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- #Dekita's=======================================================================
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #===============================================================================
- # v1.0
- # ★ Perfect Stat Point Distribution System™ ★
- # ★ ADD-ON ★
- # ★ Perfect Elements Control™ ★
- #
- #===============================================================================
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #===============================================================================
- #
- # -- Last updated: 15/08/2012 <-(D/M/Y)
- #
- # -- Difficulty: Plug'n'play - (Easy) // iИ§λ∩モ! - (Insane)
- #
- # -- Customisation: iИ§λ∩モ! - (Goes on and on and on and on...)
- #
- # -- Requires: - Dekita - Perfect Stat Point Distribution System.
- # - Dekita - Perfect Status Screen.
- # - An element in your database.(details below)
- #
- # -- Recommended: Dekita - Perfect Status Control.
- #
- # -- Compatable: RPG Maker VX Ace ONLY!
- #
- #===============================================================================
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #===============================================================================
- #===============================================================================
- # ☆ Script Information:
- #=======================
- # This script will give you COMPLETE control over all aspects of your
- # characters elements(resistances/attack values) increase or even decrease
- # by using distribution points.
- #
- # The control and customisation for this "System" has been designed to be
- # as dynamic as possible.
- #
- # This script can become very complicated very quickly if you are customising it,
- # I have tryed to give as much information as possible regarding what certian
- # options do and how to gain complete control over your elements!
- #
- #===============================================================================
- #===============================================================================
- # ☆ TERMS OF USE:
- #===============================================================================
- #
- # 1. You must give credit to Dekita.
- #
- # 2. This script is for NON-Commercial use ONLY!*
- #
- # 3. You CANNOT give credit to yourself for Re-posting this script
- # or Posting a modified version.*
- #
- # 4. Do not Re-Distribute this script.
- #
- # 5. You are NOT allowed to convert this script to any other engine,
- # E.G converting it from RGSS3 into RGSS2.*
- #
- # 6. ENJOY!
- #
- #-------------------------------------------------------------------------------
- # * = Unless permissions are given by Dekita. < e-mail DekitaRPG@gmail.com
- #===============================================================================
- #===============================================================================
- # History:
- #=========
- # 22/08/2o12 - Released v1.0.
- # 21/08/2o12 - Finished.(v1.0)
- # 16/08/2o12 - Reduced size of script.(4771 lines - 4004 lines)
- # 15/08/2o12 - Added Ability to use attribute points instead of level up points.
- # - Finished.(v0.4)
- # - Started "Vocab" customisation options.
- # - Started check's to make sure all options are correct.(values ect)
- # - Started customisation options for elements + tidying of the script.
- # 14/08/2o12 - Finished elements base.
- # - Started Script.
- #===============================================================================
- #===============================================================================
- # ☆ Credit and Thanks to :
- #==========================
- # N/A
- #===============================================================================
- #===============================================================================
- # ☆ Foresight Into The Future:
- #==============================
- # N/A
- #-------------------------------------------------------------------------------
- # If you have any ideas e-mail me at DekitaRPG@gmail.com
- #===============================================================================
- #===============================================================================
- # ☆ Known Bugs:
- #=================
- # N/A
- #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # If a new bug is found please e-mail me at DekitaRPG@gmail.com
- #===============================================================================
- #===============================================================================
- # ☆ Import:
- #===========
- $imported = {} if $imported.nil?
- $imported["DPB-ADDESC"] = true
- #
- #===============================================================================
- module DPB
- module ELEFORADDESC
- ################################################################################
- #
- # ★ READ BELOW ★ READ BELOW ★ READ BELOW ★ READ BELOW ★ READ BELOW ★
- #
- ################################################################################
- # ☆ Important:
- #==============
- # In order to function efficiently this script needs an element to be set up
- # in the "Database" under "Terms" then "Elements".
- #
- # You can name this element anything but you must NEVER use this element.
- #
- # All you have to do is type the elements "id" number here and forget about it :)
- #-------------------------------------------------------------------------------
- NOUSEELEID = 11 # By default this would be Element id 11
- #-------------------------------------------------------------------------------
- # NOTE:
- #======
- # YOU SHOULD SET THIS ELEMENT UP BEFORE YOU CONTINUE AS THE SCRIPT MAY ERROR !!
- # AS IT WILL BE TRYING TO FIND AN ELEMENT THATS NOT THERE, OR WORSE...
- # IT COULD MODIFY AN ELEMENT YOU DIDNT WANT TO CHANGE !!
- #
- ################################################################################
- end # ELEFORADDESC
- end # DPB
- ################################################################################
- module DPB
- module ADDESC
- =begin
- #===============================================================================
- # ☆ Script Calls:
- #=================
- #
- # Use the following script call in game (an event) to call the
- # "increase elements" screen.
- SceneManager.call(Scene_Element_Up)
- #-------------------------------------------------------------------------------
- =end
- ################################################################################
- # ELEMENTS DISTRIBUTION SCREEN INFOMATION ######################################
- ################################################################################
- #Diagram of option's (if only shows one row of elements)
- # [Element rows are Defined in Perfect Status Screen]
- ################################################################################
- # Elements Row 1 Option 1 # Attack Elements Row 1 Option 1
- #-------------------------------------------------------------------------------
- # Elements Row 1 Option 2 # Attack Elements Row 1 Option 2
- #-------------------------------------------------------------------------------
- # Elements Row 1 Option 3 # Attack Elements Row 1 Option 3
- #-------------------------------------------------------------------------------
- # Elements Row 1 Option 4 # Attack Elements Row 1 Option 4
- ################################################################################
- #and so on...
- #
- ################################################################################
- #Diagram of option's (if showing two row's of elements)
- # [Element rows are Defined in Perfect Status Screen]
- ################################################################################
- #Ele Row 1 Opt 1 # Ele row 2 Opt 1 # AttEle Row 1 Opt 1 # AttEle Row 2 Opt 1
- #-------------------------------------------------------------------------------
- #Ele Row 1 Opt 2 # Ele row 2 Opt 2 # AttEle Row 1 Opt 2 # AttEle Row 2 Opt 2
- #-------------------------------------------------------------------------------
- #Ele Row 1 Opt 3 # Ele row 2 Opt 3 # AttEle Row 1 Opt 3 # AttEle Row 2 Opt 3
- #-------------------------------------------------------------------------------
- #Ele Row 1 Opt 4 # Ele row 2 Opt 4 # AttEle Row 1 Opt 4 # AttEle Row 2 Opt 4
- ################################################################################
- #and so on...
- #-------------------------------------------------------------------------------
- =begin
- ################################################################################
- # IMPORTANT !
- ################################################################################
- #
- # If you no longer wish to use a modification option for one of the
- # Element Row - Options' copy the code below where the element id is.
- DPB::ELEFORADDESC::NOUSEELEID
- #-------------------------------------------------------------------------------
- # E.G :
- #------
- # ER1OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID
- ################################################################################
- =end ###########
- # Simple Vocab:#
- ################
- ADD_DEF_ELE_VOCAB = "Defence Elements Modified !"
- # ^ The vocab for when you increase an element reisistance option.
- ADD_ATK_ELE_VOCAB = "Attack Elements Modified !"
- # ^ The vocab for when you increase an attack element option.
- NOT_ENOUGH_POINTS = "Not Enough Points !"
- # ^ The vocab for when you dont have the required points to increase an option.
- #===============================================================================#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # #
- # ★ Perfect Elements Control ★
- #
- # - ELEMENT RESISTANCE ROW 1 -
- #
- # - CUSTOMISATION BEGIN -
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #===============================================================================#
- ################################################################################
- # Element Resistance Row 1 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP1_HELP_VOCAB = "Increase Fire Resistance at the cost of Water Resistance !!"
- ER1OP1_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP1M1_GAIN_ELEMENT = 3 # The element this option modifys. (MOD 1)
- ER1OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP1M2_GAIN_ELEMENT = 6 # The element this option modifys. MOD 2
- ER1OP1M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP1M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP1M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP1M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP1M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP2_HELP_VOCAB = "Increase Ice Resistance at the cost of Fire Resistance !!"
- ER1OP2_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP2M1_GAIN_ELEMENT = 4 # The element this option modifys. (MOD 1)
- ER1OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP2M2_GAIN_ELEMENT = 3 # The element this option modifys. MOD 2
- ER1OP2M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP2M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP2M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP2M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP2M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP3_HELP_VOCAB = "Increase Thunder Resistance at the cost of Earth Resistance !!"
- ER1OP3_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP3M1_GAIN_ELEMENT = 5 # The element this option modifys. (MOD 1)
- ER1OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP3M2_GAIN_ELEMENT = 7 # The element this option modifys. MOD 2
- ER1OP3M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP3M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP3M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP3M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP3M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP4_HELP_VOCAB = "Increase Water Resistance at the cost of Thunder Resistance !!"
- ER1OP4_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP4M1_GAIN_ELEMENT = 6 # The element this option modifys. (MOD 1)
- ER1OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP4M2_GAIN_ELEMENT = 5 # The element this option modifys. MOD 2
- ER1OP4M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP4M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP4M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP4M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP4M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP5_HELP_VOCAB = "Increase Earth Resistance at the cost of Wind Resistance !!"
- ER1OP5_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP5M1_GAIN_ELEMENT = 7 # The element this option modifys. (MOD 1)
- ER1OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP5M2_GAIN_ELEMENT = 8 # The element this option modifys. MOD 2
- ER1OP5M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP5M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP5M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP5M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP5M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP6_HELP_VOCAB = "Increase Wind Resistance at the cost of Earth Resistance !!"
- ER1OP6_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP6M1_GAIN_ELEMENT = 8 # The element this option modifys. (MOD 1)
- ER1OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP6M2_GAIN_ELEMENT = 7 # The element this option modifys. MOD 2
- ER1OP6M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP6M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP6M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP6M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP6M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP7_HELP_VOCAB = "Increase Holy Resistance at the cost of Dark Resistance !!"
- ER1OP7_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP7M1_GAIN_ELEMENT = 9 # The element this option modifys. (MOD 1)
- ER1OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP7M2_GAIN_ELEMENT = 10 # The element this option modifys. MOD 2
- ER1OP7M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP7M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP7M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP7M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP7M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 1 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER1OP8_HELP_VOCAB = "Increase Dark Resistance at the cost of Holy Resistance !!"
- ER1OP8_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP8M1_GAIN_ELEMENT = 10 # The element this option modifys. (MOD 1)
- ER1OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP8M2_GAIN_ELEMENT = 9 # The element this option modifys. MOD 2
- ER1OP8M2_ELEMENT_CHANGE = 1 + 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER1OP8M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER1OP8M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER1OP8M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER1OP8M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER1OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER1OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER1OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER1OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #
- # - ATTACK ELEMENTS ROW 1 -
- #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- ################################################################################
- # Attack Elements Row 1 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP1_HELP_VOCAB = "Increase Fire Attack at the cost of Water Attack !!"
- AER1OP1_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP1M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP1M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP1M1_GAIN_AELEMENT = 3 # The element this option modifys. (MOD 1)
- AER1OP1M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP1M2_GAIN_AELEMENT = 6 # The element this option modifys. MOD 2
- AER1OP1M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP2_HELP_VOCAB = "Increase Ice Attack at the cost of Fire Attack !!"
- AER1OP2_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP2M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP2M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP2M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP2M1_GAIN_AELEMENT = 4 # The element this option modifys. (MOD 1)
- AER1OP2M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP2M2_GAIN_AELEMENT = 3 # The element this option modifys. MOD 2
- AER1OP2M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP3_HELP_VOCAB = "Increase Thunder Attack at the cost of Earth Attack !!"
- AER1OP3_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP3M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP3M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP3M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP3M1_GAIN_AELEMENT = 5 # The element this option modifys. (MOD 1)
- AER1OP3M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP3M2_GAIN_AELEMENT = 7 # The element this option modifys. MOD 2
- AER1OP3M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP4_HELP_VOCAB = "Increase Water Attack at the cost of Thunder Attack !!"
- AER1OP4_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP4M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP4M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP4M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP4M1_GAIN_AELEMENT = 6 # The element this option modifys. (MOD 1)
- AER1OP4M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP4M2_GAIN_AELEMENT = 5 # The element this option modifys. MOD 2
- AER1OP4M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP5_HELP_VOCAB = "Increase Earth Attack at the cost of Wind Attack !!"
- AER1OP5_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP5M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP5M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP5M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP5M1_GAIN_AELEMENT = 7 # The element this option modifys. (MOD 1)
- AER1OP5M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP5M2_GAIN_AELEMENT = 8 # The element this option modifys. MOD 2
- AER1OP5M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP6_HELP_VOCAB = "Increase Wind Attack at the cost of Earth Attack !!"
- AER1OP6_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP6M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP6M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP6M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP6M1_GAIN_AELEMENT = 8 # The element this option modifys. (MOD 1)
- AER1OP6M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP6M2_GAIN_AELEMENT = 7 # The element this option modifys. MOD 2
- AER1OP6M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP7_HELP_VOCAB = "Increase Holy Attack at the cost of Dark Attack !!"
- AER1OP7_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP7M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP7M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP7M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP7M1_GAIN_AELEMENT = 9 # The element this option modifys. (MOD 1)
- AER1OP7M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP7M2_GAIN_AELEMENT = 10 # The element this option modifys. MOD 2
- AER1OP7M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 1 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER1OP8_HELP_VOCAB = "Increase Dark Attack at the cost of Holy Attack !!"
- AER1OP8_POINTS_COST = 1 #points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP8M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER1OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP8M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER1OP8M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER1OP8M1_GAIN_AELEMENT = 10 # The element this option modifys. (MOD 1)
- AER1OP8M1_AELEMENT_CHANGE = 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER1OP8M2_GAIN_AELEMENT = 9 # The element this option modifys. MOD 2
- AER1OP8M2_AELEMENT_CHANGE = -0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER1OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER1OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER1OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER1OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #
- # - ELEMENT RESISTANCE ROW 2 -
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- ################################################################################
- # Element Resistance Row 2 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP1_HELP_VOCAB = " ER2OP1 !!"
- ER2OP1_POINTS_COST = 1 # erow2op1. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP1M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP1M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP1M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP1M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP1M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP1M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP2_HELP_VOCAB = " ER2OP2 !!"
- ER2OP2_POINTS_COST = 2 # erow2op2. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE: ER2OP2M2
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP2M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP2M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP2M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP2M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP2M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP2M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP2M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP3_HELP_VOCAB = " ER2OP3 !!"
- ER2OP3_POINTS_COST = 3 # erow2op3. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP3M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP3M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP3M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP3M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP3M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP3M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP3M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP4_HELP_VOCAB = " ER2OP4 !!"
- ER2OP4_POINTS_COST = 4 # erow2op4. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP4M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP4M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP4M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP4M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP4M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP4M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP4M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP5_HELP_VOCAB = " ER2OP5 !!"
- ER2OP5_POINTS_COST = 5 # erow2op5. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP5M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP5M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP5M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP5M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP5M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP5M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP5M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP6_HELP_VOCAB = " ER2OP6 !!"
- ER2OP6_POINTS_COST = 6 # erow2op6. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP6M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP6M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP6M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP6M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP6M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP6M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP6M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP7_HELP_VOCAB = " ER2OP7 !!"
- ER2OP7_POINTS_COST = 7 # erow2op7. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP7M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP7M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP7M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP7M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP7M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP7M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP7M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Element Resistance Row 2 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ER2OP8_HELP_VOCAB = " ER2OP8 !!"
- ER2OP8_POINTS_COST = 8 # erow2op8. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP8M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP8M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP8M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- ER2OP8M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- ER2OP8M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- ER2OP8M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- ER2OP8M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- ER2OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- ER2OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- ER2OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- ER2OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #
- # - ATTACK ELEMENTS ROW 2 -
- #
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- ################################################################################
- # Attack Elements Row 2 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP1_HELP_VOCAB = " AER2OP1 !!"
- AER2OP1_POINTS_COST = 1 # erow2op1. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP1M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP1M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP1M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP1M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP1M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP1M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP1M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP1M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP1M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP1M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP1M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP1M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP1M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP1M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP1M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP1M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP2_HELP_VOCAB = " AER2OP2 !!"
- AER2OP2_POINTS_COST = 2 # erow2op2. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP2M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP2M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP2M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP2M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP2M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP2M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP2M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP2M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP2M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP2M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP2M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP2M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP2M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP2M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP2M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP2M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP3_HELP_VOCAB = " AER2OP3 !!"
- AER2OP3_POINTS_COST = 3 # erow2op3. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP3M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP3M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP3M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP3M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP3M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP3M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP3M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP3M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP3M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP3M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP3M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP3M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP3M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP3M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP3M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP3M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP4_HELP_VOCAB = " AER2OP4 !!"
- AER2OP4_POINTS_COST = 4 # erow2op4. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP4M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP4M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP4M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP4M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP4M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP4M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP4M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP4M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP4M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP4M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP4M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP4M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP4M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP4M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP4M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP4M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP5_HELP_VOCAB = " AER2OP5 !!"
- AER2OP5_POINTS_COST = 5 # erow1op5. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP5M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP5M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP5M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP5M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP5M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP5M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP5M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP5M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP5M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP5M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP5M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP5M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP5M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP5M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP5M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP5M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP6_HELP_VOCAB = " AER2OP6 !!"
- AER2OP6_POINTS_COST = 6 # erow2op6. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP6M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP6M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP6M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP6M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP6M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP6M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP6M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP6M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP6M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP6M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP6M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP6M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP6M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP6M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP6M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP6M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP7_HELP_VOCAB = " AER2OP7 !!"
- AER2OP7_POINTS_COST = 7 # erow2op7. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP7M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP7M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP7M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP7M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP7M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP7M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP7M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP7M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP7M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP7M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP7M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP7M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP7M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP7M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP7M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP7M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- ################################################################################
- # Attack Elements Row 2 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- AER2OP8_HELP_VOCAB = " AER2OP8 !!"
- AER2OP8_POINTS_COST = 8 # erow2op8. points cost for this option.
- #-------------------------------------------------------------------------------
- # ELEMENT RESISTANCE:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP8M1_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP8M1_ELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP8M2_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP8M2_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP8M3_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP8M3_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP8M4_GAIN_ELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP8M4_ELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #-------------------------------------------------------------------------------
- # ATTACK ELEMENTS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- AER2OP8M1_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. (MOD 1)
- AER2OP8M1_AELEMENT_CHANGE = 1 - 0.01 # The Element change for MOD 1.
- # MODIFICATION TWO -------------------------------------------------------------
- AER2OP8M2_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 2
- AER2OP8M2_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 2"
- # MODIFICATION THREE -----------------------------------------------------------
- AER2OP8M3_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 3
- AER2OP8M3_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 3"
- # MODIFICATION FOUR ------------------------------------------------------------
- AER2OP8M4_GAIN_AELEMENT = DPB::ELEFORADDESC::NOUSEELEID # The element this option modifys. MOD 4
- AER2OP8M4_AELEMENT_CHANGE = 1 - 0.01 # The Element change for "MOD 4"
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # #
- # ★ Perfect Elements Control ★
- #
- # - CUSTOMISATION END -
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #
- # NOTE: I reccomend, even if you know what you're doing to be 'VERY' carefull
- # with any modifications you 'intend' on doing.
- #
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # #
- # ★ Perfect Elements Control ★
- #
- # - SCRIPT BEGIN - #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- # - DekitaRPG@gmail.com - #
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? #
- # WELL SLAP MY FACE AND CALL ME A DRAGON.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- end # ADDESC
- end # DPB
- #################################################################################
- class Game_Actor < Game_Battler
- def cost_ele(param)
- tbl = [DPB::PSPDS::OPTION_1_COST,#DONT TOUCH THIS SH!T
- DPB::PSPDS::OPTION_2_COST,#DONT TOUCH THIS SH!T
- DPB::PSPDS::OPTION_3_COST,#DONT TOUCH THIS SH!T
- DPB::PSPDS::OPTION_4_COST,#DONT TOUCH THIS SH!T #end Reg's/Ex's/Sp's
- DPB::ADDESC::ER1OP1_POINTS_COST, #4
- DPB::ADDESC::ER1OP2_POINTS_COST, #5
- DPB::ADDESC::ER1OP3_POINTS_COST, #6
- DPB::ADDESC::ER1OP4_POINTS_COST, #7
- DPB::ADDESC::ER1OP5_POINTS_COST, #8
- DPB::ADDESC::ER1OP6_POINTS_COST, #9
- DPB::ADDESC::ER1OP7_POINTS_COST, #10
- DPB::ADDESC::ER1OP8_POINTS_COST, #11
- DPB::ADDESC::AER1OP1_POINTS_COST, #12
- DPB::ADDESC::AER1OP2_POINTS_COST, #13
- DPB::ADDESC::AER1OP3_POINTS_COST, #14
- DPB::ADDESC::AER1OP4_POINTS_COST, #15
- DPB::ADDESC::AER1OP5_POINTS_COST, #16
- DPB::ADDESC::AER1OP6_POINTS_COST, #17
- DPB::ADDESC::AER1OP7_POINTS_COST, #18
- DPB::ADDESC::AER1OP8_POINTS_COST, #19
- DPB::ADDESC::ER2OP1_POINTS_COST, #20
- DPB::ADDESC::ER2OP2_POINTS_COST, #21
- DPB::ADDESC::ER2OP3_POINTS_COST, #22
- DPB::ADDESC::ER2OP4_POINTS_COST, #23
- DPB::ADDESC::ER2OP5_POINTS_COST, #24
- DPB::ADDESC::ER2OP6_POINTS_COST, #25
- DPB::ADDESC::ER2OP7_POINTS_COST, #26
- DPB::ADDESC::ER2OP8_POINTS_COST, #27
- DPB::ADDESC::AER2OP1_POINTS_COST, #28
- DPB::ADDESC::AER2OP2_POINTS_COST, #29
- DPB::ADDESC::AER2OP3_POINTS_COST, #30
- DPB::ADDESC::AER2OP4_POINTS_COST, #31
- DPB::ADDESC::AER2OP5_POINTS_COST, #32
- DPB::ADDESC::AER2OP6_POINTS_COST, #33
- DPB::ADDESC::AER2OP7_POINTS_COST, #34
- DPB::ADDESC::AER2OP8_POINTS_COST, #35 #end ele gains.
- 0,
- 0,
- 0] # DO NOT MODIFY THIS
- note = $data_classes[@class_id].note
- note.each_line do |line|
- if line.include?("<cost_ele>")
- line2 = line.gsub!("<cost_ele> ","")
- tbl = eval(line2)
- end
- end
- return tbl[param]
- end
- end #game actor
- #==============================================================================
- # ** Scene_Menu
- #------------------------------------------------------------------------------
- # This class performs the menu screen processing.
- #==============================================================================
- class Scene_Element_Up < Scene_MenuBase
- if DPB::PSS::SHOW_ELE_ROW_2
- def msg
- s = ["#{DPB::ADDESC::ER1OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(4)}",
- "#{DPB::ADDESC::ER2OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(20)}",
- "#{DPB::ADDESC::AER1OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(12)}",
- "#{DPB::ADDESC::AER2OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(28)}",
- "#{DPB::ADDESC::ER1OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(5)}",
- "#{DPB::ADDESC::ER2OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(21)}",
- "#{DPB::ADDESC::AER1OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(13)}",
- "#{DPB::ADDESC::AER2OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(29)}",
- "#{DPB::ADDESC::ER1OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(6)}",
- "#{DPB::ADDESC::ER2OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(22)}",
- "#{DPB::ADDESC::AER1OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(14)}",
- "#{DPB::ADDESC::AER2OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(30)}",
- "#{DPB::ADDESC::ER1OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(7)}",
- "#{DPB::ADDESC::ER2OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(23)}",
- "#{DPB::ADDESC::AER1OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(15)}",
- "#{DPB::ADDESC::AER2OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(31)}",
- "#{DPB::ADDESC::ER1OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(8)}",
- "#{DPB::ADDESC::ER2OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(24)}",
- "#{DPB::ADDESC::AER1OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(16)}",
- "#{DPB::ADDESC::AER2OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(32)}",
- "#{DPB::ADDESC::ER1OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(9)}",
- "#{DPB::ADDESC::ER2OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(25)}",
- "#{DPB::ADDESC::AER1OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(17)}",
- "#{DPB::ADDESC::AER2OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(33)}",
- "#{DPB::ADDESC::ER1OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(10)}",
- "#{DPB::ADDESC::ER2OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(26)}",
- "#{DPB::ADDESC::AER1OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(18)}",
- "#{DPB::ADDESC::AER2OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(34)}",
- "#{DPB::ADDESC::ER1OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(11)}",
- "#{DPB::ADDESC::ER2OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(27)}",
- "#{DPB::ADDESC::AER1OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(19)}",
- "#{DPB::ADDESC::AER2OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(35)}"]
- # "#{DPB::PSPDS::EXIT_VOCAB} "]
- #==========================================
- return s
- end # this one here <<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<-
- else # if dpbshow ele row 2 = false
- def msg
- s = ["#{DPB::ADDESC::ER1OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(4)}",
- "#{DPB::ADDESC::AER1OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(12)}",
- "#{DPB::ADDESC::ER1OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(5)}",
- "#{DPB::ADDESC::AER1OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(13)}",
- "#{DPB::ADDESC::ER1OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(6)}",
- "#{DPB::ADDESC::AER1OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(14)}",
- "#{DPB::ADDESC::ER1OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(7)}",
- "#{DPB::ADDESC::AER1OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(15)}",
- "#{DPB::ADDESC::ER1OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(8)}",
- "#{DPB::ADDESC::AER1OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(16)}",
- "#{DPB::ADDESC::ER1OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(9)}",
- "#{DPB::ADDESC::AER1OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(17)}",
- "#{DPB::ADDESC::ER1OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(10)}",
- "#{DPB::ADDESC::AER1OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(18)}",
- "#{DPB::ADDESC::ER1OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(11)}",
- "#{DPB::ADDESC::AER1OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_ele(19)}"]
- return s
- end # this one here <<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--<<--
- end
- #--------------------------------------------------------------------------
- # * Start Processing
- #--------------------------------------------------------------------------
- def start
- super
- create_status_window
- create_command_window
- create_help_window
- @help_window.set_text(msg[@command_window.index])
- @help_window.y = (Graphics.height - 80)
- @help_window.opacity = 0
- @command_window.y = 131
- if DPB::PSS::SHOW_ELE_ROW_2
- @command_window.x = 0
- else
- @command_window.x = (Graphics.width - 24) / 6 * 1
- end
- end
- #--------------------------------------------------------------------------
- # * Create Command Window
- #--------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_Element_upCommand.new
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.set_handler(:pagedown, method(:next_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- @command_window.set_handler(:gain_elerow1op1, method(:command_gain_erow1op1))
- @command_window.set_handler(:gain_elerow2op1, method(:command_gain_erow2op1))
- @command_window.set_handler(:gain_atkelerow1op1, method(:command_gain_aerow1op1))
- @command_window.set_handler(:gain_atkelerow2op1, method(:command_gain_aerow2op1))
- @command_window.set_handler(:gain_elerow1op2, method(:command_gain_erow1op2))
- @command_window.set_handler(:gain_elerow2op2, method(:command_gain_erow2op2))
- @command_window.set_handler(:gain_atkelerow1op2, method(:command_gain_aerow1op2))
- @command_window.set_handler(:gain_atkelerow2op2, method(:command_gain_aerow2op2))
- @command_window.set_handler(:gain_elerow1op3, method(:command_gain_erow1op3))
- @command_window.set_handler(:gain_elerow2op3, method(:command_gain_erow2op3))
- @command_window.set_handler(:gain_atkelerow1op3, method(:command_gain_aerow1op3))
- @command_window.set_handler(:gain_atkelerow2op3, method(:command_gain_aerow2op3))
- @command_window.set_handler(:gain_elerow1op4, method(:command_gain_erow1op4))
- @command_window.set_handler(:gain_elerow2op4, method(:command_gain_erow2op4))
- @command_window.set_handler(:gain_atkelerow1op4, method(:command_gain_aerow1op4))
- @command_window.set_handler(:gain_atkelerow2op4, method(:command_gain_aerow2op4))
- @command_window.set_handler(:gain_elerow1op5, method(:command_gain_erow1op5))
- @command_window.set_handler(:gain_elerow2op5, method(:command_gain_erow2op5))
- @command_window.set_handler(:gain_atkelerow1op5, method(:command_gain_aerow1op5))
- @command_window.set_handler(:gain_atkelerow2op5, method(:command_gain_aerow2op5))
- @command_window.set_handler(:gain_elerow1op6, method(:command_gain_erow1op6))
- @command_window.set_handler(:gain_elerow2op6, method(:command_gain_erow2op6))
- @command_window.set_handler(:gain_atkelerow1op6, method(:command_gain_aerow1op6))
- @command_window.set_handler(:gain_atkelerow2op6, method(:command_gain_aerow2op6))
- @command_window.set_handler(:gain_elerow1op7, method(:command_gain_erow1op7))
- @command_window.set_handler(:gain_elerow2op7, method(:command_gain_erow2op7))
- @command_window.set_handler(:gain_atkelerow1op7, method(:command_gain_aerow1op7))
- @command_window.set_handler(:gain_atkelerow2op7, method(:command_gain_aerow2op7))
- @command_window.set_handler(:gain_elerow1op8, method(:command_gain_erow1op8))
- @command_window.set_handler(:gain_elerow2op8, method(:command_gain_erow2op8))
- @command_window.set_handler(:gain_atkelerow1op8, method(:command_gain_aerow1op8))
- @command_window.set_handler(:gain_atkelerow2op8, method(:command_gain_aerow2op8))
- end
- def create_status_window
- @status_window = Window_Status_Element_up.new(@actor)
- @status_window.x = 0
- @status_window.y = 0
- end
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(4)
- @actor.gain_atti_ptz(-@actor.cost_ele(4))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(4)
- @actor.gain_lvl_pts(-@actor.cost_ele(4))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- # end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS
- def command_gain_erow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(5)
- @actor.gain_atti_ptz(-@actor.cost_ele(5))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(5)
- @actor.gain_lvl_pts(-@actor.cost_ele(5))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(6)
- @actor.gain_atti_ptz(-@actor.cost_ele(6))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(6)
- @actor.gain_lvl_pts(-@actor.cost_ele(6))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(7)
- @actor.gain_atti_ptz(-@actor.cost_ele(7))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else# if branch
- def command_gain_erow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(7)
- @actor.gain_lvl_pts(-@actor.cost_ele(7))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end# if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(8)
- @actor.gain_atti_ptz(-@actor.cost_ele(8))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(8)
- @actor.gain_lvl_pts(-@actor.cost_ele(8))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(9)
- @actor.gain_atti_ptz(-@actor.cost_ele(9))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(9)
- @actor.gain_lvl_pts(-@actor.cost_ele(9))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(10)
- @actor.gain_atti_ptz(-@actor.cost_ele(10))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(10)
- @actor.gain_lvl_pts(-@actor.cost_ele(10))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(11)
- @actor.gain_atti_ptz(-@actor.cost_ele(11))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(11)
- @actor.gain_lvl_pts(-@actor.cost_ele(11))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER1OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.class_id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER1OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(12)
- @actor.gain_atti_ptz(-@actor.cost_ele(12))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(12)
- @actor.gain_lvl_pts(-@actor.cost_ele(12))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(13)
- @actor.gain_atti_ptz(-@actor.cost_ele(13))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else# if branch
- def command_gain_aerow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(13)
- @actor.gain_lvl_pts(-@actor.cost_ele(13))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end# if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(14)
- @actor.gain_atti_ptz(-@actor.cost_ele(14))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(14)
- @actor.gain_lvl_pts(-@actor.cost_ele(14))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(15)
- @actor.gain_atti_ptz(-@actor.cost_ele(15))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(15)
- @actor.gain_lvl_pts(-@actor.cost_ele(15))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(16)
- @actor.gain_atti_ptz(-@actor.cost_ele(16))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(16)
- @actor.gain_lvl_pts(-@actor.cost_ele(16))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(17)
- @actor.gain_atti_ptz(-@actor.cost_ele(17))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(17)
- @actor.gain_lvl_pts(-@actor.cost_ele(17))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(18)
- @actor.gain_atti_ptz(-@actor.cost_ele(18))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(18)
- @actor.gain_lvl_pts(-@actor.cost_ele(18))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(19)
- @actor.gain_atti_ptz(-@actor.cost_ele(19))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(19)
- @actor.gain_lvl_pts(-@actor.cost_ele(19))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER1OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER1OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.class_id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER1OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER1OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(20)
- @actor.gain_atti_ptz(-@actor.cost_ele(20))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(20)
- @actor.gain_lvl_pts(-@actor.cost_ele(20))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(21)
- @actor.gain_atti_ptz(-@actor.cost_ele(21))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(21)
- @actor.gain_lvl_pts(-@actor.cost_ele(21))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(22)
- @actor.gain_atti_ptz(-@actor.cost_ele(22))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(22)
- @actor.gain_lvl_pts(-@actor.cost_ele(22))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(23)
- @actor.gain_atti_ptz(-@actor.cost_ele(23))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(23)
- @actor.gain_lvl_pts(-@actor.cost_ele(23))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(24)
- @actor.gain_atti_ptz(-@actor.cost_ele(24))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else #if branch
- def command_gain_erow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(24)
- @actor.gain_lvl_pts(-@actor.cost_ele(24))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end #if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(25)
- @actor.gain_atti_ptz(-@actor.cost_ele(25))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(25)
- @actor.gain_lvl_pts(-@actor.cost_ele(25))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(26)
- @actor.gain_atti_ptz(-@actor.cost_ele(26))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(26)
- @actor.gain_lvl_pts(-@actor.cost_ele(26))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_erow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(27)
- @actor.gain_atti_ptz(-@actor.cost_ele(27))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_erow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(27)
- @actor.gain_lvl_pts(-@actor.cost_ele(27))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::ER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::ER2OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::ER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::ER2OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_DEF_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(28)
- @actor.gain_atti_ptz(-@actor.cost_ele(28))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.d].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(28)
- @actor.gain_lvl_pts(-@actor.cost_ele(28))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP1M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP1M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP1M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP1M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(29)
- @actor.gain_atti_ptz(-@actor.cost_ele(29))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(29)
- @actor.gain_lvl_pts(-@actor.cost_ele(29))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP2M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP2M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP2M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP2M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(30)
- @actor.gain_atti_ptz(-@actor.cost_ele(30))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(30)
- @actor.gain_lvl_pts(-@actor.cost_ele(30))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP3M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP3M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP3M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP3M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(31)
- @actor.gain_atti_ptz(-@actor.cost_ele(31))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(31)
- @actor.gain_lvl_pts(-@actor.cost_ele(31))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP4M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP4M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP4M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP4M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(32)
- @actor.gain_atti_ptz(-@actor.cost_ele(32))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(32)
- @actor.gain_lvl_pts(-@actor.cost_ele(32))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP5M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP5M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP5M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP5M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(33)
- @actor.gain_atti_ptz(-@actor.cost_ele(33))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(33)
- @actor.gain_lvl_pts(-@actor.cost_ele(33))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP6M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP6M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP6M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP6M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(34)
- @actor.gain_atti_ptz(-@actor.cost_ele(34))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(34)
- @actor.gain_lvl_pts(-@actor.cost_ele(34))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP7M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP7M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP7M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP7M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_aerow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_ele(35)
- @actor.gain_atti_ptz(-@actor.cost_ele(35))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_aerow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_ele(35)
- @actor.gain_lvl_pts(-@actor.cost_ele(35))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M1_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M1_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M2_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M2_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M3_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M3_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(11, DPB::ADDESC::AER2OP8M4_GAIN_ELEMENT, DPB::ADDESC::AER2OP8M4_ELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M1_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M1_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M2_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M2_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M3_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M3_AELEMENT_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(31, DPB::ADDESC::AER2OP8M4_GAIN_AELEMENT, DPB::ADDESC::AER2OP8M4_AELEMENT_CHANGE)
- @help_window.set_text(DPB::ADDESC::ADD_ATK_ELE_VOCAB)
- else
- @help_window.set_text(DPB::ADDESC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if banch
- #end
- ################################################################################
- # OMF WTF ... ##################################################################
- ################################################################################
- def wait(time)
- t = 0
- loop do
- Graphics.update
- if t == time
- break
- end
- t += 1
- end
- end
- def update
- super
- @help_window.set_text(msg[@command_window.index])
- end
- def on_actor_change
- @status_window.actor = @actor
- @status_window.refresh
- @command_window.activate
- end
- end
- #==============================================================================
- # ** Window_MenuCommand
- #------------------------------------------------------------------------------
- # This command window appears on the menu screen.
- #==============================================================================
- class Window_Element_upCommand < Window_Command
- if DPB::PSS::SHOW_ELE_ROW_2
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- @actor = $game_temp.actor_level_up[0]
- super(0, 300)
- @@last_command_symbol = nil
- select_last
- self.opacity = 0
- end
- def visible_line_number
- return 10
- end
- def col_max
- return 4
- end
- def spacing
- return 19
- end
- def window_width
- return Graphics.width
- end
- def window_height
- return 270
- end
- #--------------------------------------------------------------------------
- # * Create Command List
- #--------------------------------------------------------------------------
- def make_command_list
- add_ele_commands
- end
- #--------------------------------------------------------------------------
- # * Add Main Commands to List
- #--------------------------------------------------------------------------
- def add_ele_commands
- add_command("", :gain_elerow1op1, true)
- add_command("", :gain_elerow2op1, true)
- add_command("", :gain_atkelerow1op1, true)
- add_command("", :gain_atkelerow2op1, true)
- add_command("", :gain_elerow1op2, true)
- add_command("", :gain_elerow2op2, true)
- add_command("", :gain_atkelerow1op2, true)
- add_command("", :gain_atkelerow2op2, true)
- add_command("", :gain_elerow1op3, true)
- add_command("", :gain_elerow2op3, true)
- add_command("", :gain_atkelerow1op3, true)
- add_command("", :gain_atkelerow2op3, true)
- add_command("", :gain_elerow1op4, true)
- add_command("", :gain_elerow2op4, true)
- add_command("", :gain_atkelerow1op4, true)
- add_command("", :gain_atkelerow2op4, true)
- add_command("", :gain_elerow1op5, true)
- add_command("", :gain_elerow2op5, true)
- add_command("", :gain_atkelerow1op5, true)
- add_command("", :gain_atkelerow2op5, true)
- add_command("", :gain_elerow1op6, true)
- add_command("", :gain_elerow2op6, true)
- add_command("", :gain_atkelerow1op6, true)
- add_command("", :gain_atkelerow2op6, true)
- add_command("", :gain_elerow1op7, true)
- add_command("", :gain_elerow2op7, true)
- add_command("", :gain_atkelerow1op7, true)
- add_command("", :gain_atkelerow2op7, true)
- add_command("", :gain_elerow1op8, true)
- add_command("", :gain_elerow2op8, true)
- add_command("", :gain_atkelerow1op8, true)
- add_command("", :gain_atkelerow2op8, true)
- end
- else # DPB::PSS::HIDE_ELE_ROW_2
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- @actor = $game_temp.actor_level_up[0]
- super(0, 300)
- @@last_command_symbol = nil
- select_last
- self.opacity = 0
- end
- def visible_line_number
- return 3
- end
- def col_max
- return 2
- end
- def spacing
- return 6
- end
- def window_width
- return (Graphics.width) / 6 * 4
- end
- def window_height
- return 270
- end
- #--------------------------------------------------------------------------
- # * Create Command List
- #--------------------------------------------------------------------------
- def make_command_list
- add_ele_commands
- end
- #--------------------------------------------------------------------------
- # * Add Main Commands to List
- #--------------------------------------------------------------------------
- def add_ele_commands
- add_command("", :gain_elerow1op1, true)
- add_command("", :gain_atkelerow1op1, true)
- add_command("", :gain_elerow1op2, true)
- add_command("", :gain_atkelerow1op2, true)
- add_command("", :gain_elerow1op3, true)
- add_command("", :gain_atkelerow1op3, true)
- add_command("", :gain_elerow1op4, true)
- add_command("", :gain_atkelerow1op4, true)
- add_command("", :gain_elerow1op5, true)
- add_command("", :gain_atkelerow1op5, true)
- add_command("", :gain_elerow1op6, true)
- add_command("", :gain_atkelerow1op6, true)
- add_command("", :gain_elerow1op7, true)
- add_command("", :gain_atkelerow1op7, true)
- add_command("", :gain_elerow1op8, true)
- add_command("", :gain_atkelerow1op8, true)
- end
- end # else1
- #--------------------------------------------------------------------------
- # * Processing When OK Button Is Pressed
- #--------------------------------------------------------------------------
- def process_ok
- @@last_command_symbol = current_symbol
- super
- end
- def select_last
- select_symbol(@@last_command_symbol)
- end
- end
- #==============================================================================
- # ** Window_Status
- #------------------------------------------------------------------------------
- # This window displays full status specs on the status screen.
- #==============================================================================
- class Window_Status_Element_up < Window_Selectable
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(-50, -50, window_width, window_height)
- contents.font.size = DPB::PSPDS::FONTSIZE
- @actor = actor
- refresh
- activate
- end
- #--------------------------------------------------------------------------
- # * Set Actor
- #--------------------------------------------------------------------------
- def actor=(actor)
- return if @actor == actor
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_block1(line_height * 1)
- draw_block2(line_height * 1)
- draw_page_two(0, 0)
- end
- #--------------------------------------------------------------------------
- # * Draw Block 1
- #--------------------------------------------------------------------------
- def draw_block1(y)
- draw_actor_face(@actor, (window_width - 24) / 2.5, 0)
- if DPB::PSPDS::DRAW_ACTOR_GRAPHIC
- draw_actor_graphic(@actor, DPB::PSPDS::DAG_X, DPB::PSPDS::DAG_Y)#, 50)
- else
- end
- end
- #--------------------------------------------------------------------------
- # * Draw Block 2
- #--------------------------------------------------------------------------
- def draw_block2(y)
- draw_basic_info(136, y)
- end
- #--------------------------------------------------------------------------
- # * Draw Horizontal Line
- #--------------------------------------------------------------------------
- def draw_horz_line(y)
- line_y = y + line_height / 2 - 1
- contents.fill_rect(0, line_y, contents_width, 2, line_color)
- end
- #--------------------------------------------------------------------------
- # * Get Color of Horizontal Line
- #--------------------------------------------------------------------------
- def line_color
- color = normal_color
- color.alpha = 48
- color
- end
- #--------------------------------------------------------------------------
- # * Draw Basic Information
- #--------------------------------------------------------------------------
- def draw_basic_info(x, y)
- draw_actor_icons(@actor, (window_width - 24) / 2.5, y + line_height * 3)
- contents.font.size = DPB::PSPDS::PROPFONTSIZE
- draw_new_stats_column
- draw_points_column
- end
- #-------
- #--------------------------------------------------------------------------
- # * Draw Page two
- #--------------------------------------------------------------------------
- def draw_page_two(x, y)
- contents.font.size = DPB::PSPDS::PROPFONTSIZE
- draw_horz_line(line_height * 4)
- draw_elements
- draw_atk_elements
- if DPB::PSS::SHOW_ELE_ROW_2
- draw_elements_row2
- draw_atk_elements_row2
- else
- end
- draw_horz_line(Graphics.height - line_height * 4)
- reset_font_settings
- end
- if DPB::PSS::SHOW_ELE_ROW_2
- #--------------------------------------------------------------------------
- # draw_elements
- #--------------------------------------------------------------------------
- def draw_elements
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- draw_text((window_width - 24) / 3 * 0, line_height * 4.6, contents.width, line_height, DPB::PSS::ELEMENT_VOCAB)
- for ele_id in DPB::PSS::ELEMENTS_ROW1
- draw_element_info(ele_id, (window_width - 0) / 4 * 0, dy)
- dx = dx == 1 ? contents.width / 4 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_elements_row2
- #--------------------------------------------------------------------------
- def draw_elements_row2
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- for ele_id in DPB::PSS::ELEMENTS_ROW2
- draw_element_info(ele_id, (window_width - 12) / 4 * 1, dy)
- dx = dx == 1 ? contents.width / 4 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_atk_elements
- #--------------------------------------------------------------------------
- def draw_atk_elements
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- draw_text((window_width - 24) / 4 * 2, line_height * 4.6, contents.width, line_height, DPB::PSS::ATK_ELE_VOCAB)
- for ele_id in DPB::PSS::ELEMENTS_ROW1
- draw_atk_element_info(ele_id, (window_width - 12) / 4 * 2, dy)
- dx = dx == 1 ? contents.width / 4 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_atk_elements_row2
- #--------------------------------------------------------------------------
- def draw_atk_elements_row2
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- for ele_id in DPB::PSS::ELEMENTS_ROW2
- draw_atk_element_info(ele_id, (window_width - 8) / 4 * 3, dy)
- dx = dx == 1 ? contents.width / 4 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_element_info
- #--------------------------------------------------------------------------
- def draw_element_info(ele_id, dx, dy)
- dw = (contents.width - 24) / 4.2
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.fill_rect(rect, colour)
- draw_icon(Icon.element(ele_id), dx, dy)
- change_color(system_color)
- draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
- change_color(normal_color)
- text = sprintf("%d%%", (@actor.element_rate(ele_id) * 100).to_i)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
- #--------------------------------------------------------------------------
- # draw_atk_element_info
- #--------------------------------------------------------------------------
- def draw_atk_element_info(ele_id, dx, dy)
- dw = (contents.width - 24) / 4.2
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.fill_rect(rect, colour)
- draw_icon(Icon.element(ele_id), dx, dy)
- change_color(system_color)
- draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
- change_color(normal_color)
- text = sprintf("%d%%", (@actor.atk_element_rate(ele_id) * 100).to_i)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
- else
- #--------------------------------------------------------------------------
- # draw_elements
- #--------------------------------------------------------------------------
- def draw_elements
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- draw_text((window_width - 24) / 3 * 0 + 12, line_height * 4.6, contents.width, line_height, DPB::PSS::ELEMENT_VOCAB)
- for ele_id in DPB::PSS::ELEMENTS_ROW1
- draw_element_info(ele_id, (window_width- 24) / 6 * 1, dy)
- dx = dx == 1 ? contents.width / 3 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_atk_elements
- #--------------------------------------------------------------------------
- def draw_atk_elements
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- draw_text((window_width - 24) / 4 * 2, line_height * 4.6, contents.width, line_height, DPB::PSS::ATK_ELE_VOCAB)
- for ele_id in DPB::PSS::ELEMENTS_ROW1
- draw_atk_element_info(ele_id, (window_width - 24) / 6 * 3, dy)
- dx = dx == 1 ? contents.width / 3 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_element_info
- #--------------------------------------------------------------------------
- def draw_element_info(ele_id, dx, dy)
- dw = (contents.width - 24) / 3
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.fill_rect(rect, colour)
- draw_icon(Icon.element(ele_id), dx, dy)
- change_color(system_color)
- draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
- change_color(normal_color)
- text = sprintf("%d%%", (@actor.element_rate(ele_id) * 100).to_i)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
- #--------------------------------------------------------------------------
- # draw_atk_element_info
- #--------------------------------------------------------------------------
- def draw_atk_element_info(ele_id, dx, dy)
- dw = (contents.width - 24) / 3
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.fill_rect(rect, colour)
- draw_icon(Icon.element(ele_id), dx, dy)
- change_color(system_color)
- draw_text(dx+24, dy, dw-24, line_height, $data_system.elements[ele_id] + "")
- change_color(normal_color)
- text = sprintf("%d%%", (@actor.atk_element_rate(ele_id) * 100).to_i)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
- end
- #--------------------------------------------------------------------------
- # window width
- #--------------------------------------------------------------------------
- def window_width
- Graphics.width - 0
- end
- #--------------------------------------------------------------------------
- # window height
- #--------------------------------------------------------------------------
- def window_height
- Graphics.height - 0
- end
- end # end script !
- ################################################################################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # #
- # ★ Perfect Elements Control ★
- #
- # - SCRIPT END - #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #################################################################################
- #===============================================================================#
- # - DekitaRPG@gmail.com - #
- #===============================================================================#
- #################################################################################
- # ALL THIS FOR SOME ELEMENTS? ###################################################
- #################################################################################
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