    DT_SELECT "WEAPON_STOCK", @"EQUIP_CHARA_ID = {CHARA_ID} AND EQUIP_TYPE = 1 AND EQUIP_SLOT_ID = {SLOT_ID}"
    IF RESULT
        ;名前の取得
        EQUIP_DID = RESULT:1
        CALL GET_WEAPON_PRINT_NAME(EQUIP_DID)
        EQUIP_NAME = %RESULTS%
        IF EQUIP_TYPE == WPN_装備種別_レリック
            TEXT += TAG_PRINT_SHAPE(@"ﾚﾘｯｸ{SLOT + 1}:@B:[CHANGE_EQUIP:{EQUIP_DID}][EDIT_SLOT_ID:{SLOT_ID}][CHARA_ID:{CHARA_ID}]@%EQUIP_NAME%@/B@", COL_LENGHT:0, 1, 0)
        ELSE
            TEXT += TAG_PRINT_SHAPE(@"@C:{カラー_選択不可}@ﾚﾘｯｸ{SLOT + 1}:%EQUIP_NAME%@/C@", COL_LENGHT:0, 1, 0)
        ENDIF
        ;パラメータの取得
        CALL GET_WEAPON_STATUS_FROM_STOCK_TABLE(,EQUIP_DID)
        FOR I, 0, WPN_MAX_STATUSNUM
            STATUS_IDX = FINDELEMENT(WPN_STATUS_NAME_ENG, COLUMN_ORDER:I)
            DIFF = SELECT_EQUIP_STATUS:STATUS_IDX - WPN_STATUS:STATUS_IDX
            STR_DIFF '= ""
            IF COLUMN_ORDER:I != "TARGETING"
                IF DIFF != 0 && EQUIP_TYPE == WPN_装備種別_レリック
                    IF COLUMN_ORDER:I != "HATE_RATE"
                        STR_DIFF '= @"%DIFF > 0 ? @"@C:{カラー_上昇}@↑{ABS(DIFF)}@/C@" # @"@C:{カラー_下降}@↓{ABS(DIFF)}@/C@"%"
                    ELSE
                        STR_DIFF '= @"%DIFF < 0 ? @"@C:{カラー_上昇}@↑{ABS(DIFF)}@/C@" # @"@C:{カラー_下降}@↓{ABS(DIFF)}@/C@"%"
                    ENDIF
                ENDIF
                STR_DIFF = %TAG_PRINT_SHAPE(@"%STR_DIFF%", 6, 1, 1)%%TAG_PRINT_SHAPE(TOSTR(WPN_STATUS:STATUS_IDX), 4, 1, 1)%
                TEXT += TAG_PRINT_SHAPE(STR_DIFF, COL_LENGHT:(I + 1), 1, 1)
            ELSE
                ;レリックは脅威選定の表示が不要
                TEXT += TAG_PRINT_SHAPE("", COL_LENGHT:(I + 1), 1, 1)
            ENDIF
        NEXT
        TEXT += "　　"
        ;装備スキル_アクティブ
        CALL GET_EQUIP_SKILL_LIST_STR(EQUIP_DID, 武器スキル_アクティブ)
        TEXT += RESULTS
        ;装備スキル_パッシブ
        CALL GET_EQUIP_SKILL_LIST_STR(EQUIP_DID, 武器スキル_パッシブ)
        TEXT += RESULTS
    ELSE
        IF EQUIP_TYPE == WPN_装備種別_レリック
            TEXT += TAG_PRINT_SHAPE(@"@B:[CHANGE_EQUIP:{0}][EDIT_SLOT_ID:{SLOT_ID}][CHARA_ID:{CHARA_ID}]@ﾚﾘｯｸ{SLOT + 1}: ---@/B@", COL_LENGHT:0, 1, 0)
        ELSE
            TEXT += TAG_PRINT_SHAPE(@"@C:{カラー_選択不可}@ﾚﾘｯｸ{SLOT + 1}: ---@/C@", COL_LENGHT:0, 1, 0)
        ENDIF
    ENDIF
    ARRAYS_STR_CHARA_INFO:CHARA_ID:(SLOT + 2)  = %TEXT%
NEXT

@EQUIP_OVERVIEW_INIT()
#DIM  EQUIP_DID
#DIM  CHARA_ID
#DIMS MODE
#DIM  DYNAMIC GENRE
#DIM  DYNAMIC PRINT_SKILL_NUM
#DIM  DYNAMIC HIDE_SKILL_NUM
#DIMS DYNAMIC STR_GENRE
#DIMS DYNAMIC STR_TITLE
#DIMS DYNAMIC FILTER
#DIMS DYNAMIC _XML_SKILL
#DIM  DYNAMIC F_COL
#DIMS DYNAMIC HTML
#DIMS DYNAMIC ROWS_PER_ITEM, MAX_SKILLS, 3
#DIM  CONST   MAX_ROW = 12

;UIコンテナの作成
VARI UIC_ID
VARI WIDTH  = UI_MAXWIDTH * 100
VARI HEIGHT = UI_MAXHEIGHT * 100
CALL UIC_INIT()
UIC_ID = RESULT
EQUIP_OVERVIEW_UIC_ID = UIC_ID

CALL UIC_ADD(UIC_ID, "UIC_PARENT", "", @"[BORDER:0PX][SIZE:{WIDTH},{HEIGHT}]")
CALL UIC_SET_LAYOUT(UIC_ID, "UIC_PARENT", "[TARGET:LINE_LEFT][ANCHOR:LEFT_TOP][TARGET_PIVOT:LEFT_TOP][PADDING:50,0]")
CALL UIC_ADD(UIC_ID, "UIC_TITLE", "", @"[BORDER:1PX][SIZE:{WIDTH},200][PADDING:25][COLOR:%C2H(カラー_ダークグレー)%]")
CALL UIC_SET_LAYOUT(UIC_ID, "UIC_TITLE", "[TARGET:UIC_PARENT][ANCHOR:TOP][TARGET_PIVOT:TOP]")
CALL UIC_ADD(UIC_ID, "UIC_MAIN", "", @"[BORDER:1PX][SIZE:{WIDTH},{HEIGHT - 200}][PADDING:25]")
CALL UIC_SET_LAYOUT(UIC_ID, "UIC_MAIN", "[TARGET:UIC_TITLE][ANCHOR:TOP][TARGET_PIVOT:BOTTOM]")
CALL UIC_ADD(UIC_ID, "UIC_FOOTER", "", @"[BORDER:0PX][SIZE:{WIDTH},150][PADDING:0]")
CALL UIC_SET_LAYOUT(UIC_ID, "UIC_FOOTER", "[TARGET:UIC_MAIN][ANCHOR:BOTTOM][TARGET_PIVOT:BOTTOM]")
; CALL UIC_ADD(UIC_ID, "UIC_BOTTOM_INFO", "", @"[BORDER:1PX][SIZE:{WIDTH / 6},200][PADDING:25]")
; CALL UIC_SET_LAYOUT(UIC_ID, "UIC_BOTTOM_INFO", "[TARGET:UIC_MAIN][ANCHOR:RIGHT_BOTTOM][TARGET_PIVOT:RIGHT_BOTTOM]")
CALL UIC_ADD(UIC_ID, "UIC_FOOTER_LEFT", "", @"[BORDER:0PX][SIZE:{WIDTH},150][PADDING:0]")
CALL UIC_SET_LAYOUT(UIC_ID, "UIC_FOOTER_LEFT", "[TARGET:UIC_MAIN][ANCHOR:BOTTOM][TARGET_PIVOT:BOTTOM]")

;-------------------------------------------------
;;; 装備切り替えメニュー入力受付
;-------------------------------------------------
@EQUIP_OVERVIEW_INPUT(EQUIP_DID)
#DIM  EQUIP_DID
#DIMS DYNAMIC EQUIP_NAME
#DIM  DYNAMIC CHARA_ID
#DIM  DYNAMIC EDIT_SLOT_ID

BINPUTS
IF DIC_CONTAINSKEY(RESULTS, "EXIT")
    CALL UIC_DISPOSE()
    EQUIP_OVERVIEW_CURRENT_PAGE = 0
    RETURN -1
ELSEIF DIC_CONTAINSKEY(RESULTS, "PREV_PAGE")
    EQUIP_OVERVIEW_CURRENT_PAGE = EQUIP_OVERVIEW_CURRENT_PAGE > 0 ? EQUIP_OVERVIEW_CURRENT_PAGE - 1 # 0
ELSEIF DIC_CONTAINSKEY(RESULTS, "NEXT_PAGE")
    EQUIP_OVERVIEW_CURRENT_PAGE++
ELSEIF DIC_CONTAINSKEY(RESULTS, "CHANGE_EQUIP")
    CHARA_ID = DIC_GETINT(RESULTS, "CHARA_ID")
    EDIT_SLOT_ID = DIC_GETINT(RESULTS, "EDIT_SLOT_ID")
    CALL EQUIP_WEAPON(CHARA_ID, EQUIP_DID, EDIT_SLOT_ID)
ELSEIF DIC_CONTAINSKEY(RESULTS, "UNEQUIP")
    CALL UNEQUIP_WEAPON_BY_DID(EQUIP_DID)
ELSEIF DIC_CONTAINSKEY(RESULTS, "DISPOSE")
    CALL GET_WEAPON_PRINT_NAME(EQUIP_DID)
    EQUIP_NAME = %RESULTS%
    CALLF TAG_PRINT(@"@C:{カラー_注意}@%EQUIP_NAME%を廃棄します。廃棄した装備は完全に失われます。よろしいですか？@/C@", 1)
    PRINTL
    CALL ASK_YN("廃棄する","やめる")
    PRINTL
    IF !RESULT
        CALL DELETE_WEAPON(EQUIP_DID)
        PRINTFORMW %EQUIP_NAME%を廃棄しました
        RETURN
    ENDIF
ENDIF


code:
#DIM EQUIP_OVERVIEW_UIC_ID
#DIM EQUIP_OVERVIEW_CURRENT_PAGE
#DIM EQUIP_OVERVIEW_CHARA_ID


code:
@CLOTH_NAME_GLOVE_0
RESULTS = なし


code:
@CLOTH_NAME_GLOVE_10
RESULTS = 手袋


code:
@CLOTH_NAME_GLOVE_11
RESULTS = 手枷


code:
@CLOTH_NAME_GLOVE_13
RESULTS = 袖


code:
@CLOTH_NAME_GLOVE_14
RESULTS = 包帯


code:
@CLOTH_NAME_GLOVE_15
RESULTS = 腕章


code:
@CLOTH_NAME_GLOVE_16
RESULTS = 腕時計


code:
@CLOTH_NAME_GLOVE_17
RESULTS = 指抜きグローブ


code:
@CLOTH_NAME_GLOVE_18
RESULTS = シュシュ


code:
@CLOTH_NAME_GLOVE_19
RESULTS = サテングローブ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_GLOVE_19
RESULTS = %S_R("やわらかな/なめらかな",1)%%S_R("サテン生地の/サテンの")%手袋

;服の属性を表すタグ
@CLOTH_TAG_GLOVE_19
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_GLOVE_1
RESULTS = カフス


code:
@CLOTH_NAME_GLOVE_2
RESULTS = ガントレット


code:
@CLOTH_NAME_GLOVE_3
RESULTS = グローブ


code:
@CLOTH_NAME_GLOVE_4
RESULTS = スレイブグローブ


code:
@CLOTH_NAME_GLOVE_5
RESULTS = ブレスレット


code:
@CLOTH_NAME_GLOVE_6
RESULTS = レザーグローブ


code:
@CLOTH_NAME_GLOVE_7
RESULTS = ロンググローブ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_GLOVE_7
RESULTS = %S_R("やわらかな/なめらかな",1)%長手袋

;服の属性を表すタグ
@CLOTH_TAG_GLOVE_7
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_GLOVE_80
RESULTS = 麗姫の手甲

@CLOTH_COVERED_GLOVE_80(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
COVERED_PARTS:被覆部位_腕 = 1
COVERED_PARTS:被覆部位_手 = 1
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_GLOVE_80(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_鋼インゴット = 1
MATERIAL_NEEDS:ITEM_金属細工 = 3

RETURN 1


code:
@CLOTH_NAME_GLOVE_81
RESULTS = 麗姫の長手袋

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_GLOVE_81
RESULTS = %S_R("やわらかな/なめらかな",1)%長手袋

;服の属性を表すタグ
@CLOTH_TAG_GLOVE_81
#FUNCTIONS
RESULTS '= "滑らか,"

@CLOTH_COVERED_GLOVE_81(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
COVERED_PARTS:被覆部位_腕 = 1
COVERED_PARTS:被覆部位_手 = 1
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_GLOVE_81(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_布 = 1
MATERIAL_NEEDS:ITEM_金属細工 = 3

RETURN 1


code:
@CLOTH_NAME_GLOVE_82
RESULTS = 隷姫の手甲

@CLOTH_COVERED_GLOVE_82(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_GLOVE_82(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_マナグラス = 1
MATERIAL_NEEDS:ITEM_金属細工 = 3

RETURN 1


code:
@CLOTH_NAME_GLOVE_83
RESULTS = 娼姫の手袋

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_GLOVE_83
RESULTS = %S_R("やわらかな/なめらかな",1)%手袋

;服の属性を表すタグ
@CLOTH_TAG_GLOVE_83
#FUNCTIONS
RESULTS '= "滑らか,"

@CLOTH_COVERED_GLOVE_83(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_GLOVE_83(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_布 = 1
MATERIAL_NEEDS:ITEM_金属細工 = 3

RETURN 1


code:
@CLOTH_NAME_GLOVE_8
RESULTS = 手甲


code:
@CLOTH_NAME_GLOVE_9
RESULTS = 手錠


code:
@CLOTH_NAME_HEAD_0
RESULTS = なし


code:
@CLOTH_NAME_HEAD_10
RESULTS = ティアラ


code:
@CLOTH_NAME_HEAD_11
RESULTS = ナイトキャップ


code:
@CLOTH_NAME_HEAD_12
RESULTS = はちまき


code:
@CLOTH_NAME_HEAD_13
RESULTS = ハンチング帽


code:
@CLOTH_NAME_HEAD_14
RESULTS = ベール


code:
@CLOTH_NAME_HEAD_16
RESULTS = ヘルメット


code:
@CLOTH_NAME_HEAD_17
RESULTS = ホワイトブリム


code:
@CLOTH_NAME_HEAD_18
RESULTS = リボン


code:
@CLOTH_NAME_HEAD_19
RESULTS = 烏帽子


code:
@CLOTH_NAME_HEAD_1
RESULTS = おしゃぶり


code:
@CLOTH_NAME_HEAD_20
RESULTS = 王冠


code:
@CLOTH_NAME_HEAD_21
RESULTS = 花冠


code:
@CLOTH_NAME_HEAD_22
RESULTS = 兜


code:
@CLOTH_NAME_HEAD_23
RESULTS = 頭巾


code:
@CLOTH_NAME_HEAD_24
RESULTS = 髪飾り


code:
@CLOTH_NAME_HEAD_25
RESULTS = 編み笠


code:
@CLOTH_NAME_HEAD_26
RESULTS = 帽子


code:
@CLOTH_NAME_HEAD_27
RESULTS = ヘッドドレス


code:
@CLOTH_NAME_HEAD_28
RESULTS = バンダナ


code:
@CLOTH_NAME_HEAD_29
RESULTS = 軍帽


code:
@CLOTH_NAME_HEAD_2
RESULTS = カチューシャ


code:
@CLOTH_NAME_HEAD_30
RESULTS = ベレー帽


code:
@CLOTH_NAME_HEAD_31
RESULTS = 踊り子のベール


code:
@CLOTH_NAME_HEAD_3
RESULTS = かつら


code:
@CLOTH_NAME_HEAD_4
RESULTS = かんざし


code:
@CLOTH_NAME_HEAD_5
RESULTS = コック帽


code:
@CLOTH_NAME_HEAD_6
RESULTS = シニョン


code:
@CLOTH_NAME_HEAD_7
RESULTS = シルクハット


code:
@CLOTH_NAME_HEAD_80
RESULTS = 麗姫の兜

@CLOTH_COVERED_HEAD_80(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_HEAD_80(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_鋼インゴット = 1
MATERIAL_NEEDS:ITEM_金属細工 = 4
MATERIAL_NEEDS:ITEM_鳥の羽 = 6

RETURN 1


code:
@CLOTH_NAME_HEAD_81
RESULTS = 娼姫の羽冠

@CLOTH_COVERED_HEAD_81(COVERED_PARTS)
#DIM REF COVERED_PARTS

;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_HEAD_81(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_銀インゴット = 1
MATERIAL_NEEDS:ITEM_金属細工 = 4
MATERIAL_NEEDS:ITEM_鳥の羽 = 6

RETURN 1


code:
@CLOTH_NAME_HEAD_8
RESULTS = スイムキャップ


code:
@CLOTH_NAME_HEAD_9
RESULTS = つけ耳


code:
@CLOTH_INIT_MASTER(ID = 0)
#DIM ID
FOR LOCAL, 0, CLOTH_PART_NUM
	CLOTH:(ID):LOCAL = 0
NEXT
CALL SET_CLOTH(LOCAL:1, 衣装部位_頭, 0)
CALL SET_CLOTH(LOCAL:1, 衣装部位_首, 0)
CALL SET_CLOTH(LOCAL:1, 衣装部位_上服, 13)
CALL SET_CLOTH(LOCAL:1, 衣装部位_下服, 6)
CALL SET_CLOTH(LOCAL:1, 衣装部位_上下服, 0)
CALL SET_CLOTH(LOCAL:1, 衣装部位_上着, 6)
CALL SET_CLOTH(LOCAL:1, 衣装部位_下着上, 0)
CALL SET_CLOTH(LOCAL:1, 衣装部位_下着下, 25)
CALL SET_CLOTH(LOCAL:1, 衣装部位_上下下着, 0)
CALL SET_CLOTH(LOCAL:1, 衣装部位_腕, 16)
CALL SET_CLOTH(LOCAL:1, 衣装部位_靴下, 11)
CALL SET_CLOTH(LOCAL:1, 衣装部位_靴, 15)
CALL SET_CLOTH(LOCAL:1, 衣装部位_アクセサリ, 0)


code:
@CLOTH_NAME_INNER_BODYSUIT_0
RESULTS = なし


code:
@CLOTH_NAME_INNER_BODYSUIT_10
RESULTS = ラッピングリボン

@CLOTH_COVERED_INNER_BODYSUIT_10(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_11
RESULTS = ラバースーツ

@CLOTH_COVERED_INNER_BODYSUIT_11(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_12
RESULTS = レオタード

@CLOTH_COVERED_INNER_BODYSUIT_12(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_13
RESULTS = 旧スクール水着

@CLOTH_COVERED_INNER_BODYSUIT_13(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_14
RESULTS = 競泳水着

@CLOTH_COVERED_INNER_BODYSUIT_14(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_15
RESULTS = 穴あきスク水


code:
@CLOTH_NAME_INNER_BODYSUIT_16
RESULTS = 穴あきラバースーツ


code:
@CLOTH_NAME_INNER_BODYSUIT_17
RESULTS = 穴あき競泳水着


code:
@CLOTH_NAME_INNER_BODYSUIT_18
RESULTS = 穴あき全身タイツ

@CLOTH_COVERED_INNER_BODYSUIT_18(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_19
RESULTS = 全身タイツ

@CLOTH_COVERED_INNER_BODYSUIT_19(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_1
RESULTS = クイーンボンデージ

@CLOTH_COVERED_INNER_BODYSUIT_1(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_20
RESULTS = 白スクール水着

@CLOTH_COVERED_INNER_BODYSUIT_20(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_21
RESULTS = 襦袢

@CLOTH_COVERED_INNER_BODYSUIT_21(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_2
RESULTS = スクール水着

@CLOTH_COVERED_INNER_BODYSUIT_2(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_3
RESULTS = スリップ

@CLOTH_COVERED_INNER_BODYSUIT_3(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_4
RESULTS = スリングショット

@CLOTH_COVERED_INNER_BODYSUIT_4(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_5
RESULTS = スレイブボンデージ

@CLOTH_COVERED_INNER_BODYSUIT_5(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_6
RESULTS = タンキニ

@CLOTH_COVERED_INNER_BODYSUIT_6(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_7
RESULTS = ネグリジェ

@CLOTH_COVERED_INNER_BODYSUIT_7(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_80
RESULTS = 麗姫の鎧下衣

@CLOTH_COVERED_INNER_BODYSUIT_80(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
COVERED_PARTS:被覆部位_首 = 1
COVERED_PARTS:被覆部位_腕 = 1
; COVERED_PARTS:被覆部位_手 = 0
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1
COVERED_PARTS:被覆部位_脚 = 1
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_BODYSUIT_80(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_動物の革 = 3
MATERIAL_NEEDS:ITEM_銀インゴット = 1

RETURN 1


code:
@CLOTH_NAME_INNER_BODYSUIT_8
RESULTS = ベビードール

@CLOTH_COVERED_INNER_BODYSUIT_8(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BODYSUIT_9
RESULTS = ボディスーツ

@CLOTH_COVERED_INNER_BODYSUIT_9(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BOTTOM_0
RESULTS = なし


code:
@CLOTH_NAME_INNER_BOTTOM_10
RESULTS = ハイレグ

@CLOTH_COVERED_INNER_BOTTOM_10(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_10
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_11
RESULTS = パンティ

@CLOTH_COVERED_INNER_BOTTOM_11(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_11
RESULTS = %SPLIT_RAND("無地の/やわらかな",1)%パンツ

@CLOTH_TAG_INNER_BOTTOM_11
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_1
RESULTS = Ｔバック

@CLOTH_COVERED_INNER_BOTTOM_1(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1

;服の属性を表すタグ
@CLOTH_TAG_INNER_BOTTOM_1
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_20
RESULTS = ビキニボトム

@CLOTH_COVERED_INNER_BOTTOM_20(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_20
RESULTS = ビキニ

@CLOTH_TAG_INNER_BOTTOM_20
#FUNCTIONS
RESULTS '= "水着,パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_21
RESULTS = ブリーフ

@CLOTH_COVERED_INNER_BOTTOM_21(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_21
#FUNCTIONS
RESULTS '= "パンツ,"


code:
@CLOTH_NAME_INNER_BOTTOM_22
RESULTS = フレアパンティ

@CLOTH_COVERED_INNER_BOTTOM_22(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_22
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_23
RESULTS = ふんどし

@CLOTH_COVERED_INNER_BOTTOM_23(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BOTTOM_24
RESULTS = ボーイレッグ

@CLOTH_COVERED_INNER_BOTTOM_24(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_24
#FUNCTIONS
RESULTS '= "パンツ,"


code:
@CLOTH_NAME_INNER_BOTTOM_25
RESULTS = ボクサー

@CLOTH_COVERED_INNER_BOTTOM_25(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_25
#FUNCTIONS
RESULTS '= "パンツ,"


code:
@CLOTH_NAME_INNER_BOTTOM_26
RESULTS = マイクロビキニボトム

@CLOTH_COVERED_INNER_BOTTOM_26(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_26
RESULTS = %S_R("マイクロビキニ/小さなビキニ")%

@CLOTH_TAG_INNER_BOTTOM_26
#FUNCTIONS
RESULTS '= "水着,パンティ,薄地,露出,面積小,"


code:
@CLOTH_NAME_INNER_BOTTOM_27
RESULTS '= "レースパンティ"

@CLOTH_COVERED_INNER_BOTTOM_27(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_27
RESULTS = %SPLIT_RAND("繊細なレース生地の/レースの施された",1)%パンツ

@CLOTH_TAG_INNER_BOTTOM_27
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_28
RESULTS = ローライズ

@CLOTH_COVERED_INNER_BOTTOM_28(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_DESC_INNER_BOTTOM_28
RESULTS = %SPLIT_RAND("ローライズの",1)%パンツ

@CLOTH_TAG_INNER_BOTTOM_28
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_29
RESULTS = ローレグ

@CLOTH_COVERED_INNER_BOTTOM_29(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_DESC_INNER_BOTTOM_29
RESULTS = %SPLIT_RAND("ローレグの",1)%パンツ

@CLOTH_TAG_INNER_BOTTOM_29
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_2
RESULTS = オープンクロッチ

@CLOTH_COVERED_INNER_BOTTOM_2(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_2
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_30
RESULTS = 前張り

@CLOTH_COVERED_INNER_BOTTOM_30(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1


code:
@CLOTH_NAME_INNER_BOTTOM_31
RESULTS = 紐パン

@CLOTH_COVERED_INNER_BOTTOM_31(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1

@CLOTH_TAG_INNER_BOTTOM_31
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_32
RESULTS = 絆創膏

@CLOTH_COVERED_INNER_BOTTOM_32(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1


code:
@CLOTH_NAME_INNER_BOTTOM_33
RESULTS = 踊り子のビキニボトム

@CLOTH_COVERED_INNER_BOTTOM_33(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_33
RESULTS = ビキニ

@CLOTH_TAG_INNER_BOTTOM_33
#FUNCTIONS
RESULTS '= "水着,パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_3
RESULTS = おむつ

@CLOTH_COVERED_INNER_BOTTOM_3(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_BOTTOM_4
RESULTS = シースルーパンティ

@CLOTH_COVERED_INNER_BOTTOM_4(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_4
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_5
RESULTS = スキャンティ

@CLOTH_COVERED_INNER_BOTTOM_5(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_5
#FUNCTIONS
RESULTS '= "パンティ,"


code:
@CLOTH_NAME_INNER_BOTTOM_6
RESULTS = スパッツ

@CLOTH_COVERED_INNER_BOTTOM_6(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_6
#FUNCTIONS
RESULTS '= "パンツ,"


code:
@CLOTH_NAME_INNER_BOTTOM_82
RESULTS = 隷姫のチェ－ンパンティ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_82
RESULTS = チェ－ンパンティ

@CLOTH_TAG_INNER_BOTTOM_82
#FUNCTIONS
RESULTS '= "パンティ,"

@CLOTH_COVERED_INNER_BOTTOM_82(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_BOTTOM_82(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 6
MATERIAL_NEEDS:ITEM_金インゴット = 1

RETURN 1


code:
@CLOTH_NAME_INNER_BOTTOM_83
RESULTS = 銀細工のチェ－ンパンティ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_83
RESULTS = チェ－ンパンティ

@CLOTH_TAG_INNER_BOTTOM_83
#FUNCTIONS
RESULTS '= "パンティ,"

@CLOTH_COVERED_INNER_BOTTOM_83(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_BOTTOM_83(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 4
MATERIAL_NEEDS:ITEM_銀インゴット = 1

RETURN 1


code:
@CLOTH_NAME_INNER_BOTTOM_84
RESULTS = 金細工のチェ－ンパンティ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_BOTTOM_84
RESULTS = チェ－ンパンティ

@CLOTH_TAG_INNER_BOTTOM_84
#FUNCTIONS
RESULTS '= "パンティ,"

@CLOTH_COVERED_INNER_BOTTOM_84(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_BOTTOM_84(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 4
MATERIAL_NEEDS:ITEM_金インゴット = 1

RETURN 1


code:
@CLOTH_NAME_INNER_BOTTOM_8
RESULTS = トランクス

@CLOTH_COVERED_INNER_BOTTOM_8(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1

@CLOTH_TAG_INNER_BOTTOM_8
#FUNCTIONS
RESULTS '= "パンツ,"


code:
@CLOTH_NAME_INNER_BOTTOM_9
RESULTS = ドロワーズ

@CLOTH_COVERED_INNER_BOTTOM_9(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_秘部 = 1
COVERED_PARTS:被覆部位_尻 = 1


code:
@CLOTH_NAME_INNER_TOP_0
RESULTS = なし


code:
@CLOTH_NAME_INNER_TOP_10
RESULTS = ハーフカップブラ

@CLOTH_COVERED_INNER_TOP_10(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_10
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_11
RESULTS = ビキニトップ

@CLOTH_COVERED_INNER_TOP_11(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_DESC_INNER_TOP_11
RESULTS = ビキニ

@CLOTH_TAG_INNER_TOP_11
#FUNCTIONS
RESULTS '= "水着,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_12
RESULTS = ビスチェ

@CLOTH_COVERED_INNER_TOP_12(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_12
#FUNCTIONS
RESULTS '= "肩紐,"


code:
@CLOTH_NAME_INNER_TOP_13
RESULTS = ブラ

@CLOTH_COVERED_INNER_TOP_13(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_13
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_14
RESULTS = 踊り子のビキニトップ

@CLOTH_COVERED_INNER_TOP_14(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_DESC_INNER_TOP_14
RESULTS = 踊り子のビキニ

@CLOTH_TAG_INNER_TOP_14
#FUNCTIONS
RESULTS '= "水着,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_1
RESULTS = オープンブラ

@CLOTH_COVERED_INNER_TOP_1(COVERED_PARTS)
#DIM REF COVERED_PARTS

@CLOTH_TAG_INNER_TOP_1
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_22
RESULTS = ホルターネックブラ

@CLOTH_COVERED_INNER_TOP_22(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_22
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_23
RESULTS = マイクロビキニトップ

@CLOTH_COVERED_INNER_TOP_23(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_DESC_INNER_TOP_23
RESULTS = %S_R("マイクロビキニ/小さなビキニ")%

@CLOTH_TAG_INNER_TOP_23
#FUNCTIONS
RESULTS '= "ブラ,肩紐,薄生地,露出,面積小,水着,"


code:
@CLOTH_NAME_INNER_TOP_24
RESULTS = レースブラ

@CLOTH_COVERED_INNER_TOP_24(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_DESC_INNER_TOP_24
RESULTS = %SPLIT_RAND("繊細なレース生地の/レースの施された",1)%ブラ

@CLOTH_TAG_INNER_TOP_24
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_25
RESULTS = 絆創膏

@CLOTH_COVERED_INNER_TOP_25(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳首 = 1


code:
@CLOTH_NAME_INNER_TOP_2
RESULTS = コルセット

@CLOTH_COVERED_INNER_TOP_2(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1


code:
@CLOTH_NAME_INNER_TOP_30
RESULTS = トップレスコルセット

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_TOP_30
RESULTS = コルセット

@CLOTH_COVERED_INNER_TOP_30(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
COVERED_PARTS:被覆部位_腹 = 1
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_TOP_30(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_植物性繊維 = 5
MATERIAL_NEEDS:ITEM_動物の革 = 4

RETURN 1


code:
@CLOTH_NAME_INNER_TOP_3
RESULTS = さらし

@CLOTH_COVERED_INNER_TOP_3(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1


code:
@CLOTH_NAME_INNER_TOP_4
RESULTS = シースルーブラ

@CLOTH_COVERED_INNER_TOP_4(COVERED_PARTS)
#DIM REF COVERED_PARTS

@CLOTH_TAG_INNER_TOP_4
#FUNCTIONS
RESULTS '= "ブラ,肩紐,露出,"


code:
@CLOTH_NAME_INNER_TOP_5
RESULTS = スポーツブラ

@CLOTH_COVERED_INNER_TOP_5(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_5
#FUNCTIONS
RESULTS '= "ブラ,"


code:
@CLOTH_NAME_INNER_TOP_6
RESULTS = チューブトップ

@CLOTH_COVERED_INNER_TOP_6(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_6
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_81
RESULTS = 隷姫のコルセット

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_TOP_81
RESULTS = コルセット

@CLOTH_COVERED_INNER_TOP_81(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
COVERED_PARTS:被覆部位_腹 = 1
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_TOP_81(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_動物の革 = 4
MATERIAL_NEEDS:ITEM_金属細工 = 2

RETURN 1


code:
@CLOTH_NAME_INNER_TOP_82
RESULTS = 隷姫のチェーンブラ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_TOP_82
RESULTS = チェーンブラ

@CLOTH_TAG_INNER_TOP_82
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"

@CLOTH_COVERED_INNER_TOP_82(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_TOP_82(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 6
MATERIAL_NEEDS:ITEM_金インゴット = 1

RETURN 1


code:
@CLOTH_NAME_INNER_TOP_83
RESULTS = 銀細工のチェーンブラ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_TOP_83
RESULTS = チェーンブラ

@CLOTH_TAG_INNER_TOP_83
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"

@CLOTH_COVERED_INNER_TOP_83(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_TOP_83(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 4
RETURN 1


code:
@CLOTH_NAME_INNER_TOP_84
RESULTS = 金細工のチェーンブラ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_INNER_TOP_84
RESULTS = チェーンブラ

@CLOTH_TAG_INNER_TOP_84
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"

@CLOTH_COVERED_INNER_TOP_84(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_INNER_TOP_84(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 6

RETURN 1


code:
@CLOTH_NAME_INNER_TOP_8
RESULTS = トップレスブラ

@CLOTH_COVERED_INNER_TOP_8(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1

@CLOTH_TAG_INNER_TOP_8
#FUNCTIONS
RESULTS '= "ブラ,肩紐,"


code:
@CLOTH_NAME_INNER_TOP_9
RESULTS = ニプレス

@CLOTH_COVERED_INNER_TOP_9(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1


code:
@CLOTH_NAME_NECK_0
RESULTS = なし


code:
@CLOTH_NAME_NECK_10
RESULTS = 数珠


code:
@CLOTH_NAME_NECK_11
RESULTS = 奴隷の首輪


code:
@CLOTH_NAME_NECK_12
RESULTS = 猫用首輪


code:
@CLOTH_NAME_NECK_13
RESULTS = スカーフ


code:
@CLOTH_NAME_NECK_14
RESULTS = ペンダント


code:
@CLOTH_NAME_NECK_15
RESULTS = 踊り子のネックレス


code:
@CLOTH_NAME_NECK_16
RESULTS = ネクタイ


code:
@CLOTH_NAME_NECK_1
RESULTS = ショール


code:
@CLOTH_NAME_NECK_2
RESULTS = チョーカー


code:
@CLOTH_NAME_NECK_3
RESULTS = ネクタイ


code:
@CLOTH_NAME_NECK_4
RESULTS = マフラー


code:
@CLOTH_NAME_NECK_5
RESULTS = よだれかけ


code:
@CLOTH_NAME_NECK_6
RESULTS = リボン


code:
@CLOTH_NAME_NECK_7
RESULTS = 管理タグ


code:
@CLOTH_NAME_NECK_8
RESULTS = 犬用首輪


code:
@CLOTH_NAME_NECK_9
RESULTS = 首輪


code:
@CLOTH_NAME_OUTER_0
RESULTS = なし


code:
@CLOTH_NAME_OUTER_10
RESULTS = ダウンジャケット


code:
@CLOTH_NAME_OUTER_11
RESULTS = パーカー


code:
@CLOTH_NAME_OUTER_12
RESULTS = ファーコート


code:
@CLOTH_NAME_OUTER_13
RESULTS = ブレザー


code:
@CLOTH_NAME_OUTER_14
RESULTS = ベスト


code:
@CLOTH_NAME_OUTER_15
RESULTS = マント


code:
@CLOTH_NAME_OUTER_16
RESULTS = レインコート


code:
@CLOTH_NAME_OUTER_17
RESULTS = レザージャケット


code:
@CLOTH_NAME_OUTER_18
RESULTS = 鎧


code:
@CLOTH_NAME_OUTER_19
RESULTS = 学生服


code:
@CLOTH_NAME_OUTER_1
RESULTS = インバネス


code:
@CLOTH_NAME_OUTER_20
RESULTS = 割烹着


code:
@CLOTH_NAME_OUTER_21
RESULTS = 胸当


code:
@CLOTH_NAME_OUTER_22
RESULTS = 袈裟


code:
@CLOTH_NAME_OUTER_23
RESULTS = 白衣


code:
@CLOTH_NAME_OUTER_24
RESULTS = 軍服


code:
@CLOTH_NAME_OUTER_25
RESULTS = ボレロ


code:
@CLOTH_NAME_OUTER_26
RESULTS = サーコート

@GET_CLOTH_MATERIAL_OUTER_26(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_布 = 6
MATERIAL_NEEDS:ITEM_動物の革 = 1
RETURN 1


code:
@CLOTH_NAME_OUTER_2
RESULTS = エプロン


code:
@CLOTH_NAME_OUTER_3
RESULTS = カーディガン


code:
@CLOTH_NAME_OUTER_4
RESULTS = ケープ


code:
@CLOTH_NAME_OUTER_5
RESULTS = コート


code:
@CLOTH_NAME_OUTER_6
RESULTS = ジャケット


code:
@CLOTH_NAME_OUTER_7
RESULTS = スーツ


code:
@CLOTH_NAME_OUTER_8
RESULTS = スーツジャケット


code:
@CLOTH_NAME_OUTER_9
RESULTS = セーター


code:
@CLOTH_NAME_RELIC_1
RESULTS = 腕輪

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_1
RETURN WPN_装備種類_腕輪

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_1(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_攻撃力 =  5

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_攻撃力 += 10
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_攻撃力 += 15
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_攻撃力 += 20
    CASE WPN_材質_銀
        WPN_STATUS:WPN_攻撃力 += 25
    CASE WPN_材質_金
        WPN_STATUS:WPN_攻撃力 += 30
    CASE WPN_材質_その他
        WPN_STATUS:WPN_攻撃力 += 20
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_1
RETURN 10000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_1(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_1(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 3
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 3
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 3


code:
@CLOTH_NAME_RELIC_21
RESULTS = 魔法のランプ

;中央大陸中東部に伝わる、幻獣が封じられているとされる魔法のランプ
;水差しのような形をしており、きらびやかな装飾が施され、細かく不可思議な紋様が刻まれている
;オイルランプには、中央世界におけるいわゆるランタン型の照明器具も含まれるが、
;より広い意味では油を利用する照明器具全般が含まれ、このランプもその古式ゆかしき形をしている
;広く伝わる御伽噺では、これをこすって魔神を召喚し、願い事をかなえてもらう、などの展開が見られる
;
;;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_21
RETURN WPN_装備種類_呪具

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_21(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_行動力 =  35
WPN_STATUS:WPN_軽減値 =  175

SELECTCASE 材質
    CASE WPN_材質_銅
    CASE WPN_材質_鉄
    CASE WPN_材質_鋼
    CASE WPN_材質_銀
    CASE WPN_材質_金
    CASE WPN_材質_その他
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_21
RETURN 20000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_21(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_21(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
;WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 5
;鋼
;WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 5
;銀
;WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 5


code:
@CLOTH_NAME_RELIC_22
RESULTS = 竜珠

;打ち倒された竜からまれに得られる、結石のようなもの。またの名をドラゴンオーブ
;その実は、魔力を汲み上げる門である『竜の心臓』が変性したものであり、
;絵巻物などに描かれた東洋龍の握りしめている珠にも似る
;持つものに、もともとの竜由来の力をもたらすマジックアイテム
;握りしめると、ほんのりと熱を帯びているのがわかる
;
;;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_22
RETURN WPN_装備種類_呪具

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_22(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_攻撃力 += 30
WPN_STATUS:WPN_行動力 += 20

SELECTCASE 材質
    CASE WPN_材質_銅
    CASE WPN_材質_鉄
    CASE WPN_材質_鋼
    CASE WPN_材質_銀
    CASE WPN_材質_金
    CASE WPN_材質_その他
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_22
RETURN 100000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_22(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_22(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
;WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 5
;鋼
;WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 5
;銀
;WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 5


code:
@CLOTH_NAME_RELIC_2
RESULTS = 護符

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_2
RETURN WPN_装備種類_護符

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_2(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_防御力 =  3

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_防御力 += 2
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_防御力 += 4
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_防御力 += 6
    CASE WPN_材質_銀
        WPN_STATUS:WPN_防御力 += 8
    CASE WPN_材質_金
        WPN_STATUS:WPN_防御力 += 10
    CASE WPN_材質_その他
        WPN_STATUS:WPN_防御力 += 4
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_2
RETURN 10000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_2(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_2(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 3
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 3
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 3


code:
@CLOTH_NAME_RELIC_3
RESULTS = 首飾り

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_3
RETURN WPN_装備種類_首飾

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_3(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_軽減値 =  50

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_軽減値 += 25
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_軽減値 += 50
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_軽減値 += 75
    CASE WPN_材質_銀
        WPN_STATUS:WPN_軽減値 += 100
    CASE WPN_材質_金
        WPN_STATUS:WPN_軽減値 += 125
    CASE WPN_材質_その他
        WPN_STATUS:WPN_軽減値 += 75
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_3
RETURN 10000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_3(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_3(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 3
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 3
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 3


code:
@CLOTH_NAME_RELIC_4
RESULTS = ブーツ

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_4
RETURN WPN_装備種類_靴

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_4(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_行動力 =  10

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_軽減値 += 15
        WPN_STATUS:WPN_行動力 += 15
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_軽減値 += 20
        WPN_STATUS:WPN_行動力 += 20
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_軽減値 += 25
        WPN_STATUS:WPN_行動力 += 25
    CASE WPN_材質_銀
        WPN_STATUS:WPN_軽減値 += 30
        WPN_STATUS:WPN_行動力 += 30
    CASE WPN_材質_金
        WPN_STATUS:WPN_軽減値 += 35
        WPN_STATUS:WPN_行動力 += 35
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_4
RETURN 10000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_4(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_4(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 3
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 3
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 3


code:
@CLOTH_NAME_RELIC_5
RESULTS = 盾

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_5
RETURN WPN_装備種類_盾

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_5(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_防御力 =  5
WPN_STATUS:WPN_軽減値 =  50
WPN_STATUS:WPN_攻撃力 =  -10
WPN_STATUS:WPN_行動力 =  -50

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_防御力 += 2
        WPN_STATUS:WPN_軽減値 += 25
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_防御力 += 4
        WPN_STATUS:WPN_軽減値 += 50
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_防御力 += 6
        WPN_STATUS:WPN_軽減値 += 75
    CASE WPN_材質_銀
        WPN_STATUS:WPN_防御力 += 8
        WPN_STATUS:WPN_軽減値 += 100
    CASE WPN_材質_金
        WPN_STATUS:WPN_防御力 += 10
        WPN_STATUS:WPN_軽減値 += 125
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_5
RETURN 15000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_5(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_5(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 10
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 10
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 10


code:
@CLOTH_NAME_RELIC_6
RESULTS = 指輪

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_6
RETURN WPN_装備種類_指輪

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_6(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_魔力 =  5

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_魔力 += 2
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_魔力 += 5
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_魔力 += 10
    CASE WPN_材質_銀
        WPN_STATUS:WPN_魔力 += 15
    CASE WPN_材質_金
        WPN_STATUS:WPN_魔力 += 20
    CASE WPN_材質_その他
        WPN_STATUS:WPN_魔力 += 10
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_6
RETURN 15000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_6(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_6(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 10
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 10
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 10


code:
@CLOTH_NAME_RELIC_8
RESULTS = 面頬

;顔面と喉を守る防具。フェイス・ガードとも。兜に連結されているものもあれば、独立していて兜に後付けで固定されるものもある。
;西方では実用性一点張りで、バイザー・頬当て・首鎧などと一体化して機能的な構造になっていったが、
;東方では演舞などに用いる『面』の影響を受け、兜とは別れて彫金や装飾の技巧を凝らした表情豊かなものに変貌していった。
;銃火器の進歩により甲冑が無用の長物となってからは、重装の兜と同様に廃れていったようだ。
;東方の一部地域では、軽量さを重視したのか鉢金と面頬のみを装備し、夜闇を征く諜報集団が存在するらしい……

;------------------------------------------
;装備種類
;------------------------------------------
@GET_RELIC_TYPE_7
RETURN WPN_装備種類_兜

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_RELIC_STATUS_8(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_防御力 =  2
WPN_STATUS:WPN_軽減値 =  20

SELECTCASE 材質
    CASE WPN_材質_銅
        WPN_STATUS:WPN_防御力 += 1
        WPN_STATUS:WPN_軽減値 += 20
    CASE WPN_材質_鉄
        WPN_STATUS:WPN_防御力 += 3
        WPN_STATUS:WPN_軽減値 += 40
    CASE WPN_材質_鋼
        WPN_STATUS:WPN_防御力 += 5
        WPN_STATUS:WPN_軽減値 += 60
    CASE WPN_材質_銀
        WPN_STATUS:WPN_防御力 += 7
        WPN_STATUS:WPN_軽減値 += 80
    CASE WPN_材質_金
        WPN_STATUS:WPN_防御力 += 9
        WPN_STATUS:WPN_軽減値 += 100
    CASE WPN_材質_その他
        WPN_STATUS:WPN_防御力 += 3
        WPN_STATUS:WPN_軽減値 += 40
    CASEELSE
ENDSELECT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_RELIC_PRICE_8
RETURN 12000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_RELIC_CRAFTABLE_8(MODULE_ID)
#DIM MODULE_ID
RETURN 0
; SELECTCASE MODULE_ID
;     CASE 301    ;金床
;         RETURN 1
;     CASEELSE
;         RETURN 0
; ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_RELIC_MATERIAL_2(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 5
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 5
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 5


code:
@CLOTH_NAME_SHOES_0
RESULTS = なし


code:
@CLOTH_NAME_SHOES_10
RESULTS = ビーチサンダル


code:
@CLOTH_NAME_SHOES_11
RESULTS = ピンヒール


code:
@CLOTH_NAME_SHOES_12
RESULTS = ブーツ


code:
@CLOTH_NAME_SHOES_13
RESULTS = ミュール


code:
@CLOTH_NAME_SHOES_14
RESULTS = レザーブーツ


code:
@CLOTH_NAME_SHOES_15
RESULTS = ローファー


code:
@CLOTH_NAME_SHOES_16
RESULTS = ローラースケート


code:
@CLOTH_NAME_SHOES_17
RESULTS = ロングブーツ


code:
@CLOTH_NAME_SHOES_18
RESULTS = 下駄


code:
@CLOTH_NAME_SHOES_19
RESULTS = 靴


code:
@CLOTH_NAME_SHOES_1
RESULTS = グリーブ


code:
@CLOTH_NAME_SHOES_20
RESULTS = 草履


code:
@CLOTH_NAME_SHOES_21
RESULTS = 地下足袋


code:
@CLOTH_NAME_SHOES_22
RESULTS = 長靴


code:
@CLOTH_NAME_SHOES_23
RESULTS = 軍靴


code:
@CLOTH_NAME_SHOES_24
RESULTS = 踊り子のブーツ


code:
@CLOTH_NAME_SHOES_2
RESULTS = サイハイブーツ


code:
@CLOTH_NAME_SHOES_3
RESULTS = サンダル


code:
@CLOTH_NAME_SHOES_4
RESULTS = シューズ


code:
@CLOTH_NAME_SHOES_5
RESULTS = スリッパ


code:
@CLOTH_NAME_SHOES_6
RESULTS = スレイブブーツ


code:
@CLOTH_NAME_SHOES_7
RESULTS = ハイヒール


code:
@CLOTH_NAME_SHOES_80
RESULTS = 麗姫の鎧靴

@CLOTH_COVERED_SHOES_80(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
COVERED_PARTS:被覆部位_脚 = 1
COVERED_PARTS:被覆部位_足 = 1

@GET_CLOTH_MATERIAL_SHOES_80(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_鋼インゴット = 2
MATERIAL_NEEDS:ITEM_金属細工 = 4
MATERIAL_NEEDS:ITEM_動物の革 = 1

RETURN 1


code:
@CLOTH_NAME_SHOES_81
RESULTS = 隷姫の鎧靴

@CLOTH_COVERED_SHOES_81(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_SHOES_81(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_マナグラス = 2
MATERIAL_NEEDS:ITEM_金属細工 = 4

RETURN 1


code:
@CLOTH_NAME_SHOES_82
RESULTS = 娼姫の靴

@CLOTH_COVERED_SHOES_82(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_SHOES_82(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_金属細工 = 4
MATERIAL_NEEDS:ITEM_動物の革 = 4
RETURN 1


code:
@CLOTH_NAME_SHOES_8
RESULTS = バレエシューズ


code:
@CLOTH_NAME_SHOES_9
RESULTS = パンプス


code:
@CLOTH_NAME_SOCKS_0
RESULTS = なし


code:
@CLOTH_NAME_SOCKS_10
RESULTS = ルーズソックス

@CLOTH_COVERED_SOCKS_10(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1


code:
@CLOTH_NAME_SOCKS_11
RESULTS = 靴下

@CLOTH_COVERED_SOCKS_11(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1


code:
@CLOTH_NAME_SOCKS_12
RESULTS = 穴あきストッキング

@CLOTH_COVERED_SOCKS_12(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1
COVERED_PARTS:被覆部位_脚 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_12
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_13
RESULTS = 足袋

@CLOTH_TAG_OCKS_13(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1


code:
@CLOTH_NAME_SOCKS_14
RESULTS = 足枷


code:
@CLOTH_NAME_SOCKS_15
RESULTS = ニーソックス

@CLOTH_COVERED_SOCKS_15(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_15
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_16
RESULTS = ニーハイソックス

@CLOTH_COVERED_SOCKS_16(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_16
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_17
RESULTS = 網タイツ

@CLOTH_COVERED_SOCKS_17(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1
COVERED_PARTS:被覆部位_脚 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_17
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_18
RESULTS = 網ソックス

@CLOTH_COVERED_SOCKS_18(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_18
#FUNCTIONS
RESULTS '= "滑らか,"


code:
;FLでは靴下ではなく足首の飾りとして解釈
@CLOTH_NAME_SOCKS_1
RESULTS = アンクレット

@CLOTH_COVERED_SOCKS_1(COVERED_PARTS)
#DIM REF COVERED_PARTS

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_1
#FUNCTIONS
RESULTS '= "素足,"


code:
@CLOTH_NAME_SOCKS_2
RESULTS = クルーソックス

@CLOTH_COVERED_SOCKS_2(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_2
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_3
RESULTS = サイハイソックス

@CLOTH_COVERED_SOCKS_3(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1
COVERED_PARTS:被覆部位_脚 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_3
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_4
RESULTS = ショートソックス

@CLOTH_COVERED_SOCKS_4(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1


code:
@CLOTH_NAME_SOCKS_5
RESULTS = ストッキング

@CLOTH_COVERED_SOCKS_5(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1
COVERED_PARTS:被覆部位_脚 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_5
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_6
RESULTS = タイツ

@CLOTH_COVERED_SOCKS_6(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1
COVERED_PARTS:被覆部位_脚 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_6
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_7
RESULTS = パンスト

@CLOTH_COVERED_SOCKS_7(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1
COVERED_PARTS:被覆部位_脚 = 1

;服の属性を表すタグ
@CLOTH_TAG_SOCKS_7
#FUNCTIONS
RESULTS '= "滑らか,"


code:
@CLOTH_NAME_SOCKS_8
RESULTS = ブーツソックス

@CLOTH_COVERED_SOCKS_8(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_足 = 1


code:
@CLOTH_NAME_SOCKS_9
RESULTS = リボン

@CLOTH_COVERED_SOCKS_9(COVERED_PARTS)
#DIM REF COVERED_PARTS


code:
@CLOTH_NAME_TOP_0
RESULTS = なし


code:
@CLOTH_NAME_TOP_10
RESULTS = ノースリーブ

@CLOTH_COVERED_TOP_10(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_11
RESULTS = パーカー

@CLOTH_COVERED_TOP_11(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_12
RESULTS '= "ブラウス"

@CLOTH_COVERED_TOP_12(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_TOP_12
RESULTS = %SPLIT_RAND("やわらかな/なめらかな",1)%ブラウス

;服の属性を表すタグ
@CLOTH_TAG_TOP_12
#FUNCTIONS
RESULTS '= "ボタン,シャツ,"


code:
@CLOTH_NAME_TOP_13
RESULTS = ワイシャツ

@CLOTH_COVERED_TOP_13(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1

;服の属性を表すタグ
@CLOTH_TAG_TOP_13
#FUNCTIONS
RESULTS '= "ボタン,シャツ,"


code:
@CLOTH_NAME_TOP_14
RESULTS = 軍服

@CLOTH_COVERED_TOP_14(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_15
RESULTS = 黒インナー

@CLOTH_COVERED_TOP_15(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_16
RESULTS = 体操服

@CLOTH_COVERED_TOP_16(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_17
RESULTS = 服

@CLOTH_COVERED_TOP_17(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_18
RESULTS = 浴衣

@CLOTH_COVERED_TOP_18(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_19
RESULTS = 巫女服

@CLOTH_COVERED_TOP_19(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_1
RESULTS = Ｔシャツ

@CLOTH_COVERED_TOP_1(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_20
RESULTS = クロップトップ

@CLOTH_COVERED_TOP_20(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1


code:
@CLOTH_NAME_TOP_2
RESULTS = アロハシャツ

@CLOTH_COVERED_TOP_2(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_3
RESULTS = キャミソール

@CLOTH_COVERED_TOP_3(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_4
RESULTS = シースルーシャツ

@CLOTH_COVERED_TOP_4(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_5
RESULTS = ジャージ

@CLOTH_COVERED_TOP_5(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1
COVERED_PARTS:被覆部位_腕 = 1


code:
@CLOTH_NAME_TOP_6
RESULTS = スモック

@CLOTH_COVERED_TOP_6(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_7
RESULTS = セーター

@CLOTH_COVERED_TOP_7(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_腕 = 1
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_80
RESULTS = 麗姫の胸甲

@CLOTH_DESC_TOP_80
RESULTS = 胸甲

@CLOTH_COVERED_TOP_80(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_TOP_80(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_鋼インゴット = 2
MATERIAL_NEEDS:ITEM_金属細工 = 6

RETURN 1


code:
@CLOTH_NAME_TOP_81
RESULTS = 隷姫の胸甲

@CLOTH_DESC_TOP_81
RESULTS = 胸甲

@CLOTH_COVERED_TOP_81(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
;COVERED_PARTS:被覆部位_乳房 = 0
;COVERED_PARTS:被覆部位_乳首 = 0
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_TOP_81(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_マナグラス = 4
MATERIAL_NEEDS:ITEM_金属細工 = 6

RETURN 1


code:
@CLOTH_NAME_TOP_82
RESULTS = 娼姫のドレストップ

;地の文で参照される際に用いられる衣服の描写
@CLOTH_DESC_TOP_82
RESULTS = ドレス

@CLOTH_COVERED_TOP_82(COVERED_PARTS)
#DIM REF COVERED_PARTS
; COVERED_PARTS:被覆部位_顔 = 0
; COVERED_PARTS:被覆部位_口 = 0
; COVERED_PARTS:被覆部位_首 = 0
; COVERED_PARTS:被覆部位_腕 = 0
; COVERED_PARTS:被覆部位_手 = 0
; COVERED_PARTS:被覆部位_乳房 = 0
; COVERED_PARTS:被覆部位_乳首 = 0
; COVERED_PARTS:被覆部位_腹 = 0
; COVERED_PARTS:被覆部位_秘部 = 0
; COVERED_PARTS:被覆部位_尻 = 0
; COVERED_PARTS:被覆部位_脚 = 0
; COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_TOP_82(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_布 = 4
MATERIAL_NEEDS:ITEM_金属細工 = 6

RETURN 1


code:
@CLOTH_NAME_TOP_89
RESULTS = 剣闘士の胸当

@CLOTH_DESC_TOP_89
RESULTS = 胸当

@CLOTH_COVERED_TOP_89(COVERED_PARTS)
#DIM REF COVERED_PARTS
;COVERED_PARTS:被覆部位_顔 = 0
;COVERED_PARTS:被覆部位_口 = 0
;COVERED_PARTS:被覆部位_首 = 0
;COVERED_PARTS:被覆部位_腕 = 0
;COVERED_PARTS:被覆部位_手 = 0
; COVERED_PARTS:被覆部位_乳房 = 0
COVERED_PARTS:被覆部位_乳首 = 1
;COVERED_PARTS:被覆部位_腹 = 0
;COVERED_PARTS:被覆部位_秘部 = 0
;COVERED_PARTS:被覆部位_尻 = 0
;COVERED_PARTS:被覆部位_脚 = 0
;COVERED_PARTS:被覆部位_足 = 0

@GET_CLOTH_MATERIAL_TOP_89(MATERIAL_NEEDS)
#DIM REF MATERIAL_NEEDS
MATERIAL_NEEDS:ITEM_鉄インゴット = 2

RETURN 1


code:
@CLOTH_NAME_TOP_8
RESULTS = セーラー服

@CLOTH_COVERED_TOP_8(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
@CLOTH_NAME_TOP_9
RESULTS = タンクトップ

@CLOTH_COVERED_TOP_9(COVERED_PARTS)
#DIM REF COVERED_PARTS
COVERED_PARTS:被覆部位_乳房 = 1
COVERED_PARTS:被覆部位_乳首 = 1
COVERED_PARTS:被覆部位_腹 = 1


code:
#DIM CONST CLOTH_PART_NUM = 14
#DIM CONST COVER_PART_NUM = 14
#DIM CONST MAX_CLOTH_ID = 100
#DIM SAVEDATA CHARADATA CLOTH, CLOTH_PART_NUM
#DIM CHARADATA 調教用衣装, CLOTH_PART_NUM
#DIM CHARADATA 衣装状態, CLOTH_PART_NUM
#DIM CHARADATA 衣装損壊率, CLOTH_PART_NUM

{
    #DIMS CONST CLOTH_PART_NAME =
        "頭", "首", "上服", "下服", "上着",
        "上下服", "下着上", "下着下", "上下下着",
        "腕", "靴下", "靴", "アクセサリ","武器"
}
{
    #DIMS CONST CLOTH_PART_NAME_ENG =
        "HEAD", "NECK", "TOP", "BOTTOM", "OUTER",
        "BODYSUIT", "INNER_TOP", "INNER_BOTTOM", "INNER_BODYSUIT",
        "GLOVE", "SOCKS", "SHOES", "ACCESSORY", "WEAPON"
}

#DIM SAVEDATA HAVE_CLOTH, CLOTH_PART_NUM, MAX_CLOTH_ID

#DIM CONST 衣装部位_頭 =       0
#DIM CONST 衣装部位_首 =       1
#DIM CONST 衣装部位_上服 =     2
#DIM CONST 衣装部位_下服 =     3
#DIM CONST 衣装部位_上着 =     4
#DIM CONST 衣装部位_上下服 =   5
#DIM CONST 衣装部位_下着上 =   6
#DIM CONST 衣装部位_下着下 =   7
#DIM CONST 衣装部位_上下下着 = 8
#DIM CONST 衣装部位_腕 =       9
#DIM CONST 衣装部位_靴下 =     10
#DIM CONST 衣装部位_靴 =       11
#DIM CONST 衣装部位_アクセサリ=12
#DIM CONST 衣装部位_武器      =13
#DIM CONST 衣装部位_ﾚﾘｯｸ1      =14
#DIM CONST 衣装部位_ﾚﾘｯｸ2      =15

#DIM CONST 被覆部位_顔 =   0
#DIM CONST 被覆部位_口 =   1
#DIM CONST 被覆部位_首 =   2
#DIM CONST 被覆部位_腕 =   3
#DIM CONST 被覆部位_手 =   4
#DIM CONST 被覆部位_乳房 = 5
#DIM CONST 被覆部位_乳首 = 6
#DIM CONST 被覆部位_腹 =   7
#DIM CONST 被覆部位_秘部 = 8
#DIM CONST 被覆部位_尻 =   9
#DIM CONST 被覆部位_脚 =   10
#DIM CONST 被覆部位_足 =   11

#DIM CONST 衣装状態_着 = 0
#DIM CONST 衣装状態_半脱 = 1
#DIM CONST 衣装状態_脱 = 2
#DIM CONST 衣装状態_破 = 3
#DIMS CONST 衣装状態描写 = "","(半脱)","(脱)","(破)"

;-------------------------------------------------
;衣装プリセット・ドロア
;-------------------------------------------------
#DIM SAVEDATA CHARADATA CLOTH_PRESET, CLOTH_PRESET_NUM, CLOTH_PART_NUM
#DIM SAVEDATA CHARADATA CLOTH_PRESET_IS_VALID, CLOTH_PRESET_NUM
#DIM CLOTH_DRAWER_SELECT_CATEGORY
#DIM CLOTH_DRAWER_SELECT_PRESET
#DIM CLOTH_DRAWER_HOME_STOCK_PAGE
#DIM CLOTH_DRAWER_CHARA_STOCK_PAGE

#DIM CONST CLOTH_PRESET_NUM = 5
#DIM CONST CLOTH_DRAWER_MAX_DRAWERNUM = 16
{
    #DIMS CONST CLOTH_PRESET_NAME =
        "通常", "夜着", "ｸｴｽﾄ", "水着", "演舞"
}
#DIM CONST 衣装プリセット_通常 = 0
#DIM CONST 衣装プリセット_夜着 = 1
#DIM CONST 衣装プリセット_クエスト = 2
#DIM CONST 衣装プリセット_水着 = 3
#DIM CONST 衣装プリセット_演舞 = 4

;-------------------------------------------------
;■ステータス変化に関する、変数・定数
;-------------------------------------------------
#DIM CONST WPN_MAX_WEAPON_STOCK = 3000
#DIM CONST EQUIP_OWN_LIMIT = 2800
#DIMS SAVEDATA _DIC_WPN_WEAPON_STOCK_LIST, WPN_MAX_WEAPON_STOCK
#DIM CONST WPN_MAX_WEAPONNUM = 4
#DIM CONST WPN_MAX_STATUSNUM = 7
#DIM CONST WPN_MAX_EQUIP_SLOTNUM = 3
#DIM CONST ステータス変化個数 = 7
#DIM ステータス変化前値, 7
#DIM ステータス変化後値, 7
#DIM ステータス変化値, 7
#DIM WPN_STATUS, ステータス変化個数
#DIM WPN_攻撃力 = 0
#DIM WPN_防御力 = 1
#DIM WPN_軽減値 = 2
#DIM WPN_行動力 = 3
#DIM WPN_敵視   = 4
#DIM WPN_脅威選定   = 5
#DIM WPN_魔力 = 6
#DIM WPN_装備種類 = 7
#DIMS WPN_STATUS_NAME = "攻撃力", "防御力", "軽減値", "行動力", "敵視", "脅威選定", "魔力"
#DIMS WPN_STATUS_NAME_ENG = "ATTACK", "DEFENCE", "ARMOR", "AGILITY", "HATE_RATE", "TARGETING", "MAG"

;装備依存の攻撃ロジック
{
    #DIMS WPN_脅威選定文字列 =
        "無作為", "高脅威", "低脅威", "魔術師", "低耐久"
        , "低HP", "高割合HP", "低割合HP", "性攻撃女向け", "性攻撃男向け"
        , "追跡", "高耐久"
}

;武器による脅威選定指定
#DIM CONST WPN_脅威選定_無作為 = 0
#DIM CONST WPN_脅威選定_高脅威 = 1
#DIM CONST WPN_脅威選定_低脅威 = 2
#DIM CONST WPN_脅威選定_魔術師 = 3
#DIM CONST WPN_脅威選定_低耐久 = 4
#DIM CONST WPN_脅威選定_高耐久 = 11

;スキルによる脅威選定用
#DIM CONST WPN_脅威選定_低HP = 5
#DIM CONST WPN_脅威選定_高割合HP = 6
#DIM CONST WPN_脅威選定_低割合HP = 7
#DIM CONST WPN_脅威選定_性攻撃女向け = 8
#DIM CONST WPN_脅威選定_性攻撃男向け = 9
#DIM CONST WPN_脅威選定_追跡 = 10
#DIM CONST WPN_脅威選定_選択 = 90
#DIM CONST WPN_脅威選定_トークン = 91　;スキルXML側にはtargetingTokenとセットで指定すること
#DIM CONST WPN_脅威選定_全体 = 99

;メインターゲット以外への巻き添えダメージ
;XMLに<collateralTargetType>で指定。巻き添え範囲を<value label ="collateralTargetRange">で指定
#DIM CONST WPN_COLLATERAL_TARGET_NONE = 0
#DIM CONST WPN_COLLATERAL_TARGET_BOTH_SIDE = 1   ;上下
#DIM CONST WPN_COLLATERAL_TARGET_UPPER_SIDE = 2   ;上
#DIM CONST WPN_COLLATERAL_TARGET_LOWER_SIDE = 3   ;下

;武器の素材
#DIM CONST WPN_材質種類数  = 100
#DIM CONST WPN_材質_木 = 0
#DIM CONST WPN_材質_銅 = 1
#DIM CONST WPN_材質_鉄 = 2
#DIM CONST WPN_材質_鋼 = 3
#DIM CONST WPN_材質_銀 = 4
#DIM CONST WPN_材質_金 = 5
#DIM CONST WPN_材質_魔導銀 = 6
#DIM CONST WPN_材質_ウーツ鋼 = 7
#DIM CONST WPN_材質_その他 = 99

{
    #DIMS CONST WPN_材質別接頭文字 =
        "木", "銅", "鉄", "鋼", "銀",
        "金", "魔導銀", "ウーツ鋼"
}
{
    #DIM CONST WPN_材質別価格補正率 =
        100, 100, 200, 400, 500,
        750, 1000, 1000
}

;装備の種別
#DIM CONST WPN_装備種別_武器     = 0
#DIM CONST WPN_装備種別_レリック = 1

;装備種類
#DIM CONST WPN_装備種類_短剣 = 1
#DIM CONST WPN_装備種類_剣 = 2
#DIM CONST WPN_装備種類_杖 = 3
#DIM CONST WPN_装備種類_弓 = 4
#DIM CONST WPN_装備種類_槍 = 5
#DIM CONST WPN_装備種類_斧 = 6
#DIM CONST WPN_装備種類_銃 = 7

#DIM CONST WPN_装備種類_腕輪 = 51
#DIM CONST WPN_装備種類_護符 = 52
#DIM CONST WPN_装備種類_首飾 = 53
#DIM CONST WPN_装備種類_靴 = 54
#DIM CONST WPN_装備種類_盾 = 55
#DIM CONST WPN_装備種類_指輪 = 56
#DIM CONST WPN_装備種類_兜 = 57
#DIM CONST WPN_装備種類_鎧 = 58
#DIM CONST WPN_装備種類_マント = 59
#DIM CONST WPN_装備種類_楽器 = 60
#DIM CONST WPN_装備種類_呪具 = 61
#DIM CONST WPN_装備種類_その他 = 99


code:
@CLOTH_NAME_WEAPON_1
RESULTS = 短剣

;------------------------------------------
;装備種類
;------------------------------------------
@GET_WEAPON_TYPE_1()
RETURN WPN_装備種類_短剣

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_WEAPON_STATUS_1(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_攻撃力 =  15
WPN_STATUS:WPN_防御力 =  15
WPN_STATUS:WPN_軽減値 =  80
WPN_STATUS:WPN_行動力 = 140
WPN_STATUS:WPN_敵視   =  60
WPN_STATUS:WPN_脅威選定   = WPN_脅威選定_低耐久

;材質による共通補正
CALL WEAPON_STATUS_SCALE_BY_MATERIAL(材質)

;------------------------------------------
;;;スキルスロット数
;------------------------------------------
@GET_WEAPON_SKILL_SLOT_1(材質)
#DIM 材質
#DIM DYNAMIC PASSIVE
#DIM DYNAMIC ACTIVE
SELECTCASE 材質
    CASE WPN_材質_銀, WPN_材質_ウーツ鋼
        PASSIVE = 2
        ACTIVE = 1
    CASEELSE
        PASSIVE = 1
        ACTIVE = 1
ENDSELECT
RESULT:0 = PASSIVE
RESULT:1 = ACTIVE

RETURN RESULT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_WEAPON_PRICE_1
RETURN 1000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_WEAPON_CRAFTABLE_1(MODULE_ID)
#DIM MODULE_ID
SELECTCASE MODULE_ID
    CASE 301    ;金床
        RETURN 1
    CASEELSE
        RETURN 0
ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_WEAPON_MATERIAL_1(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 3
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 3
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 3
;ウーツ鋼
WPN_MATERIAL_NEEDS:WPN_材質_ウーツ鋼:ITEM_ウーツ鋼インゴット = 3


code:
@CLOTH_NAME_WEAPON_20
RESULTS = メジエール・マスケット

;.69口径滑腔式マスケット銃。名前の由来となった魔導兵器廠をはじめフロリア各地で製造された型であり、内戦初期に王党派・共和派問わず大量に生産・配備された。
;「魔術の間合い」から騎士の甲冑や魔物の硬化皮腺を貫通することができたため、
;本銃の登場により「（射程や命中精度を考えなければ）人間の軍隊の火力は遂に上古のエルフの弓兵に並んだ」と言わしめたとか。
;フロリア製の銃はコモンウェルスや自由都市で採用されている銃と比較した場合、パイクや棍棒としての性能が重視されており、やや重いのが特色。

;------------------------------------------
;装備種類
;------------------------------------------
@GET_WEAPON_TYPE_20
RETURN WPN_装備種類_銃

;------------------------------------------
;武器の性能
;------------------------------------------
;「鋼の槍」相当を想定。
;ハンマーよりやや防御寄りにデザイン。

@GET_WEAPON_STATUS_20(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_攻撃力 =  45
WPN_STATUS:WPN_防御力 =  15
WPN_STATUS:WPN_軽減値 =  100
WPN_STATUS:WPN_行動力 = 80
WPN_STATUS:WPN_敵視   =  100
WPN_STATUS:WPN_脅威選定   = WPN_脅威選定_高脅威

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_WEAPON_PRICE_20
RETURN 8000

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_WEAPON_CRAFTABLE_20(MODULE_ID)
#DIM MODULE_ID
RETURN 0

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_WEAPON_MATERIAL_20(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄製のコスト
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 20
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_木材 = 15
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_硫黄 = 20
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_マナ触媒 = 20
;銀製のコスト
;WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 10


code:
@CLOTH_NAME_WEAPON_2
RESULTS = 長剣

;------------------------------------------
;装備種類
;------------------------------------------
@GET_WEAPON_TYPE_2
RETURN WPN_装備種類_剣

;------------------------------------------
;武器の性能
;------------------------------------------
@GET_WEAPON_STATUS_2(材質)
#DIM 材質

;基礎ステータス
WPN_STATUS:WPN_攻撃力 =  25
WPN_STATUS:WPN_防御力 =  20
WPN_STATUS:WPN_軽減値 =  100
WPN_STATUS:WPN_行動力 = 110
WPN_STATUS:WPN_敵視   =  80
WPN_STATUS:WPN_脅威選定   = WPN_脅威選定_高脅威

;材質による共通補正
CALL WEAPON_STATUS_SCALE_BY_MATERIAL(材質)

;------------------------------------------
;;;スキルスロット数
;------------------------------------------
@GET_WEAPON_SKILL_SLOT_2(材質)
#DIM 材質
#DIM DYNAMIC PASSIVE
#DIM DYNAMIC ACTIVE
SELECTCASE 材質
    CASE WPN_材質_銀, WPN_材質_ウーツ鋼
        PASSIVE = 2
        ACTIVE = 1
    CASEELSE
        PASSIVE = 1
        ACTIVE = 1
ENDSELECT
RESULT:0 = PASSIVE
RESULT:1 = ACTIVE

RETURN RESULT

;------------------------------------------
;●価格の取得
;------------------------------------------
@GET_WEAPON_PRICE_2
RETURN 1200

;-----------------------------------
;アイテムがクラフト可能なモジュールの情報
;-----------------------------------
@CHECK_WEAPON_CRAFTABLE_2(MODULE_ID)
#DIM MODULE_ID
SELECTCASE MODULE_ID
    CASE 301    ;金床
        RETURN 1
    CASEELSE
        RETURN 0
ENDSELECT

;-----------------------------------
;アイテムの素材
;-----------------------------------
@GET_WEAPON_MATERIAL_2(WPN_MATERIAL_NEEDS)
#DIM REF WPN_MATERIAL_NEEDS, 0, 0
;鉄
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_鉄インゴット = 5
WPN_MATERIAL_NEEDS:WPN_材質_鉄:ITEM_木材 = 2
;鋼
WPN_MATERIAL_NEEDS:WPN_材質_鋼:ITEM_鋼インゴット = 6
;銀
WPN_MATERIAL_NEEDS:WPN_材質_銀:ITEM_銀インゴット = 6
;ウーツ鋼
WPN_MATERIAL_NEEDS:WPN_材質_ウーツ鋼:ITEM_ウーツ鋼インゴット = 6