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Ele-dist-pspds-addonv1.0

Aug 29th, 2012
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  1. #Dekita's=======================================================================
  2. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
  3. #===============================================================================
  4. #                                                                          v1.0
  5. #                  ★ Perfect Stat Point Distribution System™ ★
  6. #                                 ★ ADD-ON ★
  7. #                         ★ Perfect Elements Control™ ★
  8. #    
  9. #===============================================================================
  10. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
  11. #===============================================================================
  12. #
  13. # -- Last updated: 15/08/2012 <-(D/M/Y)
  14. #
  15. # -- Difficulty: Plug'n'play - (Easy) // iИ§λ∩モ! - (Insane)
  16. #
  17. # -- Customisation: iИ§λ∩モ! - (Goes on and on and on and on...)
  18. #
  19. # -- Requires: - Dekita - Perfect Stat Point Distribution System.
  20. #              - Dekita - Perfect Status Screen.
  21. #              - An element in your database.(details below)
  22. #
  23. # -- Recommended: Dekita - Perfect Status Control.
  24. #
  25. # -- Compatable:  RPG Maker VX Ace ONLY!
  26. #                
  27. #===============================================================================
  28. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
  29. #===============================================================================
  30. #===============================================================================
  31. # ☆ Script Information:
  32. #=======================
  33. # This script will give you COMPLETE control over all aspects of your
  34. # characters elements(resistances/attack values) increase or even decrease
  35. # by using distribution points.
  36. #
  37. # The control and customisation for this "System"  has been designed to be
  38. # as dynamic as possible.
  39. #
  40. # This script can become very complicated very quickly if you are customising it,
  41. # I have tryed to give as much information as possible regarding what certian
  42. # options do and how to gain complete control over your elements!
  43. #
  44. #===============================================================================
  45.  
  46. #===============================================================================
  47. # ☆ TERMS OF USE:
  48. #===============================================================================
  49. #
  50. # 1. You must give credit to Dekita.
  51. #
  52. # 2. This script is for NON-Commercial use ONLY!*
  53. #
  54. # 3. You CANNOT give credit to yourself for Re-posting this script
  55. #    or Posting a modified version.*
  56. #
  57. # 4. Do not Re-Distribute this script.
  58. #
  59. # 5. You are NOT allowed to convert this script to any other engine,
  60. #    E.G converting it from RGSS3 into RGSS2.*
  61. #
  62. # 6. ENJOY!
  63. #
  64. #-------------------------------------------------------------------------------
  65. # * = Unless permissions are given by Dekita. < e-mail DekitaRPG@gmail.com
  66. #===============================================================================
  67.  
  68. #===============================================================================
  69. # History:
  70. #=========
  71. # 22/08/2o12 - Released v1.0.
  72. # 21/08/2o12 - Finished.(v1.0)
  73. # 16/08/2o12 - Reduced size of script.(4771 lines - 4004 lines)
  74. # 15/08/2o12 - Added Ability to use attribute points instead of level up points.
  75. #            - Finished.(v0.4)
  76. #            - Started "Vocab" customisation options.
  77. #            - Started check's to make sure all options are correct.(values ect)
  78. #            - Started customisation options for elements + tidying of the script.
  79. # 14/08/2o12 - Finished elements base.
  80. #            - Started Script.
  81. #===============================================================================
  82. #===============================================================================
  83. # ☆ Credit and Thanks to :
  84. #==========================
  85. # N/A
  86. #===============================================================================
  87. #===============================================================================
  88. # ☆ Foresight Into The Future:
  89. #==============================
  90. # N/A
  91. #-------------------------------------------------------------------------------
  92. # If you have any ideas e-mail me at DekitaRPG@gmail.com
  93. #===============================================================================
  94. #===============================================================================
  95. # ☆ Known Bugs:
  96. #=================
  97. # N/A
  98. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  99. # If a new bug is found please e-mail me at DekitaRPG@gmail.com
  100. #===============================================================================
  101. #===============================================================================
  102. # ☆ Import:
  103. #===========
  104. $imported = {} if $imported.nil?
  105. $imported["DPB-ADDESC"] = true
  106. #
  107. #===============================================================================
  108. module DPB
  109.   module ELEFORADDESC
  110. ################################################################################
  111. #      
  112. # ★ READ BELOW  ★ READ BELOW  ★ READ BELOW  ★ READ BELOW  ★ READ BELOW  ★
  113. #
  114. ################################################################################
  115. # ☆ Important:
  116. #==============
  117. # In order to function efficiently this script needs an element to be set up
  118. # in the "Database" under "Terms" then "Elements".
  119. #
  120. # You can name this element anything but you must NEVER use this element.
  121. #
  122. # All you have to do is type the elements "id" number here and forget about it :)
  123. #-------------------------------------------------------------------------------
  124. NOUSEELEID = 11     # By default this would be Element id 11
  125. #-------------------------------------------------------------------------------
  126. # NOTE:
  127. #======
  128. # YOU SHOULD SET THIS ELEMENT UP BEFORE YOU CONTINUE AS THE SCRIPT MAY ERROR !!
  129. # AS IT WILL BE TRYING TO FIND AN ELEMENT THATS NOT THERE, OR WORSE...
  130. # IT COULD MODIFY AN ELEMENT YOU DIDNT WANT TO CHANGE !!
  131. #
  132. ################################################################################
  133.   end # ELEFORADDESC
  134. end # DPB
  135. ################################################################################
  136. module DPB
  137.   module ADDESC
  138. =begin
  139. #===============================================================================
  140. # ☆ Script Calls:
  141. #=================
  142. #
  143. # Use the following script call in game (an event) to call the
  144. # "increase elements" screen.
  145.  
  146. SceneManager.call(Scene_Element_Up)
  147.  
  148. #-------------------------------------------------------------------------------    
  149. =end    
  150. ################################################################################
  151. # ELEMENTS DISTRIBUTION SCREEN INFOMATION ######################################
  152. ################################################################################
  153. #Diagram of option's (if only shows one row of elements)
  154. # [Element rows are Defined in Perfect Status Screen]
  155. ################################################################################
  156. #  Elements Row 1 Option 1            #    Attack Elements Row 1 Option 1
  157. #-------------------------------------------------------------------------------
  158. #  Elements Row 1 Option 2            #    Attack Elements Row 1 Option 2
  159. #-------------------------------------------------------------------------------
  160. #  Elements Row 1 Option 3            #    Attack Elements Row 1 Option 3
  161. #-------------------------------------------------------------------------------
  162. #  Elements Row 1 Option 4            #    Attack Elements Row 1 Option 4
  163. ################################################################################                                      
  164. #and so on...
  165. #
  166. ################################################################################                                      
  167. #Diagram of option's (if showing two row's of elements)
  168. # [Element rows are Defined in Perfect Status Screen]
  169. ################################################################################
  170. #Ele Row 1 Opt 1  # Ele row 2 Opt 1   # AttEle Row 1 Opt 1 # AttEle Row 2 Opt 1
  171. #-------------------------------------------------------------------------------
  172. #Ele Row 1 Opt 2  # Ele row 2 Opt 2   # AttEle Row 1 Opt 2 # AttEle Row 2 Opt 2
  173. #-------------------------------------------------------------------------------
  174. #Ele Row 1 Opt 3  # Ele row 2 Opt 3   # AttEle Row 1 Opt 3 # AttEle Row 2 Opt 3
  175. #-------------------------------------------------------------------------------
  176. #Ele Row 1 Opt 4  # Ele row 2 Opt 4   # AttEle Row 1 Opt 4 # AttEle Row 2 Opt 4
  177. ################################################################################                                      
  178. #and so on...
  179. #-------------------------------------------------------------------------------
  180. =begin
  181. ################################################################################                                      
  182. # IMPORTANT !
  183. ################################################################################
  184. #
  185. # If you no longer wish to use a modification option for one of the
  186. # Element Row - Options' copy the code below where the element id is.
  187.  
  188. DPB::ELEFORADDESC::NOUSEELEID
  189.  
  190. #-------------------------------------------------------------------------------
  191. # E.G :
  192. #------
  193. #   ER1OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID
  194. ################################################################################                                      
  195. =end ###########
  196. # Simple Vocab:#
  197. ################
  198.  
  199. ADD_DEF_ELE_VOCAB = "Defence Elements Modified !"
  200. # ^ The vocab for when you increase an element reisistance option.
  201.  
  202. ADD_ATK_ELE_VOCAB = "Attack Elements Modified !"
  203. # ^ The vocab for when you increase an attack element option.
  204.  
  205. NOT_ENOUGH_POINTS = "Not Enough Points !"
  206. # ^ The vocab for when you dont have the required points to increase an option.
  207.  
  208. #===============================================================================#
  209. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  210. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  211. #                                                                               #
  212. #                         ★ Perfect Elements Control ★
  213. #
  214. #                          - ELEMENT RESISTANCE ROW 1 -
  215. #
  216. #                            - CUSTOMISATION BEGIN -                            
  217. #                                                                               #
  218. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  219. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  220. #===============================================================================#
  221. ################################################################################                                      
  222. # Element Resistance Row 1 Option 1  
  223. #-------------------------------------
  224. # Adjust these to your liking.
  225. ################################################################################
  226.  
  227.     ER1OP1_HELP_VOCAB = "Increase Fire Resistance at the cost of Water Resistance !!"
  228.  
  229.     ER1OP1_POINTS_COST = 1 #points cost for this option.
  230. #-------------------------------------------------------------------------------
  231. # ELEMENT RESISTANCE:
  232. #====================
  233. # MODIFICATION ONE -------------------------------------------------------------
  234.     ER1OP1M1_GAIN_ELEMENT = 3 # The element this option modifys. (MOD 1)    
  235.     ER1OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  236.  
  237. # MODIFICATION TWO -------------------------------------------------------------
  238.     ER1OP1M2_GAIN_ELEMENT = 6 # The element this option modifys. MOD 2
  239.     ER1OP1M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  240.    
  241. # MODIFICATION THREE -----------------------------------------------------------
  242.     ER1OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  243.     ER1OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  244.    
  245. # MODIFICATION FOUR ------------------------------------------------------------
  246.     ER1OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  247.     ER1OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  248. #-------------------------------------------------------------------------------    
  249. # ATTACK ELEMENTS:
  250. #=================
  251. # MODIFICATION ONE -------------------------------------------------------------
  252.     ER1OP1M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)    
  253.     ER1OP1M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  254.    
  255. # MODIFICATION TWO -------------------------------------------------------------
  256.     ER1OP1M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2    
  257.     ER1OP1M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  258.    
  259. # MODIFICATION THREE -----------------------------------------------------------
  260.     ER1OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  261.     ER1OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  262.    
  263. # MODIFICATION FOUR ------------------------------------------------------------
  264.     ER1OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  265.     ER1OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  266.    
  267. ################################################################################                                      
  268. # Element Resistance Row 1 Option 2  
  269. #-------------------------------------
  270. # Adjust these to your liking.
  271. ################################################################################
  272.  
  273.     ER1OP2_HELP_VOCAB = "Increase Ice Resistance at the cost of Fire Resistance !!"
  274.  
  275.     ER1OP2_POINTS_COST = 1 #points cost for this option.
  276. #-------------------------------------------------------------------------------
  277. # ELEMENT RESISTANCE:
  278. #====================
  279. # MODIFICATION ONE -------------------------------------------------------------
  280.     ER1OP2M1_GAIN_ELEMENT = 4 # The element this option modifys. (MOD 1)
  281.     ER1OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  282.    
  283. # MODIFICATION TWO -------------------------------------------------------------
  284.     ER1OP2M2_GAIN_ELEMENT = 3 # The element this option modifys. MOD 2
  285.     ER1OP2M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  286.    
  287. # MODIFICATION THREE -----------------------------------------------------------
  288.     ER1OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  289.     ER1OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  290.    
  291. # MODIFICATION FOUR ------------------------------------------------------------
  292.     ER1OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  293.     ER1OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  294. #-------------------------------------------------------------------------------    
  295. # ATTACK ELEMENTS:
  296. #=================
  297. # MODIFICATION ONE -------------------------------------------------------------
  298.     ER1OP2M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  299.     ER1OP2M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  300.    
  301. # MODIFICATION TWO -------------------------------------------------------------
  302.     ER1OP2M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  303.     ER1OP2M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  304.    
  305. # MODIFICATION THREE -----------------------------------------------------------
  306.     ER1OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  307.     ER1OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  308.    
  309. # MODIFICATION FOUR ------------------------------------------------------------
  310.     ER1OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  311.     ER1OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  312.  
  313. ################################################################################                                      
  314. # Element Resistance Row 1 Option 3  
  315. #-------------------------------------
  316. # Adjust these to your liking.
  317. ################################################################################
  318.  
  319.     ER1OP3_HELP_VOCAB = "Increase Thunder Resistance at the cost of Earth Resistance !!"
  320.  
  321.     ER1OP3_POINTS_COST = 1 #points cost for this option.
  322. #-------------------------------------------------------------------------------
  323. # ELEMENT RESISTANCE:
  324. #====================
  325. # MODIFICATION ONE -------------------------------------------------------------
  326.     ER1OP3M1_GAIN_ELEMENT = 5 # The element this option modifys. (MOD 1)
  327.     ER1OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  328.    
  329. # MODIFICATION TWO -------------------------------------------------------------
  330.     ER1OP3M2_GAIN_ELEMENT = 7 # The element this option modifys. MOD 2
  331.     ER1OP3M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  332.    
  333. # MODIFICATION THREE -----------------------------------------------------------
  334.     ER1OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  335.     ER1OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  336.    
  337. # MODIFICATION FOUR ------------------------------------------------------------
  338.     ER1OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  339.     ER1OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  340. #-------------------------------------------------------------------------------    
  341. # ATTACK ELEMENTS:
  342. #=================
  343. # MODIFICATION ONE -------------------------------------------------------------
  344.     ER1OP3M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  345.     ER1OP3M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  346.    
  347. # MODIFICATION TWO -------------------------------------------------------------
  348.     ER1OP3M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  349.     ER1OP3M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  350.    
  351. # MODIFICATION THREE -----------------------------------------------------------
  352.     ER1OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  353.     ER1OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  354.    
  355. # MODIFICATION FOUR ------------------------------------------------------------
  356.     ER1OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  357.     ER1OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  358.    
  359. ################################################################################                                      
  360. # Element Resistance Row 1 Option 4  
  361. #-------------------------------------
  362. # Adjust these to your liking.
  363. ################################################################################
  364.  
  365.     ER1OP4_HELP_VOCAB = "Increase Water Resistance at the cost of Thunder Resistance !!"
  366.  
  367.     ER1OP4_POINTS_COST = 1 #points cost for this option.
  368. #-------------------------------------------------------------------------------
  369. # ELEMENT RESISTANCE:
  370. #====================
  371. # MODIFICATION ONE -------------------------------------------------------------
  372.     ER1OP4M1_GAIN_ELEMENT = 6 # The element this option modifys. (MOD 1)
  373.     ER1OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  374.    
  375. # MODIFICATION TWO -------------------------------------------------------------
  376.     ER1OP4M2_GAIN_ELEMENT = 5 # The element this option modifys. MOD 2
  377.     ER1OP4M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  378.    
  379. # MODIFICATION THREE -----------------------------------------------------------
  380.     ER1OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  381.     ER1OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  382.    
  383. # MODIFICATION FOUR ------------------------------------------------------------
  384.     ER1OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  385.     ER1OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  386. #-------------------------------------------------------------------------------    
  387. # ATTACK ELEMENTS:
  388. #=================
  389. # MODIFICATION ONE -------------------------------------------------------------
  390.     ER1OP4M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  391.     ER1OP4M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  392.    
  393. # MODIFICATION TWO -------------------------------------------------------------
  394.     ER1OP4M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  395.     ER1OP4M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  396.    
  397. # MODIFICATION THREE -----------------------------------------------------------
  398.     ER1OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  399.     ER1OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  400.    
  401. # MODIFICATION FOUR ------------------------------------------------------------
  402.     ER1OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  403.     ER1OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  404.    
  405. ################################################################################                                      
  406. # Element Resistance Row 1 Option 5  
  407. #-------------------------------------
  408. # Adjust these to your liking.
  409. ################################################################################
  410.  
  411.     ER1OP5_HELP_VOCAB = "Increase Earth Resistance at the cost of Wind Resistance !!"
  412.  
  413.     ER1OP5_POINTS_COST = 1 #points cost for this option.
  414. #-------------------------------------------------------------------------------
  415. # ELEMENT RESISTANCE:
  416. #====================
  417. # MODIFICATION ONE -------------------------------------------------------------
  418.     ER1OP5M1_GAIN_ELEMENT = 7 # The element this option modifys. (MOD 1)
  419.     ER1OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  420.    
  421. # MODIFICATION TWO -------------------------------------------------------------
  422.     ER1OP5M2_GAIN_ELEMENT = 8 # The element this option modifys. MOD 2
  423.     ER1OP5M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  424.    
  425. # MODIFICATION THREE -----------------------------------------------------------
  426.     ER1OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  427.     ER1OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  428.    
  429. # MODIFICATION FOUR ------------------------------------------------------------
  430.     ER1OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  431.     ER1OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  432. #-------------------------------------------------------------------------------    
  433. # ATTACK ELEMENTS:
  434. #=================
  435. # MODIFICATION ONE -------------------------------------------------------------
  436.     ER1OP5M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  437.     ER1OP5M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  438.    
  439. # MODIFICATION TWO -------------------------------------------------------------
  440.     ER1OP5M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  441.     ER1OP5M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  442.    
  443. # MODIFICATION THREE -----------------------------------------------------------
  444.     ER1OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  445.     ER1OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  446.    
  447. # MODIFICATION FOUR ------------------------------------------------------------
  448.     ER1OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  449.     ER1OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  450.  
  451. ################################################################################                                      
  452. # Element Resistance Row 1 Option 6  
  453. #-------------------------------------
  454. # Adjust these to your liking.
  455. ################################################################################
  456.  
  457.     ER1OP6_HELP_VOCAB = "Increase Wind Resistance at the cost of Earth Resistance !!"
  458.  
  459.     ER1OP6_POINTS_COST = 1 #points cost for this option.
  460. #-------------------------------------------------------------------------------
  461. # ELEMENT RESISTANCE:
  462. #====================
  463. # MODIFICATION ONE -------------------------------------------------------------
  464.     ER1OP6M1_GAIN_ELEMENT = 8 # The element this option modifys. (MOD 1)
  465.     ER1OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  466.    
  467. # MODIFICATION TWO -------------------------------------------------------------
  468.     ER1OP6M2_GAIN_ELEMENT = 7 # The element this option modifys. MOD 2
  469.     ER1OP6M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  470.    
  471. # MODIFICATION THREE -----------------------------------------------------------
  472.     ER1OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  473.     ER1OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  474.    
  475. # MODIFICATION FOUR ------------------------------------------------------------
  476.     ER1OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  477.     ER1OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  478. #-------------------------------------------------------------------------------    
  479. # ATTACK ELEMENTS:
  480. #=================
  481. # MODIFICATION ONE -------------------------------------------------------------
  482.     ER1OP6M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  483.     ER1OP6M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  484.    
  485. # MODIFICATION TWO -------------------------------------------------------------
  486.     ER1OP6M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  487.     ER1OP6M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  488.    
  489. # MODIFICATION THREE -----------------------------------------------------------
  490.     ER1OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  491.     ER1OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  492.    
  493. # MODIFICATION FOUR ------------------------------------------------------------
  494.     ER1OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  495.     ER1OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  496.    
  497. ################################################################################                                      
  498. # Element Resistance Row 1 Option 7  
  499. #-------------------------------------
  500. # Adjust these to your liking.
  501. ################################################################################
  502.  
  503.     ER1OP7_HELP_VOCAB = "Increase Holy Resistance at the cost of Dark Resistance !!"
  504.  
  505.     ER1OP7_POINTS_COST = 1 #points cost for this option.
  506. #-------------------------------------------------------------------------------
  507. # ELEMENT RESISTANCE:
  508. #====================
  509. # MODIFICATION ONE -------------------------------------------------------------
  510.     ER1OP7M1_GAIN_ELEMENT = 9 # The element this option modifys. (MOD 1)
  511.     ER1OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  512.    
  513. # MODIFICATION TWO -------------------------------------------------------------
  514.     ER1OP7M2_GAIN_ELEMENT = 10 # The element this option modifys. MOD 2
  515.     ER1OP7M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  516.    
  517. # MODIFICATION THREE -----------------------------------------------------------
  518.     ER1OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  519.     ER1OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  520.    
  521. # MODIFICATION FOUR ------------------------------------------------------------
  522.     ER1OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  523.     ER1OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  524. #-------------------------------------------------------------------------------    
  525. # ATTACK ELEMENTS:
  526. #=================
  527. # MODIFICATION ONE -------------------------------------------------------------
  528.     ER1OP7M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  529.     ER1OP7M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  530.    
  531. # MODIFICATION TWO -------------------------------------------------------------
  532.     ER1OP7M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  533.     ER1OP7M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  534.    
  535. # MODIFICATION THREE -----------------------------------------------------------
  536.     ER1OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  537.     ER1OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  538.    
  539. # MODIFICATION FOUR ------------------------------------------------------------
  540.     ER1OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  541.     ER1OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  542.    
  543. ################################################################################                                      
  544. # Element Resistance Row 1 Option 8  
  545. #-------------------------------------
  546. # Adjust these to your liking.
  547. ################################################################################
  548.  
  549.     ER1OP8_HELP_VOCAB = "Increase Dark Resistance at the cost of Holy Resistance !!"
  550.  
  551.     ER1OP8_POINTS_COST = 1 #points cost for this option.
  552. #-------------------------------------------------------------------------------
  553. # ELEMENT RESISTANCE:
  554. #====================
  555. # MODIFICATION ONE -------------------------------------------------------------
  556.     ER1OP8M1_GAIN_ELEMENT = 10 # The element this option modifys. (MOD 1)
  557.     ER1OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  558.    
  559. # MODIFICATION TWO -------------------------------------------------------------
  560.     ER1OP8M2_GAIN_ELEMENT = 9 # The element this option modifys. MOD 2
  561.     ER1OP8M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
  562.    
  563. # MODIFICATION THREE -----------------------------------------------------------
  564.     ER1OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  565.     ER1OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  566.    
  567. # MODIFICATION FOUR ------------------------------------------------------------
  568.     ER1OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  569.     ER1OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  570. #-------------------------------------------------------------------------------    
  571. # ATTACK ELEMENTS:
  572. #=================
  573. # MODIFICATION ONE -------------------------------------------------------------
  574.     ER1OP8M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  575.     ER1OP8M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  576.    
  577. # MODIFICATION TWO -------------------------------------------------------------
  578.     ER1OP8M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  579.     ER1OP8M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  580.    
  581. # MODIFICATION THREE -----------------------------------------------------------
  582.     ER1OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  583.     ER1OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  584.    
  585. # MODIFICATION FOUR ------------------------------------------------------------
  586.     ER1OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  587.     ER1OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  588.            
  589. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  590. #
  591. #                           - ATTACK ELEMENTS ROW 1 -
  592. #
  593. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  594. ################################################################################                                      
  595. # Attack Elements Row 1 Option 1  
  596. #-------------------------------------
  597. # Adjust these to your liking.
  598. ################################################################################
  599.  
  600.     AER1OP1_HELP_VOCAB = "Increase Fire Attack at the cost of Water Attack !!"
  601.  
  602.     AER1OP1_POINTS_COST = 1 #points cost for this option.
  603. #-------------------------------------------------------------------------------
  604. # ELEMENT RESISTANCE:
  605. #====================
  606. # MODIFICATION ONE -------------------------------------------------------------
  607.     AER1OP1M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  608.     AER1OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  609.    
  610. # MODIFICATION TWO -------------------------------------------------------------
  611.     AER1OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  612.     AER1OP1M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  613.    
  614. # MODIFICATION THREE -----------------------------------------------------------
  615.     AER1OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  616.     AER1OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  617.    
  618. # MODIFICATION FOUR ------------------------------------------------------------
  619.     AER1OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  620.     AER1OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  621. #-------------------------------------------------------------------------------    
  622. # ATTACK ELEMENTS:
  623. #=================
  624. # MODIFICATION ONE -------------------------------------------------------------
  625.     AER1OP1M1_GAIN_AELEMENT = 3 # The element this option modifys. (MOD 1)
  626.     AER1OP1M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  627.    
  628. # MODIFICATION TWO -------------------------------------------------------------
  629.     AER1OP1M2_GAIN_AELEMENT = 6 # The element this option modifys. MOD 2
  630.     AER1OP1M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  631.    
  632. # MODIFICATION THREE -----------------------------------------------------------
  633.     AER1OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  634.     AER1OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  635.    
  636. # MODIFICATION FOUR ------------------------------------------------------------
  637.     AER1OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  638.     AER1OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  639.    
  640. ################################################################################                                      
  641. # Attack Elements Row 1 Option 2  
  642. #-------------------------------------
  643. # Adjust these to your liking.
  644. ################################################################################
  645.  
  646.     AER1OP2_HELP_VOCAB = "Increase Ice Attack at the cost of Fire Attack !!"
  647.  
  648.     AER1OP2_POINTS_COST = 1 #points cost for this option.
  649. #-------------------------------------------------------------------------------
  650. # ELEMENT RESISTANCE:
  651. #====================
  652. # MODIFICATION ONE -------------------------------------------------------------
  653.     AER1OP2M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  654.     AER1OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  655.    
  656. # MODIFICATION TWO -------------------------------------------------------------
  657.     AER1OP2M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  658.     AER1OP2M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  659.    
  660. # MODIFICATION THREE -----------------------------------------------------------
  661.     AER1OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  662.     AER1OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  663.    
  664. # MODIFICATION FOUR ------------------------------------------------------------
  665.     AER1OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  666.     AER1OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  667. #-------------------------------------------------------------------------------    
  668. # ATTACK ELEMENTS:
  669. #=================
  670. # MODIFICATION ONE -------------------------------------------------------------
  671.     AER1OP2M1_GAIN_AELEMENT = 4 # The element this option modifys. (MOD 1)
  672.     AER1OP2M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  673.    
  674. # MODIFICATION TWO -------------------------------------------------------------
  675.     AER1OP2M2_GAIN_AELEMENT = 3 # The element this option modifys. MOD 2
  676.     AER1OP2M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  677.    
  678. # MODIFICATION THREE -----------------------------------------------------------
  679.     AER1OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  680.     AER1OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  681.    
  682. # MODIFICATION FOUR ------------------------------------------------------------
  683.     AER1OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  684.     AER1OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  685.  
  686. ################################################################################                                      
  687. # Attack Elements Row 1 Option 3  
  688. #-------------------------------------
  689. # Adjust these to your liking.
  690. ################################################################################
  691.  
  692.     AER1OP3_HELP_VOCAB = "Increase Thunder Attack at the cost of Earth Attack !!"
  693.  
  694.     AER1OP3_POINTS_COST = 1 #points cost for this option.
  695. #-------------------------------------------------------------------------------
  696. # ELEMENT RESISTANCE:
  697. #====================
  698. # MODIFICATION ONE -------------------------------------------------------------
  699.     AER1OP3M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  700.     AER1OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  701.    
  702. # MODIFICATION TWO -------------------------------------------------------------
  703.     AER1OP3M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  704.     AER1OP3M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  705.    
  706. # MODIFICATION THREE -----------------------------------------------------------
  707.     AER1OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  708.     AER1OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  709.    
  710. # MODIFICATION FOUR ------------------------------------------------------------
  711.     AER1OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  712.     AER1OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  713.  
  714. #-------------------------------------------------------------------------------    
  715. # ATTACK ELEMENTS:
  716. #=================
  717. # MODIFICATION ONE -------------------------------------------------------------
  718.     AER1OP3M1_GAIN_AELEMENT = 5 # The element this option modifys. (MOD 1)
  719.     AER1OP3M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  720.    
  721. # MODIFICATION TWO -------------------------------------------------------------
  722.     AER1OP3M2_GAIN_AELEMENT = 7 # The element this option modifys. MOD 2
  723.     AER1OP3M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  724.    
  725. # MODIFICATION THREE -----------------------------------------------------------
  726.     AER1OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  727.     AER1OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  728.    
  729. # MODIFICATION FOUR ------------------------------------------------------------
  730.     AER1OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  731.     AER1OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  732.    
  733. ################################################################################                                      
  734. # Attack Elements Row 1 Option 4  
  735. #-------------------------------------
  736. # Adjust these to your liking.
  737. ################################################################################
  738.  
  739.     AER1OP4_HELP_VOCAB = "Increase Water Attack at the cost of Thunder Attack !!"
  740.  
  741.     AER1OP4_POINTS_COST = 1 #points cost for this option.
  742. #-------------------------------------------------------------------------------
  743. # ELEMENT RESISTANCE:
  744. #====================
  745. # MODIFICATION ONE -------------------------------------------------------------
  746.     AER1OP4M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  747.     AER1OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  748.    
  749. # MODIFICATION TWO -------------------------------------------------------------
  750.     AER1OP4M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  751.     AER1OP4M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  752.    
  753. # MODIFICATION THREE -----------------------------------------------------------
  754.     AER1OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  755.     AER1OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  756.    
  757. # MODIFICATION FOUR ------------------------------------------------------------
  758.     AER1OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  759.     AER1OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  760. #-------------------------------------------------------------------------------    
  761. # ATTACK ELEMENTS:
  762. #=================
  763. # MODIFICATION ONE -------------------------------------------------------------
  764.     AER1OP4M1_GAIN_AELEMENT = 6 # The element this option modifys. (MOD 1)
  765.     AER1OP4M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  766.    
  767. # MODIFICATION TWO -------------------------------------------------------------
  768.     AER1OP4M2_GAIN_AELEMENT = 5 # The element this option modifys. MOD 2
  769.     AER1OP4M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  770.    
  771. # MODIFICATION THREE -----------------------------------------------------------
  772.     AER1OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  773.     AER1OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  774.    
  775. # MODIFICATION FOUR ------------------------------------------------------------
  776.     AER1OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  777.     AER1OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  778.    
  779. ################################################################################                                      
  780. # Attack Elements Row 1 Option 5  
  781. #-------------------------------------
  782. # Adjust these to your liking.
  783. ################################################################################
  784.  
  785.     AER1OP5_HELP_VOCAB = "Increase Earth Attack at the cost of Wind Attack !!"
  786.  
  787.     AER1OP5_POINTS_COST = 1 #points cost for this option.
  788. #-------------------------------------------------------------------------------
  789. # ELEMENT RESISTANCE:
  790. #====================
  791. # MODIFICATION ONE -------------------------------------------------------------
  792.     AER1OP5M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  793.     AER1OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  794.    
  795. # MODIFICATION TWO -------------------------------------------------------------
  796.     AER1OP5M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  797.     AER1OP5M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  798.    
  799. # MODIFICATION THREE -----------------------------------------------------------
  800.     AER1OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  801.     AER1OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  802.    
  803. # MODIFICATION FOUR ------------------------------------------------------------
  804.     AER1OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  805.     AER1OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  806. #-------------------------------------------------------------------------------    
  807. # ATTACK ELEMENTS:
  808. #=================
  809. # MODIFICATION ONE -------------------------------------------------------------
  810.     AER1OP5M1_GAIN_AELEMENT = 7 # The element this option modifys. (MOD 1)
  811.     AER1OP5M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  812.    
  813. # MODIFICATION TWO -------------------------------------------------------------
  814.     AER1OP5M2_GAIN_AELEMENT = 8 # The element this option modifys. MOD 2
  815.     AER1OP5M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  816.    
  817. # MODIFICATION THREE -----------------------------------------------------------
  818.     AER1OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  819.     AER1OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  820.    
  821. # MODIFICATION FOUR ------------------------------------------------------------
  822.     AER1OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  823.     AER1OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  824.    
  825. ################################################################################                                      
  826. # Attack Elements Row 1 Option 6  
  827. #-------------------------------------
  828. # Adjust these to your liking.
  829. ################################################################################
  830.  
  831.     AER1OP6_HELP_VOCAB = "Increase Wind Attack at the cost of Earth Attack !!"
  832.  
  833.     AER1OP6_POINTS_COST = 1 #points cost for this option.
  834. #-------------------------------------------------------------------------------
  835. # ELEMENT RESISTANCE:
  836. #====================
  837. # MODIFICATION ONE -------------------------------------------------------------
  838.     AER1OP6M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  839.     AER1OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  840.    
  841. # MODIFICATION TWO -------------------------------------------------------------
  842.     AER1OP6M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  843.     AER1OP6M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  844.    
  845. # MODIFICATION THREE -----------------------------------------------------------
  846.     AER1OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  847.     AER1OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  848.    
  849. # MODIFICATION FOUR ------------------------------------------------------------
  850.     AER1OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  851.     AER1OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  852. #-------------------------------------------------------------------------------    
  853. # ATTACK ELEMENTS:
  854. #=================
  855. # MODIFICATION ONE -------------------------------------------------------------
  856.     AER1OP6M1_GAIN_AELEMENT = 8 # The element this option modifys. (MOD 1)
  857.     AER1OP6M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  858.    
  859. # MODIFICATION TWO -------------------------------------------------------------
  860.     AER1OP6M2_GAIN_AELEMENT = 7 # The element this option modifys. MOD 2
  861.     AER1OP6M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  862.    
  863. # MODIFICATION THREE -----------------------------------------------------------
  864.     AER1OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  865.     AER1OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  866.    
  867. # MODIFICATION FOUR ------------------------------------------------------------
  868.     AER1OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  869.     AER1OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  870.    
  871. ################################################################################                                      
  872. # Attack Elements Row 1 Option 7  
  873. #-------------------------------------
  874. # Adjust these to your liking.
  875. ################################################################################
  876.  
  877.     AER1OP7_HELP_VOCAB = "Increase Holy Attack at the cost of Dark Attack !!"
  878.  
  879.     AER1OP7_POINTS_COST = 1 #points cost for this option.
  880. #-------------------------------------------------------------------------------
  881. # ELEMENT RESISTANCE:
  882. #====================
  883. # MODIFICATION ONE -------------------------------------------------------------
  884.     AER1OP7M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  885.     AER1OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  886.    
  887. # MODIFICATION TWO -------------------------------------------------------------
  888.     AER1OP7M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  889.     AER1OP7M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  890.    
  891. # MODIFICATION THREE -----------------------------------------------------------
  892.     AER1OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  893.     AER1OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  894.    
  895. # MODIFICATION FOUR ------------------------------------------------------------
  896.     AER1OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  897.     AER1OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  898. #-------------------------------------------------------------------------------    
  899. # ATTACK ELEMENTS:
  900. #=================
  901. # MODIFICATION ONE -------------------------------------------------------------
  902.     AER1OP7M1_GAIN_AELEMENT = 9 # The element this option modifys. (MOD 1)
  903.     AER1OP7M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  904.    
  905. # MODIFICATION TWO -------------------------------------------------------------
  906.     AER1OP7M2_GAIN_AELEMENT = 10 # The element this option modifys. MOD 2
  907.     AER1OP7M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  908.    
  909. # MODIFICATION THREE -----------------------------------------------------------
  910.     AER1OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  911.     AER1OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  912.    
  913. # MODIFICATION FOUR ------------------------------------------------------------
  914.     AER1OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  915.     AER1OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  916.    
  917. ################################################################################                                      
  918. # Attack Elements Row 1 Option 8  
  919. #-------------------------------------
  920. # Adjust these to your liking.
  921. ################################################################################
  922.  
  923.     AER1OP8_HELP_VOCAB = "Increase Dark Attack at the cost of Holy Attack !!"
  924.  
  925.     AER1OP8_POINTS_COST = 1 #points cost for this option.
  926. #-------------------------------------------------------------------------------
  927. # ELEMENT RESISTANCE:
  928. #====================
  929. # MODIFICATION ONE -------------------------------------------------------------
  930.     AER1OP8M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  931.     AER1OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  932.    
  933. # MODIFICATION TWO -------------------------------------------------------------
  934.     AER1OP8M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  935.     AER1OP8M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  936.    
  937. # MODIFICATION THREE -----------------------------------------------------------
  938.     AER1OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  939.     AER1OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  940.    
  941. # MODIFICATION FOUR ------------------------------------------------------------
  942.     AER1OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  943.     AER1OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  944. #-------------------------------------------------------------------------------    
  945. # ATTACK ELEMENTS:
  946. #=================
  947. # MODIFICATION ONE -------------------------------------------------------------
  948.     AER1OP8M1_GAIN_AELEMENT = 10 # The element this option modifys. (MOD 1)
  949.     AER1OP8M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
  950.    
  951. # MODIFICATION TWO -------------------------------------------------------------
  952.     AER1OP8M2_GAIN_AELEMENT = 9 # The element this option modifys. MOD 2
  953.     AER1OP8M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
  954.    
  955. # MODIFICATION THREE -----------------------------------------------------------
  956.     AER1OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  957.     AER1OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  958.    
  959. # MODIFICATION FOUR ------------------------------------------------------------
  960.     AER1OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  961.     AER1OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  962.    
  963. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  964. #
  965. #                          - ELEMENT RESISTANCE ROW 2 -
  966. #                                                                               #
  967. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  968. ################################################################################                                      
  969. # Element Resistance Row 2 Option 1  
  970. #-------------------------------------
  971. # Adjust these to your liking.
  972. ################################################################################
  973.  
  974.     ER2OP1_HELP_VOCAB = " ER2OP1 !!"
  975.  
  976.     ER2OP1_POINTS_COST = 1 # erow2op1. points cost for this option.
  977. #-------------------------------------------------------------------------------
  978. # ELEMENT RESISTANCE:
  979. #====================
  980. # MODIFICATION ONE -------------------------------------------------------------
  981.     ER2OP1M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  982.     ER2OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  983.    
  984. # MODIFICATION TWO -------------------------------------------------------------
  985.     ER2OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  986.     ER2OP1M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  987.    
  988. # MODIFICATION THREE -----------------------------------------------------------
  989.     ER2OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  990.     ER2OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  991.    
  992. # MODIFICATION FOUR ------------------------------------------------------------
  993.     ER2OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  994.     ER2OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  995. #-------------------------------------------------------------------------------    
  996. # ATTACK ELEMENTS:
  997. #=================
  998. # MODIFICATION ONE -------------------------------------------------------------
  999.     ER2OP1M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1000.     ER2OP1M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1001.    
  1002. # MODIFICATION TWO -------------------------------------------------------------
  1003.     ER2OP1M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1004.     ER2OP1M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1005.    
  1006. # MODIFICATION THREE -----------------------------------------------------------
  1007.     ER2OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1008.     ER2OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1009.    
  1010. # MODIFICATION FOUR ------------------------------------------------------------
  1011.     ER2OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1012.     ER2OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1013.    
  1014. ################################################################################                                      
  1015. # Element Resistance Row 2 Option 2  
  1016. #-------------------------------------
  1017. # Adjust these to your liking.
  1018. ################################################################################
  1019.  
  1020.     ER2OP2_HELP_VOCAB = " ER2OP2 !!"
  1021.  
  1022.     ER2OP2_POINTS_COST = 2 # erow2op2. points cost for this option.
  1023. #-------------------------------------------------------------------------------
  1024. # ELEMENT RESISTANCE: ER2OP2M2
  1025. #====================
  1026. # MODIFICATION ONE -------------------------------------------------------------
  1027.     ER2OP2M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1028.     ER2OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1029.    
  1030. # MODIFICATION TWO -------------------------------------------------------------
  1031.     ER2OP2M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1032.     ER2OP2M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1033.    
  1034. # MODIFICATION THREE -----------------------------------------------------------
  1035.     ER2OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1036.     ER2OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1037.    
  1038. # MODIFICATION FOUR ------------------------------------------------------------
  1039.     ER2OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1040.     ER2OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1041. #-------------------------------------------------------------------------------    
  1042. # ATTACK ELEMENTS:
  1043. #=================
  1044. # MODIFICATION ONE -------------------------------------------------------------
  1045.     ER2OP2M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1046.     ER2OP2M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1047.    
  1048. # MODIFICATION TWO -------------------------------------------------------------
  1049.     ER2OP2M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1050.     ER2OP2M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1051.    
  1052. # MODIFICATION THREE -----------------------------------------------------------
  1053.     ER2OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1054.     ER2OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1055.    
  1056. # MODIFICATION FOUR ------------------------------------------------------------
  1057.     ER2OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1058.     ER2OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1059.  
  1060. ################################################################################                                      
  1061. # Element Resistance Row 2 Option 3  
  1062. #-------------------------------------
  1063. # Adjust these to your liking.
  1064. ################################################################################
  1065.  
  1066.     ER2OP3_HELP_VOCAB = " ER2OP3 !!"
  1067.  
  1068.     ER2OP3_POINTS_COST = 3 # erow2op3. points cost for this option.
  1069. #-------------------------------------------------------------------------------
  1070. # ELEMENT RESISTANCE:
  1071. #====================
  1072. # MODIFICATION ONE -------------------------------------------------------------
  1073.     ER2OP3M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1074.     ER2OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1075.    
  1076. # MODIFICATION TWO -------------------------------------------------------------
  1077.     ER2OP3M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1078.     ER2OP3M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1079.    
  1080. # MODIFICATION THREE -----------------------------------------------------------
  1081.     ER2OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1082.     ER2OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1083.    
  1084. # MODIFICATION FOUR ------------------------------------------------------------
  1085.     ER2OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1086.     ER2OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1087. #-------------------------------------------------------------------------------    
  1088. # ATTACK ELEMENTS:
  1089. #=================
  1090. # MODIFICATION ONE -------------------------------------------------------------
  1091.     ER2OP3M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1092.     ER2OP3M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1093.    
  1094. # MODIFICATION TWO -------------------------------------------------------------
  1095.     ER2OP3M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1096.     ER2OP3M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1097.    
  1098. # MODIFICATION THREE -----------------------------------------------------------
  1099.     ER2OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1100.     ER2OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1101.    
  1102. # MODIFICATION FOUR ------------------------------------------------------------
  1103.     ER2OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1104.     ER2OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1105.    
  1106. ################################################################################                                      
  1107. # Element Resistance Row 2 Option 4  
  1108. #-------------------------------------
  1109. # Adjust these to your liking.
  1110. ################################################################################
  1111.  
  1112.     ER2OP4_HELP_VOCAB = " ER2OP4 !!"
  1113.  
  1114.     ER2OP4_POINTS_COST = 4 # erow2op4. points cost for this option.
  1115. #-------------------------------------------------------------------------------
  1116. # ELEMENT RESISTANCE:
  1117. #====================
  1118. # MODIFICATION ONE -------------------------------------------------------------
  1119.     ER2OP4M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1120.     ER2OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1121.    
  1122. # MODIFICATION TWO -------------------------------------------------------------
  1123.     ER2OP4M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1124.     ER2OP4M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1125.    
  1126. # MODIFICATION THREE -----------------------------------------------------------
  1127.     ER2OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1128.     ER2OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1129.    
  1130. # MODIFICATION FOUR ------------------------------------------------------------
  1131.     ER2OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1132.     ER2OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1133. #-------------------------------------------------------------------------------    
  1134. # ATTACK ELEMENTS:
  1135. #=================
  1136. # MODIFICATION ONE -------------------------------------------------------------
  1137.     ER2OP4M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1138.     ER2OP4M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1139.    
  1140. # MODIFICATION TWO -------------------------------------------------------------
  1141.     ER2OP4M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1142.     ER2OP4M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1143.    
  1144. # MODIFICATION THREE -----------------------------------------------------------
  1145.     ER2OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1146.     ER2OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1147.    
  1148. # MODIFICATION FOUR ------------------------------------------------------------
  1149.     ER2OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1150.     ER2OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1151.    
  1152. ################################################################################                                      
  1153. # Element Resistance Row 2 Option 5  
  1154. #-------------------------------------
  1155. # Adjust these to your liking.
  1156. ################################################################################
  1157.  
  1158.     ER2OP5_HELP_VOCAB = " ER2OP5 !!"
  1159.  
  1160.     ER2OP5_POINTS_COST = 5 # erow2op5. points cost for this option.
  1161. #-------------------------------------------------------------------------------
  1162. # ELEMENT RESISTANCE:
  1163. #====================
  1164. # MODIFICATION ONE -------------------------------------------------------------
  1165.     ER2OP5M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1166.     ER2OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1167.    
  1168. # MODIFICATION TWO -------------------------------------------------------------
  1169.     ER2OP5M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1170.     ER2OP5M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1171.    
  1172. # MODIFICATION THREE -----------------------------------------------------------
  1173.     ER2OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1174.     ER2OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1175.    
  1176. # MODIFICATION FOUR ------------------------------------------------------------
  1177.     ER2OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1178.     ER2OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1179. #-------------------------------------------------------------------------------    
  1180. # ATTACK ELEMENTS:
  1181. #=================
  1182. # MODIFICATION ONE -------------------------------------------------------------
  1183.     ER2OP5M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1184.     ER2OP5M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1185.    
  1186. # MODIFICATION TWO -------------------------------------------------------------
  1187.     ER2OP5M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1188.     ER2OP5M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1189.    
  1190. # MODIFICATION THREE -----------------------------------------------------------
  1191.     ER2OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1192.     ER2OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1193.    
  1194. # MODIFICATION FOUR ------------------------------------------------------------
  1195.     ER2OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1196.     ER2OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1197.  
  1198. ################################################################################                                      
  1199. # Element Resistance Row 2 Option 6  
  1200. #-------------------------------------
  1201. # Adjust these to your liking.
  1202. ################################################################################
  1203.  
  1204.     ER2OP6_HELP_VOCAB = " ER2OP6 !!"
  1205.  
  1206.     ER2OP6_POINTS_COST = 6 # erow2op6. points cost for this option.
  1207. #-------------------------------------------------------------------------------
  1208. # ELEMENT RESISTANCE:
  1209. #====================
  1210. # MODIFICATION ONE -------------------------------------------------------------
  1211.     ER2OP6M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1212.     ER2OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1213.    
  1214. # MODIFICATION TWO -------------------------------------------------------------
  1215.     ER2OP6M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1216.     ER2OP6M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1217.    
  1218. # MODIFICATION THREE -----------------------------------------------------------
  1219.     ER2OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1220.     ER2OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1221.    
  1222. # MODIFICATION FOUR ------------------------------------------------------------
  1223.     ER2OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1224.     ER2OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1225. #-------------------------------------------------------------------------------    
  1226. # ATTACK ELEMENTS:
  1227. #=================
  1228. # MODIFICATION ONE -------------------------------------------------------------
  1229.     ER2OP6M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1230.     ER2OP6M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1231.    
  1232. # MODIFICATION TWO -------------------------------------------------------------
  1233.     ER2OP6M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1234.     ER2OP6M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1235.    
  1236. # MODIFICATION THREE -----------------------------------------------------------
  1237.     ER2OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1238.     ER2OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1239.    
  1240. # MODIFICATION FOUR ------------------------------------------------------------
  1241.     ER2OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1242.     ER2OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1243.    
  1244. ################################################################################                                      
  1245. # Element Resistance Row 2 Option 7  
  1246. #-------------------------------------
  1247. # Adjust these to your liking.
  1248. ################################################################################
  1249.  
  1250.     ER2OP7_HELP_VOCAB = " ER2OP7 !!"
  1251.  
  1252.     ER2OP7_POINTS_COST = 7 # erow2op7. points cost for this option.
  1253. #-------------------------------------------------------------------------------
  1254. # ELEMENT RESISTANCE:
  1255. #====================
  1256. # MODIFICATION ONE -------------------------------------------------------------
  1257.     ER2OP7M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1258.     ER2OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1259.    
  1260. # MODIFICATION TWO -------------------------------------------------------------
  1261.     ER2OP7M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1262.     ER2OP7M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1263.    
  1264. # MODIFICATION THREE -----------------------------------------------------------
  1265.     ER2OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1266.     ER2OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1267.    
  1268. # MODIFICATION FOUR ------------------------------------------------------------
  1269.     ER2OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1270.     ER2OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1271. #-------------------------------------------------------------------------------    
  1272. # ATTACK ELEMENTS:
  1273. #=================
  1274. # MODIFICATION ONE -------------------------------------------------------------
  1275.     ER2OP7M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1276.     ER2OP7M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1277.    
  1278. # MODIFICATION TWO -------------------------------------------------------------
  1279.     ER2OP7M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1280.     ER2OP7M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1281.    
  1282. # MODIFICATION THREE -----------------------------------------------------------
  1283.     ER2OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1284.     ER2OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1285.    
  1286. # MODIFICATION FOUR ------------------------------------------------------------
  1287.     ER2OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1288.     ER2OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1289.    
  1290. ################################################################################                                      
  1291. # Element Resistance Row 2 Option 8  
  1292. #-------------------------------------
  1293. # Adjust these to your liking.
  1294. ################################################################################
  1295.  
  1296.     ER2OP8_HELP_VOCAB = " ER2OP8 !!"
  1297.  
  1298.     ER2OP8_POINTS_COST = 8 # erow2op8. points cost for this option.
  1299. #-------------------------------------------------------------------------------
  1300. # ELEMENT RESISTANCE:
  1301. #====================
  1302. # MODIFICATION ONE -------------------------------------------------------------
  1303.     ER2OP8M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1304.     ER2OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1305.    
  1306. # MODIFICATION TWO -------------------------------------------------------------
  1307.     ER2OP8M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1308.     ER2OP8M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1309.    
  1310. # MODIFICATION THREE -----------------------------------------------------------
  1311.     ER2OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1312.     ER2OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1313.    
  1314. # MODIFICATION FOUR ------------------------------------------------------------
  1315.     ER2OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1316.     ER2OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1317. #-------------------------------------------------------------------------------    
  1318. # ATTACK ELEMENTS:
  1319. #=================
  1320. # MODIFICATION ONE -------------------------------------------------------------
  1321.     ER2OP8M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1322.     ER2OP8M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1323.    
  1324. # MODIFICATION TWO -------------------------------------------------------------
  1325.     ER2OP8M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1326.     ER2OP8M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1327.    
  1328. # MODIFICATION THREE -----------------------------------------------------------
  1329.     ER2OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1330.     ER2OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1331.    
  1332. # MODIFICATION FOUR ------------------------------------------------------------
  1333.     ER2OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1334.     ER2OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1335.    
  1336. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1337. #
  1338. #                           - ATTACK ELEMENTS ROW 2 -
  1339. #                                                                              
  1340. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1341. ################################################################################                                      
  1342. # Attack Elements Row 2 Option 1  
  1343. #-------------------------------------
  1344. # Adjust these to your liking.
  1345. ################################################################################
  1346.  
  1347.     AER2OP1_HELP_VOCAB = " AER2OP1 !!"
  1348.  
  1349.     AER2OP1_POINTS_COST = 1 # erow2op1. points cost for this option.
  1350. #-------------------------------------------------------------------------------
  1351. # ELEMENT RESISTANCE:
  1352. #====================
  1353. # MODIFICATION ONE -------------------------------------------------------------
  1354.     AER2OP1M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1355.     AER2OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1356.    
  1357. # MODIFICATION TWO -------------------------------------------------------------
  1358.     AER2OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1359.     AER2OP1M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1360.    
  1361. # MODIFICATION THREE -----------------------------------------------------------
  1362.     AER2OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1363.     AER2OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1364.    
  1365. # MODIFICATION FOUR ------------------------------------------------------------
  1366.     AER2OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1367.     AER2OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1368. #-------------------------------------------------------------------------------    
  1369. # ATTACK ELEMENTS:
  1370. #=================
  1371. # MODIFICATION ONE -------------------------------------------------------------
  1372.     AER2OP1M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1373.     AER2OP1M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1374.    
  1375. # MODIFICATION TWO -------------------------------------------------------------
  1376.     AER2OP1M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1377.     AER2OP1M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1378.    
  1379. # MODIFICATION THREE -----------------------------------------------------------
  1380.     AER2OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1381.     AER2OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1382.    
  1383. # MODIFICATION FOUR ------------------------------------------------------------
  1384.     AER2OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1385.     AER2OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1386.    
  1387. ################################################################################                                      
  1388. # Attack Elements Row 2 Option 2  
  1389. #-------------------------------------
  1390. # Adjust these to your liking.
  1391. ################################################################################
  1392.  
  1393.     AER2OP2_HELP_VOCAB = " AER2OP2 !!"
  1394.  
  1395.     AER2OP2_POINTS_COST = 2 # erow2op2. points cost for this option.
  1396. #-------------------------------------------------------------------------------
  1397. # ELEMENT RESISTANCE:
  1398. #====================
  1399. # MODIFICATION ONE -------------------------------------------------------------
  1400.     AER2OP2M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1401.     AER2OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1402.    
  1403. # MODIFICATION TWO -------------------------------------------------------------
  1404.     AER2OP2M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1405.     AER2OP2M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1406.    
  1407. # MODIFICATION THREE -----------------------------------------------------------
  1408.     AER2OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1409.     AER2OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1410.    
  1411. # MODIFICATION FOUR ------------------------------------------------------------
  1412.     AER2OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1413.     AER2OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1414. #-------------------------------------------------------------------------------    
  1415. # ATTACK ELEMENTS:
  1416. #=================
  1417. # MODIFICATION ONE -------------------------------------------------------------
  1418.     AER2OP2M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1419.     AER2OP2M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1420.    
  1421. # MODIFICATION TWO -------------------------------------------------------------
  1422.     AER2OP2M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1423.     AER2OP2M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1424.    
  1425. # MODIFICATION THREE -----------------------------------------------------------
  1426.     AER2OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1427.     AER2OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1428.    
  1429. # MODIFICATION FOUR ------------------------------------------------------------
  1430.     AER2OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1431.     AER2OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1432.  
  1433. ################################################################################                                      
  1434. # Attack Elements Row 2 Option 3  
  1435. #-------------------------------------
  1436. # Adjust these to your liking.
  1437. ################################################################################
  1438.  
  1439.     AER2OP3_HELP_VOCAB = " AER2OP3 !!"
  1440.  
  1441.     AER2OP3_POINTS_COST = 3 # erow2op3. points cost for this option.
  1442. #-------------------------------------------------------------------------------
  1443. # ELEMENT RESISTANCE:
  1444. #====================
  1445. # MODIFICATION ONE -------------------------------------------------------------
  1446.     AER2OP3M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1447.     AER2OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1448.    
  1449. # MODIFICATION TWO -------------------------------------------------------------
  1450.     AER2OP3M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1451.     AER2OP3M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1452.    
  1453. # MODIFICATION THREE -----------------------------------------------------------
  1454.     AER2OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1455.     AER2OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1456.    
  1457. # MODIFICATION FOUR ------------------------------------------------------------
  1458.     AER2OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1459.     AER2OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1460. #-------------------------------------------------------------------------------    
  1461. # ATTACK ELEMENTS:
  1462. #=================
  1463. # MODIFICATION ONE -------------------------------------------------------------
  1464.     AER2OP3M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1465.     AER2OP3M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1466.    
  1467. # MODIFICATION TWO -------------------------------------------------------------
  1468.     AER2OP3M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1469.     AER2OP3M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1470.    
  1471. # MODIFICATION THREE -----------------------------------------------------------
  1472.     AER2OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1473.     AER2OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1474.    
  1475. # MODIFICATION FOUR ------------------------------------------------------------
  1476.     AER2OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1477.     AER2OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1478.    
  1479. ################################################################################                                      
  1480. # Attack Elements Row 2 Option 4  
  1481. #-------------------------------------
  1482. # Adjust these to your liking.
  1483. ################################################################################
  1484.  
  1485.     AER2OP4_HELP_VOCAB = " AER2OP4 !!"
  1486.  
  1487.     AER2OP4_POINTS_COST = 4 # erow2op4. points cost for this option.
  1488. #-------------------------------------------------------------------------------
  1489. # ELEMENT RESISTANCE:
  1490. #====================
  1491. # MODIFICATION ONE -------------------------------------------------------------
  1492.     AER2OP4M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1493.     AER2OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1494.    
  1495. # MODIFICATION TWO -------------------------------------------------------------
  1496.     AER2OP4M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1497.     AER2OP4M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1498.    
  1499. # MODIFICATION THREE -----------------------------------------------------------
  1500.     AER2OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1501.     AER2OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1502.    
  1503. # MODIFICATION FOUR ------------------------------------------------------------
  1504.     AER2OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1505.     AER2OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1506. #-------------------------------------------------------------------------------    
  1507. # ATTACK ELEMENTS:
  1508. #=================
  1509. # MODIFICATION ONE -------------------------------------------------------------
  1510.     AER2OP4M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1511.     AER2OP4M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1512.    
  1513. # MODIFICATION TWO -------------------------------------------------------------
  1514.     AER2OP4M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1515.     AER2OP4M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1516.    
  1517. # MODIFICATION THREE -----------------------------------------------------------
  1518.     AER2OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1519.     AER2OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1520.    
  1521. # MODIFICATION FOUR ------------------------------------------------------------
  1522.     AER2OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1523.     AER2OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1524.    
  1525. ################################################################################                                      
  1526. # Attack Elements Row 2 Option 5  
  1527. #-------------------------------------
  1528. # Adjust these to your liking.
  1529. ################################################################################
  1530.  
  1531.     AER2OP5_HELP_VOCAB = " AER2OP5 !!"
  1532.  
  1533.     AER2OP5_POINTS_COST = 5 # erow1op5. points cost for this option.
  1534. #-------------------------------------------------------------------------------
  1535. # ELEMENT RESISTANCE:
  1536. #====================
  1537. # MODIFICATION ONE -------------------------------------------------------------
  1538.     AER2OP5M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1539.     AER2OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1540.    
  1541. # MODIFICATION TWO -------------------------------------------------------------
  1542.     AER2OP5M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1543.     AER2OP5M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1544.    
  1545. # MODIFICATION THREE -----------------------------------------------------------
  1546.     AER2OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1547.     AER2OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1548.    
  1549. # MODIFICATION FOUR ------------------------------------------------------------
  1550.     AER2OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1551.     AER2OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1552. #-------------------------------------------------------------------------------    
  1553. # ATTACK ELEMENTS:
  1554. #=================
  1555. # MODIFICATION ONE -------------------------------------------------------------
  1556.     AER2OP5M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1557.     AER2OP5M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1558.    
  1559. # MODIFICATION TWO -------------------------------------------------------------
  1560.     AER2OP5M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1561.     AER2OP5M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1562.    
  1563. # MODIFICATION THREE -----------------------------------------------------------
  1564.     AER2OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1565.     AER2OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1566.    
  1567. # MODIFICATION FOUR ------------------------------------------------------------
  1568.     AER2OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1569.     AER2OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1570.  
  1571. ################################################################################                                      
  1572. # Attack Elements Row 2 Option 6  
  1573. #-------------------------------------
  1574. # Adjust these to your liking.
  1575. ################################################################################
  1576.  
  1577.     AER2OP6_HELP_VOCAB = " AER2OP6 !!"
  1578.  
  1579.     AER2OP6_POINTS_COST = 6 # erow2op6. points cost for this option.
  1580. #-------------------------------------------------------------------------------
  1581. # ELEMENT RESISTANCE:
  1582. #====================
  1583. # MODIFICATION ONE -------------------------------------------------------------
  1584.     AER2OP6M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1585.     AER2OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1586.    
  1587. # MODIFICATION TWO -------------------------------------------------------------
  1588.     AER2OP6M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1589.     AER2OP6M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1590.    
  1591. # MODIFICATION THREE -----------------------------------------------------------
  1592.     AER2OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1593.     AER2OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1594.    
  1595. # MODIFICATION FOUR ------------------------------------------------------------
  1596.     AER2OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1597.     AER2OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1598. #-------------------------------------------------------------------------------    
  1599. # ATTACK ELEMENTS:
  1600. #=================
  1601. # MODIFICATION ONE -------------------------------------------------------------
  1602.     AER2OP6M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1603.     AER2OP6M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1604.    
  1605. # MODIFICATION TWO -------------------------------------------------------------
  1606.     AER2OP6M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1607.     AER2OP6M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1608.    
  1609. # MODIFICATION THREE -----------------------------------------------------------
  1610.     AER2OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1611.     AER2OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1612.    
  1613. # MODIFICATION FOUR ------------------------------------------------------------
  1614.     AER2OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1615.     AER2OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1616.    
  1617. ################################################################################                                      
  1618. # Attack Elements Row 2 Option 7  
  1619. #-------------------------------------
  1620. # Adjust these to your liking.
  1621. ################################################################################
  1622.  
  1623.     AER2OP7_HELP_VOCAB = " AER2OP7 !!"
  1624.  
  1625.     AER2OP7_POINTS_COST = 7 # erow2op7. points cost for this option.
  1626. #-------------------------------------------------------------------------------
  1627. # ELEMENT RESISTANCE:
  1628. #====================
  1629. # MODIFICATION ONE -------------------------------------------------------------
  1630.     AER2OP7M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1631.     AER2OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1632.    
  1633. # MODIFICATION TWO -------------------------------------------------------------
  1634.     AER2OP7M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1635.     AER2OP7M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1636.    
  1637. # MODIFICATION THREE -----------------------------------------------------------
  1638.     AER2OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1639.     AER2OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1640.    
  1641. # MODIFICATION FOUR ------------------------------------------------------------
  1642.     AER2OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1643.     AER2OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1644. #-------------------------------------------------------------------------------    
  1645. # ATTACK ELEMENTS:
  1646. #=================
  1647. # MODIFICATION ONE -------------------------------------------------------------
  1648.     AER2OP7M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1649.     AER2OP7M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1650.    
  1651. # MODIFICATION TWO -------------------------------------------------------------
  1652.     AER2OP7M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1653.     AER2OP7M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1654.    
  1655. # MODIFICATION THREE -----------------------------------------------------------
  1656.     AER2OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1657.     AER2OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1658.    
  1659. # MODIFICATION FOUR ------------------------------------------------------------
  1660.     AER2OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1661.     AER2OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1662.    
  1663. ################################################################################                                      
  1664. # Attack Elements Row 2 Option 8  
  1665. #-------------------------------------
  1666. # Adjust these to your liking.
  1667. ################################################################################
  1668.  
  1669.     AER2OP8_HELP_VOCAB = " AER2OP8 !!"
  1670.  
  1671.     AER2OP8_POINTS_COST = 8 # erow2op8. points cost for this option.
  1672. #-------------------------------------------------------------------------------
  1673. # ELEMENT RESISTANCE:
  1674. #====================
  1675. # MODIFICATION ONE -------------------------------------------------------------
  1676.     AER2OP8M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1677.     AER2OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1678.    
  1679. # MODIFICATION TWO -------------------------------------------------------------
  1680.     AER2OP8M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1681.     AER2OP8M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1682.    
  1683. # MODIFICATION THREE -----------------------------------------------------------
  1684.     AER2OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1685.     AER2OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1686.    
  1687. # MODIFICATION FOUR ------------------------------------------------------------
  1688.     AER2OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1689.     AER2OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1690. #-------------------------------------------------------------------------------    
  1691. # ATTACK ELEMENTS:
  1692. #=================
  1693. # MODIFICATION ONE -------------------------------------------------------------
  1694.     AER2OP8M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
  1695.     AER2OP8M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
  1696.    
  1697. # MODIFICATION TWO -------------------------------------------------------------
  1698.     AER2OP8M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
  1699.     AER2OP8M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
  1700.    
  1701. # MODIFICATION THREE -----------------------------------------------------------
  1702.     AER2OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
  1703.     AER2OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
  1704.    
  1705. # MODIFICATION FOUR ------------------------------------------------------------
  1706.     AER2OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
  1707.     AER2OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
  1708.    
  1709. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1710. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1711. #                                                                               #
  1712. #                         ★ Perfect Elements Control ★
  1713. #
  1714. #                             - CUSTOMISATION END -                            
  1715. #                                                                               #
  1716. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1717. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1718. #
  1719. # NOTE: I reccomend, even if you know what you're doing to be 'VERY' carefull    
  1720. # with any modifications you 'intend' on doing.
  1721. #
  1722. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1723. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1724. #                                                                               #
  1725. #                         ★ Perfect Elements Control ★
  1726. #
  1727. #                               - SCRIPT BEGIN -                                #
  1728. #                                                                               #
  1729. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1730. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1731. #                            - DekitaRPG@gmail.com -                            #
  1732. #===============================================================================#
  1733. # ARE YOU MODIFYING BEYOND THIS POINT? \.\.                                     #
  1734. # YES?\.\.                                                                      #
  1735. # OMG, REALLY?                                                                  #
  1736. # WELL SLAP MY FACE AND CALL ME A DRAGON.\..\..                                 #
  1737. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\..                                #
  1738. #===============================================================================#
  1739.   end # ADDESC
  1740. end # DPB
  1741. #################################################################################
  1742. class Game_Actor < Game_Battler
  1743.       def cost_ele(param)
  1744.  tbl = [DPB::PSPDS::OPTION_1_COST,#DONT TOUCH THIS SH!T
  1745.         DPB::PSPDS::OPTION_2_COST,#DONT TOUCH THIS SH!T
  1746.         DPB::PSPDS::OPTION_3_COST,#DONT TOUCH THIS SH!T
  1747.         DPB::PSPDS::OPTION_4_COST,#DONT TOUCH THIS SH!T #end Reg's/Ex's/Sp's
  1748.         DPB::ADDESC::ER1OP1_POINTS_COST,  #4
  1749.         DPB::ADDESC::ER1OP2_POINTS_COST,  #5
  1750.         DPB::ADDESC::ER1OP3_POINTS_COST,  #6
  1751.         DPB::ADDESC::ER1OP4_POINTS_COST,  #7
  1752.         DPB::ADDESC::ER1OP5_POINTS_COST,  #8
  1753.         DPB::ADDESC::ER1OP6_POINTS_COST,  #9
  1754.         DPB::ADDESC::ER1OP7_POINTS_COST,  #10
  1755.         DPB::ADDESC::ER1OP8_POINTS_COST,  #11
  1756.         DPB::ADDESC::AER1OP1_POINTS_COST, #12
  1757.         DPB::ADDESC::AER1OP2_POINTS_COST, #13
  1758.         DPB::ADDESC::AER1OP3_POINTS_COST, #14
  1759.         DPB::ADDESC::AER1OP4_POINTS_COST, #15
  1760.         DPB::ADDESC::AER1OP5_POINTS_COST, #16
  1761.         DPB::ADDESC::AER1OP6_POINTS_COST, #17
  1762.         DPB::ADDESC::AER1OP7_POINTS_COST, #18
  1763.         DPB::ADDESC::AER1OP8_POINTS_COST, #19
  1764.         DPB::ADDESC::ER2OP1_POINTS_COST,  #20
  1765.         DPB::ADDESC::ER2OP2_POINTS_COST,  #21
  1766.         DPB::ADDESC::ER2OP3_POINTS_COST,  #22
  1767.         DPB::ADDESC::ER2OP4_POINTS_COST,  #23
  1768.         DPB::ADDESC::ER2OP5_POINTS_COST,  #24
  1769.         DPB::ADDESC::ER2OP6_POINTS_COST,  #25
  1770.         DPB::ADDESC::ER2OP7_POINTS_COST,  #26
  1771.         DPB::ADDESC::ER2OP8_POINTS_COST,  #27
  1772.         DPB::ADDESC::AER2OP1_POINTS_COST, #28
  1773.         DPB::ADDESC::AER2OP2_POINTS_COST, #29
  1774.         DPB::ADDESC::AER2OP3_POINTS_COST, #30
  1775.         DPB::ADDESC::AER2OP4_POINTS_COST, #31
  1776.         DPB::ADDESC::AER2OP5_POINTS_COST, #32
  1777.         DPB::ADDESC::AER2OP6_POINTS_COST, #33
  1778.         DPB::ADDESC::AER2OP7_POINTS_COST, #34
  1779.         DPB::ADDESC::AER2OP8_POINTS_COST, #35  #end ele gains.
  1780.         0,
  1781.         0,
  1782.         0] # DO NOT MODIFY THIS
  1783.         note = $data_classes[@class_id].note
  1784.         note.each_line do |line|
  1785.           if line.include?("<cost_ele>")
  1786.                 line2 = line.gsub!("<cost_ele> ","")
  1787.                 tbl = eval(line2)
  1788.           end
  1789.         end
  1790.         return tbl[param]
  1791.       end
  1792.     end #game actor
  1793. #==============================================================================
  1794. # ** Scene_Menu
  1795. #------------------------------------------------------------------------------
  1796. #  This class performs the menu screen processing.
  1797. #==============================================================================
  1798. class Scene_Element_Up < Scene_MenuBase
  1799. if DPB::PSS::SHOW_ELE_ROW_2
  1800.   def msg
  1801.     s = ["#{DPB::ADDESC::ER1OP1_HELP_VOCAB}  
  1802. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(4)}",
  1803.         "#{DPB::ADDESC::ER2OP1_HELP_VOCAB}  
  1804. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(20)}",
  1805.         "#{DPB::ADDESC::AER1OP1_HELP_VOCAB}  
  1806. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(12)}",
  1807.         "#{DPB::ADDESC::AER2OP1_HELP_VOCAB}  
  1808. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(28)}",
  1809.         "#{DPB::ADDESC::ER1OP2_HELP_VOCAB}
  1810. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(5)}",
  1811.         "#{DPB::ADDESC::ER2OP2_HELP_VOCAB}
  1812. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(21)}",
  1813.         "#{DPB::ADDESC::AER1OP2_HELP_VOCAB}
  1814. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(13)}",
  1815.         "#{DPB::ADDESC::AER2OP2_HELP_VOCAB}
  1816. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(29)}",
  1817.         "#{DPB::ADDESC::ER1OP3_HELP_VOCAB}
  1818. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(6)}",
  1819.         "#{DPB::ADDESC::ER2OP3_HELP_VOCAB}
  1820. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(22)}",
  1821.         "#{DPB::ADDESC::AER1OP3_HELP_VOCAB}
  1822. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(14)}",
  1823.         "#{DPB::ADDESC::AER2OP3_HELP_VOCAB}
  1824. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(30)}",
  1825.         "#{DPB::ADDESC::ER1OP4_HELP_VOCAB}
  1826. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(7)}",
  1827.         "#{DPB::ADDESC::ER2OP4_HELP_VOCAB}
  1828. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(23)}",
  1829.         "#{DPB::ADDESC::AER1OP4_HELP_VOCAB}
  1830. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(15)}",
  1831.         "#{DPB::ADDESC::AER2OP4_HELP_VOCAB}
  1832. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(31)}",
  1833.         "#{DPB::ADDESC::ER1OP5_HELP_VOCAB}
  1834. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(8)}",
  1835.         "#{DPB::ADDESC::ER2OP5_HELP_VOCAB}
  1836. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(24)}",
  1837.         "#{DPB::ADDESC::AER1OP5_HELP_VOCAB}
  1838. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(16)}",
  1839.         "#{DPB::ADDESC::AER2OP5_HELP_VOCAB}
  1840. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(32)}",
  1841.         "#{DPB::ADDESC::ER1OP6_HELP_VOCAB}
  1842. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(9)}",
  1843.         "#{DPB::ADDESC::ER2OP6_HELP_VOCAB}
  1844. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(25)}",
  1845.         "#{DPB::ADDESC::AER1OP6_HELP_VOCAB}
  1846. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(17)}",
  1847.         "#{DPB::ADDESC::AER2OP6_HELP_VOCAB}
  1848. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(33)}",
  1849.         "#{DPB::ADDESC::ER1OP7_HELP_VOCAB}
  1850. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(10)}",
  1851.         "#{DPB::ADDESC::ER2OP7_HELP_VOCAB}
  1852. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(26)}",
  1853.         "#{DPB::ADDESC::AER1OP7_HELP_VOCAB}
  1854. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(18)}",
  1855.         "#{DPB::ADDESC::AER2OP7_HELP_VOCAB}
  1856. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(34)}",
  1857.         "#{DPB::ADDESC::ER1OP8_HELP_VOCAB}
  1858. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(11)}",
  1859.         "#{DPB::ADDESC::ER2OP8_HELP_VOCAB}
  1860. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(27)}",
  1861.         "#{DPB::ADDESC::AER1OP8_HELP_VOCAB}
  1862. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(19)}",
  1863.         "#{DPB::ADDESC::AER2OP8_HELP_VOCAB}
  1864. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(35)}"]
  1865. #        "#{DPB::PSPDS::EXIT_VOCAB} "]
  1866. #==========================================
  1867.         return s
  1868.       end   # this one here <<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<-  
  1869. else # if dpbshow ele row 2 = false  
  1870.   def msg
  1871.     s = ["#{DPB::ADDESC::ER1OP1_HELP_VOCAB}  
  1872. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(4)}",
  1873.         "#{DPB::ADDESC::AER1OP1_HELP_VOCAB}  
  1874. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(12)}",
  1875.         "#{DPB::ADDESC::ER1OP2_HELP_VOCAB}
  1876. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(5)}",
  1877.         "#{DPB::ADDESC::AER1OP2_HELP_VOCAB}
  1878. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(13)}",
  1879.         "#{DPB::ADDESC::ER1OP3_HELP_VOCAB}
  1880. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(6)}",
  1881.         "#{DPB::ADDESC::AER1OP3_HELP_VOCAB}
  1882. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(14)}",
  1883.         "#{DPB::ADDESC::ER1OP4_HELP_VOCAB}
  1884. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(7)}",
  1885.         "#{DPB::ADDESC::AER1OP4_HELP_VOCAB}
  1886. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(15)}",
  1887.         "#{DPB::ADDESC::ER1OP5_HELP_VOCAB}
  1888. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(8)}",
  1889.         "#{DPB::ADDESC::AER1OP5_HELP_VOCAB}
  1890. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(16)}",
  1891.         "#{DPB::ADDESC::ER1OP6_HELP_VOCAB}
  1892. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(9)}",
  1893.         "#{DPB::ADDESC::AER1OP6_HELP_VOCAB}
  1894. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(17)}",
  1895.         "#{DPB::ADDESC::ER1OP7_HELP_VOCAB}
  1896. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(10)}",
  1897.         "#{DPB::ADDESC::AER1OP7_HELP_VOCAB}
  1898. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(18)}",
  1899.         "#{DPB::ADDESC::ER1OP8_HELP_VOCAB}
  1900. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(11)}",
  1901.         "#{DPB::ADDESC::AER1OP8_HELP_VOCAB}
  1902. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(19)}"]
  1903.         return s  
  1904.       end # this one here <<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--
  1905.     end
  1906.   #--------------------------------------------------------------------------
  1907.   # * Start Processing
  1908.   #--------------------------------------------------------------------------
  1909.   def start
  1910.         super
  1911.         create_status_window
  1912.         create_command_window
  1913.         create_help_window
  1914.         @help_window.set_text(msg[@command_window.index])
  1915.         @help_window.y = (Graphics.height - 80)
  1916.         @help_window.opacity = 0
  1917.         @command_window.y = 131
  1918.         if DPB::PSS::SHOW_ELE_ROW_2
  1919.         @command_window.x = 0
  1920.       else
  1921.         @command_window.x = (Graphics.width - 24) / 6 * 1
  1922.       end
  1923.   end
  1924.   #--------------------------------------------------------------------------
  1925.   # * Create Command Window
  1926.   #--------------------------------------------------------------------------
  1927. def create_command_window
  1928. @command_window = Window_Element_upCommand.new
  1929. @command_window.set_handler(:cancel,   method(:return_scene))
  1930. @command_window.set_handler(:pagedown, method(:next_actor))
  1931. @command_window.set_handler(:pageup,   method(:prev_actor))
  1932. @command_window.set_handler(:gain_elerow1op1, method(:command_gain_erow1op1))
  1933. @command_window.set_handler(:gain_elerow2op1, method(:command_gain_erow2op1))
  1934. @command_window.set_handler(:gain_atkelerow1op1, method(:command_gain_aerow1op1))
  1935. @command_window.set_handler(:gain_atkelerow2op1, method(:command_gain_aerow2op1))
  1936. @command_window.set_handler(:gain_elerow1op2, method(:command_gain_erow1op2))
  1937. @command_window.set_handler(:gain_elerow2op2, method(:command_gain_erow2op2))
  1938. @command_window.set_handler(:gain_atkelerow1op2, method(:command_gain_aerow1op2))
  1939. @command_window.set_handler(:gain_atkelerow2op2, method(:command_gain_aerow2op2))
  1940. @command_window.set_handler(:gain_elerow1op3, method(:command_gain_erow1op3))
  1941. @command_window.set_handler(:gain_elerow2op3, method(:command_gain_erow2op3))
  1942. @command_window.set_handler(:gain_atkelerow1op3, method(:command_gain_aerow1op3))
  1943. @command_window.set_handler(:gain_atkelerow2op3, method(:command_gain_aerow2op3))
  1944. @command_window.set_handler(:gain_elerow1op4, method(:command_gain_erow1op4))
  1945. @command_window.set_handler(:gain_elerow2op4, method(:command_gain_erow2op4))
  1946. @command_window.set_handler(:gain_atkelerow1op4, method(:command_gain_aerow1op4))
  1947. @command_window.set_handler(:gain_atkelerow2op4, method(:command_gain_aerow2op4))
  1948. @command_window.set_handler(:gain_elerow1op5, method(:command_gain_erow1op5))
  1949. @command_window.set_handler(:gain_elerow2op5, method(:command_gain_erow2op5))
  1950. @command_window.set_handler(:gain_atkelerow1op5, method(:command_gain_aerow1op5))
  1951. @command_window.set_handler(:gain_atkelerow2op5, method(:command_gain_aerow2op5))
  1952. @command_window.set_handler(:gain_elerow1op6, method(:command_gain_erow1op6))
  1953. @command_window.set_handler(:gain_elerow2op6, method(:command_gain_erow2op6))
  1954. @command_window.set_handler(:gain_atkelerow1op6, method(:command_gain_aerow1op6))
  1955. @command_window.set_handler(:gain_atkelerow2op6, method(:command_gain_aerow2op6))
  1956. @command_window.set_handler(:gain_elerow1op7, method(:command_gain_erow1op7))
  1957. @command_window.set_handler(:gain_elerow2op7, method(:command_gain_erow2op7))
  1958. @command_window.set_handler(:gain_atkelerow1op7, method(:command_gain_aerow1op7))
  1959. @command_window.set_handler(:gain_atkelerow2op7, method(:command_gain_aerow2op7))
  1960. @command_window.set_handler(:gain_elerow1op8, method(:command_gain_erow1op8))
  1961. @command_window.set_handler(:gain_elerow2op8, method(:command_gain_erow2op8))
  1962. @command_window.set_handler(:gain_atkelerow1op8, method(:command_gain_aerow1op8))
  1963. @command_window.set_handler(:gain_atkelerow2op8, method(:command_gain_aerow2op8))
  1964.   end
  1965.   def create_status_window
  1966.         @status_window = Window_Status_Element_up.new(@actor)
  1967.         @status_window.x = 0
  1968.         @status_window.y = 0
  1969.   end
  1970. ################################################################################
  1971. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  1972.   def command_gain_erow1op1
  1973.         index = @command_window.index
  1974.         @command_window.refresh
  1975.     if  @actor.atti_ptz >= @actor.cost_ele(4)
  1976.         @actor.gain_atti_ptz(-@actor.cost_ele(4))
  1977. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M1_ELEMENT_CHANGE)
  1978. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M2_ELEMENT_CHANGE)
  1979. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M3_ELEMENT_CHANGE)
  1980. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M4_ELEMENT_CHANGE)
  1981. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M1_AELEMENT_CHANGE)
  1982. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M2_AELEMENT_CHANGE)
  1983. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M3_AELEMENT_CHANGE)
  1984. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M4_AELEMENT_CHANGE)
  1985. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  1986.         else
  1987.           @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  1988.         end
  1989.         @status_window.refresh
  1990.         @command_window.refresh
  1991.         wait(25)
  1992.         @help_window.set_text(msg[@command_window.index])
  1993.         @command_window.activate
  1994.       end
  1995.    else # if branch
  1996. def command_gain_erow1op1
  1997.         index = @command_window.index
  1998.         @command_window.refresh
  1999.      if @actor.level_up_pts >= @actor.cost_ele(4)
  2000.         @actor.gain_lvl_pts(-@actor.cost_ele(4))
  2001. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M1_ELEMENT_CHANGE)
  2002. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M2_ELEMENT_CHANGE)
  2003. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M3_ELEMENT_CHANGE)
  2004. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M4_ELEMENT_CHANGE)
  2005. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M1_AELEMENT_CHANGE)
  2006. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M2_AELEMENT_CHANGE)
  2007. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M3_AELEMENT_CHANGE)
  2008. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M4_AELEMENT_CHANGE)
  2009. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2010.         else
  2011.           @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2012.         end
  2013.         @status_window.refresh
  2014.         @command_window.refresh
  2015.         wait(25)
  2016.         @help_window.set_text(msg[@command_window.index])
  2017.         @command_window.activate
  2018.       end
  2019. #    end
  2020.   end # if branch
  2021. ################################################################################
  2022. if DPB::PSPDS::USE_ATTRIBUTE_POINTS
  2023. def command_gain_erow1op2
  2024.         index = @command_window.index
  2025.         @command_window.refresh
  2026.         if @actor.atti_ptz >= @actor.cost_ele(5)
  2027.         @actor.gain_atti_ptz(-@actor.cost_ele(5))
  2028. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M1_ELEMENT_CHANGE)
  2029. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M2_ELEMENT_CHANGE)
  2030. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M3_ELEMENT_CHANGE)
  2031. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M4_ELEMENT_CHANGE)
  2032. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M1_AELEMENT_CHANGE)
  2033. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M2_AELEMENT_CHANGE)
  2034. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M3_AELEMENT_CHANGE)
  2035. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M4_AELEMENT_CHANGE)
  2036. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2037.         else
  2038.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2039.         end
  2040.         @status_window.refresh
  2041.         @command_window.refresh
  2042.         wait(25)
  2043.         @help_window.set_text(msg[@command_window.index])
  2044.         @command_window.activate
  2045.       end
  2046.     else # if branch
  2047. def command_gain_erow1op2
  2048.         index = @command_window.index
  2049.         @command_window.refresh
  2050.     if @actor.level_up_pts >= @actor.cost_ele(5)
  2051.         @actor.gain_lvl_pts(-@actor.cost_ele(5))
  2052. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M1_ELEMENT_CHANGE)
  2053. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M2_ELEMENT_CHANGE)
  2054. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M3_ELEMENT_CHANGE)
  2055. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M4_ELEMENT_CHANGE)
  2056. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M1_AELEMENT_CHANGE)
  2057. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M2_AELEMENT_CHANGE)
  2058. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M3_AELEMENT_CHANGE)
  2059. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M4_AELEMENT_CHANGE)
  2060. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2061.         else
  2062.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2063.         end
  2064.         @status_window.refresh
  2065.         @command_window.refresh
  2066.         wait(25)
  2067.         @help_window.set_text(msg[@command_window.index])
  2068.         @command_window.activate
  2069.       end
  2070.     end # if branch
  2071. ################################################################################
  2072. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2073. def command_gain_erow1op3
  2074.         index = @command_window.index
  2075.         @command_window.refresh
  2076.      if @actor.atti_ptz >= @actor.cost_ele(6)
  2077.         @actor.gain_atti_ptz(-@actor.cost_ele(6))
  2078. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M1_ELEMENT_CHANGE)
  2079. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M2_ELEMENT_CHANGE)
  2080. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M3_ELEMENT_CHANGE)
  2081. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M4_ELEMENT_CHANGE)
  2082. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M1_AELEMENT_CHANGE)
  2083. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M2_AELEMENT_CHANGE)
  2084. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M3_AELEMENT_CHANGE)
  2085. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M4_AELEMENT_CHANGE)
  2086. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2087.         else
  2088.           @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2089.         end
  2090.         @status_window.refresh
  2091.         @command_window.refresh
  2092.         wait(25)
  2093.         @help_window.set_text(msg[@command_window.index])
  2094.         @command_window.activate        
  2095.       end
  2096.     else # if branch
  2097. def command_gain_erow1op3
  2098.         index = @command_window.index
  2099.         @command_window.refresh
  2100.      if @actor.level_up_pts >= @actor.cost_ele(6)
  2101.         @actor.gain_lvl_pts(-@actor.cost_ele(6))
  2102. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M1_ELEMENT_CHANGE)
  2103. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M2_ELEMENT_CHANGE)
  2104. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M3_ELEMENT_CHANGE)
  2105. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M4_ELEMENT_CHANGE)
  2106. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M1_AELEMENT_CHANGE)
  2107. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M2_AELEMENT_CHANGE)
  2108. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M3_AELEMENT_CHANGE)
  2109. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M4_AELEMENT_CHANGE)
  2110. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2111.         else
  2112.           @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2113.         end
  2114.         @status_window.refresh
  2115.         @command_window.refresh
  2116.         wait(25)
  2117.         @help_window.set_text(msg[@command_window.index])
  2118.         @command_window.activate        
  2119.       end
  2120.     end # if branch
  2121. ################################################################################
  2122. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2123. def command_gain_erow1op4 # FROM HERE
  2124.         index = @command_window.index
  2125.         @command_window.refresh
  2126.      if @actor.atti_ptz >= @actor.cost_ele(7)
  2127.         @actor.gain_atti_ptz(-@actor.cost_ele(7))
  2128. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M1_ELEMENT_CHANGE)
  2129. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M2_ELEMENT_CHANGE)
  2130. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M3_ELEMENT_CHANGE)
  2131. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M4_ELEMENT_CHANGE)
  2132. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M1_AELEMENT_CHANGE)
  2133. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M2_AELEMENT_CHANGE)
  2134. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M3_AELEMENT_CHANGE)
  2135. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M4_AELEMENT_CHANGE)
  2136. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2137.         else
  2138.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2139.         end
  2140.         @status_window.refresh
  2141.         @command_window.refresh
  2142.         wait(25)
  2143.         @help_window.set_text(msg[@command_window.index])
  2144.         @command_window.activate
  2145.       end
  2146.       else# if branch
  2147. def command_gain_erow1op4 # FROM HERE
  2148.         index = @command_window.index
  2149.         @command_window.refresh
  2150.      if @actor.level_up_pts >= @actor.cost_ele(7)
  2151.         @actor.gain_lvl_pts(-@actor.cost_ele(7))
  2152. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M1_ELEMENT_CHANGE)
  2153. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M2_ELEMENT_CHANGE)
  2154. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M3_ELEMENT_CHANGE)
  2155. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M4_ELEMENT_CHANGE)
  2156. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M1_AELEMENT_CHANGE)
  2157. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M2_AELEMENT_CHANGE)
  2158. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M3_AELEMENT_CHANGE)
  2159. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M4_AELEMENT_CHANGE)
  2160. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2161.         else
  2162.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2163.         end
  2164.         @status_window.refresh
  2165.         @command_window.refresh
  2166.         wait(25)
  2167.         @help_window.set_text(msg[@command_window.index])
  2168.         @command_window.activate
  2169.       end
  2170.     end# if branch
  2171. ################################################################################
  2172. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2173.   def command_gain_erow1op5
  2174.         index = @command_window.index
  2175.         @command_window.refresh
  2176.      if @actor.atti_ptz >= @actor.cost_ele(8)
  2177.         @actor.gain_atti_ptz(-@actor.cost_ele(8))
  2178. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M1_ELEMENT_CHANGE)
  2179. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M2_ELEMENT_CHANGE)
  2180. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M3_ELEMENT_CHANGE)
  2181. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M4_ELEMENT_CHANGE)
  2182. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M1_AELEMENT_CHANGE)
  2183. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M2_AELEMENT_CHANGE)
  2184. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M3_AELEMENT_CHANGE)
  2185. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M4_AELEMENT_CHANGE)
  2186. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2187.         else
  2188.           @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2189.         end
  2190.         @status_window.refresh
  2191.         @command_window.refresh
  2192.         wait(25)
  2193.         @help_window.set_text(msg[@command_window.index])
  2194.         @command_window.activate
  2195.       end
  2196.     else # if branch
  2197. def command_gain_erow1op5
  2198.         index = @command_window.index
  2199.         @command_window.refresh
  2200.      if @actor.level_up_pts >= @actor.cost_ele(8)
  2201.         @actor.gain_lvl_pts(-@actor.cost_ele(8))
  2202. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M1_ELEMENT_CHANGE)
  2203. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M2_ELEMENT_CHANGE)
  2204. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M3_ELEMENT_CHANGE)
  2205. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M4_ELEMENT_CHANGE)
  2206. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M1_AELEMENT_CHANGE)
  2207. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M2_AELEMENT_CHANGE)
  2208. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M3_AELEMENT_CHANGE)
  2209. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M4_AELEMENT_CHANGE)
  2210. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2211.         else
  2212.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2213.         end
  2214.         @status_window.refresh
  2215.         @command_window.refresh
  2216.         wait(25)
  2217.         @help_window.set_text(msg[@command_window.index])
  2218.         @command_window.activate
  2219.       end
  2220.     end # if branch
  2221. ################################################################################
  2222. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2223. def command_gain_erow1op6
  2224.         index = @command_window.index
  2225.         @command_window.refresh
  2226.      if @actor.atti_ptz >= @actor.cost_ele(9)
  2227.         @actor.gain_atti_ptz(-@actor.cost_ele(9))
  2228. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M1_ELEMENT_CHANGE)
  2229. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M2_ELEMENT_CHANGE)
  2230. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M3_ELEMENT_CHANGE)
  2231. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M4_ELEMENT_CHANGE)
  2232. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M1_AELEMENT_CHANGE)
  2233. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M2_AELEMENT_CHANGE)
  2234. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M3_AELEMENT_CHANGE)
  2235. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M4_AELEMENT_CHANGE)
  2236. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2237.         else
  2238.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2239.         end
  2240.         @status_window.refresh
  2241.         @command_window.refresh
  2242.         wait(25)
  2243.         @help_window.set_text(msg[@command_window.index])
  2244.         @command_window.activate
  2245.       end
  2246.     else # if branch
  2247. def command_gain_erow1op6
  2248.         index = @command_window.index
  2249.         @command_window.refresh
  2250.      if @actor.level_up_pts >= @actor.cost_ele(9)
  2251.         @actor.gain_lvl_pts(-@actor.cost_ele(9))
  2252. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M1_ELEMENT_CHANGE)
  2253. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M2_ELEMENT_CHANGE)
  2254. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M3_ELEMENT_CHANGE)
  2255. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M4_ELEMENT_CHANGE)
  2256. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M1_AELEMENT_CHANGE)
  2257. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M2_AELEMENT_CHANGE)
  2258. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M3_AELEMENT_CHANGE)
  2259. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M4_AELEMENT_CHANGE)
  2260. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2261.         else
  2262.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2263.         end
  2264.         @status_window.refresh
  2265.         @command_window.refresh
  2266.         wait(25)
  2267.         @help_window.set_text(msg[@command_window.index])
  2268.         @command_window.activate
  2269.       end
  2270.     end # if branch
  2271. ################################################################################
  2272. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2273. def command_gain_erow1op7
  2274.         index = @command_window.index
  2275.         @command_window.refresh
  2276.      if @actor.atti_ptz >= @actor.cost_ele(10)
  2277.         @actor.gain_atti_ptz(-@actor.cost_ele(10))
  2278. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M1_ELEMENT_CHANGE)
  2279. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M2_ELEMENT_CHANGE)
  2280. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M3_ELEMENT_CHANGE)
  2281. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M4_ELEMENT_CHANGE)
  2282. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M1_AELEMENT_CHANGE)
  2283. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M2_AELEMENT_CHANGE)
  2284. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M3_AELEMENT_CHANGE)
  2285. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M4_AELEMENT_CHANGE)
  2286. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2287.         else
  2288.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2289.         end
  2290.         @status_window.refresh
  2291.         @command_window.refresh
  2292.         wait(25)
  2293.         @help_window.set_text(msg[@command_window.index])
  2294.         @command_window.activate
  2295.       end
  2296.     else # if branch
  2297. def command_gain_erow1op7
  2298.         index = @command_window.index
  2299.         @command_window.refresh
  2300.      if @actor.level_up_pts >= @actor.cost_ele(10)
  2301.         @actor.gain_lvl_pts(-@actor.cost_ele(10))
  2302. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M1_ELEMENT_CHANGE)
  2303. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M2_ELEMENT_CHANGE)
  2304. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M3_ELEMENT_CHANGE)
  2305. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M4_ELEMENT_CHANGE)
  2306. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M1_AELEMENT_CHANGE)
  2307. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M2_AELEMENT_CHANGE)
  2308. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M3_AELEMENT_CHANGE)
  2309. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M4_AELEMENT_CHANGE)
  2310. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2311.         else
  2312.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2313.         end
  2314.         @status_window.refresh
  2315.         @command_window.refresh
  2316.         wait(25)
  2317.         @help_window.set_text(msg[@command_window.index])
  2318.         @command_window.activate
  2319.       end
  2320.     end # if branch
  2321. ################################################################################
  2322. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2323. def command_gain_erow1op8
  2324.         index = @command_window.index
  2325.         @command_window.refresh
  2326.      if @actor.atti_ptz >= @actor.cost_ele(11)
  2327.         @actor.gain_atti_ptz(-@actor.cost_ele(11))
  2328. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M1_ELEMENT_CHANGE)
  2329. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M2_ELEMENT_CHANGE)
  2330. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M3_ELEMENT_CHANGE)
  2331. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M4_ELEMENT_CHANGE)
  2332. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M1_AELEMENT_CHANGE)
  2333. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M2_AELEMENT_CHANGE)
  2334. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M3_AELEMENT_CHANGE)
  2335. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M4_AELEMENT_CHANGE)
  2336. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2337.         else
  2338.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2339.         end
  2340.         @status_window.refresh
  2341.         @command_window.refresh
  2342.         wait(25)
  2343.         @help_window.set_text(msg[@command_window.index])
  2344.         @command_window.activate
  2345.       end
  2346.     else # if branch
  2347. def command_gain_erow1op8
  2348.         index = @command_window.index
  2349.         @command_window.refresh
  2350.      if @actor.level_up_pts >= @actor.cost_ele(11)
  2351.         @actor.gain_lvl_pts(-@actor.cost_ele(11))
  2352. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M1_ELEMENT_CHANGE)
  2353. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M2_ELEMENT_CHANGE)
  2354. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M3_ELEMENT_CHANGE)
  2355. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M4_ELEMENT_CHANGE)
  2356. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M1_AELEMENT_CHANGE)
  2357. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M2_AELEMENT_CHANGE)
  2358. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M3_AELEMENT_CHANGE)
  2359. $data_actors[@actor.class_id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M4_AELEMENT_CHANGE)
  2360. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2361.         else
  2362.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2363.         end
  2364.         @status_window.refresh
  2365.         @command_window.refresh
  2366.         wait(25)
  2367.         @help_window.set_text(msg[@command_window.index])
  2368.         @command_window.activate
  2369.       end
  2370.     end # if branch
  2371. ################################################################################
  2372. ################################################################################
  2373. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2374. def command_gain_aerow1op1
  2375.         index = @command_window.index
  2376.         @command_window.refresh
  2377.      if @actor.atti_ptz >= @actor.cost_ele(12)
  2378.         @actor.gain_atti_ptz(-@actor.cost_ele(12))
  2379. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M1_ELEMENT_CHANGE)
  2380. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M2_ELEMENT_CHANGE)
  2381. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M3_ELEMENT_CHANGE)
  2382. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M4_ELEMENT_CHANGE)
  2383. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M1_AELEMENT_CHANGE)
  2384. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M2_AELEMENT_CHANGE)
  2385. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M3_AELEMENT_CHANGE)
  2386. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M4_AELEMENT_CHANGE)
  2387. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2388.         else
  2389.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2390.         end
  2391.         @status_window.refresh
  2392.         @command_window.refresh
  2393.         wait(25)
  2394.         @help_window.set_text(msg[@command_window.index])
  2395.         @command_window.activate        
  2396.       end
  2397.     else # if branch
  2398. def command_gain_aerow1op1
  2399.         index = @command_window.index
  2400.         @command_window.refresh
  2401.      if @actor.level_up_pts >= @actor.cost_ele(12)
  2402.         @actor.gain_lvl_pts(-@actor.cost_ele(12))
  2403. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M1_ELEMENT_CHANGE)
  2404. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M2_ELEMENT_CHANGE)
  2405. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M3_ELEMENT_CHANGE)
  2406. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M4_ELEMENT_CHANGE)
  2407. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M1_AELEMENT_CHANGE)
  2408. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M2_AELEMENT_CHANGE)
  2409. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M3_AELEMENT_CHANGE)
  2410. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M4_AELEMENT_CHANGE)
  2411. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2412.         else
  2413.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2414.         end
  2415.         @status_window.refresh
  2416.         @command_window.refresh
  2417.         wait(25)
  2418.         @help_window.set_text(msg[@command_window.index])
  2419.         @command_window.activate        
  2420.       end
  2421.     end # if branch
  2422. ################################################################################
  2423. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2424. def command_gain_aerow1op2
  2425.         index = @command_window.index
  2426.         @command_window.refresh
  2427.      if @actor.atti_ptz >= @actor.cost_ele(13)
  2428.         @actor.gain_atti_ptz(-@actor.cost_ele(13))
  2429. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M1_ELEMENT_CHANGE)
  2430. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M2_ELEMENT_CHANGE)
  2431. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M3_ELEMENT_CHANGE)
  2432. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M4_ELEMENT_CHANGE)
  2433. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M1_AELEMENT_CHANGE)
  2434. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M2_AELEMENT_CHANGE)
  2435. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M3_AELEMENT_CHANGE)
  2436. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M4_AELEMENT_CHANGE)
  2437. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2438.         else
  2439.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2440.         end
  2441.         @status_window.refresh
  2442.         @command_window.refresh
  2443.         wait(25)
  2444.         @help_window.set_text(msg[@command_window.index])
  2445.         @command_window.activate
  2446.       end
  2447.     else# if branch
  2448. def command_gain_aerow1op2
  2449.         index = @command_window.index
  2450.         @command_window.refresh
  2451.      if @actor.level_up_pts >= @actor.cost_ele(13)
  2452.         @actor.gain_lvl_pts(-@actor.cost_ele(13))
  2453. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M1_ELEMENT_CHANGE)
  2454. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M2_ELEMENT_CHANGE)
  2455. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M3_ELEMENT_CHANGE)
  2456. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M4_ELEMENT_CHANGE)
  2457. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M1_AELEMENT_CHANGE)
  2458. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M2_AELEMENT_CHANGE)
  2459. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M3_AELEMENT_CHANGE)
  2460. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M4_AELEMENT_CHANGE)
  2461. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2462.         else
  2463.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2464.         end
  2465.         @status_window.refresh
  2466.         @command_window.refresh
  2467.         wait(25)
  2468.         @help_window.set_text(msg[@command_window.index])
  2469.         @command_window.activate
  2470.       end
  2471.     end# if branch
  2472. ################################################################################
  2473. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2474. def command_gain_aerow1op3
  2475.         index = @command_window.index
  2476.         @command_window.refresh
  2477.      if @actor.atti_ptz >= @actor.cost_ele(14)
  2478.         @actor.gain_atti_ptz(-@actor.cost_ele(14))
  2479. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M1_ELEMENT_CHANGE)
  2480. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M2_ELEMENT_CHANGE)
  2481. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M3_ELEMENT_CHANGE)
  2482. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M4_ELEMENT_CHANGE)
  2483. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M1_AELEMENT_CHANGE)
  2484. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M2_AELEMENT_CHANGE)
  2485. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M3_AELEMENT_CHANGE)
  2486. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M4_AELEMENT_CHANGE)
  2487. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2488.         else
  2489.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2490.         end
  2491.         @status_window.refresh
  2492.         @command_window.refresh
  2493.         wait(25)
  2494.         @help_window.set_text(msg[@command_window.index])
  2495.         @command_window.activate
  2496.       end
  2497.     else # if branch
  2498. def command_gain_aerow1op3
  2499.         index = @command_window.index
  2500.         @command_window.refresh
  2501.      if @actor.level_up_pts >= @actor.cost_ele(14)
  2502.         @actor.gain_lvl_pts(-@actor.cost_ele(14))
  2503. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M1_ELEMENT_CHANGE)
  2504. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M2_ELEMENT_CHANGE)
  2505. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M3_ELEMENT_CHANGE)
  2506. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M4_ELEMENT_CHANGE)
  2507. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M1_AELEMENT_CHANGE)
  2508. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M2_AELEMENT_CHANGE)
  2509. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M3_AELEMENT_CHANGE)
  2510. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M4_AELEMENT_CHANGE)
  2511. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2512.         else
  2513.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2514.         end
  2515.         @status_window.refresh
  2516.         @command_window.refresh
  2517.         wait(25)
  2518.         @help_window.set_text(msg[@command_window.index])
  2519.         @command_window.activate
  2520.       end
  2521.     end # if branch
  2522. ################################################################################
  2523. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2524. def command_gain_aerow1op4 # FROM HERE
  2525.         index = @command_window.index
  2526.         @command_window.refresh
  2527.      if @actor.atti_ptz >= @actor.cost_ele(15)
  2528.         @actor.gain_atti_ptz(-@actor.cost_ele(15))
  2529. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M1_ELEMENT_CHANGE)
  2530. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M2_ELEMENT_CHANGE)
  2531. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M3_ELEMENT_CHANGE)
  2532. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M4_ELEMENT_CHANGE)
  2533. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M1_AELEMENT_CHANGE)
  2534. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M2_AELEMENT_CHANGE)
  2535. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M3_AELEMENT_CHANGE)
  2536. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M4_AELEMENT_CHANGE)
  2537. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2538.         else
  2539.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2540.         end
  2541.         @status_window.refresh
  2542.         @command_window.refresh
  2543.         wait(25)
  2544.         @help_window.set_text(msg[@command_window.index])
  2545.         @command_window.activate
  2546.       end
  2547.     else # if branch
  2548. def command_gain_aerow1op4 # FROM HERE
  2549.         index = @command_window.index
  2550.         @command_window.refresh
  2551.      if @actor.level_up_pts >= @actor.cost_ele(15)
  2552.         @actor.gain_lvl_pts(-@actor.cost_ele(15))
  2553. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M1_ELEMENT_CHANGE)
  2554. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M2_ELEMENT_CHANGE)
  2555. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M3_ELEMENT_CHANGE)
  2556. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M4_ELEMENT_CHANGE)
  2557. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M1_AELEMENT_CHANGE)
  2558. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M2_AELEMENT_CHANGE)
  2559. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M3_AELEMENT_CHANGE)
  2560. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M4_AELEMENT_CHANGE)
  2561. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2562.         else
  2563.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2564.         end
  2565.         @status_window.refresh
  2566.         @command_window.refresh
  2567.         wait(25)
  2568.         @help_window.set_text(msg[@command_window.index])
  2569.         @command_window.activate
  2570.       end
  2571.     end # if branch
  2572. ################################################################################
  2573. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2574. def command_gain_aerow1op5
  2575.         index = @command_window.index
  2576.         @command_window.refresh
  2577.      if @actor.atti_ptz >= @actor.cost_ele(16)
  2578.         @actor.gain_atti_ptz(-@actor.cost_ele(16))
  2579. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M1_ELEMENT_CHANGE)
  2580. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M2_ELEMENT_CHANGE)
  2581. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M3_ELEMENT_CHANGE)
  2582. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M4_ELEMENT_CHANGE)
  2583. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M1_AELEMENT_CHANGE)
  2584. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M2_AELEMENT_CHANGE)
  2585. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M3_AELEMENT_CHANGE)
  2586. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M4_AELEMENT_CHANGE)
  2587. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2588.         else
  2589.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2590.         end
  2591.         @status_window.refresh
  2592.         @command_window.refresh
  2593.         wait(25)
  2594.         @help_window.set_text(msg[@command_window.index])
  2595.         @command_window.activate
  2596.       end
  2597.     else # if branch
  2598. def command_gain_aerow1op5
  2599.         index = @command_window.index
  2600.         @command_window.refresh
  2601.      if @actor.level_up_pts >= @actor.cost_ele(16)
  2602.         @actor.gain_lvl_pts(-@actor.cost_ele(16))
  2603. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M1_ELEMENT_CHANGE)
  2604. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M2_ELEMENT_CHANGE)
  2605. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M3_ELEMENT_CHANGE)
  2606. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M4_ELEMENT_CHANGE)
  2607. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M1_AELEMENT_CHANGE)
  2608. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M2_AELEMENT_CHANGE)
  2609. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M3_AELEMENT_CHANGE)
  2610. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M4_AELEMENT_CHANGE)
  2611. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2612.         else
  2613.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2614.         end
  2615.         @status_window.refresh
  2616.         @command_window.refresh
  2617.         wait(25)
  2618.         @help_window.set_text(msg[@command_window.index])
  2619.         @command_window.activate
  2620.       end
  2621.     end # if branch
  2622. ################################################################################
  2623. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2624. def command_gain_aerow1op6
  2625.         index = @command_window.index
  2626.         @command_window.refresh
  2627.      if @actor.atti_ptz >= @actor.cost_ele(17)
  2628.         @actor.gain_atti_ptz(-@actor.cost_ele(17))
  2629. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M1_ELEMENT_CHANGE)
  2630. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M2_ELEMENT_CHANGE)
  2631. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M3_ELEMENT_CHANGE)
  2632. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M4_ELEMENT_CHANGE)
  2633. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M1_AELEMENT_CHANGE)
  2634. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M2_AELEMENT_CHANGE)
  2635. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M3_AELEMENT_CHANGE)
  2636. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M4_AELEMENT_CHANGE)
  2637. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2638.         else
  2639.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2640.         end
  2641.         @status_window.refresh
  2642.         @command_window.refresh
  2643.         wait(25)
  2644.         @help_window.set_text(msg[@command_window.index])
  2645.         @command_window.activate
  2646.       end
  2647.     else # if branch
  2648. def command_gain_aerow1op6
  2649.         index = @command_window.index
  2650.         @command_window.refresh
  2651.      if @actor.level_up_pts >= @actor.cost_ele(17)
  2652.         @actor.gain_lvl_pts(-@actor.cost_ele(17))
  2653. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M1_ELEMENT_CHANGE)
  2654. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M2_ELEMENT_CHANGE)
  2655. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M3_ELEMENT_CHANGE)
  2656. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M4_ELEMENT_CHANGE)
  2657. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M1_AELEMENT_CHANGE)
  2658. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M2_AELEMENT_CHANGE)
  2659. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M3_AELEMENT_CHANGE)
  2660. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M4_AELEMENT_CHANGE)
  2661. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2662.         else
  2663.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2664.         end
  2665.         @status_window.refresh
  2666.         @command_window.refresh
  2667.         wait(25)
  2668.         @help_window.set_text(msg[@command_window.index])
  2669.         @command_window.activate
  2670.       end
  2671.     end # if branch
  2672. ################################################################################
  2673. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2674. def command_gain_aerow1op7
  2675.         index = @command_window.index
  2676.         @command_window.refresh
  2677.      if @actor.atti_ptz >= @actor.cost_ele(18)
  2678.         @actor.gain_atti_ptz(-@actor.cost_ele(18))
  2679. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M1_ELEMENT_CHANGE)
  2680. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M2_ELEMENT_CHANGE)
  2681. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M3_ELEMENT_CHANGE)
  2682. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M4_ELEMENT_CHANGE)
  2683. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M1_AELEMENT_CHANGE)
  2684. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M2_AELEMENT_CHANGE)
  2685. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M3_AELEMENT_CHANGE)
  2686. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M4_AELEMENT_CHANGE)
  2687. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2688.         else
  2689.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2690.         end
  2691.         @status_window.refresh
  2692.         @command_window.refresh
  2693.         wait(25)
  2694.         @help_window.set_text(msg[@command_window.index])
  2695.         @command_window.activate
  2696.       end
  2697.     else # if branch
  2698. def command_gain_aerow1op7
  2699.         index = @command_window.index
  2700.         @command_window.refresh
  2701.      if @actor.level_up_pts >= @actor.cost_ele(18)
  2702.         @actor.gain_lvl_pts(-@actor.cost_ele(18))
  2703. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M1_ELEMENT_CHANGE)
  2704. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M2_ELEMENT_CHANGE)
  2705. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M3_ELEMENT_CHANGE)
  2706. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M4_ELEMENT_CHANGE)
  2707. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M1_AELEMENT_CHANGE)
  2708. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M2_AELEMENT_CHANGE)
  2709. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M3_AELEMENT_CHANGE)
  2710. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M4_AELEMENT_CHANGE)
  2711. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2712.         else
  2713.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2714.         end
  2715.         @status_window.refresh
  2716.         @command_window.refresh
  2717.         wait(25)
  2718.         @help_window.set_text(msg[@command_window.index])
  2719.         @command_window.activate
  2720.       end
  2721.     end # if branch
  2722. ################################################################################
  2723. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2724. def command_gain_aerow1op8
  2725.         index = @command_window.index
  2726.         @command_window.refresh
  2727.      if @actor.atti_ptz >= @actor.cost_ele(19)
  2728.         @actor.gain_atti_ptz(-@actor.cost_ele(19))
  2729. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M1_ELEMENT_CHANGE)
  2730. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M2_ELEMENT_CHANGE)
  2731. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M3_ELEMENT_CHANGE)
  2732. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M4_ELEMENT_CHANGE)
  2733. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M1_AELEMENT_CHANGE)
  2734. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M2_AELEMENT_CHANGE)
  2735. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M3_AELEMENT_CHANGE)
  2736. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M4_AELEMENT_CHANGE)
  2737. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2738.         else
  2739.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2740.         end
  2741.         @status_window.refresh
  2742.         @command_window.refresh
  2743.         wait(25)
  2744.         @help_window.set_text(msg[@command_window.index])
  2745.         @command_window.activate
  2746.       end
  2747.     else # if branch
  2748. def command_gain_aerow1op8
  2749.         index = @command_window.index
  2750.         @command_window.refresh
  2751.      if @actor.level_up_pts >= @actor.cost_ele(19)
  2752.         @actor.gain_lvl_pts(-@actor.cost_ele(19))
  2753. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M1_ELEMENT_CHANGE)
  2754. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M2_ELEMENT_CHANGE)
  2755. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M3_ELEMENT_CHANGE)
  2756. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M4_ELEMENT_CHANGE)
  2757. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M1_AELEMENT_CHANGE)
  2758. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M2_AELEMENT_CHANGE)
  2759. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M3_AELEMENT_CHANGE)
  2760. $data_actors[@actor.class_id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M4_AELEMENT_CHANGE)
  2761. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  2762.         else
  2763.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2764.         end
  2765.         @status_window.refresh
  2766.         @command_window.refresh
  2767.         wait(25)
  2768.         @help_window.set_text(msg[@command_window.index])
  2769.         @command_window.activate
  2770.       end
  2771.     end # if branch
  2772. ################################################################################
  2773. ################################################################################  
  2774. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2775. def command_gain_erow2op1
  2776.         index = @command_window.index
  2777.         @command_window.refresh
  2778.      if @actor.atti_ptz >= @actor.cost_ele(20)
  2779.         @actor.gain_atti_ptz(-@actor.cost_ele(20))
  2780. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M1_ELEMENT_CHANGE)
  2781. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M2_ELEMENT_CHANGE)
  2782. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M3_ELEMENT_CHANGE)
  2783. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M4_ELEMENT_CHANGE)
  2784. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M1_AELEMENT_CHANGE)
  2785. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M2_AELEMENT_CHANGE)
  2786. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M3_AELEMENT_CHANGE)
  2787. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M4_AELEMENT_CHANGE)
  2788. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2789.         else
  2790.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2791.         end
  2792.         @status_window.refresh
  2793.         @command_window.refresh
  2794.         wait(25)
  2795.         @help_window.set_text(msg[@command_window.index])
  2796.         @command_window.activate
  2797.       end
  2798.     else # if branch
  2799. def command_gain_erow2op1
  2800.         index = @command_window.index
  2801.         @command_window.refresh
  2802.      if @actor.level_up_pts >= @actor.cost_ele(20)
  2803.         @actor.gain_lvl_pts(-@actor.cost_ele(20))
  2804. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M1_ELEMENT_CHANGE)
  2805. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M2_ELEMENT_CHANGE)
  2806. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M3_ELEMENT_CHANGE)
  2807. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M4_ELEMENT_CHANGE)
  2808. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M1_AELEMENT_CHANGE)
  2809. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M2_AELEMENT_CHANGE)
  2810. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M3_AELEMENT_CHANGE)
  2811. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M4_AELEMENT_CHANGE)
  2812. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2813.         else
  2814.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2815.         end
  2816.         @status_window.refresh
  2817.         @command_window.refresh
  2818.         wait(25)
  2819.         @help_window.set_text(msg[@command_window.index])
  2820.         @command_window.activate
  2821.       end
  2822.     end # if branch
  2823. ################################################################################
  2824. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2825. def command_gain_erow2op2
  2826.         index = @command_window.index
  2827.         @command_window.refresh
  2828.      if @actor.atti_ptz >= @actor.cost_ele(21)
  2829.         @actor.gain_atti_ptz(-@actor.cost_ele(21))
  2830. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M1_ELEMENT_CHANGE)
  2831. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M2_ELEMENT_CHANGE)
  2832. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M3_ELEMENT_CHANGE)
  2833. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M4_ELEMENT_CHANGE)
  2834. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M1_AELEMENT_CHANGE)
  2835. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M2_AELEMENT_CHANGE)
  2836. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M3_AELEMENT_CHANGE)
  2837. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M4_AELEMENT_CHANGE)
  2838. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2839.         else
  2840.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2841.         end
  2842.         @status_window.refresh
  2843.         @command_window.refresh
  2844.         wait(25)
  2845.         @help_window.set_text(msg[@command_window.index])
  2846.         @command_window.activate
  2847.       end
  2848.     else # if branch
  2849. def command_gain_erow2op2
  2850.         index = @command_window.index
  2851.         @command_window.refresh
  2852.      if @actor.level_up_pts >= @actor.cost_ele(21)
  2853.         @actor.gain_lvl_pts(-@actor.cost_ele(21))
  2854. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M1_ELEMENT_CHANGE)
  2855. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M2_ELEMENT_CHANGE)
  2856. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M3_ELEMENT_CHANGE)
  2857. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M4_ELEMENT_CHANGE)
  2858. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M1_AELEMENT_CHANGE)
  2859. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M2_AELEMENT_CHANGE)
  2860. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M3_AELEMENT_CHANGE)
  2861. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M4_AELEMENT_CHANGE)
  2862. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2863.         else
  2864.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2865.         end
  2866.         @status_window.refresh
  2867.         @command_window.refresh
  2868.         wait(25)
  2869.         @help_window.set_text(msg[@command_window.index])
  2870.         @command_window.activate
  2871.       end
  2872.     end # if branch
  2873. ################################################################################
  2874. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2875. def command_gain_erow2op3
  2876.         index = @command_window.index
  2877.         @command_window.refresh
  2878.      if @actor.atti_ptz >= @actor.cost_ele(22)
  2879.         @actor.gain_atti_ptz(-@actor.cost_ele(22))
  2880. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M1_ELEMENT_CHANGE)
  2881. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M2_ELEMENT_CHANGE)
  2882. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M3_ELEMENT_CHANGE)
  2883. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M4_ELEMENT_CHANGE)
  2884. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M1_AELEMENT_CHANGE)
  2885. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M2_AELEMENT_CHANGE)
  2886. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M3_AELEMENT_CHANGE)
  2887. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M4_AELEMENT_CHANGE)
  2888. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2889.         else
  2890.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2891.         end
  2892.         @status_window.refresh
  2893.         @command_window.refresh
  2894.         wait(25)
  2895.         @help_window.set_text(msg[@command_window.index])
  2896.         @command_window.activate
  2897.       end
  2898.     else # if branch
  2899. def command_gain_erow2op3
  2900.         index = @command_window.index
  2901.         @command_window.refresh
  2902.      if @actor.level_up_pts >= @actor.cost_ele(22)
  2903.         @actor.gain_lvl_pts(-@actor.cost_ele(22))
  2904. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M1_ELEMENT_CHANGE)
  2905. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M2_ELEMENT_CHANGE)
  2906. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M3_ELEMENT_CHANGE)
  2907. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M4_ELEMENT_CHANGE)
  2908. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M1_AELEMENT_CHANGE)
  2909. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M2_AELEMENT_CHANGE)
  2910. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M3_AELEMENT_CHANGE)
  2911. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M4_AELEMENT_CHANGE)
  2912. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2913.         else
  2914.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2915.         end
  2916.         @status_window.refresh
  2917.         @command_window.refresh
  2918.         wait(25)
  2919.         @help_window.set_text(msg[@command_window.index])
  2920.         @command_window.activate
  2921.       end
  2922.     end # if branch
  2923. ################################################################################
  2924. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2925. def command_gain_erow2op4 # FROM HERE
  2926.         index = @command_window.index
  2927.         @command_window.refresh
  2928.      if @actor.atti_ptz >= @actor.cost_ele(23)
  2929.         @actor.gain_atti_ptz(-@actor.cost_ele(23))
  2930. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M1_ELEMENT_CHANGE)
  2931. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M2_ELEMENT_CHANGE)
  2932. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M3_ELEMENT_CHANGE)
  2933. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M4_ELEMENT_CHANGE)
  2934. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M1_AELEMENT_CHANGE)
  2935. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M2_AELEMENT_CHANGE)
  2936. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M3_AELEMENT_CHANGE)
  2937. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M4_AELEMENT_CHANGE)
  2938. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2939.         else
  2940.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2941.         end
  2942.         @status_window.refresh
  2943.         @command_window.refresh
  2944.         wait(25)
  2945.         @help_window.set_text(msg[@command_window.index])
  2946.         @command_window.activate
  2947.       end
  2948.     else # if branch
  2949. def command_gain_erow2op4 # FROM HERE
  2950.         index = @command_window.index
  2951.         @command_window.refresh
  2952.      if @actor.level_up_pts >= @actor.cost_ele(23)
  2953.         @actor.gain_lvl_pts(-@actor.cost_ele(23))
  2954. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M1_ELEMENT_CHANGE)
  2955. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M2_ELEMENT_CHANGE)
  2956. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M3_ELEMENT_CHANGE)
  2957. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M4_ELEMENT_CHANGE)
  2958. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M1_AELEMENT_CHANGE)
  2959. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M2_AELEMENT_CHANGE)
  2960. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M3_AELEMENT_CHANGE)
  2961. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M4_AELEMENT_CHANGE)
  2962. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2963.         else
  2964.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2965.         end
  2966.         @status_window.refresh
  2967.         @command_window.refresh
  2968.         wait(25)
  2969.         @help_window.set_text(msg[@command_window.index])
  2970.         @command_window.activate
  2971.       end
  2972.     end # if branch      
  2973. ################################################################################
  2974. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2975. def command_gain_erow2op5
  2976.         index = @command_window.index
  2977.         @command_window.refresh
  2978.      if @actor.atti_ptz >= @actor.cost_ele(24)
  2979.         @actor.gain_atti_ptz(-@actor.cost_ele(24))
  2980. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M1_ELEMENT_CHANGE)
  2981. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M2_ELEMENT_CHANGE)
  2982. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M3_ELEMENT_CHANGE)
  2983. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M4_ELEMENT_CHANGE)
  2984. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M1_AELEMENT_CHANGE)
  2985. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M2_AELEMENT_CHANGE)
  2986. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M3_AELEMENT_CHANGE)
  2987. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M4_AELEMENT_CHANGE)
  2988. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  2989.         else
  2990.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  2991.         end
  2992.         @status_window.refresh
  2993.         @command_window.refresh
  2994.         wait(25)
  2995.         @help_window.set_text(msg[@command_window.index])
  2996.         @command_window.activate
  2997.       end
  2998.     else #if branch
  2999. def command_gain_erow2op5
  3000.         index = @command_window.index
  3001.         @command_window.refresh
  3002.      if @actor.level_up_pts >= @actor.cost_ele(24)
  3003.         @actor.gain_lvl_pts(-@actor.cost_ele(24))
  3004. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M1_ELEMENT_CHANGE)
  3005. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M2_ELEMENT_CHANGE)
  3006. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M3_ELEMENT_CHANGE)
  3007. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M4_ELEMENT_CHANGE)
  3008. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M1_AELEMENT_CHANGE)
  3009. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M2_AELEMENT_CHANGE)
  3010. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M3_AELEMENT_CHANGE)
  3011. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M4_AELEMENT_CHANGE)
  3012. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3013.         else
  3014.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3015.         end
  3016.         @status_window.refresh
  3017.         @command_window.refresh
  3018.         wait(25)
  3019.         @help_window.set_text(msg[@command_window.index])
  3020.         @command_window.activate
  3021.       end
  3022.     end #if branch
  3023. ################################################################################
  3024. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3025. def command_gain_erow2op6
  3026.         index = @command_window.index
  3027.         @command_window.refresh
  3028.      if @actor.atti_ptz >= @actor.cost_ele(25)
  3029.         @actor.gain_atti_ptz(-@actor.cost_ele(25))
  3030. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M1_ELEMENT_CHANGE)
  3031. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M2_ELEMENT_CHANGE)
  3032. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M3_ELEMENT_CHANGE)
  3033. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M4_ELEMENT_CHANGE)
  3034. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M1_AELEMENT_CHANGE)
  3035. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M2_AELEMENT_CHANGE)
  3036. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M3_AELEMENT_CHANGE)
  3037. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M4_AELEMENT_CHANGE)
  3038. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3039.         else
  3040.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3041.         end
  3042.         @status_window.refresh
  3043.         @command_window.refresh
  3044.         wait(25)
  3045.         @help_window.set_text(msg[@command_window.index])
  3046.         @command_window.activate
  3047.       end
  3048.     else # if branch
  3049. def command_gain_erow2op6
  3050.         index = @command_window.index
  3051.         @command_window.refresh
  3052.      if @actor.level_up_pts >= @actor.cost_ele(25)
  3053.         @actor.gain_lvl_pts(-@actor.cost_ele(25))
  3054. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M1_ELEMENT_CHANGE)
  3055. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M2_ELEMENT_CHANGE)
  3056. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M3_ELEMENT_CHANGE)
  3057. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M4_ELEMENT_CHANGE)
  3058. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M1_AELEMENT_CHANGE)
  3059. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M2_AELEMENT_CHANGE)
  3060. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M3_AELEMENT_CHANGE)
  3061. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M4_AELEMENT_CHANGE)
  3062. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3063.         else
  3064.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3065.         end
  3066.         @status_window.refresh
  3067.         @command_window.refresh
  3068.         wait(25)
  3069.         @help_window.set_text(msg[@command_window.index])
  3070.         @command_window.activate
  3071.       end
  3072.     end # if branch
  3073.      
  3074. ################################################################################
  3075. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3076. def command_gain_erow2op7
  3077.         index = @command_window.index
  3078.         @command_window.refresh
  3079.      if @actor.atti_ptz >= @actor.cost_ele(26)
  3080.         @actor.gain_atti_ptz(-@actor.cost_ele(26))
  3081. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M1_ELEMENT_CHANGE)
  3082. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M2_ELEMENT_CHANGE)
  3083. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M3_ELEMENT_CHANGE)
  3084. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M4_ELEMENT_CHANGE)
  3085. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M1_AELEMENT_CHANGE)
  3086. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M2_AELEMENT_CHANGE)
  3087. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M3_AELEMENT_CHANGE)
  3088. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M4_AELEMENT_CHANGE)
  3089. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3090.         else
  3091.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3092.         end
  3093.         @status_window.refresh
  3094.         @command_window.refresh
  3095.         wait(25)
  3096.         @help_window.set_text(msg[@command_window.index])
  3097.         @command_window.activate
  3098.       end
  3099.     else # if branch
  3100. def command_gain_erow2op7
  3101.         index = @command_window.index
  3102.         @command_window.refresh
  3103.      if @actor.level_up_pts >= @actor.cost_ele(26)
  3104.         @actor.gain_lvl_pts(-@actor.cost_ele(26))
  3105. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M1_ELEMENT_CHANGE)
  3106. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M2_ELEMENT_CHANGE)
  3107. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M3_ELEMENT_CHANGE)
  3108. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M4_ELEMENT_CHANGE)
  3109. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M1_AELEMENT_CHANGE)
  3110. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M2_AELEMENT_CHANGE)
  3111. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M3_AELEMENT_CHANGE)
  3112. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M4_AELEMENT_CHANGE)
  3113. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3114.         else
  3115.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3116.         end
  3117.         @status_window.refresh
  3118.         @command_window.refresh
  3119.         wait(25)
  3120.         @help_window.set_text(msg[@command_window.index])
  3121.         @command_window.activate
  3122.       end
  3123.     end # if branch
  3124. ################################################################################
  3125. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3126. def command_gain_erow2op8
  3127.         index = @command_window.index
  3128.         @command_window.refresh
  3129.      if @actor.atti_ptz >= @actor.cost_ele(27)
  3130.         @actor.gain_atti_ptz(-@actor.cost_ele(27))
  3131. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M1_ELEMENT_CHANGE)
  3132. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M2_ELEMENT_CHANGE)
  3133. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M3_ELEMENT_CHANGE)
  3134. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M4_ELEMENT_CHANGE)
  3135. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M1_AELEMENT_CHANGE)
  3136. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M2_AELEMENT_CHANGE)
  3137. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M3_AELEMENT_CHANGE)
  3138. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M4_AELEMENT_CHANGE)
  3139. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3140.         else
  3141.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3142.         end
  3143.         @status_window.refresh
  3144.         @command_window.refresh
  3145.         wait(25)
  3146.         @help_window.set_text(msg[@command_window.index])
  3147.         @command_window.activate
  3148.       end
  3149.     else # if branch
  3150. def command_gain_erow2op8
  3151.         index = @command_window.index
  3152.         @command_window.refresh
  3153.      if @actor.level_up_pts >= @actor.cost_ele(27)
  3154.         @actor.gain_lvl_pts(-@actor.cost_ele(27))
  3155. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M1_ELEMENT_CHANGE)
  3156. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M2_ELEMENT_CHANGE)
  3157. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M3_ELEMENT_CHANGE)
  3158. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M4_ELEMENT_CHANGE)
  3159. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M1_AELEMENT_CHANGE)
  3160. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M2_AELEMENT_CHANGE)
  3161. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M3_AELEMENT_CHANGE)
  3162. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M4_AELEMENT_CHANGE)
  3163. @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
  3164.         else
  3165.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3166.         end
  3167.         @status_window.refresh
  3168.         @command_window.refresh
  3169.         wait(25)
  3170.         @help_window.set_text(msg[@command_window.index])
  3171.         @command_window.activate
  3172.       end
  3173.     end # if branch
  3174. ################################################################################
  3175. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3176. def command_gain_aerow2op1
  3177.         index = @command_window.index
  3178.         @command_window.refresh
  3179.      if @actor.atti_ptz >= @actor.cost_ele(28)
  3180.         @actor.gain_atti_ptz(-@actor.cost_ele(28))
  3181. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M1_ELEMENT_CHANGE)
  3182. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M2_ELEMENT_CHANGE)
  3183. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M3_ELEMENT_CHANGE)
  3184. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M4_ELEMENT_CHANGE)
  3185. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M1_AELEMENT_CHANGE)
  3186. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M2_AELEMENT_CHANGE)
  3187. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M3_AELEMENT_CHANGE)
  3188. $data_actors[@actor.d].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M4_AELEMENT_CHANGE)
  3189. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3190.         else
  3191.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3192.         end
  3193.         @status_window.refresh
  3194.         @command_window.refresh
  3195.         wait(25)
  3196.         @help_window.set_text(msg[@command_window.index])
  3197.         @command_window.activate
  3198.       end
  3199.     else # if branch
  3200. def command_gain_aerow2op1
  3201.         index = @command_window.index
  3202.         @command_window.refresh
  3203.      if @actor.level_up_pts >= @actor.cost_ele(28)
  3204.         @actor.gain_lvl_pts(-@actor.cost_ele(28))
  3205. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M1_ELEMENT_CHANGE)
  3206. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M2_ELEMENT_CHANGE)
  3207. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M3_ELEMENT_CHANGE)
  3208. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M4_ELEMENT_CHANGE)
  3209. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M1_AELEMENT_CHANGE)
  3210. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M2_AELEMENT_CHANGE)
  3211. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M3_AELEMENT_CHANGE)
  3212. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M4_AELEMENT_CHANGE)
  3213. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3214.         else
  3215.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3216.         end
  3217.         @status_window.refresh
  3218.         @command_window.refresh
  3219.         wait(25)
  3220.         @help_window.set_text(msg[@command_window.index])
  3221.         @command_window.activate
  3222.       end
  3223.     end # if branch
  3224. ################################################################################
  3225. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3226. def command_gain_aerow2op2
  3227.         index = @command_window.index
  3228.         @command_window.refresh
  3229.      if @actor.atti_ptz >= @actor.cost_ele(29)
  3230.         @actor.gain_atti_ptz(-@actor.cost_ele(29))
  3231. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M1_ELEMENT_CHANGE)
  3232. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M2_ELEMENT_CHANGE)
  3233. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M3_ELEMENT_CHANGE)
  3234. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M4_ELEMENT_CHANGE)
  3235. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M1_AELEMENT_CHANGE)
  3236. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M2_AELEMENT_CHANGE)
  3237. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M3_AELEMENT_CHANGE)
  3238. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M4_AELEMENT_CHANGE)
  3239. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3240.         else
  3241.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3242.         end
  3243.         @status_window.refresh
  3244.         @command_window.refresh
  3245.         wait(25)
  3246.         @help_window.set_text(msg[@command_window.index])
  3247.         @command_window.activate
  3248.       end
  3249.     else # if branch
  3250. def command_gain_aerow2op2
  3251.         index = @command_window.index
  3252.         @command_window.refresh
  3253.      if @actor.level_up_pts >= @actor.cost_ele(29)
  3254.         @actor.gain_lvl_pts(-@actor.cost_ele(29))
  3255. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M1_ELEMENT_CHANGE)
  3256. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M2_ELEMENT_CHANGE)
  3257. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M3_ELEMENT_CHANGE)
  3258. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M4_ELEMENT_CHANGE)
  3259. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M1_AELEMENT_CHANGE)
  3260. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M2_AELEMENT_CHANGE)
  3261. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M3_AELEMENT_CHANGE)
  3262. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M4_AELEMENT_CHANGE)
  3263. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3264.         else
  3265.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3266.         end
  3267.         @status_window.refresh
  3268.         @command_window.refresh
  3269.         wait(25)
  3270.         @help_window.set_text(msg[@command_window.index])
  3271.         @command_window.activate
  3272.       end
  3273.     end # if branch
  3274. ################################################################################
  3275. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3276. def command_gain_aerow2op3
  3277.         index = @command_window.index
  3278.         @command_window.refresh
  3279.      if @actor.atti_ptz >= @actor.cost_ele(30)
  3280.         @actor.gain_atti_ptz(-@actor.cost_ele(30))
  3281. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M1_ELEMENT_CHANGE)
  3282. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M2_ELEMENT_CHANGE)
  3283. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M3_ELEMENT_CHANGE)
  3284. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M4_ELEMENT_CHANGE)
  3285. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M1_AELEMENT_CHANGE)
  3286. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M2_AELEMENT_CHANGE)
  3287. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M3_AELEMENT_CHANGE)
  3288. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M4_AELEMENT_CHANGE)
  3289. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3290.         else
  3291.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3292.         end
  3293.         @status_window.refresh
  3294.         @command_window.refresh
  3295.         wait(25)
  3296.         @help_window.set_text(msg[@command_window.index])
  3297.         @command_window.activate
  3298.       end
  3299.     else # if branch
  3300. def command_gain_aerow2op3
  3301.         index = @command_window.index
  3302.         @command_window.refresh
  3303.      if @actor.level_up_pts >= @actor.cost_ele(30)
  3304.         @actor.gain_lvl_pts(-@actor.cost_ele(30))
  3305. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M1_ELEMENT_CHANGE)
  3306. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M2_ELEMENT_CHANGE)
  3307. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M3_ELEMENT_CHANGE)
  3308. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M4_ELEMENT_CHANGE)
  3309. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M1_AELEMENT_CHANGE)
  3310. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M2_AELEMENT_CHANGE)
  3311. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M3_AELEMENT_CHANGE)
  3312. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M4_AELEMENT_CHANGE)
  3313. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3314.         else
  3315.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3316.         end
  3317.         @status_window.refresh
  3318.         @command_window.refresh
  3319.         wait(25)
  3320.         @help_window.set_text(msg[@command_window.index])
  3321.         @command_window.activate
  3322.       end
  3323.     end # if branch
  3324. ################################################################################
  3325. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3326. def command_gain_aerow2op4 # FROM HERE
  3327.         index = @command_window.index
  3328.         @command_window.refresh
  3329.      if @actor.atti_ptz >= @actor.cost_ele(31)
  3330.         @actor.gain_atti_ptz(-@actor.cost_ele(31))
  3331. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M1_ELEMENT_CHANGE)
  3332. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M2_ELEMENT_CHANGE)
  3333. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M3_ELEMENT_CHANGE)
  3334. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M4_ELEMENT_CHANGE)
  3335. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M1_AELEMENT_CHANGE)
  3336. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M2_AELEMENT_CHANGE)
  3337. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M3_AELEMENT_CHANGE)
  3338. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M4_AELEMENT_CHANGE)
  3339. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3340.         else
  3341.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3342.         end
  3343.         @status_window.refresh
  3344.         @command_window.refresh
  3345.         wait(25)
  3346.         @help_window.set_text(msg[@command_window.index])
  3347.         @command_window.activate
  3348.       end
  3349.     else # if branch
  3350. def command_gain_aerow2op4 # FROM HERE
  3351.         index = @command_window.index
  3352.         @command_window.refresh
  3353.      if @actor.level_up_pts >= @actor.cost_ele(31)
  3354.         @actor.gain_lvl_pts(-@actor.cost_ele(31))
  3355. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M1_ELEMENT_CHANGE)
  3356. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M2_ELEMENT_CHANGE)
  3357. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M3_ELEMENT_CHANGE)
  3358. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M4_ELEMENT_CHANGE)
  3359. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M1_AELEMENT_CHANGE)
  3360. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M2_AELEMENT_CHANGE)
  3361. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M3_AELEMENT_CHANGE)
  3362. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M4_AELEMENT_CHANGE)
  3363. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3364.         else
  3365.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3366.         end
  3367.         @status_window.refresh
  3368.         @command_window.refresh
  3369.         wait(25)
  3370.         @help_window.set_text(msg[@command_window.index])
  3371.         @command_window.activate
  3372.       end
  3373.     end # if branch
  3374. ################################################################################
  3375. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3376. def command_gain_aerow2op5
  3377.         index = @command_window.index
  3378.         @command_window.refresh
  3379.      if @actor.atti_ptz >= @actor.cost_ele(32)
  3380.         @actor.gain_atti_ptz(-@actor.cost_ele(32))
  3381. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M1_ELEMENT_CHANGE)
  3382. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M2_ELEMENT_CHANGE)
  3383. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M3_ELEMENT_CHANGE)
  3384. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M4_ELEMENT_CHANGE)
  3385. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M1_AELEMENT_CHANGE)
  3386. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M2_AELEMENT_CHANGE)
  3387. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M3_AELEMENT_CHANGE)
  3388. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M4_AELEMENT_CHANGE)
  3389. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3390.         else
  3391.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3392.         end
  3393.         @status_window.refresh
  3394.         @command_window.refresh
  3395.         wait(25)
  3396.         @help_window.set_text(msg[@command_window.index])
  3397.         @command_window.activate
  3398.       end
  3399.     else # if branch
  3400. def command_gain_aerow2op5
  3401.         index = @command_window.index
  3402.         @command_window.refresh
  3403.      if @actor.level_up_pts >= @actor.cost_ele(32)
  3404.         @actor.gain_lvl_pts(-@actor.cost_ele(32))
  3405. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M1_ELEMENT_CHANGE)
  3406. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M2_ELEMENT_CHANGE)
  3407. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M3_ELEMENT_CHANGE)
  3408. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M4_ELEMENT_CHANGE)
  3409. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M1_AELEMENT_CHANGE)
  3410. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M2_AELEMENT_CHANGE)
  3411. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M3_AELEMENT_CHANGE)
  3412. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M4_AELEMENT_CHANGE)
  3413. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3414.         else
  3415.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3416.         end
  3417.         @status_window.refresh
  3418.         @command_window.refresh
  3419.         wait(25)
  3420.         @help_window.set_text(msg[@command_window.index])
  3421.         @command_window.activate
  3422.       end
  3423.     end # if branch
  3424. ################################################################################
  3425. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3426. def command_gain_aerow2op6
  3427.         index = @command_window.index
  3428.         @command_window.refresh
  3429.      if @actor.atti_ptz >= @actor.cost_ele(33)
  3430.         @actor.gain_atti_ptz(-@actor.cost_ele(33))
  3431. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M1_ELEMENT_CHANGE)
  3432. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M2_ELEMENT_CHANGE)
  3433. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M3_ELEMENT_CHANGE)
  3434. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M4_ELEMENT_CHANGE)
  3435. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M1_AELEMENT_CHANGE)
  3436. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M2_AELEMENT_CHANGE)
  3437. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M3_AELEMENT_CHANGE)
  3438. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M4_AELEMENT_CHANGE)
  3439. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3440.         else
  3441.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3442.         end
  3443.         @status_window.refresh
  3444.         @command_window.refresh
  3445.         wait(25)
  3446.         @help_window.set_text(msg[@command_window.index])
  3447.         @command_window.activate
  3448.       end
  3449.     else # if branch
  3450. def command_gain_aerow2op6
  3451.         index = @command_window.index
  3452.         @command_window.refresh
  3453.      if @actor.level_up_pts >= @actor.cost_ele(33)
  3454.         @actor.gain_lvl_pts(-@actor.cost_ele(33))
  3455. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M1_ELEMENT_CHANGE)
  3456. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M2_ELEMENT_CHANGE)
  3457. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M3_ELEMENT_CHANGE)
  3458. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M4_ELEMENT_CHANGE)
  3459. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M1_AELEMENT_CHANGE)
  3460. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M2_AELEMENT_CHANGE)
  3461. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M3_AELEMENT_CHANGE)
  3462. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M4_AELEMENT_CHANGE)
  3463. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3464.         else
  3465.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3466.         end
  3467.         @status_window.refresh
  3468.         @command_window.refresh
  3469.         wait(25)
  3470.         @help_window.set_text(msg[@command_window.index])
  3471.         @command_window.activate
  3472.       end
  3473.     end # if branch
  3474. ################################################################################
  3475. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3476. def command_gain_aerow2op7
  3477.         index = @command_window.index
  3478.         @command_window.refresh
  3479.      if @actor.atti_ptz >= @actor.cost_ele(34)
  3480.         @actor.gain_atti_ptz(-@actor.cost_ele(34))
  3481. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M1_ELEMENT_CHANGE)
  3482. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M2_ELEMENT_CHANGE)
  3483. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M3_ELEMENT_CHANGE)
  3484. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M4_ELEMENT_CHANGE)
  3485. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M1_AELEMENT_CHANGE)
  3486. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M2_AELEMENT_CHANGE)
  3487. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M3_AELEMENT_CHANGE)
  3488. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M4_AELEMENT_CHANGE)
  3489. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3490.         else
  3491.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3492.         end
  3493.         @status_window.refresh
  3494.         @command_window.refresh
  3495.         wait(25)
  3496.         @help_window.set_text(msg[@command_window.index])
  3497.         @command_window.activate
  3498.       end
  3499.     else # if branch
  3500. def command_gain_aerow2op7
  3501.         index = @command_window.index
  3502.         @command_window.refresh
  3503.      if @actor.level_up_pts >= @actor.cost_ele(34)
  3504.         @actor.gain_lvl_pts(-@actor.cost_ele(34))
  3505. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M1_ELEMENT_CHANGE)
  3506. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M2_ELEMENT_CHANGE)
  3507. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M3_ELEMENT_CHANGE)
  3508. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M4_ELEMENT_CHANGE)
  3509. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M1_AELEMENT_CHANGE)
  3510. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M2_AELEMENT_CHANGE)
  3511. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M3_AELEMENT_CHANGE)
  3512. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M4_AELEMENT_CHANGE)
  3513. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3514.         else
  3515.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3516.         end
  3517.         @status_window.refresh
  3518.         @command_window.refresh
  3519.         wait(25)
  3520.         @help_window.set_text(msg[@command_window.index])
  3521.         @command_window.activate
  3522.       end
  3523.     end # if branch
  3524. ################################################################################
  3525. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3526. def command_gain_aerow2op8
  3527.         index = @command_window.index
  3528.         @command_window.refresh
  3529.      if @actor.atti_ptz >= @actor.cost_ele(35)
  3530.         @actor.gain_atti_ptz(-@actor.cost_ele(35))
  3531. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M1_ELEMENT_CHANGE)
  3532. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M2_ELEMENT_CHANGE)
  3533. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M3_ELEMENT_CHANGE)
  3534. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M4_ELEMENT_CHANGE)
  3535. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M1_AELEMENT_CHANGE)
  3536. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M2_AELEMENT_CHANGE)
  3537. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M3_AELEMENT_CHANGE)
  3538. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M4_AELEMENT_CHANGE)
  3539. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3540.         else
  3541.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3542.         end
  3543.         @status_window.refresh
  3544.         @command_window.refresh
  3545.         wait(25)
  3546.         @help_window.set_text(msg[@command_window.index])
  3547.         @command_window.activate
  3548.       end
  3549.     else # if branch
  3550. def command_gain_aerow2op8
  3551.         index = @command_window.index
  3552.         @command_window.refresh
  3553.      if @actor.level_up_pts >= @actor.cost_ele(35)
  3554.         @actor.gain_lvl_pts(-@actor.cost_ele(35))
  3555. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M1_ELEMENT_CHANGE)
  3556. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M2_ELEMENT_CHANGE)
  3557. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M3_ELEMENT_CHANGE)
  3558. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M4_ELEMENT_CHANGE)
  3559. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M1_AELEMENT_CHANGE)
  3560. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M2_AELEMENT_CHANGE)
  3561. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M3_AELEMENT_CHANGE)
  3562. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M4_AELEMENT_CHANGE)
  3563. @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
  3564.         else
  3565.         @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
  3566.         end
  3567.         @status_window.refresh
  3568.         @command_window.refresh
  3569.         wait(25)
  3570.         @help_window.set_text(msg[@command_window.index])
  3571.         @command_window.activate
  3572.       end
  3573.     end # if banch
  3574.   #end
  3575.  
  3576. ################################################################################      
  3577. # OMF WTF ... ##################################################################
  3578. ################################################################################      
  3579.   def wait(time)
  3580.         t = 0
  3581.         loop do
  3582.           Graphics.update
  3583.           if t == time
  3584.                 break
  3585.           end
  3586.           t += 1
  3587.         end
  3588.   end
  3589.   def update
  3590.         super
  3591.         @help_window.set_text(msg[@command_window.index])
  3592.   end
  3593.   def on_actor_change
  3594.         @status_window.actor = @actor
  3595.         @status_window.refresh
  3596.         @command_window.activate
  3597.       end
  3598.     end
  3599.    
  3600. #==============================================================================
  3601. # ** Window_MenuCommand
  3602. #------------------------------------------------------------------------------
  3603. #  This command window appears on the menu screen.
  3604. #==============================================================================
  3605. class Window_Element_upCommand < Window_Command
  3606. if DPB::PSS::SHOW_ELE_ROW_2
  3607.   #--------------------------------------------------------------------------
  3608.   # * Object Initialization
  3609.   #--------------------------------------------------------------------------
  3610.   def initialize
  3611.         @actor = $game_temp.actor_level_up[0]
  3612.         super(0, 300)
  3613.         @@last_command_symbol = nil
  3614.         select_last
  3615.         self.opacity = 0
  3616.       end
  3617.   def visible_line_number
  3618.                             return 10
  3619.   end
  3620.   def col_max
  3621.                             return 4
  3622.   end
  3623.   def spacing
  3624.                             return 19
  3625.   end
  3626.   def window_width
  3627.                             return Graphics.width
  3628.   end
  3629.   def window_height
  3630.                             return 270
  3631.   end
  3632.   #--------------------------------------------------------------------------
  3633.   # * Create Command List
  3634.   #--------------------------------------------------------------------------
  3635.   def make_command_list
  3636.         add_ele_commands
  3637.   end
  3638.   #--------------------------------------------------------------------------
  3639.   # * Add Main Commands to List
  3640.   #--------------------------------------------------------------------------
  3641.   def add_ele_commands
  3642.         add_command("",  :gain_elerow1op1,  true)
  3643.         add_command("",  :gain_elerow2op1,  true)
  3644.         add_command("",  :gain_atkelerow1op1,  true)
  3645.         add_command("",  :gain_atkelerow2op1,  true)
  3646.         add_command("",  :gain_elerow1op2,  true)
  3647.         add_command("",  :gain_elerow2op2,  true)
  3648.         add_command("",  :gain_atkelerow1op2,  true)
  3649.         add_command("",  :gain_atkelerow2op2,  true)
  3650.         add_command("",  :gain_elerow1op3,  true)
  3651.         add_command("",  :gain_elerow2op3,  true)
  3652.         add_command("",  :gain_atkelerow1op3,  true)
  3653.         add_command("",  :gain_atkelerow2op3,  true)
  3654.         add_command("",  :gain_elerow1op4,  true)
  3655.         add_command("",  :gain_elerow2op4,  true)
  3656.         add_command("",  :gain_atkelerow1op4,  true)
  3657.         add_command("",  :gain_atkelerow2op4,  true)
  3658.         add_command("",  :gain_elerow1op5,  true)
  3659.         add_command("",  :gain_elerow2op5,  true)
  3660.         add_command("",  :gain_atkelerow1op5,  true)
  3661.         add_command("",  :gain_atkelerow2op5,  true)
  3662.         add_command("",  :gain_elerow1op6,  true)
  3663.         add_command("",  :gain_elerow2op6,  true)
  3664.         add_command("",  :gain_atkelerow1op6,  true)
  3665.         add_command("",  :gain_atkelerow2op6,  true)
  3666.         add_command("",  :gain_elerow1op7,  true)
  3667.         add_command("",  :gain_elerow2op7,  true)
  3668.         add_command("",  :gain_atkelerow1op7,  true)
  3669.         add_command("",  :gain_atkelerow2op7,  true)
  3670.         add_command("",  :gain_elerow1op8,  true)
  3671.         add_command("",  :gain_elerow2op8,  true)
  3672.         add_command("",  :gain_atkelerow1op8,  true)
  3673.         add_command("",  :gain_atkelerow2op8,  true)
  3674. end
  3675. else # DPB::PSS::HIDE_ELE_ROW_2  
  3676.   #--------------------------------------------------------------------------
  3677.   # * Object Initialization
  3678.   #--------------------------------------------------------------------------
  3679.   def initialize
  3680.         @actor = $game_temp.actor_level_up[0]
  3681.         super(0, 300)
  3682.         @@last_command_symbol = nil
  3683.         select_last
  3684.         self.opacity = 0
  3685.       end
  3686.   def visible_line_number
  3687.       return 3
  3688.   end
  3689.   def col_max
  3690.       return 2
  3691.   end
  3692.   def spacing
  3693.       return 6
  3694.   end
  3695.   def window_width
  3696.       return (Graphics.width) / 6 * 4
  3697.   end
  3698.   def window_height
  3699.       return 270
  3700.   end
  3701.                          
  3702.   #--------------------------------------------------------------------------
  3703.   # * Create Command List
  3704.   #--------------------------------------------------------------------------
  3705.   def make_command_list
  3706.         add_ele_commands
  3707.   end
  3708.   #--------------------------------------------------------------------------
  3709.   # * Add Main Commands to List
  3710.   #--------------------------------------------------------------------------
  3711.   def add_ele_commands
  3712.         add_command("",  :gain_elerow1op1,  true)
  3713.         add_command("",  :gain_atkelerow1op1,  true)
  3714.         add_command("",  :gain_elerow1op2,  true)
  3715.         add_command("",  :gain_atkelerow1op2,  true)
  3716.         add_command("",  :gain_elerow1op3,  true)
  3717.         add_command("",  :gain_atkelerow1op3,  true)
  3718.         add_command("",  :gain_elerow1op4,  true)
  3719.         add_command("",  :gain_atkelerow1op4,  true)
  3720.         add_command("",  :gain_elerow1op5,  true)
  3721.         add_command("",  :gain_atkelerow1op5,  true)
  3722.         add_command("",  :gain_elerow1op6,  true)
  3723.         add_command("",  :gain_atkelerow1op6,  true)
  3724.         add_command("",  :gain_elerow1op7,  true)
  3725.         add_command("",  :gain_atkelerow1op7,  true)
  3726.         add_command("",  :gain_elerow1op8,  true)
  3727.         add_command("",  :gain_atkelerow1op8,  true)
  3728. end
  3729. end # else1
  3730.   #--------------------------------------------------------------------------
  3731.   # * Processing When OK Button Is Pressed
  3732.   #--------------------------------------------------------------------------
  3733.   def process_ok
  3734.         @@last_command_symbol = current_symbol
  3735.         super
  3736.   end
  3737.   def select_last
  3738.         select_symbol(@@last_command_symbol)
  3739.   end
  3740. end
  3741. #==============================================================================
  3742. # ** Window_Status
  3743. #------------------------------------------------------------------------------
  3744. #  This window displays full status specs on the status screen.
  3745. #==============================================================================
  3746. class Window_Status_Element_up < Window_Selectable
  3747.   #--------------------------------------------------------------------------
  3748.   # * Object Initialization
  3749.   #--------------------------------------------------------------------------
  3750.   def initialize(actor)
  3751.         super(-50, -50, window_width, window_height)
  3752.         contents.font.size = DPB::PSPDS::FONTSIZE      
  3753.         @actor = actor
  3754.         refresh
  3755.         activate
  3756.       end
  3757.   #--------------------------------------------------------------------------
  3758.   # * Set Actor
  3759.   #--------------------------------------------------------------------------
  3760.   def actor=(actor)
  3761.         return if @actor == actor
  3762.         @actor = actor
  3763.         refresh
  3764.   end
  3765.   #--------------------------------------------------------------------------
  3766.   # * Refresh
  3767.   #--------------------------------------------------------------------------
  3768.   def refresh
  3769.         contents.clear
  3770.         draw_block1(line_height * 1)
  3771.         draw_block2(line_height * 1)
  3772.         draw_page_two(0, 0)
  3773.   end
  3774.    #--------------------------------------------------------------------------
  3775.   # * Draw Block 1
  3776.   #--------------------------------------------------------------------------
  3777.   def draw_block1(y)
  3778.         draw_actor_face(@actor, (window_width - 24) / 2.5, 0)
  3779.   if DPB::PSPDS::DRAW_ACTOR_GRAPHIC
  3780.     draw_actor_graphic(@actor, DPB::PSPDS::DAG_X, DPB::PSPDS::DAG_Y)#, 50)
  3781.   else
  3782.   end
  3783. end
  3784.   #--------------------------------------------------------------------------
  3785.   # * Draw Block 2
  3786.   #--------------------------------------------------------------------------
  3787.   def draw_block2(y)
  3788.     draw_basic_info(136, y)
  3789.   end
  3790.   #--------------------------------------------------------------------------
  3791.   # * Draw Horizontal Line
  3792.   #--------------------------------------------------------------------------
  3793.   def draw_horz_line(y)
  3794.     line_y = y + line_height / 2 - 1
  3795.     contents.fill_rect(0, line_y, contents_width, 2, line_color)
  3796.   end
  3797.   #--------------------------------------------------------------------------
  3798.   # * Get Color of Horizontal Line
  3799.   #--------------------------------------------------------------------------
  3800.   def line_color
  3801.     color = normal_color
  3802.     color.alpha = 48
  3803.     color
  3804.   end
  3805.   #--------------------------------------------------------------------------
  3806.   # * Draw Basic Information
  3807.   #--------------------------------------------------------------------------
  3808.   def draw_basic_info(x, y)
  3809.         draw_actor_icons(@actor, (window_width - 24) / 2.5, y + line_height * 3)
  3810.         contents.font.size = DPB::PSPDS::PROPFONTSIZE
  3811.         draw_new_stats_column
  3812.         draw_points_column
  3813.    end
  3814. #-------
  3815.   #--------------------------------------------------------------------------
  3816.   # * Draw Page two
  3817.   #--------------------------------------------------------------------------
  3818.   def draw_page_two(x, y)
  3819.         contents.font.size = DPB::PSPDS::PROPFONTSIZE
  3820.         draw_horz_line(line_height * 4)
  3821.         draw_elements
  3822.         draw_atk_elements
  3823.       if DPB::PSS::SHOW_ELE_ROW_2
  3824.         draw_elements_row2
  3825.         draw_atk_elements_row2
  3826.       else
  3827.         end
  3828.       draw_horz_line(Graphics.height - line_height * 4)
  3829.       reset_font_settings        
  3830.     end
  3831.   if DPB::PSS::SHOW_ELE_ROW_2
  3832.   #--------------------------------------------------------------------------
  3833.   # draw_elements
  3834.   #--------------------------------------------------------------------------
  3835.   def draw_elements
  3836.     dx = 0; dy = 130
  3837.     contents.font.size = DPB::PSPDS::FONTSIZE
  3838.     draw_text((window_width - 24) / 3 * 0, line_height * 4.6, contents.width, line_height, DPB::PSS::ELEMENT_VOCAB)    
  3839.     for ele_id in DPB::PSS::ELEMENTS_ROW1
  3840.       draw_element_info(ele_id, (window_width - 0) / 4 * 0, dy)
  3841.       dx = dx == 1 ? contents.width / 4 : 0
  3842.       dy += dx == 0 ? line_height : 0
  3843.     end
  3844.   end
  3845.   #--------------------------------------------------------------------------
  3846.   # draw_elements_row2
  3847.   #--------------------------------------------------------------------------
  3848.   def draw_elements_row2
  3849.     dx = 0; dy = 130
  3850.     contents.font.size = DPB::PSPDS::FONTSIZE
  3851.     for ele_id in DPB::PSS::ELEMENTS_ROW2
  3852.       draw_element_info(ele_id, (window_width - 12) / 4 * 1, dy)
  3853.       dx = dx == 1 ? contents.width / 4 : 0
  3854.       dy += dx == 0 ? line_height : 0
  3855.     end
  3856.   end
  3857.   #--------------------------------------------------------------------------
  3858.   # draw_atk_elements
  3859.   #--------------------------------------------------------------------------
  3860.   def draw_atk_elements
  3861.     dx = 0; dy = 130
  3862.     contents.font.size = DPB::PSPDS::FONTSIZE
  3863.     draw_text((window_width - 24) / 4 * 2, line_height * 4.6, contents.width, line_height, DPB::PSS::ATK_ELE_VOCAB)    
  3864.     for ele_id in DPB::PSS::ELEMENTS_ROW1
  3865.       draw_atk_element_info(ele_id, (window_width - 12) / 4 * 2, dy)
  3866.       dx = dx == 1 ? contents.width / 4 : 0
  3867.       dy += dx == 0 ? line_height : 0
  3868.     end
  3869.   end
  3870.   #--------------------------------------------------------------------------
  3871.   # draw_atk_elements_row2
  3872.   #--------------------------------------------------------------------------
  3873.   def draw_atk_elements_row2
  3874.     dx = 0; dy = 130
  3875.     contents.font.size = DPB::PSPDS::FONTSIZE
  3876.     for ele_id in DPB::PSS::ELEMENTS_ROW2
  3877.       draw_atk_element_info(ele_id, (window_width - 8) / 4 * 3, dy)
  3878.       dx = dx == 1 ? contents.width / 4 : 0
  3879.       dy += dx == 0 ? line_height : 0
  3880.     end
  3881.   end
  3882.   #--------------------------------------------------------------------------
  3883.   # draw_element_info
  3884.   #--------------------------------------------------------------------------
  3885.   def draw_element_info(ele_id, dx, dy)
  3886.     dw = (contents.width - 24) / 4.2
  3887.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  3888.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  3889.     contents.fill_rect(rect, colour)
  3890.     draw_icon(Icon.element(ele_id), dx, dy)
  3891.     change_color(system_color)
  3892.     draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
  3893.     change_color(normal_color)
  3894.     text = sprintf("%d%%", (@actor.element_rate(ele_id) * 100).to_i)
  3895.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  3896.   end
  3897.   #--------------------------------------------------------------------------
  3898.   # draw_atk_element_info
  3899.   #--------------------------------------------------------------------------
  3900.   def draw_atk_element_info(ele_id, dx, dy)
  3901.     dw = (contents.width - 24) / 4.2
  3902.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  3903.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  3904.     contents.fill_rect(rect, colour)
  3905.     draw_icon(Icon.element(ele_id), dx, dy)
  3906.     change_color(system_color)
  3907.     draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
  3908.     change_color(normal_color)
  3909.     text = sprintf("%d%%", (@actor.atk_element_rate(ele_id) * 100).to_i)
  3910.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  3911.   end
  3912. else
  3913.   #--------------------------------------------------------------------------
  3914.   # draw_elements
  3915.   #--------------------------------------------------------------------------
  3916.   def draw_elements
  3917.     dx = 0; dy = 130
  3918.     contents.font.size = DPB::PSPDS::FONTSIZE
  3919.     draw_text((window_width - 24) / 3 * 0 + 12, line_height * 4.6, contents.width, line_height, DPB::PSS::ELEMENT_VOCAB)
  3920.     for ele_id in DPB::PSS::ELEMENTS_ROW1
  3921.       draw_element_info(ele_id, (window_width- 24) / 6 * 1, dy)
  3922.       dx = dx == 1 ? contents.width / 3 : 0
  3923.       dy += dx == 0 ? line_height : 0
  3924.     end
  3925.   end
  3926.   #--------------------------------------------------------------------------
  3927.   # draw_atk_elements
  3928.   #--------------------------------------------------------------------------
  3929.   def draw_atk_elements
  3930.     dx = 0; dy = 130
  3931.     contents.font.size = DPB::PSPDS::FONTSIZE
  3932.     draw_text((window_width - 24) / 4 * 2, line_height * 4.6, contents.width, line_height, DPB::PSS::ATK_ELE_VOCAB)
  3933.     for ele_id in DPB::PSS::ELEMENTS_ROW1
  3934.       draw_atk_element_info(ele_id, (window_width - 24) / 6 * 3, dy)
  3935.       dx = dx == 1 ? contents.width / 3 : 0
  3936.       dy += dx == 0 ? line_height : 0
  3937.     end
  3938.   end
  3939.   #--------------------------------------------------------------------------
  3940.   # draw_element_info
  3941.   #--------------------------------------------------------------------------
  3942.   def draw_element_info(ele_id, dx, dy)
  3943.     dw = (contents.width - 24) / 3
  3944.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  3945.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  3946.     contents.fill_rect(rect, colour)
  3947.     draw_icon(Icon.element(ele_id), dx, dy)
  3948.     change_color(system_color)
  3949.     draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
  3950.     change_color(normal_color)
  3951.     text = sprintf("%d%%", (@actor.element_rate(ele_id) * 100).to_i)
  3952.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  3953.   end
  3954.   #--------------------------------------------------------------------------
  3955.   # draw_atk_element_info
  3956.   #--------------------------------------------------------------------------
  3957.   def draw_atk_element_info(ele_id, dx, dy)
  3958.     dw = (contents.width - 24) / 3
  3959.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  3960.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  3961.     contents.fill_rect(rect, colour)
  3962.     draw_icon(Icon.element(ele_id), dx, dy)
  3963.     change_color(system_color)
  3964.     draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
  3965.     change_color(normal_color)
  3966.     text = sprintf("%d%%", (@actor.atk_element_rate(ele_id) * 100).to_i)
  3967.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  3968.   end
  3969. end
  3970.   #--------------------------------------------------------------------------
  3971.   # window width
  3972.   #--------------------------------------------------------------------------
  3973. def window_width
  3974.   Graphics.width - 0
  3975.  end
  3976.   #--------------------------------------------------------------------------
  3977.   # window height
  3978.   #--------------------------------------------------------------------------
  3979. def window_height
  3980.   Graphics.height - 0
  3981.  end
  3982. end # end script !
  3983. ################################################################################
  3984. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  3985. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  3986. #                                                                               #
  3987. #                         ★ Perfect Elements Control ★
  3988. #
  3989. #                                - SCRIPT END -                                 #
  3990. #                                                                               #
  3991. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  3992. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  3993. #################################################################################
  3994. #===============================================================================#
  3995. #                            - DekitaRPG@gmail.com -                            #
  3996. #===============================================================================#
  3997. #################################################################################
  3998. # ALL THIS FOR SOME ELEMENTS? ###################################################
  3999. #################################################################################
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