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Dekita

state-dist-pspds-addonv1.0

Aug 29th, 2012
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  1. #Dekita's=======================================================================
  2. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
  3. #===============================================================================
  4. #                                                                          v1.0
  5. #                  ★ Perfect Stat Point Distribution System™ ★
  6. #                                  ★ ADD-ON ★
  7. #                        ★ Perfect Status Distribution™ ★
  8. #    
  9. #===============================================================================
  10. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
  11. #===============================================================================
  12. #
  13. # -- Last updated: 15/08/2012 <-(D/M/Y)
  14. #
  15. # -- Difficulty: Plug'n'play - (Easy) // iИ§λ∩モ! - (Insane)
  16. #
  17. # -- Customisation: iИ§λ∩モ! - (Goes on and on and on and on...)
  18. #
  19. # -- Requires: - Dekita - Perfect Stat Point Distribution System
  20. #              - Dekita - Perfect Status Screen.
  21. #              - A "State" in your database.(details below)
  22. #
  23. # -- Recommended: Dekita - Perfect Elements Distribution
  24. #
  25. # -- Compatable:  RPG Maker VX Ace ONLY!
  26. #                
  27. #===============================================================================
  28. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
  29. #===============================================================================
  30. #===============================================================================
  31. # ☆ Script Information:
  32. #=======================
  33. #
  34. # This script will give you COMPLETE control over all aspects of your
  35. # characters States(resistances/attack values) increase or even decrease
  36. # by using distribution points.
  37. #
  38. # The control and customisation for this "System"  has been designed to be
  39. # as dynamic as possible.
  40. #
  41. # This script can become very complicated very quickly if you are customising it,
  42. # I have tryed to give as much information as possible regarding what certian
  43. # options do and how to gain complete control over your States!
  44. #
  45. #===============================================================================
  46.  
  47. #===============================================================================
  48. # ☆ TERMS OF USE:
  49. #===============================================================================
  50. #
  51. # 1. You must give credit to Dekita.
  52. #
  53. # 2. This script is for NON-Commercial use ONLY!*
  54. #
  55. # 3. You CANNOT give credit to yourself for Re-posting this script
  56. #    or Posting a modified version.*
  57. #
  58. # 4. Do not Re-Distribute this script.
  59. #
  60. # 5. You are NOT allowed to convert this script to any other engine,
  61. #    E.G converting it from RGSS3 into RGSS2.*
  62. #
  63. # 6. ENJOY!
  64. #
  65. #-------------------------------------------------------------------------------
  66. # * = Unless permissions are given by Dekita. < e-mail DekitaRPG@gmail.com
  67. #===============================================================================
  68.  
  69. #===============================================================================
  70. # History:
  71. #=========
  72. # 22/08/2o12 - Released v1.0.
  73. # 21/08/2o12 - Finished.(v1.0)
  74. # 16/08/2o12 - Started reduction of script.(line count at this time = 4084)
  75. # 16/08/2O12 - Finished.(v0.4)
  76. # 15/08/2o12 - Started Status distribution script.
  77. #===============================================================================
  78. #===============================================================================
  79. # ☆ Credit and Thanks to :
  80. #==========================
  81. # N/A
  82. #===============================================================================
  83. #===============================================================================
  84. # ☆ Foresight Into The Future:
  85. #==============================
  86. # N/A
  87. #-------------------------------------------------------------------------------
  88. # If you have any ideas e-mail me at DekitaRPG@gmail.com
  89. #===============================================================================
  90. #===============================================================================
  91. # ☆ Known Bugs:
  92. #=================
  93. # N/A
  94. #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  95. # If a new bug is found please e-mail me at DekitaRPG@gmail.com
  96. #===============================================================================
  97. #===============================================================================
  98. # ☆ Import:
  99. #===========
  100. $imported = {} if $imported.nil?
  101. $imported["DPB-ADDSTC"] = true
  102. #
  103. #===============================================================================
  104. module DPB
  105.   module STATEFORADDSTC
  106. ################################################################################
  107. #      
  108. # ★ READ BELOW  ★ READ BELOW  ★ READ BELOW  ★ READ BELOW  ★ READ BELOW  ★
  109. #
  110. ################################################################################
  111. # ☆ Important:
  112. #==============
  113. # In order to function efficiently this script needs a "State" to be set up
  114. # in the "Database" then "States".
  115. #
  116. # You can name this state anything but you must NEVER use this it.
  117. #
  118. # All you have to do is type the states "id" number here and forget about it :)
  119. #-------------------------------------------------------------------------------
  120. NOUSESTATEID = 26     # By default this would be State id 26
  121. #-------------------------------------------------------------------------------
  122. # NOTE:
  123. #======
  124. # YOU SHOULD SET THIS STATE UP BEFORE YOU CONTINUE AS THE SCRIPT MAY ERROR !!
  125. # AS IT WILL BE TRYING TO FIND A STATE THATS NOT THERE, OR WORSE...
  126. # IT COULD MODIFY A STATE YOU DIDNT WANT TO CHANGE !!
  127. #
  128. ################################################################################
  129.   end # STATEFORADDSTC
  130. end # DPB
  131. ################################################################################
  132. module DPB
  133.   module ADDSTC
  134. =begin
  135. #===============================================================================
  136. # ☆ Script Calls:
  137. #=================
  138. #
  139. # Use the following script call in game (an event) to call the
  140. # "increase status" screen.
  141.  
  142. SceneManager.call(Scene_State_Up)
  143.  
  144. #-------------------------------------------------------------------------------        
  145. ################################################################################
  146. # STATES DISTRIBUTION SCREEN INFOMATION ######################################
  147. ################################################################################                                      
  148. #Diagram of option's. [State rows are Defined in Perfect Status Screen]
  149. ################################################################################
  150. #State Row 1 Opt 1# State row 2 Opt 1#AttState Row 1 Opt 1# AttState Row 2 Opt 1
  151. #-------------------------------------------------------------------------------
  152. #State Row 1 Opt 2# State row 2 Opt 2#AttState Row 1 Opt 2# AttState Row 2 Opt 2
  153. #-------------------------------------------------------------------------------
  154. #State Row 1 Opt 3# State row 2 Opt 3#AttState Row 1 Opt 3# AttState Row 2 Opt 3
  155. #-------------------------------------------------------------------------------
  156. #State Row 1 Opt 4# State row 2 Opt 4#AttState Row 1 Opt 4# AttState Row 2 Opt 4
  157. ################################################################################                                      
  158. #and so on...
  159. #-------------------------------------------------------------------------------
  160. ################################################################################                                      
  161. # IMPORTANT !
  162. ################################################################################
  163. #
  164. # If you no longer wish to use a modification option for one of the
  165. # State Row - Options' copy the code below where the state id is.
  166.  
  167. DPB::STATEFORADDSTC::NOUSESTATEID
  168.  
  169. #-------------------------------------------------------------------------------
  170. # E.G :
  171. #------
  172. #   SR1OP1M2_GAIN_STATE = DPB::STATEFORADDSTC::NOUSESTATEID
  173. #    
  174. ################################################################################                                      
  175. =end ###########
  176. # Simple Vocab:#
  177. ################
  178.  
  179. ADD_DEF_STATUS_VOCAB = "Defence Status Modified !"
  180. # ^ The vocab for when you increase a state reisistance option.
  181.  
  182. ADD_ATK_STATUS_VOCAB = "Attack Status Modified !"
  183. # ^ The vocab for when you increase an attack state option.
  184.  
  185. NOT_ENOUGH_POINTS = "Not Enough Points !"
  186. # ^ The vocab for when you dont have the required points to increase an option.
  187.  
  188.  
  189. ###########################
  190. # Command Window Settings #
  191. ###########################
  192.  
  193.      SPACING = 19
  194.  
  195. WINDOW_WIDTH = Graphics.width
  196.  
  197. #===============================================================================#
  198. #                                                                               #
  199. #                       ★ Perfect Status Distribution ★
  200. #
  201. #                          - STATUS RESISTANCE ROW 1 -
  202. #
  203. #                            - CUSTOMISATION BEGIN -                            
  204. #                                                                               #
  205. #################################################################################                                      
  206. # State Resistance Row 1 Option 1  
  207. #-------------------------------------
  208. # Adjust these to your liking.
  209. ################################################################################
  210.  
  211.     SR1OP1_HELP_VOCAB = " MODIFIES SH!T !!"
  212.  
  213.     SR1OP1_POINTS_COST = 1 # points cost for this option.
  214. #-------------------------------------------------------------------------------
  215. # STATUS RESIST:
  216. #===============
  217. # MODIFICATION ONE -------------------------------------------------------------
  218.     SR1OP1M1_GAIN_STATUS = 1    
  219.     SR1OP1M1_STATUS_CHANGE = 1 - 0.01
  220. # MODIFICATION TWO -------------------------------------------------------------
  221.     SR1OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  222.     SR1OP1M2_STATUS_CHANGE = 1 - 0.01
  223. # MODIFICATION THREE -----------------------------------------------------------
  224.     SR1OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  225.     SR1OP1M3_STATUS_CHANGE = 1 - 0.01
  226. # MODIFICATION FOUR ------------------------------------------------------------
  227.     SR1OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  228.     SR1OP1M4_STATUS_CHANGE = 1 - 0.01
  229. #-------------------------------------------------------------------------------    
  230. # ATTACK STATUS:
  231. #===============
  232. # MODIFICATION ONE -------------------------------------------------------------
  233.     SR1OP1M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  234.     SR1OP1M1_ASTATUS_CHANGE = 1 - 0.01
  235. # MODIFICATION TWO -------------------------------------------------------------
  236.     SR1OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  237.     SR1OP1M2_ASTATUS_CHANGE = 1 - 0.01
  238. # MODIFICATION THREE -----------------------------------------------------------
  239.     SR1OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  240.     SR1OP1M3_ASTATUS_CHANGE = 1 - 0.01
  241. # MODIFICATION FOUR ------------------------------------------------------------
  242.     SR1OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  243.     SR1OP1M4_ASTATUS_CHANGE = 1 - 0.01
  244. ################################################################################                                      
  245. # State Resistance Row 1 Option 2  
  246. #-------------------------------------
  247. # Adjust these to your liking.
  248. ################################################################################
  249.  
  250.     SR1OP2_HELP_VOCAB = " ER1OP2 !!"
  251.  
  252.     SR1OP2_POINTS_COST = 2 # points cost for this option.
  253. #-------------------------------------------------------------------------------
  254. # STATUS RESIST:
  255. #===============
  256. # MODIFICATION ONE -------------------------------------------------------------
  257.     SR1OP2M1_GAIN_STATUS = 2
  258.     SR1OP2M1_STATUS_CHANGE = 1 - 0.01
  259. # MODIFICATION TWO -------------------------------------------------------------
  260.     SR1OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  261.     SR1OP2M2_STATUS_CHANGE = 1 - 0.01
  262. # MODIFICATION THREE -----------------------------------------------------------
  263.     SR1OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  264.     SR1OP2M3_STATUS_CHANGE = 1 - 0.01
  265. # MODIFICATION FOUR ------------------------------------------------------------
  266.     SR1OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  267.     SR1OP2M4_STATUS_CHANGE = 1 - 0.01
  268. #-------------------------------------------------------------------------------    
  269. # ATTACK STATUS:
  270. #===============
  271. # MODIFICATION ONE -------------------------------------------------------------
  272.     SR1OP2M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  273.     SR1OP2M1_ASTATUS_CHANGE = 1 - 0.01
  274. # MODIFICATION TWO -------------------------------------------------------------
  275.     SR1OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  276.     SR1OP2M2_ASTATUS_CHANGE = 1 - 0.01
  277. # MODIFICATION THREE -----------------------------------------------------------
  278.     SR1OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  279.     SR1OP2M3_ASTATUS_CHANGE = 1 - 0.01
  280. # MODIFICATION FOUR ------------------------------------------------------------
  281.     SR1OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  282.     SR1OP2M4_ASTATUS_CHANGE = 1 - 0.01
  283.    
  284. ################################################################################                                      
  285. # State Resistance Row 1 Option 3  
  286. #-------------------------------------
  287. # Adjust these to your liking.
  288. ################################################################################
  289.  
  290.     SR1OP3_HELP_VOCAB = " ER1OP3 !!"
  291.  
  292.     SR1OP3_POINTS_COST = 3 # points cost for this option.
  293. #-------------------------------------------------------------------------------
  294. # STATUS RESISTANCE:
  295. #===================
  296. # MODIFICATION ONE -------------------------------------------------------------
  297.     SR1OP3M1_GAIN_STATUS = 3
  298.     SR1OP3M1_STATUS_CHANGE = 1 - 0.01
  299. # MODIFICATION TWO -------------------------------------------------------------
  300.     SR1OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  301.     SR1OP3M2_STATUS_CHANGE = 1 - 0.01
  302. # MODIFICATION THREE -----------------------------------------------------------
  303.     SR1OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  304.     SR1OP3M3_STATUS_CHANGE = 1 - 0.01
  305. # MODIFICATION FOUR ------------------------------------------------------------
  306.     SR1OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  307.     SR1OP3M4_STATUS_CHANGE = 1 - 0.01
  308. #-------------------------------------------------------------------------------    
  309. # ATTACK STATUS:
  310. #=================
  311. # MODIFICATION ONE -------------------------------------------------------------
  312.     SR1OP3M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  313.     SR1OP3M1_ASTATUS_CHANGE = 1 - 0.01
  314. # MODIFICATION TWO -------------------------------------------------------------
  315.     SR1OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  316.     SR1OP3M2_ASTATUS_CHANGE = 1 - 0.01
  317. # MODIFICATION THREE -----------------------------------------------------------
  318.     SR1OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  319.     SR1OP3M3_ASTATUS_CHANGE = 1 - 0.01
  320. # MODIFICATION FOUR ------------------------------------------------------------
  321.     SR1OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  322.     SR1OP3M4_ASTATUS_CHANGE = 1 - 0.01
  323.    
  324. ################################################################################                                      
  325. # State Resistance Row 1 Option 4  
  326. #-------------------------------------
  327. # Adjust these to your liking.
  328. ################################################################################
  329.  
  330.     SR1OP4_HELP_VOCAB = " ER1OP4 !!"
  331.  
  332.     SR1OP4_POINTS_COST = 4 # points cost for this option.
  333. #-------------------------------------------------------------------------------
  334. # STATUS RESIST:
  335. #================
  336. # MODIFICATION ONE -------------------------------------------------------------
  337.     SR1OP4M1_GAIN_STATUS = 4
  338.     SR1OP4M1_STATUS_CHANGE = 1 - 0.01
  339. # MODIFICATION TWO -------------------------------------------------------------
  340.     SR1OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  341.     SR1OP4M2_STATUS_CHANGE = 1 - 0.01
  342. # MODIFICATION THREE -----------------------------------------------------------
  343.     SR1OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  344.     SR1OP4M3_STATUS_CHANGE = 1 - 0.01
  345. # MODIFICATION FOUR ------------------------------------------------------------
  346.     SR1OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  347.     SR1OP4M4_STATUS_CHANGE = 1 - 0.01
  348. #-------------------------------------------------------------------------------    
  349. # ATTACK STATUS:
  350. #===============
  351. # MODIFICATION ONE -------------------------------------------------------------
  352.     SR1OP4M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  353.     SR1OP4M1_ASTATUS_CHANGE = 1 - 0.01
  354. # MODIFICATION TWO -------------------------------------------------------------
  355.     SR1OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  356.     SR1OP4M2_ASTATUS_CHANGE = 1 - 0.01
  357. # MODIFICATION THREE -----------------------------------------------------------
  358.     SR1OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  359.     SR1OP4M3_ASTATUS_CHANGE = 1 - 0.01
  360. # MODIFICATION FOUR ------------------------------------------------------------
  361.     SR1OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  362.     SR1OP4M4_ASTATUS_CHANGE = 1 - 0.01
  363.    
  364. ################################################################################                                      
  365. # State Resistance Row 1 Option 5  
  366. #-------------------------------------
  367. # Adjust these to your liking.
  368. ################################################################################
  369.  
  370.     SR1OP5_HELP_VOCAB = " ER1OP5 !!"
  371.  
  372.     SR1OP5_POINTS_COST = 5 # points cost for this option.
  373. #-------------------------------------------------------------------------------
  374. # STATUS RESIST:
  375. #===============
  376. # MODIFICATION ONE -------------------------------------------------------------
  377.     SR1OP5M1_GAIN_STATUS = 5
  378.     SR1OP5M1_STATUS_CHANGE = 1 - 0.01
  379. # MODIFICATION TWO -------------------------------------------------------------
  380.     SR1OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  381.     SR1OP5M2_STATUS_CHANGE = 1 - 0.01
  382. # MODIFICATION THREE -----------------------------------------------------------
  383.     SR1OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  384.     SR1OP5M3_STATUS_CHANGE = 1 - 0.01
  385. # MODIFICATION FOUR ------------------------------------------------------------
  386.     SR1OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  387.     SR1OP5M4_STATUS_CHANGE = 1 - 0.01
  388. #-------------------------------------------------------------------------------    
  389. # ATTACK STATUS:
  390. #===============
  391. # MODIFICATION ONE -------------------------------------------------------------
  392.     SR1OP5M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  393.     SR1OP5M1_ASTATUS_CHANGE = 1 - 0.01
  394. # MODIFICATION TWO -------------------------------------------------------------
  395.     SR1OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  396.     SR1OP5M2_ASTATUS_CHANGE = 1 - 0.01
  397. # MODIFICATION THREE -----------------------------------------------------------
  398.     SR1OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  399.     SR1OP5M3_ASTATUS_CHANGE = 1 - 0.01
  400. # MODIFICATION FOUR ------------------------------------------------------------
  401.     SR1OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  402.     SR1OP5M4_ASTATUS_CHANGE = 1 - 0.01    
  403.  
  404. ###############################################################################                                      
  405. # State Resistance Row 1 Option 6  
  406. #-------------------------------------
  407. # Adjust these to your liking.
  408. ################################################################################
  409.  
  410.     SR1OP6_HELP_VOCAB = " ER1OP6 !!"
  411.  
  412.     SR1OP6_POINTS_COST = 6 # erow1op6. points cost for this option.
  413. #-------------------------------------------------------------------------------
  414. # STATUS RESIST:
  415. #===============
  416. # MODIFICATION ONE -------------------------------------------------------------
  417.     SR1OP6M1_GAIN_STATUS = 6
  418.     SR1OP6M1_STATUS_CHANGE = 1 - 0.01
  419. # MODIFICATION TWO -------------------------------------------------------------
  420.     SR1OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  421.     SR1OP6M2_STATUS_CHANGE = 1 - 0.01
  422. # MODIFICATION THREE -----------------------------------------------------------
  423.     SR1OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  424.     SR1OP6M3_STATUS_CHANGE = 1 - 0.01
  425. # MODIFICATION FOUR ------------------------------------------------------------
  426.     SR1OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  427.     SR1OP6M4_STATUS_CHANGE = 1 - 0.01
  428. #-------------------------------------------------------------------------------    
  429. # ATTACK STATUS:
  430. #===============
  431. # MODIFICATION ONE -------------------------------------------------------------
  432.     SR1OP6M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  433.     SR1OP6M1_ASTATUS_CHANGE = 1 - 0.01
  434. # MODIFICATION TWO -------------------------------------------------------------
  435.     SR1OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  436.     SR1OP6M2_ASTATUS_CHANGE = 1 - 0.01
  437. # MODIFICATION THREE -----------------------------------------------------------
  438.     SR1OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  439.     SR1OP6M3_ASTATUS_CHANGE = 1 - 0.01
  440. # MODIFICATION FOUR ------------------------------------------------------------
  441.     SR1OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  442.     SR1OP6M4_ASTATUS_CHANGE = 1 - 0.01
  443.    
  444. ################################################################################                                      
  445. # State Resistance Row 1 Option 7  
  446. #-------------------------------------
  447. # Adjust these to your liking.
  448. ################################################################################
  449.  
  450.     SR1OP7_HELP_VOCAB = " ER1OP7 !!"
  451.  
  452.     SR1OP7_POINTS_COST = 7 # points cost for this option.
  453. #-------------------------------------------------------------------------------
  454. # STATUS RESIST:
  455. #===============
  456. # MODIFICATION ONE -------------------------------------------------------------
  457.     SR1OP7M1_GAIN_STATUS = 7
  458.     SR1OP7M1_STATUS_CHANGE = 1 - 0.01
  459. # MODIFICATION TWO -------------------------------------------------------------
  460.     SR1OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  461.     SR1OP7M2_STATUS_CHANGE = 1 - 0.01
  462. # MODIFICATION THREE -----------------------------------------------------------
  463.     SR1OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  464.     SR1OP7M3_STATUS_CHANGE = 1 - 0.01
  465. # MODIFICATION FOUR ------------------------------------------------------------
  466.     SR1OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  467.     SR1OP7M4_STATUS_CHANGE = 1 - 0.01
  468. #-------------------------------------------------------------------------------    
  469. # ATTACK STATUS:
  470. #===============
  471. # MODIFICATION ONE -------------------------------------------------------------
  472.     SR1OP7M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  473.     SR1OP7M1_ASTATUS_CHANGE = 1 - 0.01
  474. # MODIFICATION TWO -------------------------------------------------------------
  475.     SR1OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  476.     SR1OP7M2_ASTATUS_CHANGE = 1 - 0.01
  477. # MODIFICATION THREE -----------------------------------------------------------
  478.     SR1OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  479.     SR1OP7M3_ASTATUS_CHANGE = 1 - 0.01
  480. # MODIFICATION FOUR ------------------------------------------------------------
  481.     SR1OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  482.     SR1OP7M4_ASTATUS_CHANGE = 1 - 0.01
  483.    
  484. ################################################################################                                      
  485. # State Resistance Row 1 Option 8  
  486. #-------------------------------------
  487. # Adjust these to your liking.
  488. ################################################################################
  489.  
  490.     SR1OP8_HELP_VOCAB = " ER1OP8 !!"
  491.  
  492.     SR1OP8_POINTS_COST = 8 # points cost for this option.
  493. #-------------------------------------------------------------------------------
  494. # STATUS RESIST:
  495. #===============
  496. # MODIFICATION ONE -------------------------------------------------------------
  497.     SR1OP8M1_GAIN_STATUS = 8
  498.     SR1OP8M1_STATUS_CHANGE = 1 - 0.01
  499. # MODIFICATION TWO -------------------------------------------------------------
  500.     SR1OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  501.     SR1OP8M2_STATUS_CHANGE = 1 - 0.01
  502. # MODIFICATION THREE -----------------------------------------------------------
  503.     SR1OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  504.     SR1OP8M3_STATUS_CHANGE = 1 - 0.01
  505. # MODIFICATION FOUR ------------------------------------------------------------
  506.     SR1OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  507.     SR1OP8M4_STATUS_CHANGE = 1 - 0.01
  508. #-------------------------------------------------------------------------------    
  509. # ATTACK STATUS:
  510. #===============
  511. # MODIFICATION ONE -------------------------------------------------------------
  512.     SR1OP8M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  513.     SR1OP8M1_ASTATUS_CHANGE = 1 - 0.01
  514. # MODIFICATION TWO -------------------------------------------------------------
  515.     SR1OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  516.     SR1OP8M2_ASTATUS_CHANGE = 1 - 0.01
  517. # MODIFICATION THREE -----------------------------------------------------------
  518.     SR1OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  519.     SR1OP8M3_ASTATUS_CHANGE = 1 - 0.01
  520. # MODIFICATION FOUR ------------------------------------------------------------
  521.     SR1OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  522.     SR1OP8M4_ASTATUS_CHANGE = 1 - 0.01
  523.    
  524. #===============================================================================#
  525. #                                                                               #
  526. #                       ★ Perfect Status Distribution ★
  527. #
  528. #                          - STATUS RESISTANCE ROW 2 -
  529. #
  530. #                            - CUSTOMISATION BEGIN -                            
  531. #                                                                               #
  532. #################################################################################
  533. # State Resistance Row 2 Option 1  
  534. #-------------------------------------
  535. # Adjust these to your liking.
  536. ################################################################################
  537.  
  538.     SR2OP1_HELP_VOCAB = " ER2OP1 !!"
  539.  
  540.     SR2OP1_POINTS_COST = 1 # points cost for this option.
  541. #-------------------------------------------------------------------------------
  542. # STATUS RESIST:
  543. #===============
  544. # MODIFICATION ONE -------------------------------------------------------------
  545.     SR2OP1M1_GAIN_STATUS = 12
  546.     SR2OP1M1_STATUS_CHANGE = 1 - 0.01
  547. # MODIFICATION TWO -------------------------------------------------------------
  548.     SR2OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  549.     SR2OP1M2_STATUS_CHANGE = 1 - 0.01
  550. # MODIFICATION THREE -----------------------------------------------------------
  551.     SR2OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  552.     SR2OP1M3_STATUS_CHANGE = 1 - 0.01
  553. # MODIFICATION FOUR ------------------------------------------------------------
  554.     SR2OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  555.     SR2OP1M4_STATUS_CHANGE = 1 - 0.01
  556. #-------------------------------------------------------------------------------    
  557. # ATTACK STATUS:
  558. #===============
  559. # MODIFICATION ONE -------------------------------------------------------------
  560.     SR2OP1M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  561.     SR2OP1M1_ASTATUS_CHANGE = 1 - 0.01
  562. # MODIFICATION TWO -------------------------------------------------------------
  563.     SR2OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  564.     SR2OP1M2_ASTATUS_CHANGE = 1 - 0.01
  565. # MODIFICATION THREE -----------------------------------------------------------
  566.     SR2OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  567.     SR2OP1M3_ASTATUS_CHANGE = 1 - 0.01
  568. # MODIFICATION FOUR ------------------------------------------------------------
  569.     SR2OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  570.     SR2OP1M4_ASTATUS_CHANGE = 1 - 0.01
  571.    
  572. ################################################################################                                      
  573. # State Resistance Row 2 Option 2  
  574. #-------------------------------------
  575. # Adjust these to your liking.
  576. ################################################################################
  577.  
  578.     SR2OP2_HELP_VOCAB = " ER2OP2 !!"
  579.  
  580.     SR2OP2_POINTS_COST = 2 # points cost for this option.
  581. #-------------------------------------------------------------------------------
  582. # STATUS RESIST:
  583. #===============
  584. # MODIFICATION ONE -------------------------------------------------------------
  585.     SR2OP2M1_GAIN_STATUS = 13
  586.     SR2OP2M1_STATUS_CHANGE = 1 - 0.01
  587. # MODIFICATION TWO -------------------------------------------------------------
  588.     SR2OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  589.     SR2OP2M2_STATUS_CHANGE = 1 - 0.01
  590. # MODIFICATION THREE -----------------------------------------------------------
  591.     SR2OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  592.     SR2OP2M3_STATUS_CHANGE = 1 - 0.01
  593. # MODIFICATION FOUR ------------------------------------------------------------
  594.     SR2OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  595.     SR2OP2M4_STATUS_CHANGE = 1 - 0.01
  596. #-------------------------------------------------------------------------------    
  597. # ATTACK STATUS:
  598. #===============
  599. # MODIFICATION ONE -------------------------------------------------------------
  600.     SR2OP2M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  601.     SR2OP2M1_ASTATUS_CHANGE = 1 - 0.01
  602. # MODIFICATION TWO -------------------------------------------------------------
  603.     SR2OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  604.     SR2OP2M2_ASTATUS_CHANGE = 1 - 0.01
  605. # MODIFICATION THREE -----------------------------------------------------------
  606.     SR2OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  607.     SR2OP2M3_ASTATUS_CHANGE = 1 - 0.01
  608. # MODIFICATION FOUR ------------------------------------------------------------
  609.     SR2OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  610.     SR2OP2M4_ASTATUS_CHANGE = 1 - 0.01
  611.  
  612. ###############################################################################                                      
  613. # State Resistance Row 2 Option 3  
  614. #-------------------------------------
  615. # Adjust these to your liking.
  616. ################################################################################
  617.  
  618.     SR2OP3_HELP_VOCAB = " ER2OP3 !!"
  619.  
  620.     SR2OP3_POINTS_COST = 3 # points cost for this option.
  621. #-------------------------------------------------------------------------------
  622. # STATUS RESIST:
  623. #===============
  624. # MODIFICATION ONE -------------------------------------------------------------
  625.     SR2OP3M1_GAIN_STATUS = 14
  626.     SR2OP3M1_STATUS_CHANGE = 1 - 0.01
  627. # MODIFICATION TWO -------------------------------------------------------------
  628.     SR2OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  629.     SR2OP3M2_STATUS_CHANGE = 1 - 0.01
  630. # MODIFICATION THREE -----------------------------------------------------------
  631.     SR2OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  632.     SR2OP3M3_STATUS_CHANGE = 1 - 0.01
  633. # MODIFICATION FOUR ------------------------------------------------------------
  634.     SR2OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  635.     SR2OP3M4_STATUS_CHANGE = 1 - 0.01
  636. #-------------------------------------------------------------------------------    
  637. # ATTACK STATUS:
  638. #===============
  639. # MODIFICATION ONE -------------------------------------------------------------
  640.     SR2OP3M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  641.     SR2OP3M1_ASTATUS_CHANGE = 1 - 0.01
  642. # MODIFICATION TWO -------------------------------------------------------------
  643.     SR2OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  644.     SR2OP3M2_ASTATUS_CHANGE = 1 - 0.01
  645. # MODIFICATION THREE -----------------------------------------------------------
  646.     SR2OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  647.     SR2OP3M3_ASTATUS_CHANGE = 1 - 0.01
  648. # MODIFICATION FOUR ------------------------------------------------------------
  649.     SR2OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  650.     SR2OP3M4_ASTATUS_CHANGE = 1 - 0.01
  651.    
  652. ################################################################################                                      
  653. # State Resist Row 2 Option 4  
  654. #-------------------------------------
  655. # Adjust these to your liking.
  656. ################################################################################
  657.  
  658.     SR2OP4_HELP_VOCAB = " ER2OP4 !!"
  659.  
  660.     SR2OP4_POINTS_COST = 4 # points cost for this option.
  661. #-------------------------------------------------------------------------------
  662. # STATUS RESIST:
  663. #====================
  664. # MODIFICATION ONE -------------------------------------------------------------
  665.     SR2OP4M1_GAIN_STATUS = 15
  666.     SR2OP4M1_STATUS_CHANGE = 1 - 0.01
  667. # MODIFICATION TWO -------------------------------------------------------------
  668.     SR2OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  669.     SR2OP4M2_STATUS_CHANGE = 1 - 0.01
  670. # MODIFICATION THREE -----------------------------------------------------------
  671.     SR2OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  672.     SR2OP4M3_STATUS_CHANGE = 1 - 0.01
  673. # MODIFICATION FOUR ------------------------------------------------------------
  674.     SR2OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  675.     SR2OP4M4_STATUS_CHANGE = 1 - 0.01
  676. #-------------------------------------------------------------------------------    
  677. # ATTACK STATUS:
  678. #===============
  679. # MODIFICATION ONE -------------------------------------------------------------
  680.     SR2OP4M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  681.     SR2OP4M1_ASTATUS_CHANGE = 1 - 0.01
  682. # MODIFICATION TWO -------------------------------------------------------------
  683.     SR2OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  684.     SR2OP4M2_ASTATUS_CHANGE = 1 - 0.01
  685. # MODIFICATION THREE -----------------------------------------------------------
  686.     SR2OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  687.     SR2OP4M3_ASTATUS_CHANGE = 1 - 0.01
  688. # MODIFICATION FOUR ------------------------------------------------------------
  689.     SR2OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  690.     SR2OP4M4_ASTATUS_CHANGE = 1 - 0.01
  691.  
  692. ################################################################################                                      
  693. # State Resist Row 2 Option 5  
  694. #-------------------------------------
  695. # Adjust these to your liking.
  696. ################################################################################
  697.  
  698.     SR2OP5_HELP_VOCAB = " ER2OP5 !!"
  699.  
  700.     SR2OP5_POINTS_COST = 5 # points cost for this option.
  701. #-------------------------------------------------------------------------------
  702. # STATUS RESIST:
  703. #===============
  704. # MODIFICATION ONE -------------------------------------------------------------
  705.     SR2OP5M1_GAIN_STATUS = 16
  706.     SR2OP5M1_STATUS_CHANGE = 1 - 0.01
  707. # MODIFICATION TWO -------------------------------------------------------------
  708.     SR2OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  709.     SR2OP5M2_STATUS_CHANGE = 1 - 0.01
  710. # MODIFICATION THREE -----------------------------------------------------------
  711.     SR2OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  712.     SR2OP5M3_STATUS_CHANGE = 1 - 0.01
  713. # MODIFICATION FOUR ------------------------------------------------------------
  714.     SR2OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  715.     SR2OP5M4_STATUS_CHANGE = 1 - 0.01
  716. #-------------------------------------------------------------------------------    
  717. # ATTACK STATUS:
  718. #===============
  719. # MODIFICATION ONE -------------------------------------------------------------
  720.     SR2OP5M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  721.     SR2OP5M1_ASTATUS_CHANGE = 0.01
  722. # MODIFICATION TWO -------------------------------------------------------------
  723.     SR2OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  724.     SR2OP5M2_ASTATUS_CHANGE = 1 - 0.01
  725. # MODIFICATION THREE -----------------------------------------------------------
  726.     SR2OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  727.     SR2OP5M3_ASTATUS_CHANGE = 1 - 0.01
  728. # MODIFICATION FOUR ------------------------------------------------------------
  729.     SR2OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  730.     SR2OP5M4_ASTATUS_CHANGE = 1 - 0.01
  731.  
  732. ################################################################################                                      
  733. # State Resist Row 2 Option 6  
  734. #-------------------------------------
  735. # Adjust these to your liking.
  736. ################################################################################
  737.  
  738.     SR2OP6_HELP_VOCAB = " ER2OP6 !!"
  739.  
  740.     SR2OP6_POINTS_COST = 6 # points cost for this option.
  741. #-------------------------------------------------------------------------------
  742. # STATUS RESIST:
  743. #===============
  744. # MODIFICATION ONE -------------------------------------------------------------
  745.     SR2OP6M1_GAIN_STATUS = 17
  746.     SR2OP6M1_STATUS_CHANGE = 1 - 0.01
  747. # MODIFICATION TWO -------------------------------------------------------------
  748.     SR2OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  749.     SR2OP6M2_STATUS_CHANGE = 1 - 0.01
  750. # MODIFICATION THREE -----------------------------------------------------------
  751.     SR2OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  752.     SR2OP6M3_STATUS_CHANGE = 1 - 0.01
  753. # MODIFICATION FOUR ------------------------------------------------------------
  754.     SR2OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  755.     SR2OP6M4_STATUS_CHANGE = 1 - 0.01
  756. #-------------------------------------------------------------------------------    
  757. # ATTACK STATUS:
  758. #===============
  759. # MODIFICATION ONE -------------------------------------------------------------
  760.     SR2OP6M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  761.     SR2OP6M1_ASTATUS_CHANGE = 1 - 0.01
  762. # MODIFICATION TWO -------------------------------------------------------------
  763.     SR2OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  764.     SR2OP6M2_ASTATUS_CHANGE = 1 - 0.01
  765. # MODIFICATION THREE -----------------------------------------------------------
  766.     SR2OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  767.     SR2OP6M3_ASTATUS_CHANGE = 1 - 0.01
  768. # MODIFICATION FOUR ------------------------------------------------------------
  769.     SR2OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  770.     SR2OP6M4_ASTATUS_CHANGE = 1 - 0.01
  771.    
  772. ################################################################################                                      
  773. # State Resist Row 2 Option 7  
  774. #-------------------------------------
  775. # Adjust these to your liking.
  776. ################################################################################
  777.  
  778.     SR2OP7_HELP_VOCAB = " ER2OP7 !!"
  779.    
  780.     SR2OP7_POINTS_COST = 7 # points cost for this option.
  781. #-------------------------------------------------------------------------------
  782. # STATUS RESIST:
  783. #===============
  784. # MODIFICATION ONE -------------------------------------------------------------
  785.     SR2OP7M1_GAIN_STATUS = 18
  786.     SR2OP7M1_STATUS_CHANGE = 1 - 0.01
  787. # MODIFICATION TWO -------------------------------------------------------------
  788.     SR2OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  789.     SR2OP7M2_STATUS_CHANGE = 1 - 0.01
  790. # MODIFICATION THREE -----------------------------------------------------------
  791.     SR2OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  792.     SR2OP7M3_STATUS_CHANGE = 1 - 0.01
  793. # MODIFICATION FOUR ------------------------------------------------------------
  794.     SR2OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  795.     SR2OP7M4_STATUS_CHANGE = 1 - 0.01
  796. #-------------------------------------------------------------------------------    
  797. # ATTACK STATUS:
  798. #===============
  799. # MODIFICATION ONE -------------------------------------------------------------
  800.     SR2OP7M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  801.     SR2OP7M1_ASTATUS_CHANGE = 1 - 0.01
  802. # MODIFICATION TWO -------------------------------------------------------------
  803.     SR2OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  804.     SR2OP7M2_ASTATUS_CHANGE = 1 - 0.01
  805. # MODIFICATION THREE -----------------------------------------------------------
  806.     SR2OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  807.     SR2OP7M3_ASTATUS_CHANGE = 1 - 0.01
  808. # MODIFICATION FOUR ------------------------------------------------------------
  809.     SR2OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  810.     SR2OP7M4_ASTATUS_CHANGE = 1 - 0.01
  811.    
  812. ################################################################################                                      
  813. # State Resist Row 2 Option 8  
  814. #-------------------------------------
  815. # Adjust these to your liking.
  816. ################################################################################
  817.  
  818.     SR2OP8_HELP_VOCAB = " ER2OP8 !!"
  819.  
  820.     SR2OP8_POINTS_COST = 8 # points cost for this option.
  821. #-------------------------------------------------------------------------------
  822. # STATUS RESIST:
  823. #===============
  824. # MODIFICATION ONE -------------------------------------------------------------
  825.     SR2OP8M1_GAIN_STATUS = 19
  826.     SR2OP8M1_STATUS_CHANGE = 1 - 0.01
  827. # MODIFICATION TWO -------------------------------------------------------------
  828.     SR2OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  829.     SR2OP8M2_STATUS_CHANGE = 1 - 0.01
  830. # MODIFICATION THREE -----------------------------------------------------------
  831.     SR2OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  832.     SR2OP8M3_STATUS_CHANGE = 1 - 0.01
  833. # MODIFICATION FOUR ------------------------------------------------------------
  834.     SR2OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  835.     SR2OP8M4_STATUS_CHANGE = 1 - 0.01
  836.  
  837. #-------------------------------------------------------------------------------    
  838. # ATTACK STATUS:
  839. #===============
  840. # MODIFICATION ONE -------------------------------------------------------------
  841.     SR2OP8M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  842.     SR2OP8M1_ASTATUS_CHANGE = 1 - 0.01
  843. # MODIFICATION TWO -------------------------------------------------------------
  844.     SR2OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  845.     SR2OP8M2_ASTATUS_CHANGE = 1 - 0.01
  846. # MODIFICATION THREE -----------------------------------------------------------
  847.     SR2OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  848.     SR2OP8M3_ASTATUS_CHANGE = 1 - 0.01
  849. # MODIFICATION FOUR ------------------------------------------------------------
  850.     SR2OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  851.     SR2OP8M4_ASTATUS_CHANGE = 1 - 0.01
  852.    
  853. #===============================================================================#
  854. #                                                                               #
  855. #                       ★ Perfect Status Distribution ★
  856. #
  857. #                            - ATTACK STATUS ROW 1 -
  858. #
  859. #                            - CUSTOMISATION BEGIN -                            
  860. #                                                                               #
  861. #################################################################################
  862. # Attack With State Row 1 Option 1  
  863. #-------------------------------------
  864. # Adjust these to your liking.
  865. ################################################################################
  866.  
  867.     ASR1OP1_HELP_VOCAB = " AER1OP1 !!"
  868.  
  869.     ASR1OP1_POINTS_COST = 1 # points cost for this option.
  870. #-------------------------------------------------------------------------------
  871. # STATUS RESIST:
  872. #===============
  873. # MODIFICATION ONE -------------------------------------------------------------
  874.     ASR1OP1M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  875.     ASR1OP1M1_STATUS_CHANGE = 1 - 0.01
  876. # MODIFICATION TWO -------------------------------------------------------------
  877.     ASR1OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  878.     ASR1OP1M2_STATUS_CHANGE = 1 - 0.01
  879. # MODIFICATION THREE -----------------------------------------------------------
  880.     ASR1OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  881.     ASR1OP1M3_STATUS_CHANGE = 1 - 0.01
  882. # MODIFICATION FOUR ------------------------------------------------------------
  883.     ASR1OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  884.     ASR1OP1M4_STATUS_CHANGE = 1 - 0.01
  885. #-------------------------------------------------------------------------------    
  886. # ATTACK STATUS:
  887. #===============
  888. # MODIFICATION ONE -------------------------------------------------------------
  889.     ASR1OP1M1_GAIN_ASTATUS = 1
  890.     ASR1OP1M1_ASTATUS_CHANGE = 0.01
  891. # MODIFICATION TWO -------------------------------------------------------------
  892.     ASR1OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  893.     ASR1OP1M2_ASTATUS_CHANGE = 1 - 0.01
  894. # MODIFICATION THREE -----------------------------------------------------------
  895.     ASR1OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  896.     ASR1OP1M3_ASTATUS_CHANGE = 1 - 0.01
  897. # MODIFICATION FOUR ------------------------------------------------------------
  898.     ASR1OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  899.     ASR1OP1M4_ASTATUS_CHANGE = 1 - 0.01
  900.    
  901. ################################################################################                                      
  902. # Attack With State Row 1 Option 2  
  903. #-------------------------------------
  904. # Adjust these to your liking.
  905. ################################################################################
  906.  
  907.     ASR1OP2_HELP_VOCAB = " AER1OP2 !!"
  908.    
  909.     ASR1OP2_POINTS_COST = 2 # points cost for this option.
  910. #-------------------------------------------------------------------------------
  911. # STATUS RESIST:
  912. #===============
  913. # MODIFICATION ONE -------------------------------------------------------------
  914.     ASR1OP2M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  915.     ASR1OP2M1_STATUS_CHANGE = 1 - 0.01
  916. # MODIFICATION TWO -------------------------------------------------------------
  917.     ASR1OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  918.     ASR1OP2M2_STATUS_CHANGE = 1 - 0.01
  919. # MODIFICATION THREE -----------------------------------------------------------
  920.     ASR1OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  921.     ASR1OP2M3_STATUS_CHANGE = 1 - 0.01
  922. # MODIFICATION FOUR ------------------------------------------------------------
  923.     ASR1OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  924.     ASR1OP2M4_STATUS_CHANGE = 1 - 0.01
  925. #-------------------------------------------------------------------------------    
  926. # ATTACK STATUS:
  927. #===============
  928. # MODIFICATION ONE -------------------------------------------------------------
  929.     ASR1OP2M1_GAIN_ASTATUS = 2
  930.     ASR1OP2M1_ASTATUS_CHANGE = 0.01
  931. # MODIFICATION TWO -------------------------------------------------------------
  932.     ASR1OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  933.     ASR1OP2M2_ASTATUS_CHANGE = 1 - 0.01
  934. # MODIFICATION THREE -----------------------------------------------------------
  935.     ASR1OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  936.     ASR1OP2M3_ASTATUS_CHANGE = 1 - 0.01
  937. # MODIFICATION FOUR ------------------------------------------------------------
  938.     ASR1OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  939.     ASR1OP2M4_ASTATUS_CHANGE = 1 - 0.01
  940.    
  941. ################################################################################                                      
  942. # Attack With State Row 1 Option 3  
  943. #-------------------------------------
  944. # Adjust these to your liking.
  945. ################################################################################
  946.  
  947.     ASR1OP3_HELP_VOCAB = " AER1OP3 !!"
  948.  
  949.     ASR1OP3_POINTS_COST = 3 # erow1op3. points cost for this option.
  950. #-------------------------------------------------------------------------------
  951. # STATUS RESIST:
  952. #===============
  953. # MODIFICATION ONE -------------------------------------------------------------
  954.     ASR1OP3M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  955.     ASR1OP3M1_STATUS_CHANGE = 1 - 0.01
  956. # MODIFICATION TWO -------------------------------------------------------------
  957.     ASR1OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  958.     ASR1OP3M2_STATUS_CHANGE = 1 - 0.01
  959. # MODIFICATION THREE -----------------------------------------------------------
  960.     ASR1OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  961.     ASR1OP3M3_STATUS_CHANGE = 1 - 0.01
  962. # MODIFICATION FOUR ------------------------------------------------------------
  963.     ASR1OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  964.     ASR1OP3M4_STATUS_CHANGE = 1 - 0.01
  965. #-------------------------------------------------------------------------------    
  966. # ATTACK STATUS:
  967. #===============
  968. # MODIFICATION ONE -------------------------------------------------------------
  969.     ASR1OP3M1_GAIN_ASTATUS = 3
  970.     ASR1OP3M1_ASTATUS_CHANGE = 0.01
  971. # MODIFICATION TWO -------------------------------------------------------------
  972.     ASR1OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  973.     ASR1OP3M2_ASTATUS_CHANGE = 1 - 0.01
  974. # MODIFICATION THREE -----------------------------------------------------------
  975.     ASR1OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  976.     ASR1OP3M3_ASTATUS_CHANGE = 1 - 0.01
  977. # MODIFICATION FOUR ------------------------------------------------------------
  978.     ASR1OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  979.     ASR1OP3M4_ASTATUS_CHANGE = 1 - 0.01
  980.    
  981. ################################################################################                                      
  982. # Attack With State Row 1 Option 4  
  983. #-------------------------------------
  984. # Adjust these to your liking.
  985. ################################################################################
  986.  
  987.     ASR1OP4_HELP_VOCAB = " AER1OP4 !!"
  988.  
  989.     ASR1OP4_POINTS_COST = 4 # erow1op4. points cost for this option.
  990. #-------------------------------------------------------------------------------
  991. # STATUS RESIST:
  992. #===============
  993. # MODIFICATION ONE -------------------------------------------------------------
  994.     ASR1OP4M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  995.     ASR1OP4M1_STATUS_CHANGE = 1 - 0.01
  996. # MODIFICATION TWO -------------------------------------------------------------
  997.     ASR1OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  998.     ASR1OP4M2_STATUS_CHANGE = 1 - 0.01
  999. # MODIFICATION THREE -----------------------------------------------------------
  1000.     ASR1OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1001.     ASR1OP4M3_STATUS_CHANGE = 1 - 0.01
  1002. # MODIFICATION FOUR ------------------------------------------------------------
  1003.     ASR1OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1004.     ASR1OP4M4_STATUS_CHANGE = 1 - 0.01
  1005. #-------------------------------------------------------------------------------    
  1006. # ATTACK STATUS:
  1007. #===============
  1008. # MODIFICATION ONE -------------------------------------------------------------
  1009.     ASR1OP4M1_GAIN_ASTATUS = 4
  1010.     ASR1OP4M1_ASTATUS_CHANGE = 0.01
  1011. # MODIFICATION TWO -------------------------------------------------------------
  1012.     ASR1OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1013.     ASR1OP4M2_ASTATUS_CHANGE = 1 - 0.01
  1014. # MODIFICATION THREE -----------------------------------------------------------
  1015.     ASR1OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1016.     ASR1OP4M3_ASTATUS_CHANGE = 1 - 0.01
  1017. # MODIFICATION FOUR ------------------------------------------------------------
  1018.     ASR1OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1019.     ASR1OP4M4_ASTATUS_CHANGE = 1 - 0.01
  1020.  
  1021. ################################################################################                                      
  1022. # Attack With State 1 Option 5  
  1023. #-------------------------------------
  1024. # Adjust these to your liking.
  1025. ################################################################################
  1026.  
  1027.     ASR1OP5_HELP_VOCAB = " AER1OP5 !!"
  1028.  
  1029.     ASR1OP5_POINTS_COST = 5 # erow1op5. points cost for this option.
  1030. #-------------------------------------------------------------------------------
  1031. # STATUS RESIST:
  1032. #===============
  1033. # MODIFICATION ONE -------------------------------------------------------------
  1034.     ASR1OP5M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1035.     ASR1OP5M1_STATUS_CHANGE = 1 - 0.01
  1036. # MODIFICATION TWO -------------------------------------------------------------
  1037.     ASR1OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1038.     ASR1OP5M2_STATUS_CHANGE = 1 - 0.01
  1039. # MODIFICATION THREE -----------------------------------------------------------
  1040.     ASR1OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1041.     ASR1OP5M3_STATUS_CHANGE = 1 - 0.01
  1042. # MODIFICATION FOUR ------------------------------------------------------------
  1043.     ASR1OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1044.     ASR1OP5M4_STATUS_CHANGE = 1 - 0.01
  1045. #-------------------------------------------------------------------------------    
  1046. # ATTACK STATUS:
  1047. #===============
  1048. # MODIFICATION ONE -------------------------------------------------------------
  1049.     ASR1OP5M1_GAIN_ASTATUS = 5
  1050.     ASR1OP5M1_ASTATUS_CHANGE = 0.01
  1051. # MODIFICATION TWO -------------------------------------------------------------
  1052.     ASR1OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1053.     ASR1OP5M2_ASTATUS_CHANGE = 1 - 0.01
  1054. # MODIFICATION THREE -----------------------------------------------------------
  1055.     ASR1OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1056.     ASR1OP5M3_ASTATUS_CHANGE = 1 - 0.01
  1057. # MODIFICATION FOUR ------------------------------------------------------------
  1058.     ASR1OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1059.     ASR1OP5M4_ASTATUS_CHANGE = 1 - 0.01
  1060.  
  1061. ################################################################################                                      
  1062. # Attack With State Row 1 Option 6  
  1063. #-------------------------------------
  1064. # Adjust these to your liking.
  1065. ################################################################################
  1066.  
  1067.     ASR1OP6_HELP_VOCAB = " AER1OP6 !!"
  1068.  
  1069.     ASR1OP6_POINTS_COST = 6 # erow1op6. points cost for this option.
  1070. #-------------------------------------------------------------------------------
  1071. # STATUS RESIST:
  1072. #===============
  1073. # MODIFICATION ONE -------------------------------------------------------------
  1074.     ASR1OP6M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1075.     ASR1OP6M1_STATUS_CHANGE = 1 - 0.01
  1076. # MODIFICATION TWO -------------------------------------------------------------
  1077.     ASR1OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1078.     ASR1OP6M2_STATUS_CHANGE = 1 - 0.01
  1079. # MODIFICATION THREE -----------------------------------------------------------
  1080.     ASR1OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID    
  1081.     ASR1OP6M3_STATUS_CHANGE = 1 - 0.01
  1082. # MODIFICATION FOUR ------------------------------------------------------------
  1083.     ASR1OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1084.     ASR1OP6M4_STATUS_CHANGE = 1 - 0.01
  1085. #-------------------------------------------------------------------------------    
  1086. # ATTACK STATUS:
  1087. #===============
  1088. # MODIFICATION ONE -------------------------------------------------------------
  1089.     ASR1OP6M1_GAIN_ASTATUS = 6
  1090.     ASR1OP6M1_ASTATUS_CHANGE = 0.01
  1091. # MODIFICATION TWO -------------------------------------------------------------
  1092.     ASR1OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1093.     ASR1OP6M2_ASTATUS_CHANGE = 1 - 0.01
  1094. # MODIFICATION THREE -----------------------------------------------------------
  1095.     ASR1OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1096.     ASR1OP6M3_ASTATUS_CHANGE = 1 - 0.01
  1097. # MODIFICATION FOUR ------------------------------------------------------------
  1098.     ASR1OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1099.     ASR1OP6M4_ASTATUS_CHANGE = 1 - 0.01
  1100.    
  1101. ################################################################################                                      
  1102. # Attack With State Row 1 Option 7  
  1103. #-------------------------------------
  1104. # Adjust these to your liking.
  1105. ################################################################################
  1106.  
  1107.     ASR1OP7_HELP_VOCAB = " AER1OP7 !!"
  1108.  
  1109.     ASR1OP7_POINTS_COST = 7 # erow1op7. points cost for this option.
  1110. #-------------------------------------------------------------------------------
  1111. # STATUS RESIST:
  1112. #===============
  1113. # MODIFICATION ONE -------------------------------------------------------------
  1114.     ASR1OP7M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1115.     ASR1OP7M1_STATUS_CHANGE = 0.01
  1116. # MODIFICATION TWO -------------------------------------------------------------
  1117.     ASR1OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1118.     ASR1OP7M2_STATUS_CHANGE = 1 - 0.01
  1119. # MODIFICATION THREE -----------------------------------------------------------
  1120.     ASR1OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1121.     ASR1OP7M3_STATUS_CHANGE = 1 - 0.01
  1122. # MODIFICATION FOUR ------------------------------------------------------------
  1123.     ASR1OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1124.     ASR1OP7M4_STATUS_CHANGE = 1 - 0.01
  1125. #-------------------------------------------------------------------------------    
  1126. # ATTACK STATUS:
  1127. #===============
  1128. # MODIFICATION ONE -------------------------------------------------------------
  1129.     ASR1OP7M1_GAIN_ASTATUS = 7
  1130.     ASR1OP7M1_ASTATUS_CHANGE = 0.01
  1131. # MODIFICATION TWO -------------------------------------------------------------
  1132.     ASR1OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1133.     ASR1OP7M2_ASTATUS_CHANGE = 1 - 0.01
  1134. # MODIFICATION THREE -----------------------------------------------------------
  1135.     ASR1OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1136.     ASR1OP7M3_ASTATUS_CHANGE = 1 - 0.01
  1137. # MODIFICATION FOUR ------------------------------------------------------------
  1138.     ASR1OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1139.     ASR1OP7M4_ASTATUS_CHANGE = 1 - 0.01    
  1140.  
  1141. ################################################################################                                      
  1142. # Attack With State Row 1 Option 8  
  1143. #-------------------------------------
  1144. # Adjust these to your liking.
  1145. ################################################################################
  1146.  
  1147.     ASR1OP8_HELP_VOCAB = " AER1OP8 !!"
  1148.  
  1149.     ASR1OP8_POINTS_COST = 8 # erow1op8. points cost for this option.
  1150. #-------------------------------------------------------------------------------
  1151. # STATUS RESIST:
  1152. #===============
  1153. # MODIFICATION ONE -------------------------------------------------------------
  1154.     ASR1OP8M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1155.     ASR1OP8M1_STATUS_CHANGE = 1 - 0.01
  1156. # MODIFICATION TWO -------------------------------------------------------------
  1157.     ASR1OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1158.     ASR1OP8M2_STATUS_CHANGE = 1 - 0.01
  1159. # MODIFICATION THREE -----------------------------------------------------------
  1160.     ASR1OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1161.     ASR1OP8M3_STATUS_CHANGE = 1 - 0.01
  1162. # MODIFICATION FOUR ------------------------------------------------------------
  1163.     ASR1OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1164.     ASR1OP8M4_STATUS_CHANGE = 1 - 0.01
  1165. #-------------------------------------------------------------------------------    
  1166. # ATTACK STATUS:
  1167. #===============
  1168. # MODIFICATION ONE -------------------------------------------------------------
  1169.     ASR1OP8M1_GAIN_ASTATUS = 8
  1170.     ASR1OP8M1_ASTATUS_CHANGE = 0.01
  1171. # MODIFICATION TWO -------------------------------------------------------------
  1172.     ASR1OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1173.     ASR1OP8M2_ASTATUS_CHANGE = 1 - 0.01
  1174. # MODIFICATION THREE -----------------------------------------------------------
  1175.     ASR1OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1176.     ASR1OP8M3_ASTATUS_CHANGE = 1 - 0.01
  1177. # MODIFICATION FOUR ------------------------------------------------------------
  1178.     ASR1OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1179.     ASR1OP8M4_ASTATUS_CHANGE = 1 - 0.01
  1180.    
  1181. #===============================================================================#
  1182. #                                                                               #
  1183. #                       ★ Perfect Status Distribution ★
  1184. #
  1185. #                           - ATTACK STATUS ROW 2 -
  1186. #
  1187. #                           - CUSTOMISATION BEGIN -                            
  1188. #                                                                               #
  1189. ################################################################################                                      
  1190. # Attack With State Row 2 Option 1  
  1191. #-------------------------------------
  1192. # Adjust these to your liking.
  1193. ################################################################################
  1194.  
  1195.     ASR2OP1_HELP_VOCAB = " AER2OP1 !!"
  1196.  
  1197.     ASR2OP1_POINTS_COST = 1 # points cost for this option.
  1198. #-------------------------------------------------------------------------------
  1199. # STATUS RESIST:
  1200. #===============
  1201. # MODIFICATION ONE -------------------------------------------------------------
  1202.     ASR2OP1M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1203.     ASR2OP1M1_STATUS_CHANGE = 1 - 0.01
  1204. # MODIFICATION TWO -------------------------------------------------------------
  1205.     ASR2OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1206.     ASR2OP1M2_STATUS_CHANGE = 1 - 0.01
  1207. # MODIFICATION THREE -----------------------------------------------------------
  1208.     ASR2OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1209.     ASR2OP1M3_STATUS_CHANGE = 1 - 0.01
  1210. # MODIFICATION FOUR ------------------------------------------------------------
  1211.     ASR2OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1212.     ASR2OP1M4_STATUS_CHANGE = 1 - 0.01
  1213. #-------------------------------------------------------------------------------    
  1214. # ATTACK STATUS:
  1215. #===============
  1216. # MODIFICATION ONE -------------------------------------------------------------
  1217.     ASR2OP1M1_GAIN_ASTATUS = 12
  1218.     ASR2OP1M1_ASTATUS_CHANGE = 0.01
  1219. # MODIFICATION TWO -------------------------------------------------------------
  1220.     ASR2OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1221.     ASR2OP1M2_ASTATUS_CHANGE = 1 - 0.01
  1222. # MODIFICATION THREE -----------------------------------------------------------
  1223.     ASR2OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1224.     ASR2OP1M3_ASTATUS_CHANGE = 1 - 0.01
  1225. # MODIFICATION FOUR ------------------------------------------------------------
  1226.     ASR2OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1227.     ASR2OP1M4_ASTATUS_CHANGE = 1 - 0.01
  1228.    
  1229. ################################################################################                                      
  1230. # Attack With State Row 2 Option 2  
  1231. #-------------------------------------
  1232. # Adjust these to your liking.
  1233. ################################################################################
  1234.  
  1235.     ASR2OP2_HELP_VOCAB = " AER2OP2 !!"
  1236.  
  1237.     ASR2OP2_POINTS_COST = 2 # erow2op2. points cost for this option.
  1238. #-------------------------------------------------------------------------------
  1239. # STATUS RESIST:
  1240. #===============
  1241. # MODIFICATION ONE -------------------------------------------------------------
  1242.     ASR2OP2M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1243.     ASR2OP2M1_STATUS_CHANGE = 1 - 0.01
  1244. # MODIFICATION TWO -------------------------------------------------------------
  1245.     ASR2OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1246.     ASR2OP2M2_STATUS_CHANGE = 1 - 0.01
  1247. # MODIFICATION THREE -----------------------------------------------------------
  1248.     ASR2OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1249.     ASR2OP2M3_STATUS_CHANGE = 1 - 0.01
  1250. # MODIFICATION FOUR ------------------------------------------------------------
  1251.     ASR2OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1252.     ASR2OP2M4_STATUS_CHANGE = 1 - 0.01
  1253. #-------------------------------------------------------------------------------    
  1254. # ATTACK STATUS:
  1255. #===============
  1256. # MODIFICATION ONE -------------------------------------------------------------
  1257.     ASR2OP2M1_GAIN_ASTATUS = 13
  1258.     ASR2OP2M1_ASTATUS_CHANGE = 0.01
  1259. # MODIFICATION TWO -------------------------------------------------------------
  1260.     ASR2OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1261.     ASR2OP2M2_ASTATUS_CHANGE = 1 - 0.01
  1262. # MODIFICATION THREE -----------------------------------------------------------
  1263.     ASR2OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1264.     ASR2OP2M3_ASTATUS_CHANGE = 1 - 0.01
  1265. # MODIFICATION FOUR ------------------------------------------------------------
  1266.     ASR2OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1267.     ASR2OP2M4_ASTATUS_CHANGE = 1 - 0.01
  1268.    
  1269. ################################################################################                                      
  1270. # Attack With State Row 2 Option 3  
  1271. #-------------------------------------
  1272. # Adjust these to your liking.
  1273. ################################################################################
  1274.  
  1275.     ASR2OP3_HELP_VOCAB = " AER2OP3 !!"
  1276.  
  1277.     ASR2OP3_POINTS_COST = 3 # erow2op3. points cost for this option.
  1278. #-------------------------------------------------------------------------------
  1279. # STATUS RESIST:
  1280. #===============
  1281. # MODIFICATION ONE -------------------------------------------------------------
  1282.     ASR2OP3M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1283.     ASR2OP3M1_STATUS_CHANGE = 1 - 0.01
  1284. # MODIFICATION TWO -------------------------------------------------------------
  1285.     ASR2OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1286.     ASR2OP3M2_STATUS_CHANGE = 1 - 0.01
  1287. # MODIFICATION THREE -----------------------------------------------------------
  1288.     ASR2OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1289.     ASR2OP3M3_STATUS_CHANGE = 1 - 0.01
  1290. # MODIFICATION FOUR ------------------------------------------------------------
  1291.     ASR2OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1292.     ASR2OP3M4_STATUS_CHANGE = 1 - 0.01
  1293. #-------------------------------------------------------------------------------    
  1294. # ATTACK STATUS:
  1295. #===============
  1296. # MODIFICATION ONE -------------------------------------------------------------
  1297.     ASR2OP3M1_GAIN_ASTATUS = 14
  1298.     ASR2OP3M1_ASTATUS_CHANGE = 0.01
  1299. # MODIFICATION TWO -------------------------------------------------------------
  1300.     ASR2OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1301.     ASR2OP3M2_ASTATUS_CHANGE = 1 - 0.01
  1302. # MODIFICATION THREE -----------------------------------------------------------
  1303.     ASR2OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1304.     ASR2OP3M3_ASTATUS_CHANGE = 1 - 0.01
  1305. # MODIFICATION FOUR ------------------------------------------------------------
  1306.     ASR2OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1307.     ASR2OP3M4_ASTATUS_CHANGE = 1 - 0.01
  1308.    
  1309. ################################################################################                                      
  1310. # Attack With State Row 2 Option 4  
  1311. #-------------------------------------
  1312. # Adjust these to your liking.
  1313. ################################################################################
  1314.  
  1315.     ASR2OP4_HELP_VOCAB = " AER2OP4 !!"
  1316.  
  1317.     ASR2OP4_POINTS_COST = 4 # erow2op4. points cost for this option.
  1318. #-------------------------------------------------------------------------------
  1319. # STATUS RESIST:
  1320. #===============
  1321. # MODIFICATION ONE -------------------------------------------------------------
  1322.     ASR2OP4M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1323.     ASR2OP4M1_STATUS_CHANGE = 1 - 0.01
  1324. # MODIFICATION TWO -------------------------------------------------------------
  1325.     ASR2OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1326.     ASR2OP4M2_STATUS_CHANGE = 1 - 0.01
  1327. # MODIFICATION THREE -----------------------------------------------------------
  1328.     ASR2OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1329.     ASR2OP4M3_STATUS_CHANGE = 1 - 0.01
  1330. # MODIFICATION FOUR ------------------------------------------------------------
  1331.     ASR2OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1332.     ASR2OP4M4_STATUS_CHANGE = 1 - 0.01
  1333. #-------------------------------------------------------------------------------    
  1334. # ATTACK STATUS:
  1335. #===============
  1336. # MODIFICATION ONE -------------------------------------------------------------
  1337.     ASR2OP4M1_GAIN_ASTATUS = 15
  1338.     ASR2OP4M1_ASTATUS_CHANGE = 0.01
  1339. # MODIFICATION TWO -------------------------------------------------------------
  1340.     ASR2OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1341.     ASR2OP4M2_ASTATUS_CHANGE = 1 - 0.01
  1342. # MODIFICATION THREE -----------------------------------------------------------
  1343.     ASR2OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1344.     ASR2OP4M3_ASTATUS_CHANGE = 1 - 0.01
  1345. # MODIFICATION FOUR ------------------------------------------------------------
  1346.     ASR2OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1347.     ASR2OP4M4_ASTATUS_CHANGE = 1 - 0.01
  1348.    
  1349. ################################################################################                                      
  1350. # Attack With State Row 2 Option 5  
  1351. #-------------------------------------
  1352. # Adjust these to your liking.
  1353. ################################################################################
  1354.  
  1355.     ASR2OP5_HELP_VOCAB = " AER2OP5 !!"
  1356.  
  1357.     ASR2OP5_POINTS_COST = 5 # erow1op5. points cost for this option.
  1358. #-------------------------------------------------------------------------------
  1359. # STATUS RESIST:
  1360. #===============
  1361. # MODIFICATION ONE -------------------------------------------------------------
  1362.     ASR2OP5M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1363.     ASR2OP5M1_STATUS_CHANGE = 1 - 0.01
  1364. # MODIFICATION TWO -------------------------------------------------------------
  1365.     ASR2OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1366.     ASR2OP5M2_STATUS_CHANGE = 1 - 0.01
  1367. # MODIFICATION THREE -----------------------------------------------------------
  1368.     ASR2OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1369.     ASR2OP5M3_STATUS_CHANGE = 1 - 0.01
  1370. # MODIFICATION FOUR ------------------------------------------------------------
  1371.     ASR2OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1372.     ASR2OP5M4_STATUS_CHANGE = 1 - 0.01
  1373. #-------------------------------------------------------------------------------    
  1374. # ATTACK STATUS:
  1375. #===============
  1376. # MODIFICATION ONE -------------------------------------------------------------
  1377.     ASR2OP5M1_GAIN_ASTATUS = 16
  1378.     ASR2OP5M1_ASTATUS_CHANGE = 0.01
  1379. # MODIFICATION TWO -------------------------------------------------------------
  1380.     ASR2OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1381.     ASR2OP5M2_ASTATUS_CHANGE = 1 - 0.01
  1382. # MODIFICATION THREE -----------------------------------------------------------
  1383.     ASR2OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1384.     ASR2OP5M3_ASTATUS_CHANGE = 1 - 0.01
  1385. # MODIFICATION FOUR ------------------------------------------------------------
  1386.     ASR2OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1387.     ASR2OP5M4_ASTATUS_CHANGE = 1 - 0.01
  1388.    
  1389. ################################################################################                                      
  1390. # Attack With State Row 2 Option 6  
  1391. #-------------------------------------
  1392. # Adjust these to your liking.
  1393. ################################################################################
  1394.  
  1395.     ASR2OP6_HELP_VOCAB = " AER2OP6 !!"
  1396.  
  1397.     ASR2OP6_POINTS_COST = 6 # erow2op6. points cost for this option.
  1398. #-------------------------------------------------------------------------------
  1399. # STATUS RESIST:
  1400. #===============
  1401. # MODIFICATION ONE -------------------------------------------------------------
  1402.     ASR2OP6M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1403.     ASR2OP6M1_STATUS_CHANGE = 1 - 0.01
  1404. # MODIFICATION TWO -------------------------------------------------------------
  1405.     ASR2OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1406.     ASR2OP6M2_STATUS_CHANGE = 1 - 0.01
  1407. # MODIFICATION THREE -----------------------------------------------------------
  1408.     ASR2OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1409.     ASR2OP6M3_STATUS_CHANGE = 1 - 0.01
  1410. # MODIFICATION FOUR ------------------------------------------------------------
  1411.     ASR2OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1412.     ASR2OP6M4_STATUS_CHANGE = 1 - 0.01
  1413. #-------------------------------------------------------------------------------    
  1414. # ATTACK STATUS:
  1415. #===============
  1416. # MODIFICATION ONE -------------------------------------------------------------
  1417.     ASR2OP6M1_GAIN_ASTATUS = 17
  1418.     ASR2OP6M1_ASTATUS_CHANGE = 0.01
  1419. # MODIFICATION TWO -------------------------------------------------------------
  1420.     ASR2OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1421.     ASR2OP6M2_ASTATUS_CHANGE = 1 - 0.01
  1422. # MODIFICATION THREE -----------------------------------------------------------
  1423.     ASR2OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1424.     ASR2OP6M3_ASTATUS_CHANGE = 1 - 0.01
  1425. # MODIFICATION FOUR ------------------------------------------------------------
  1426.     ASR2OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1427.     ASR2OP6M4_ASTATUS_CHANGE = 1 - 0.01    
  1428.    
  1429. ################################################################################                                      
  1430. # Attack With State Row 2 Option 7  
  1431. #-------------------------------------
  1432. # Adjust these to your liking.
  1433. ################################################################################
  1434.  
  1435.     ASR2OP7_HELP_VOCAB = " AER2OP7 !!"
  1436.  
  1437.     ASR2OP7_POINTS_COST = 7 # erow2op7. points cost for this option.
  1438. #-------------------------------------------------------------------------------
  1439. # STATUS RESIST:
  1440. #================
  1441. # MODIFICATION ONE -------------------------------------------------------------
  1442.     ASR2OP7M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1443.     ASR2OP7M1_STATUS_CHANGE = 1 - 0.01
  1444. # MODIFICATION TWO -------------------------------------------------------------
  1445.     ASR2OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1446.     ASR2OP7M2_STATUS_CHANGE = 1 - 0.01
  1447.    
  1448. # MODIFICATION THREE -----------------------------------------------------------
  1449.     ASR2OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1450.     ASR2OP7M3_STATUS_CHANGE = 1 - 0.01
  1451. # MODIFICATION FOUR ------------------------------------------------------------
  1452.     ASR2OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1453.     ASR2OP7M4_STATUS_CHANGE = 1 - 0.01
  1454. #-------------------------------------------------------------------------------    
  1455. # ATTACK STATUS:
  1456. #===============
  1457. # MODIFICATION ONE -------------------------------------------------------------
  1458.     ASR2OP7M1_GAIN_ASTATUS = 18
  1459.     ASR2OP7M1_ASTATUS_CHANGE = 0.01
  1460. # MODIFICATION TWO -------------------------------------------------------------
  1461.     ASR2OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1462.     ASR2OP7M2_ASTATUS_CHANGE = 1 - 0.01
  1463. # MODIFICATION THREE -----------------------------------------------------------
  1464.     ASR2OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1465.     ASR2OP7M3_ASTATUS_CHANGE = 1 - 0.01
  1466. # MODIFICATION FOUR ------------------------------------------------------------
  1467.     ASR2OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1468.     ASR2OP7M4_ASTATUS_CHANGE = 1 - 0.01
  1469.    
  1470. ################################################################################                                      
  1471. # Attack With State Row 2 Option 8  
  1472. #-------------------------------------
  1473. # Adjust these to your liking.
  1474. ################################################################################
  1475.  
  1476.     ASR2OP8_HELP_VOCAB = " AER2OP8 !!"
  1477.  
  1478.     ASR2OP8_POINTS_COST = 8 # points cost for this option.
  1479. #-------------------------------------------------------------------------------
  1480. # STATUS RESIST:
  1481. #===============
  1482. # MODIFICATION ONE -------------------------------------------------------------
  1483.     ASR2OP8M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1484.     ASR2OP8M1_STATUS_CHANGE = 1 - 0.01
  1485. # MODIFICATION TWO -------------------------------------------------------------
  1486.     ASR2OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1487.     ASR2OP8M2_STATUS_CHANGE = 1 - 0.01
  1488. # MODIFICATION THREE -----------------------------------------------------------
  1489.     ASR2OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1490.     ASR2OP8M3_STATUS_CHANGE = 1 - 0.01
  1491. # MODIFICATION FOUR ------------------------------------------------------------
  1492.     ASR2OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1493.     ASR2OP8M4_STATUS_CHANGE = 1 - 0.01
  1494. #-------------------------------------------------------------------------------    
  1495. # ATTACK STATUS:
  1496. #===============
  1497. # MODIFICATION ONE -------------------------------------------------------------
  1498.     ASR2OP8M1_GAIN_ASTATUS = 19
  1499.     ASR2OP8M1_ASTATUS_CHANGE = 0.01
  1500. # MODIFICATION TWO -------------------------------------------------------------
  1501.     ASR2OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1502.     ASR2OP8M2_ASTATUS_CHANGE = 1 - 0.01
  1503. # MODIFICATION THREE -----------------------------------------------------------
  1504.     ASR2OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1505.     ASR2OP8M3_ASTATUS_CHANGE = 1 - 0.01
  1506. # MODIFICATION FOUR ------------------------------------------------------------
  1507.     ASR2OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
  1508.     ASR2OP8M4_ASTATUS_CHANGE = 1 - 0.01
  1509.    
  1510. #===============================================================================#
  1511. #################################################################################
  1512. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1513. #################################################################################
  1514. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1515. #################################################################################
  1516. #                                                                               #
  1517. #                       ★ Perfect Status Distribution ★
  1518. #
  1519. #                             - CUSTOMISATION END -                            
  1520. #                                                                               #
  1521. #################################################################################
  1522. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1523. #################################################################################
  1524. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1525. #################################################################################
  1526. #===============================================================================#
  1527. #
  1528. #
  1529. # NOTE: I reccomend, even if you know what you're doing to be 'VERY' carefull    
  1530. # with any modifications you 'intend' on doing.
  1531. #
  1532. #
  1533. ################################################################################
  1534. ################################################################################
  1535. ################################################################################
  1536. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1537. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1538. #                                                                               #
  1539. #                        ★ Perfect Status Distribution ★
  1540. #
  1541. #                                - SCRIPT BEGIN -                               #
  1542. #                                                                               #
  1543. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  1544. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  1545. #===============================================================================#
  1546. #                           - DekitaRPG@gmail.com -                             #
  1547. #===============================================================================#
  1548. # ARE YOU MODIFYING BEYOND THIS POINT? \.\.                                     #
  1549. # YES?\.\.                                                                      #
  1550. # OMG, REALLY?                                                                  #
  1551. # WELL SLAP MY FACE AND CALL ME A DRAGON.\..\..                                 #
  1552. # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\..                                #
  1553. #===============================================================================#
  1554.   end # ADDSTC
  1555. end # DPB
  1556. #################################################################################
  1557. class Game_Actor < Game_Battler
  1558.       def cost_status(param)
  1559.  tbl = [DPB::PSPDS::OPTION_1_COST,#0 DONT TOUCH THIS SHIT
  1560.         DPB::PSPDS::OPTION_2_COST,#1 DONT TOUCH THIS SHIT
  1561.         DPB::PSPDS::OPTION_3_COST,#2 DONT TOUCH THIS SHIT
  1562.         DPB::PSPDS::OPTION_4_COST,#3 DONT TOUCH THIS SHIT
  1563.         DPB::ADDSTC::SR1OP1_POINTS_COST,  #4
  1564.         DPB::ADDSTC::SR1OP2_POINTS_COST,  #5
  1565.         DPB::ADDSTC::SR1OP3_POINTS_COST,  #6
  1566.         DPB::ADDSTC::SR1OP4_POINTS_COST,  #7
  1567.         DPB::ADDSTC::SR1OP5_POINTS_COST,  #8
  1568.         DPB::ADDSTC::SR1OP6_POINTS_COST,  #9
  1569.         DPB::ADDSTC::SR1OP7_POINTS_COST,  #10
  1570.         DPB::ADDSTC::SR1OP8_POINTS_COST,  #11
  1571.         DPB::ADDSTC::ASR1OP1_POINTS_COST, #12
  1572.         DPB::ADDSTC::ASR1OP2_POINTS_COST, #13
  1573.         DPB::ADDSTC::ASR1OP3_POINTS_COST, #14
  1574.         DPB::ADDSTC::ASR1OP4_POINTS_COST, #15
  1575.         DPB::ADDSTC::ASR1OP5_POINTS_COST, #16
  1576.         DPB::ADDSTC::ASR1OP6_POINTS_COST, #17
  1577.         DPB::ADDSTC::ASR1OP7_POINTS_COST, #18
  1578.         DPB::ADDSTC::ASR1OP8_POINTS_COST, #19
  1579.         DPB::ADDSTC::SR2OP1_POINTS_COST,  #20
  1580.         DPB::ADDSTC::SR2OP2_POINTS_COST,  #21
  1581.         DPB::ADDSTC::SR2OP3_POINTS_COST,  #22
  1582.         DPB::ADDSTC::SR2OP4_POINTS_COST,  #23
  1583.         DPB::ADDSTC::SR2OP5_POINTS_COST,  #24
  1584.         DPB::ADDSTC::SR2OP6_POINTS_COST,  #25
  1585.         DPB::ADDSTC::SR2OP7_POINTS_COST,  #26
  1586.         DPB::ADDSTC::SR2OP8_POINTS_COST,  #27
  1587.         DPB::ADDSTC::ASR2OP1_POINTS_COST, #28
  1588.         DPB::ADDSTC::ASR2OP2_POINTS_COST, #29
  1589.         DPB::ADDSTC::ASR2OP3_POINTS_COST, #30
  1590.         DPB::ADDSTC::ASR2OP4_POINTS_COST, #31
  1591.         DPB::ADDSTC::ASR2OP5_POINTS_COST, #32
  1592.         DPB::ADDSTC::ASR2OP6_POINTS_COST, #33
  1593.         DPB::ADDSTC::ASR2OP7_POINTS_COST, #34
  1594.         DPB::ADDSTC::ASR2OP8_POINTS_COST, #35  #end state gains.
  1595.         0] # DO NOT MODIFY THIS
  1596.         note = $data_classes[@class_id].note
  1597.         note.each_line do |line|
  1598.           if line.include?("<cost_status>")
  1599.                 line2 = line.gsub!("<cost_status> ","")
  1600.                 tbl = eval(line2)
  1601.           end
  1602.         end
  1603.         return tbl[param]
  1604.       end
  1605.     end #game actor
  1606. #==============================================================================
  1607. # ** Scene_Menu
  1608. #------------------------------------------------------------------------------
  1609. #  This class performs the menu screen processing.
  1610. #==============================================================================
  1611. class Scene_State_Up < Scene_MenuBase
  1612.   def msg
  1613.     s = ["#{DPB::ADDSTC::SR1OP1_HELP_VOCAB}  
  1614. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(4)}",
  1615.         "#{DPB::ADDSTC::SR2OP1_HELP_VOCAB}  
  1616. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(20)}",
  1617.         "#{DPB::ADDSTC::ASR1OP1_HELP_VOCAB}  
  1618. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(12)}",
  1619.         "#{DPB::ADDSTC::ASR2OP1_HELP_VOCAB}  
  1620. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(28)}",
  1621. #==========================================
  1622.         "#{DPB::ADDSTC::SR1OP2_HELP_VOCAB}
  1623. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(5)}",
  1624.         "#{DPB::ADDSTC::SR2OP2_HELP_VOCAB}
  1625. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(21)}",
  1626.         "#{DPB::ADDSTC::ASR1OP2_HELP_VOCAB}
  1627. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(13)}",
  1628.         "#{DPB::ADDSTC::ASR2OP2_HELP_VOCAB}
  1629. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(29)}",
  1630. #==========================================
  1631.         "#{DPB::ADDSTC::SR1OP3_HELP_VOCAB}
  1632. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(6)}",
  1633.         "#{DPB::ADDSTC::SR2OP3_HELP_VOCAB}
  1634. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(22)}",
  1635.         "#{DPB::ADDSTC::ASR1OP3_HELP_VOCAB}
  1636. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(14)}",
  1637.         "#{DPB::ADDSTC::ASR2OP3_HELP_VOCAB}
  1638. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(30)}",
  1639. #==========================================
  1640.         "#{DPB::ADDSTC::SR1OP4_HELP_VOCAB}
  1641. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(7)}",
  1642.         "#{DPB::ADDSTC::SR2OP4_HELP_VOCAB}
  1643. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(23)}",
  1644.         "#{DPB::ADDSTC::ASR1OP4_HELP_VOCAB}
  1645. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(15)}",
  1646.         "#{DPB::ADDSTC::ASR2OP4_HELP_VOCAB}
  1647. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(31)}",
  1648. #==========================================
  1649.         "#{DPB::ADDSTC::SR1OP5_HELP_VOCAB}
  1650. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(8)}",
  1651.         "#{DPB::ADDSTC::SR2OP5_HELP_VOCAB}
  1652. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(24)}",
  1653.         "#{DPB::ADDSTC::ASR1OP5_HELP_VOCAB}
  1654. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(16)}",
  1655.         "#{DPB::ADDSTC::ASR2OP5_HELP_VOCAB}
  1656. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(32)}",
  1657. #==========================================
  1658.         "#{DPB::ADDSTC::SR1OP6_HELP_VOCAB}
  1659. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(9)}",
  1660.         "#{DPB::ADDSTC::SR2OP6_HELP_VOCAB}
  1661. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(25)}",
  1662.         "#{DPB::ADDSTC::ASR1OP6_HELP_VOCAB}
  1663. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(17)}",
  1664.         "#{DPB::ADDSTC::ASR2OP6_HELP_VOCAB}
  1665. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(33)}",
  1666. #==========================================
  1667.         "#{DPB::ADDSTC::SR1OP7_HELP_VOCAB}
  1668. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(10)}",
  1669.         "#{DPB::ADDSTC::SR2OP7_HELP_VOCAB}
  1670. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(26)}",
  1671.         "#{DPB::ADDSTC::ASR1OP7_HELP_VOCAB}
  1672. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(18)}",
  1673.         "#{DPB::ADDSTC::ASR2OP7_HELP_VOCAB}
  1674. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(34)}",
  1675. #==========================================
  1676.         "#{DPB::ADDSTC::SR1OP8_HELP_VOCAB}
  1677. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(11)}",
  1678.         "#{DPB::ADDSTC::SR2OP8_HELP_VOCAB}
  1679. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(27)}",
  1680.         "#{DPB::ADDSTC::ASR1OP8_HELP_VOCAB}
  1681. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(19)}",
  1682.         "#{DPB::ADDSTC::ASR2OP8_HELP_VOCAB}
  1683. #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(35)}"]
  1684. #        "#{DPB::PSPDS::EXIT_VOCAB} "]
  1685. #==========================================
  1686.         return s
  1687.       end
  1688.   #--------------------------------------------------------------------------
  1689.   # * Start Processing
  1690.   #--------------------------------------------------------------------------
  1691.   def start
  1692.         super
  1693.         create_status_window
  1694.         create_command_window
  1695.         create_help_window
  1696.         @help_window.set_text(msg[@command_window.index])
  1697.         @help_window.y = (Graphics.height - 80)
  1698.         @help_window.opacity = 0
  1699.         @command_window.y = 131
  1700.         @command_window.x = 0
  1701.   end
  1702.   #--------------------------------------------------------------------------
  1703.   # * Create Command Window
  1704.   #--------------------------------------------------------------------------
  1705. def create_command_window
  1706. @command_window = Window_Status_State_UpCommand.new
  1707. @command_window.set_handler(:cancel,   method(:return_scene))
  1708. @command_window.set_handler(:pagedown, method(:next_actor))
  1709. @command_window.set_handler(:pageup,   method(:prev_actor))
  1710. @command_window.set_handler(:gain_starow1op1, method(:command_gain_srow1op1))
  1711. @command_window.set_handler(:gain_starow2op1, method(:command_gain_srow2op1))
  1712. @command_window.set_handler(:gain_atkstarow1op1, method(:command_gain_asrow1op1))
  1713. @command_window.set_handler(:gain_atkstarow2op1, method(:command_gain_asrow2op1))
  1714. @command_window.set_handler(:gain_starow1op2, method(:command_gain_srow1op2))
  1715. @command_window.set_handler(:gain_starow2op2, method(:command_gain_srow2op2))
  1716. @command_window.set_handler(:gain_atkstarow1op2, method(:command_gain_asrow1op2))
  1717. @command_window.set_handler(:gain_atkstarow2op2, method(:command_gain_asrow2op2))
  1718. @command_window.set_handler(:gain_starow1op3, method(:command_gain_srow1op3))
  1719. @command_window.set_handler(:gain_starow2op3, method(:command_gain_srow2op3))
  1720. @command_window.set_handler(:gain_atkstarow1op3, method(:command_gain_asrow1op3))
  1721. @command_window.set_handler(:gain_atkstarow2op3, method(:command_gain_asrow2op3))
  1722. @command_window.set_handler(:gain_starow1op4, method(:command_gain_srow1op4))
  1723. @command_window.set_handler(:gain_starow2op4, method(:command_gain_srow2op4))
  1724. @command_window.set_handler(:gain_atkstarow1op4, method(:command_gain_asrow1op4))
  1725. @command_window.set_handler(:gain_atkstarow2op4, method(:command_gain_asrow2op4))
  1726. @command_window.set_handler(:gain_starow1op5, method(:command_gain_srow1op5))
  1727. @command_window.set_handler(:gain_starow2op5, method(:command_gain_srow2op5))
  1728. @command_window.set_handler(:gain_atkstarow1op5, method(:command_gain_asrow1op5))
  1729. @command_window.set_handler(:gain_atkstarow2op5, method(:command_gain_asrow2op5))
  1730. @command_window.set_handler(:gain_starow1op6, method(:command_gain_srow1op6))
  1731. @command_window.set_handler(:gain_starow2op6, method(:command_gain_srow2op6))
  1732. @command_window.set_handler(:gain_atkstarow1op6, method(:command_gain_asrow1op6))
  1733. @command_window.set_handler(:gain_atkstarow2op6, method(:command_gain_asrow2op6))
  1734. @command_window.set_handler(:gain_starow1op7, method(:command_gain_srow1op7))
  1735. @command_window.set_handler(:gain_starow2op7, method(:command_gain_srow2op7))
  1736. @command_window.set_handler(:gain_atkstarow1op7, method(:command_gain_asrow1op7))
  1737. @command_window.set_handler(:gain_atkstarow2op7, method(:command_gain_asrow2op7))
  1738. @command_window.set_handler(:gain_starow1op8, method(:command_gain_srow1op8))
  1739. @command_window.set_handler(:gain_starow2op8, method(:command_gain_srow2op8))
  1740. @command_window.set_handler(:gain_atkstarow1op8, method(:command_gain_asrow1op8))
  1741. @command_window.set_handler(:gain_atkstarow2op8, method(:command_gain_asrow2op8))
  1742.   end
  1743.   def create_status_window
  1744.         @status_window = Window_Status_State_Up.new(@actor)
  1745.         @status_window.x = 0
  1746.         @status_window.y = 0
  1747.   end
  1748. ################################################################################
  1749. # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
  1750. # ROW ONE ####### ROW ONE ######### ROW ONE ######## ROW ONE #########         #
  1751. # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
  1752. ################################################################################
  1753. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  1754.   def command_gain_srow1op1
  1755.         index = @command_window.index
  1756.         @command_window.refresh
  1757.     if  @actor.atti_ptz >= @actor.cost_status(4)
  1758.         @actor.gain_atti_ptz(-@actor.cost_status(4))
  1759. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M1_GAIN_STATUS, DPB::ADDSTC::SR1OP1M1_STATUS_CHANGE)
  1760. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M2_GAIN_STATUS, DPB::ADDSTC::SR1OP1M2_STATUS_CHANGE)
  1761. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M3_GAIN_STATUS, DPB::ADDSTC::SR1OP1M3_STATUS_CHANGE)
  1762. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M4_GAIN_STATUS, DPB::ADDSTC::SR1OP1M4_STATUS_CHANGE)
  1763. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M1_ASTATUS_CHANGE)
  1764. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M2_ASTATUS_CHANGE)
  1765. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M3_ASTATUS_CHANGE)
  1766. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M4_ASTATUS_CHANGE)
  1767. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1768.         else
  1769.           @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1770.         end
  1771.         @status_window.refresh
  1772.         @command_window.refresh
  1773.         wait(25)
  1774.         @help_window.set_text(msg[@command_window.index])
  1775.         @command_window.activate
  1776.       end
  1777.    else # if branch
  1778. def command_gain_srow1op1
  1779.         index = @command_window.index
  1780.         @command_window.refresh
  1781.      if @actor.level_up_pts >= @actor.cost_status(4)
  1782.         @actor.gain_lvl_pts(-@actor.cost_status(4))
  1783. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M1_GAIN_STATUS, DPB::ADDSTC::SR1OP1M1_STATUS_CHANGE)
  1784. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M2_GAIN_STATUS, DPB::ADDSTC::SR1OP1M2_STATUS_CHANGE)
  1785. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M3_GAIN_STATUS, DPB::ADDSTC::SR1OP1M3_STATUS_CHANGE)
  1786. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M4_GAIN_STATUS, DPB::ADDSTC::SR1OP1M4_STATUS_CHANGE)
  1787. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M1_ASTATUS_CHANGE)
  1788. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M2_ASTATUS_CHANGE)
  1789. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M3_ASTATUS_CHANGE)
  1790. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M4_ASTATUS_CHANGE)
  1791. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1792.         else
  1793.           @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1794.         end
  1795.         @status_window.refresh
  1796.         @command_window.refresh
  1797.         wait(25)
  1798.         @help_window.set_text(msg[@command_window.index])
  1799.         @command_window.activate
  1800.       end
  1801.     end
  1802. #  end # if branch
  1803. ################################################################################
  1804. ################################################################################
  1805. if DPB::PSPDS::USE_ATTRIBUTE_POINTS
  1806. def command_gain_srow1op2
  1807.         index = @command_window.index
  1808.         @command_window.refresh
  1809.         if @actor.atti_ptz >= @actor.cost_status(5)
  1810.         @actor.gain_atti_ptz(-@actor.cost_status(5))
  1811. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M1_GAIN_STATUS, DPB::ADDSTC::SR1OP2M1_STATUS_CHANGE)
  1812. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M2_GAIN_STATUS, DPB::ADDSTC::SR1OP2M2_STATUS_CHANGE)
  1813. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M3_GAIN_STATUS, DPB::ADDSTC::SR1OP2M3_STATUS_CHANGE)
  1814. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M4_GAIN_STATUS, DPB::ADDSTC::SR1OP2M4_STATUS_CHANGE)
  1815. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M1_ASTATUS_CHANGE)
  1816. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M2_ASTATUS_CHANGE)
  1817. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M3_ASTATUS_CHANGE)
  1818. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M4_ASTATUS_CHANGE)
  1819. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1820.         else
  1821.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1822.         end
  1823.         @status_window.refresh
  1824.         @command_window.refresh
  1825.         wait(25)
  1826.         @help_window.set_text(msg[@command_window.index])
  1827.         @command_window.activate
  1828.       end
  1829.     else # if branch
  1830. def command_gain_srow1op2
  1831.         index = @command_window.index
  1832.         @command_window.refresh
  1833.     if @actor.level_up_pts >= @actor.cost_status(5)
  1834.         @actor.gain_lvl_pts(-@actor.cost_status(5))
  1835. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M1_GAIN_STATUS, DPB::ADDSTC::SR1OP2M1_STATUS_CHANGE)
  1836. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M2_GAIN_STATUS, DPB::ADDSTC::SR1OP2M2_STATUS_CHANGE)
  1837. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M3_GAIN_STATUS, DPB::ADDSTC::SR1OP2M3_STATUS_CHANGE)
  1838. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M4_GAIN_STATUS, DPB::ADDSTC::SR1OP2M4_STATUS_CHANGE)
  1839. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M1_ASTATUS_CHANGE)
  1840. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M2_ASTATUS_CHANGE)
  1841. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M3_ASTATUS_CHANGE)
  1842. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M4_ASTATUS_CHANGE)
  1843. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1844.         else
  1845.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1846.         end
  1847.         @status_window.refresh
  1848.         @command_window.refresh
  1849.         wait(25)
  1850.         @help_window.set_text(msg[@command_window.index])
  1851.         @command_window.activate
  1852.       end
  1853.     end # if branch
  1854.  
  1855. ################################################################################
  1856. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  1857. def command_gain_srow1op3
  1858.         index = @command_window.index
  1859.         @command_window.refresh
  1860.      if @actor.atti_ptz >= @actor.cost_status(6)
  1861.         @actor.gain_atti_ptz(-@actor.cost_status(6))
  1862. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M1_GAIN_STATUS, DPB::ADDSTC::SR1OP3M1_STATUS_CHANGE)
  1863. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M2_GAIN_STATUS, DPB::ADDSTC::SR1OP3M2_STATUS_CHANGE)
  1864. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M3_GAIN_STATUS, DPB::ADDSTC::SR1OP3M3_STATUS_CHANGE)
  1865. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M4_GAIN_STATUS, DPB::ADDSTC::SR1OP3M4_STATUS_CHANGE)
  1866. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M1_ASTATUS_CHANGE)
  1867. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M2_ASTATUS_CHANGE)
  1868. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M3_ASTATUS_CHANGE)
  1869. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M4_ASTATUS_CHANGE)
  1870. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1871.         else
  1872.           @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1873.         end
  1874.         @status_window.refresh
  1875.         @command_window.refresh
  1876.         wait(25)
  1877.         @help_window.set_text(msg[@command_window.index])
  1878.         @command_window.activate        
  1879.       end
  1880.     else # if branch
  1881. def command_gain_srow1op3
  1882.         index = @command_window.index
  1883.         @command_window.refresh
  1884.      if @actor.level_up_pts >= @actor.cost_status(6)
  1885.         @actor.gain_lvl_pts(-@actor.cost_status(6))
  1886. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M1_GAIN_STATUS, DPB::ADDSTC::SR1OP3M1_STATUS_CHANGE)
  1887. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M2_GAIN_STATUS, DPB::ADDSTC::SR1OP3M2_STATUS_CHANGE)
  1888. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M3_GAIN_STATUS, DPB::ADDSTC::SR1OP3M3_STATUS_CHANGE)
  1889. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M4_GAIN_STATUS, DPB::ADDSTC::SR1OP3M4_STATUS_CHANGE)
  1890. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M1_ASTATUS_CHANGE)
  1891. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M2_ASTATUS_CHANGE)
  1892. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M3_ASTATUS_CHANGE)
  1893. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M4_ASTATUS_CHANGE)
  1894. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1895.         else
  1896.           @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1897.         end
  1898.         @status_window.refresh
  1899.         @command_window.refresh
  1900.         wait(25)
  1901.         @help_window.set_text(msg[@command_window.index])
  1902.         @command_window.activate        
  1903.       end
  1904.     end # if branch
  1905. ################################################################################
  1906. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  1907. def command_gain_srow1op4 # FROM HERE
  1908.         index = @command_window.index
  1909.         @command_window.refresh
  1910.      if @actor.atti_ptz >= @actor.cost_status(7)
  1911.         @actor.gain_atti_ptz(-@actor.cost_status(7))
  1912. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M1_GAIN_STATUS, DPB::ADDSTC::SR1OP4M1_STATUS_CHANGE)
  1913. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M2_GAIN_STATUS, DPB::ADDSTC::SR1OP4M2_STATUS_CHANGE)
  1914. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M3_GAIN_STATUS, DPB::ADDSTC::SR1OP4M3_STATUS_CHANGE)
  1915. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M4_GAIN_STATUS, DPB::ADDSTC::SR1OP4M4_STATUS_CHANGE)
  1916. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M1_ASTATUS_CHANGE)
  1917. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M2_ASTATUS_CHANGE)
  1918. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M3_ASTATUS_CHANGE)
  1919. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M4_ASTATUS_CHANGE)
  1920. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1921.         else
  1922.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1923.         end
  1924.         @status_window.refresh
  1925.         @command_window.refresh
  1926.         wait(25)
  1927.         @help_window.set_text(msg[@command_window.index])
  1928.         @command_window.activate
  1929.       end
  1930.       else# if branch
  1931. def command_gain_srow1op4 # FROM HERE
  1932.         index = @command_window.index
  1933.         @command_window.refresh
  1934.      if @actor.level_up_pts >= @actor.cost_status(7)
  1935.         @actor.gain_lvl_pts(-@actor.cost_status(7))
  1936. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M1_GAIN_STATUS, DPB::ADDSTC::SR1OP4M1_STATUS_CHANGE)
  1937. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M2_GAIN_STATUS, DPB::ADDSTC::SR1OP4M2_STATUS_CHANGE)
  1938. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M3_GAIN_STATUS, DPB::ADDSTC::SR1OP4M3_STATUS_CHANGE)
  1939. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M4_GAIN_STATUS, DPB::ADDSTC::SR1OP4M4_STATUS_CHANGE)
  1940. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M1_ASTATUS_CHANGE)
  1941. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M2_ASTATUS_CHANGE)
  1942. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M3_ASTATUS_CHANGE)
  1943. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M4_ASTATUS_CHANGE)
  1944. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1945.         else
  1946.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1947.         end
  1948.         @status_window.refresh
  1949.         @command_window.refresh
  1950.         wait(25)
  1951.         @help_window.set_text(msg[@command_window.index])
  1952.         @command_window.activate
  1953.       end
  1954.     end# if branch
  1955. ################################################################################
  1956. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  1957.   def command_gain_srow1op5
  1958.         index = @command_window.index
  1959.         @command_window.refresh
  1960.      if @actor.atti_ptz >= @actor.cost_status(8)
  1961.         @actor.gain_atti_ptz(-@actor.cost_status(8))
  1962. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M1_GAIN_STATUS, DPB::ADDSTC::SR1OP5M1_STATUS_CHANGE)
  1963. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M2_GAIN_STATUS, DPB::ADDSTC::SR1OP5M2_STATUS_CHANGE)
  1964. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M3_GAIN_STATUS, DPB::ADDSTC::SR1OP5M3_STATUS_CHANGE)
  1965. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M4_GAIN_STATUS, DPB::ADDSTC::SR1OP5M4_STATUS_CHANGE)
  1966. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M1_ASTATUS_CHANGE)
  1967. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M2_ASTATUS_CHANGE)
  1968. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M3_ASTATUS_CHANGE)
  1969. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M4_ASTATUS_CHANGE)
  1970. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1971.         else
  1972.           @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1973.         end
  1974.         @status_window.refresh
  1975.         @command_window.refresh
  1976.         wait(25)
  1977.         @help_window.set_text(msg[@command_window.index])
  1978.         @command_window.activate
  1979.       end
  1980.     else # if branch
  1981. def command_gain_srow1op5
  1982.         index = @command_window.index
  1983.         @command_window.refresh
  1984.      if @actor.level_up_pts >= @actor.cost_status(8)
  1985.         @actor.gain_lvl_pts(-@actor.cost_status(8))
  1986. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M1_GAIN_STATUS, DPB::ADDSTC::SR1OP5M1_STATUS_CHANGE)
  1987. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M2_GAIN_STATUS, DPB::ADDSTC::SR1OP5M2_STATUS_CHANGE)
  1988. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M3_GAIN_STATUS, DPB::ADDSTC::SR1OP5M3_STATUS_CHANGE)
  1989. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M4_GAIN_STATUS, DPB::ADDSTC::SR1OP5M4_STATUS_CHANGE)
  1990. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M1_ASTATUS_CHANGE)
  1991. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M2_ASTATUS_CHANGE)
  1992. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M3_ASTATUS_CHANGE)
  1993. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M4_ASTATUS_CHANGE)
  1994. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  1995.         else
  1996.           @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  1997.         end
  1998.         @status_window.refresh
  1999.         @command_window.refresh
  2000.         wait(25)
  2001.         @help_window.set_text(msg[@command_window.index])
  2002.         @command_window.activate
  2003.       end
  2004.     end # if branch
  2005.      
  2006. ################################################################################
  2007. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2008. def command_gain_srow1op6
  2009.         index = @command_window.index
  2010.         @command_window.refresh
  2011.      if @actor.atti_ptz >= @actor.cost_status(9)
  2012.         @actor.gain_atti_ptz(-@actor.cost_status(9))
  2013. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M1_GAIN_STATUS, DPB::ADDSTC::SR1OP6M1_STATUS_CHANGE)
  2014. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M2_GAIN_STATUS, DPB::ADDSTC::SR1OP6M2_STATUS_CHANGE)
  2015. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M3_GAIN_STATUS, DPB::ADDSTC::SR1OP6M3_STATUS_CHANGE)
  2016. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M4_GAIN_STATUS, DPB::ADDSTC::SR1OP6M4_STATUS_CHANGE)
  2017. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M1_ASTATUS_CHANGE)
  2018. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M2_ASTATUS_CHANGE)
  2019. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M3_ASTATUS_CHANGE)
  2020. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M4_ASTATUS_CHANGE)
  2021. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2022.         else
  2023.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2024.         end
  2025.         @status_window.refresh
  2026.         @command_window.refresh
  2027.         wait(25)
  2028.         @help_window.set_text(msg[@command_window.index])
  2029.         @command_window.activate
  2030.       end
  2031.     else # if branch
  2032. def command_gain_srow1op6
  2033.         index = @command_window.index
  2034.         @command_window.refresh
  2035.      if @actor.level_up_pts >= @actor.cost_status(9)
  2036.         @actor.gain_lvl_pts(-@actor.cost_status(9))
  2037. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M1_GAIN_STATUS, DPB::ADDSTC::SR1OP6M1_STATUS_CHANGE)
  2038. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M2_GAIN_STATUS, DPB::ADDSTC::SR1OP6M2_STATUS_CHANGE)
  2039. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M3_GAIN_STATUS, DPB::ADDSTC::SR1OP6M3_STATUS_CHANGE)
  2040. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M4_GAIN_STATUS, DPB::ADDSTC::SR1OP6M4_STATUS_CHANGE)
  2041. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M1_ASTATUS_CHANGE)
  2042. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M2_ASTATUS_CHANGE)
  2043. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M3_ASTATUS_CHANGE)
  2044. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M4_ASTATUS_CHANGE)
  2045. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2046.         else
  2047.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2048.         end
  2049.         @status_window.refresh
  2050.         @command_window.refresh
  2051.         wait(25)
  2052.         @help_window.set_text(msg[@command_window.index])
  2053.         @command_window.activate
  2054.       end
  2055.     end # if branch
  2056. ################################################################################
  2057. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2058. def command_gain_srow1op7
  2059.         index = @command_window.index
  2060.         @command_window.refresh
  2061.      if @actor.atti_ptz >= @actor.cost_status(10)
  2062.         @actor.gain_atti_ptz(-@actor.cost_status(10))
  2063. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M1_GAIN_STATUS, DPB::ADDSTC::SR1OP7M1_STATUS_CHANGE)
  2064. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M2_GAIN_STATUS, DPB::ADDSTC::SR1OP7M2_STATUS_CHANGE)
  2065. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M3_GAIN_STATUS, DPB::ADDSTC::SR1OP7M3_STATUS_CHANGE)
  2066. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M4_GAIN_STATUS, DPB::ADDSTC::SR1OP7M4_STATUS_CHANGE)
  2067. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M1_ASTATUS_CHANGE)
  2068. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M2_ASTATUS_CHANGE)
  2069. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M3_ASTATUS_CHANGE)
  2070. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M4_ASTATUS_CHANGE)
  2071. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2072.         else
  2073.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2074.         end
  2075.         @status_window.refresh
  2076.         @command_window.refresh
  2077.         wait(25)
  2078.         @help_window.set_text(msg[@command_window.index])
  2079.         @command_window.activate
  2080.       end
  2081.     else # if branch
  2082. def command_gain_srow1op7
  2083.         index = @command_window.index
  2084.         @command_window.refresh
  2085.      if @actor.level_up_pts >= @actor.cost_status(10)
  2086.         @actor.gain_lvl_pts(-@actor.cost_status(10))
  2087. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M1_GAIN_STATUS, DPB::ADDSTC::SR1OP7M1_STATUS_CHANGE)
  2088. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M2_GAIN_STATUS, DPB::ADDSTC::SR1OP7M2_STATUS_CHANGE)
  2089. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M3_GAIN_STATUS, DPB::ADDSTC::SR1OP7M3_STATUS_CHANGE)
  2090. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M4_GAIN_STATUS, DPB::ADDSTC::SR1OP7M4_STATUS_CHANGE)
  2091. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M1_ASTATUS_CHANGE)
  2092. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M2_ASTATUS_CHANGE)
  2093. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M3_ASTATUS_CHANGE)
  2094. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M4_ASTATUS_CHANGE)
  2095. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2096.         else
  2097.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2098.         end
  2099.         @status_window.refresh
  2100.         @command_window.refresh
  2101.         wait(25)
  2102.         @help_window.set_text(msg[@command_window.index])
  2103.         @command_window.activate
  2104.       end
  2105.     end # if branch
  2106. ################################################################################
  2107. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2108. def command_gain_srow1op8
  2109.         index = @command_window.index
  2110.         @command_window.refresh
  2111.      if @actor.atti_ptz >= @actor.cost_status(11)
  2112.         @actor.gain_atti_ptz(-@actor.cost_status(11))
  2113. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M1_GAIN_STATUS, DPB::ADDSTC::SR1OP8M1_STATUS_CHANGE)
  2114. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M2_GAIN_STATUS, DPB::ADDSTC::SR1OP8M2_STATUS_CHANGE)
  2115. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M3_GAIN_STATUS, DPB::ADDSTC::SR1OP8M3_STATUS_CHANGE)
  2116. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M4_GAIN_STATUS, DPB::ADDSTC::SR1OP8M4_STATUS_CHANGE)
  2117. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M1_ASTATUS_CHANGE)
  2118. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M2_ASTATUS_CHANGE)
  2119. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M3_ASTATUS_CHANGE)
  2120. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M4_ASTATUS_CHANGE)
  2121. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2122.         else
  2123.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2124.         end
  2125.         @status_window.refresh
  2126.         @command_window.refresh
  2127.         wait(25)
  2128.         @help_window.set_text(msg[@command_window.index])
  2129.         @command_window.activate
  2130.       end
  2131.     else # if branch
  2132. def command_gain_srow1op8
  2133.         index = @command_window.index
  2134.         @command_window.refresh
  2135.      if @actor.level_up_pts >= @actor.cost_status(11)
  2136.         @actor.gain_lvl_pts(-@actor.cost_status(11))
  2137. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M1_GAIN_STATUS, DPB::ADDSTC::SR1OP8M1_STATUS_CHANGE)
  2138. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M2_GAIN_STATUS, DPB::ADDSTC::SR1OP8M2_STATUS_CHANGE)
  2139. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M3_GAIN_STATUS, DPB::ADDSTC::SR1OP8M3_STATUS_CHANGE)
  2140. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M4_GAIN_STATUS, DPB::ADDSTC::SR1OP8M4_STATUS_CHANGE)
  2141. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M1_ASTATUS_CHANGE)
  2142. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M2_ASTATUS_CHANGE)
  2143. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M3_ASTATUS_CHANGE)
  2144. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M4_ASTATUS_CHANGE)
  2145. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2146.         else
  2147.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2148.         end
  2149.         @status_window.refresh
  2150.         @command_window.refresh
  2151.         wait(25)
  2152.         @help_window.set_text(msg[@command_window.index])
  2153.         @command_window.activate
  2154.       end
  2155.     end # if branch
  2156. ################################################################################
  2157. # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
  2158. # ROW TWO ####### ROW TWO ######### ROW TWO ######## ROW TWO #########         #
  2159. # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
  2160. ################################################################################  
  2161. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2162. def command_gain_srow2op1
  2163.         index = @command_window.index
  2164.         @command_window.refresh
  2165.      if @actor.atti_ptz >= @actor.cost_status(20)
  2166.         @actor.gain_atti_ptz(-@actor.cost_status(20))
  2167. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M1_GAIN_STATUS, DPB::ADDSTC::SR2OP1M1_STATUS_CHANGE)
  2168. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M2_GAIN_STATUS, DPB::ADDSTC::SR2OP1M2_STATUS_CHANGE)
  2169. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M3_GAIN_STATUS, DPB::ADDSTC::SR2OP1M3_STATUS_CHANGE)
  2170. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M4_GAIN_STATUS, DPB::ADDSTC::SR2OP1M4_STATUS_CHANGE)
  2171. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M1_ASTATUS_CHANGE)
  2172. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M2_ASTATUS_CHANGE)
  2173. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M3_ASTATUS_CHANGE)
  2174. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M4_ASTATUS_CHANGE)
  2175. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2176.         else
  2177.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2178.         end
  2179.         @status_window.refresh
  2180.         @command_window.refresh
  2181.         wait(25)
  2182.         @help_window.set_text(msg[@command_window.index])
  2183.         @command_window.activate
  2184.       end
  2185.     else # if branch
  2186. def command_gain_srow2op1
  2187.         index = @command_window.index
  2188.         @command_window.refresh
  2189.      if @actor.level_up_pts >= @actor.cost_status(20)
  2190.         @actor.gain_lvl_pts(-@actor.cost_status(20))
  2191. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M1_GAIN_STATUS, DPB::ADDSTC::SR2OP1M1_STATUS_CHANGE)
  2192. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M2_GAIN_STATUS, DPB::ADDSTC::SR2OP1M2_STATUS_CHANGE)
  2193. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M3_GAIN_STATUS, DPB::ADDSTC::SR2OP1M3_STATUS_CHANGE)
  2194. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M4_GAIN_STATUS, DPB::ADDSTC::SR2OP1M4_STATUS_CHANGE)
  2195. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M1_ASTATUS_CHANGE)
  2196. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M2_ASTATUS_CHANGE)
  2197. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M3_ASTATUS_CHANGE)
  2198. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M4_ASTATUS_CHANGE)
  2199. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2200.         else
  2201.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2202.         end
  2203.         @status_window.refresh
  2204.         @command_window.refresh
  2205.         wait(25)
  2206.         @help_window.set_text(msg[@command_window.index])
  2207.         @command_window.activate
  2208.       end
  2209.     end # if branch
  2210.      
  2211. ################################################################################
  2212. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2213. def command_gain_srow2op2
  2214.         index = @command_window.index
  2215.         @command_window.refresh
  2216.      if @actor.atti_ptz >= @actor.cost_status(21)
  2217.         @actor.gain_atti_ptz(-@actor.cost_status(21))
  2218. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M1_GAIN_STATUS, DPB::ADDSTC::SR2OP2M1_STATUS_CHANGE)
  2219. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M2_GAIN_STATUS, DPB::ADDSTC::SR2OP2M2_STATUS_CHANGE)
  2220. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M3_GAIN_STATUS, DPB::ADDSTC::SR2OP2M3_STATUS_CHANGE)
  2221. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M4_GAIN_STATUS, DPB::ADDSTC::SR2OP2M4_STATUS_CHANGE)
  2222. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M1_ASTATUS_CHANGE)
  2223. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M2_ASTATUS_CHANGE)
  2224. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M3_ASTATUS_CHANGE)
  2225. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M4_ASTATUS_CHANGE)
  2226. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2227.         else
  2228.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2229.         end
  2230.         @status_window.refresh
  2231.         @command_window.refresh
  2232.         wait(25)
  2233.         @help_window.set_text(msg[@command_window.index])
  2234.         @command_window.activate
  2235.       end
  2236.     else # if branch
  2237. def command_gain_srow2op2
  2238.         index = @command_window.index
  2239.         @command_window.refresh
  2240.      if @actor.level_up_pts >= @actor.cost_status(21)
  2241.         @actor.gain_lvl_pts(-@actor.cost_status(21))
  2242. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M1_GAIN_STATUS, DPB::ADDSTC::SR2OP2M1_STATUS_CHANGE)
  2243. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M2_GAIN_STATUS, DPB::ADDSTC::SR2OP2M2_STATUS_CHANGE)
  2244. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M3_GAIN_STATUS, DPB::ADDSTC::SR2OP2M3_STATUS_CHANGE)
  2245. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M4_GAIN_STATUS, DPB::ADDSTC::SR2OP2M4_STATUS_CHANGE)
  2246. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M1_ASTATUS_CHANGE)
  2247. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M2_ASTATUS_CHANGE)
  2248. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M3_ASTATUS_CHANGE)
  2249. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M4_ASTATUS_CHANGE)
  2250. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2251.         else
  2252.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2253.         end
  2254.         @status_window.refresh
  2255.         @command_window.refresh
  2256.         wait(25)
  2257.         @help_window.set_text(msg[@command_window.index])
  2258.         @command_window.activate
  2259.       end
  2260.     end # if branch
  2261.      
  2262. ################################################################################
  2263. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2264. def command_gain_srow2op3
  2265.         index = @command_window.index
  2266.         @command_window.refresh
  2267.      if @actor.atti_ptz >= @actor.cost_status(22)#was 22
  2268.         @actor.gain_atti_ptz(-@actor.cost_status(22))
  2269. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M1_GAIN_STATUS, DPB::ADDSTC::SR2OP3M1_STATUS_CHANGE)
  2270. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M2_GAIN_STATUS, DPB::ADDSTC::SR2OP3M2_STATUS_CHANGE)
  2271. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M3_GAIN_STATUS, DPB::ADDSTC::SR2OP3M3_STATUS_CHANGE)
  2272. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M4_GAIN_STATUS, DPB::ADDSTC::SR2OP3M4_STATUS_CHANGE)
  2273. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M1_ASTATUS_CHANGE)
  2274. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M2_ASTATUS_CHANGE)
  2275. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M3_ASTATUS_CHANGE)
  2276. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M4_ASTATUS_CHANGE)
  2277. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2278.         else
  2279.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2280.         end
  2281.         @status_window.refresh
  2282.         @command_window.refresh
  2283.         wait(25)
  2284.         @help_window.set_text(msg[@command_window.index])
  2285.         @command_window.activate
  2286.       end
  2287.     else # if branch
  2288. def command_gain_srow2op3
  2289.         index = @command_window.index
  2290.         @command_window.refresh
  2291.      if @actor.level_up_pts >= @actor.cost_status(22)
  2292.         @actor.gain_lvl_pts(-@actor.cost_status(22))
  2293. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M1_GAIN_STATUS, DPB::ADDSTC::SR2OP3M1_STATUS_CHANGE)
  2294. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M2_GAIN_STATUS, DPB::ADDSTC::SR2OP3M2_STATUS_CHANGE)
  2295. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M3_GAIN_STATUS, DPB::ADDSTC::SR2OP3M3_STATUS_CHANGE)
  2296. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M4_GAIN_STATUS, DPB::ADDSTC::SR2OP3M4_STATUS_CHANGE)
  2297. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M1_ASTATUS_CHANGE)
  2298. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M2_ASTATUS_CHANGE)
  2299. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M3_ASTATUS_CHANGE)
  2300. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M4_ASTATUS_CHANGE)
  2301. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2302.         else
  2303.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2304.         end
  2305.         @status_window.refresh
  2306.         @command_window.refresh
  2307.         wait(25)
  2308.         @help_window.set_text(msg[@command_window.index])
  2309.         @command_window.activate
  2310.       end
  2311.     end # if branch
  2312. ################################################################################
  2313. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2314. def command_gain_srow2op4 # FROM HERE
  2315.         index = @command_window.index
  2316.         @command_window.refresh
  2317.      if @actor.atti_ptz >= @actor.cost_status(23)
  2318.         @actor.gain_atti_ptz(-@actor.cost_status(23))
  2319. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M1_GAIN_STATUS, DPB::ADDSTC::SR2OP4M1_STATUS_CHANGE)
  2320. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M2_GAIN_STATUS, DPB::ADDSTC::SR2OP4M2_STATUS_CHANGE)
  2321. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M3_GAIN_STATUS, DPB::ADDSTC::SR2OP4M3_STATUS_CHANGE)
  2322. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M4_GAIN_STATUS, DPB::ADDSTC::SR2OP4M4_STATUS_CHANGE)
  2323. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M1_ASTATUS_CHANGE)
  2324. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M2_ASTATUS_CHANGE)
  2325. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M3_ASTATUS_CHANGE)
  2326. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M4_ASTATUS_CHANGE)
  2327. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2328.         else
  2329.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2330.         end
  2331.         @status_window.refresh
  2332.         @command_window.refresh
  2333.         wait(25)
  2334.         @help_window.set_text(msg[@command_window.index])
  2335.         @command_window.activate
  2336.       end
  2337.     else # if branch
  2338. def command_gain_srow2op4 # FROM HERE
  2339.         index = @command_window.index
  2340.         @command_window.refresh
  2341.      if @actor.level_up_pts >= @actor.cost_status(23)
  2342.         @actor.gain_lvl_pts(-@actor.cost_status(23))
  2343. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M1_GAIN_STATUS, DPB::ADDSTC::SR2OP4M1_STATUS_CHANGE)
  2344. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M2_GAIN_STATUS, DPB::ADDSTC::SR2OP4M2_STATUS_CHANGE)
  2345. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M3_GAIN_STATUS, DPB::ADDSTC::SR2OP4M3_STATUS_CHANGE)
  2346. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M4_GAIN_STATUS, DPB::ADDSTC::SR2OP4M4_STATUS_CHANGE)
  2347. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M1_ASTATUS_CHANGE)
  2348. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M2_ASTATUS_CHANGE)
  2349. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M3_ASTATUS_CHANGE)
  2350. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M4_ASTATUS_CHANGE)
  2351. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2352.         else
  2353.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2354.         end
  2355.         @status_window.refresh
  2356.         @command_window.refresh
  2357.         wait(25)
  2358.         @help_window.set_text(msg[@command_window.index])
  2359.         @command_window.activate
  2360.       end
  2361.     end # if branch
  2362. ################################################################################
  2363. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2364. def command_gain_srow2op5
  2365.         index = @command_window.index
  2366.         @command_window.refresh
  2367.      if @actor.atti_ptz >= @actor.cost_status(24)
  2368.         @actor.gain_atti_ptz(-@actor.cost_status(24))
  2369. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M1_GAIN_STATUS, DPB::ADDSTC::SR2OP5M1_STATUS_CHANGE)
  2370. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M2_GAIN_STATUS, DPB::ADDSTC::SR2OP5M2_STATUS_CHANGE)
  2371. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M3_GAIN_STATUS, DPB::ADDSTC::SR2OP5M3_STATUS_CHANGE)
  2372. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M4_GAIN_STATUS, DPB::ADDSTC::SR2OP5M4_STATUS_CHANGE)
  2373. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M1_ASTATUS_CHANGE)
  2374. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M2_ASTATUS_CHANGE)
  2375. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M3_ASTATUS_CHANGE)
  2376. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M4_ASTATUS_CHANGE)
  2377. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2378.         else
  2379.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2380.         end
  2381.         @status_window.refresh
  2382.         @command_window.refresh
  2383.         wait(25)
  2384.         @help_window.set_text(msg[@command_window.index])
  2385.         @command_window.activate
  2386.       end
  2387.     else #if branch
  2388. def command_gain_srow2op5
  2389.         index = @command_window.index
  2390.         @command_window.refresh
  2391.      if @actor.level_up_pts >= @actor.cost_status(24)
  2392.         @actor.gain_lvl_pts(-@actor.cost_status(24))
  2393. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M1_GAIN_STATUS, DPB::ADDSTC::SR2OP5M1_STATUS_CHANGE)
  2394. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M2_GAIN_STATUS, DPB::ADDSTC::SR2OP5M2_STATUS_CHANGE)
  2395. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M3_GAIN_STATUS, DPB::ADDSTC::SR2OP5M3_STATUS_CHANGE)
  2396. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M4_GAIN_STATUS, DPB::ADDSTC::SR2OP5M4_STATUS_CHANGE)
  2397. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M1_ASTATUS_CHANGE)
  2398. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M2_ASTATUS_CHANGE)
  2399. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M3_ASTATUS_CHANGE)
  2400. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M4_ASTATUS_CHANGE)
  2401. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2402.         else
  2403.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2404.         end
  2405.         @status_window.refresh
  2406.         @command_window.refresh
  2407.         wait(25)
  2408.         @help_window.set_text(msg[@command_window.index])
  2409.         @command_window.activate
  2410.       end
  2411.     end #if branch
  2412. ################################################################################
  2413. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2414. def command_gain_srow2op6
  2415.         index = @command_window.index
  2416.         @command_window.refresh
  2417.      if @actor.atti_ptz >= @actor.cost_status(25)
  2418.         @actor.gain_atti_ptz(-@actor.cost_status(25))
  2419. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M1_GAIN_STATUS, DPB::ADDSTC::SR2OP6M1_STATUS_CHANGE)
  2420. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M2_GAIN_STATUS, DPB::ADDSTC::SR2OP6M2_STATUS_CHANGE)
  2421. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M3_GAIN_STATUS, DPB::ADDSTC::SR2OP6M3_STATUS_CHANGE)
  2422. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M4_GAIN_STATUS, DPB::ADDSTC::SR2OP6M4_STATUS_CHANGE)
  2423. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M1_ASTATUS_CHANGE)
  2424. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M2_ASTATUS_CHANGE)
  2425. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M3_ASTATUS_CHANGE)
  2426. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M4_ASTATUS_CHANGE)
  2427. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2428.         else
  2429.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2430.         end
  2431.         @status_window.refresh
  2432.         @command_window.refresh
  2433.         wait(25)
  2434.         @help_window.set_text(msg[@command_window.index])
  2435.         @command_window.activate
  2436.       end
  2437.     else # if branch
  2438. def command_gain_srow2op6
  2439.         index = @command_window.index
  2440.         @command_window.refresh
  2441.      if @actor.level_up_pts >= @actor.cost_status(25)
  2442.         @actor.gain_lvl_pts(-@actor.cost_status(25))
  2443. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M1_GAIN_STATUS, DPB::ADDSTC::SR2OP6M1_STATUS_CHANGE)
  2444. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M2_GAIN_STATUS, DPB::ADDSTC::SR2OP6M2_STATUS_CHANGE)
  2445. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M3_GAIN_STATUS, DPB::ADDSTC::SR2OP6M3_STATUS_CHANGE)
  2446. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M4_GAIN_STATUS, DPB::ADDSTC::SR2OP6M4_STATUS_CHANGE)
  2447. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M1_ASTATUS_CHANGE)
  2448. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M2_ASTATUS_CHANGE)
  2449. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M3_ASTATUS_CHANGE)
  2450. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M4_ASTATUS_CHANGE)
  2451. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2452.         else
  2453.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2454.         end
  2455.         @status_window.refresh
  2456.         @command_window.refresh
  2457.         wait(25)
  2458.         @help_window.set_text(msg[@command_window.index])
  2459.         @command_window.activate
  2460.       end
  2461.     end # if branch
  2462. ################################################################################
  2463. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2464. def command_gain_srow2op7
  2465.         index = @command_window.index
  2466.         @command_window.refresh
  2467.      if @actor.atti_ptz >= @actor.cost_status(26)
  2468.         @actor.gain_atti_ptz(-@actor.cost_status(26))
  2469. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M1_GAIN_STATUS, DPB::ADDSTC::SR2OP7M1_STATUS_CHANGE)
  2470. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M2_GAIN_STATUS, DPB::ADDSTC::SR2OP7M2_STATUS_CHANGE)
  2471. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M3_GAIN_STATUS, DPB::ADDSTC::SR2OP7M3_STATUS_CHANGE)
  2472. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M4_GAIN_STATUS, DPB::ADDSTC::SR2OP7M4_STATUS_CHANGE)
  2473. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M1_ASTATUS_CHANGE)
  2474. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M2_ASTATUS_CHANGE)
  2475. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M3_ASTATUS_CHANGE)
  2476. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M4_ASTATUS_CHANGE)
  2477. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2478.         else
  2479.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2480.         end
  2481.         @status_window.refresh
  2482.         @command_window.refresh
  2483.         wait(25)
  2484.         @help_window.set_text(msg[@command_window.index])
  2485.         @command_window.activate
  2486.       end
  2487.     else # if branch
  2488. def command_gain_srow2op7
  2489.         index = @command_window.index
  2490.         @command_window.refresh
  2491.      if @actor.level_up_pts >= @actor.cost_status(26)
  2492.         @actor.gain_lvl_pts(-@actor.cost_status(26))
  2493. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M1_GAIN_STATUS, DPB::ADDSTC::SR2OP7M1_STATUS_CHANGE)
  2494. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M2_GAIN_STATUS, DPB::ADDSTC::SR2OP7M2_STATUS_CHANGE)
  2495. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M3_GAIN_STATUS, DPB::ADDSTC::SR2OP7M3_STATUS_CHANGE)
  2496. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M4_GAIN_STATUS, DPB::ADDSTC::SR2OP7M4_STATUS_CHANGE)
  2497. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M1_ASTATUS_CHANGE)
  2498. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M2_ASTATUS_CHANGE)
  2499. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M3_ASTATUS_CHANGE)
  2500. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M4_ASTATUS_CHANGE)
  2501. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2502.         else
  2503.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2504.         end
  2505.         @status_window.refresh
  2506.         @command_window.refresh
  2507.         wait(25)
  2508.         @help_window.set_text(msg[@command_window.index])
  2509.         @command_window.activate
  2510.       end
  2511.     end # if branch
  2512. ################################################################################
  2513. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2514. def command_gain_srow2op8
  2515.         index = @command_window.index
  2516.         @command_window.refresh
  2517.      if @actor.atti_ptz >= @actor.cost_status(27)
  2518.         @actor.gain_atti_ptz(-@actor.cost_status(27))
  2519. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M1_GAIN_STATUS, DPB::ADDSTC::SR2OP8M1_STATUS_CHANGE)
  2520. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M2_GAIN_STATUS, DPB::ADDSTC::SR2OP8M2_STATUS_CHANGE)
  2521. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M3_GAIN_STATUS, DPB::ADDSTC::SR2OP8M3_STATUS_CHANGE)
  2522. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M4_GAIN_STATUS, DPB::ADDSTC::SR2OP8M4_STATUS_CHANGE)
  2523. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M1_ASTATUS_CHANGE)
  2524. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M2_ASTATUS_CHANGE)
  2525. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M3_ASTATUS_CHANGE)
  2526. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M4_ASTATUS_CHANGE)
  2527. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2528.         else
  2529.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2530.         end
  2531.         @status_window.refresh
  2532.         @command_window.refresh
  2533.         wait(25)
  2534.         @help_window.set_text(msg[@command_window.index])
  2535.         @command_window.activate
  2536.       end
  2537.     else # if branch
  2538. def command_gain_srow2op8
  2539.         index = @command_window.index
  2540.         @command_window.refresh
  2541.      if @actor.level_up_pts >= @actor.cost_status(27)
  2542.         @actor.gain_lvl_pts(-@actor.cost_status(27))
  2543. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M1_GAIN_STATUS, DPB::ADDSTC::SR2OP8M1_STATUS_CHANGE)
  2544. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M2_GAIN_STATUS, DPB::ADDSTC::SR2OP8M2_STATUS_CHANGE)
  2545. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M3_GAIN_STATUS, DPB::ADDSTC::SR2OP8M3_STATUS_CHANGE)
  2546. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M4_GAIN_STATUS, DPB::ADDSTC::SR2OP8M4_STATUS_CHANGE)
  2547. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M1_ASTATUS_CHANGE)
  2548. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M2_ASTATUS_CHANGE)
  2549. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M3_ASTATUS_CHANGE)
  2550. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M4_ASTATUS_CHANGE)
  2551. @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
  2552.         else
  2553.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2554.         end
  2555.         @status_window.refresh
  2556.         @command_window.refresh
  2557.         wait(25)
  2558.         @help_window.set_text(msg[@command_window.index])
  2559.         @command_window.activate
  2560.       end
  2561.     end # if branch
  2562. ################################################################################
  2563. ################################################################################
  2564. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2565. def command_gain_asrow1op1  
  2566.         index = @command_window.index
  2567.         @command_window.refresh
  2568.      if @actor.atti_ptz >= @actor.cost_status(12)
  2569.         @actor.gain_atti_ptz(-@actor.cost_status(12))
  2570. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M1_STATUS_CHANGE)
  2571. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M2_STATUS_CHANGE)
  2572. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M3_STATUS_CHANGE)
  2573. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M4_STATUS_CHANGE)
  2574. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M1_ASTATUS_CHANGE)
  2575. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M2_ASTATUS_CHANGE)
  2576. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M3_ASTATUS_CHANGE)
  2577. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M4_ASTATUS_CHANGE)
  2578. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2579.         else
  2580.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2581.         end
  2582.         @status_window.refresh
  2583.         @command_window.refresh
  2584.         wait(25)
  2585.         @help_window.set_text(msg[@command_window.index])
  2586.         @command_window.activate        
  2587.       end
  2588.     else # if branch
  2589. def command_gain_asrow1op1
  2590.         index = @command_window.index
  2591.         @command_window.refresh
  2592.      if @actor.level_up_pts >= @actor.cost_status(12)
  2593.         @actor.gain_lvl_pts(-@actor.cost_status(12))
  2594. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M1_STATUS_CHANGE)
  2595. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M2_STATUS_CHANGE)
  2596. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M3_STATUS_CHANGE)
  2597. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M4_STATUS_CHANGE)
  2598. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M1_ASTATUS_CHANGE)
  2599. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M2_ASTATUS_CHANGE)
  2600. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M3_ASTATUS_CHANGE)
  2601. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M4_ASTATUS_CHANGE)
  2602. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2603.         else
  2604.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2605.         end
  2606.         @status_window.refresh
  2607.         @command_window.refresh
  2608.         wait(25)
  2609.         @help_window.set_text(msg[@command_window.index])
  2610.         @command_window.activate        
  2611.       end
  2612.     end # if branch
  2613. ################################################################################
  2614. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2615. def command_gain_asrow1op2
  2616.         index = @command_window.index
  2617.         @command_window.refresh
  2618.      if @actor.atti_ptz >= @actor.cost_status(13)
  2619.         @actor.gain_atti_ptz(-@actor.cost_status(13))
  2620. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M1_STATUS_CHANGE)
  2621. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M2_STATUS_CHANGE)
  2622. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M3_STATUS_CHANGE)
  2623. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M4_STATUS_CHANGE)
  2624. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M1_ASTATUS_CHANGE)
  2625. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M2_ASTATUS_CHANGE)
  2626. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M3_ASTATUS_CHANGE)
  2627. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M4_ASTATUS_CHANGE)
  2628. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2629.         else
  2630.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2631.         end
  2632.         @status_window.refresh
  2633.         @command_window.refresh
  2634.         wait(25)
  2635.         @help_window.set_text(msg[@command_window.index])
  2636.         @command_window.activate
  2637.       end
  2638.     else# if branch
  2639. def command_gain_asrow1op2
  2640.         index = @command_window.index
  2641.         @command_window.refresh
  2642.      if @actor.level_up_pts >= @actor.cost_status(13)
  2643.         @actor.gain_lvl_pts(-@actor.cost_status(13))
  2644. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M1_STATUS_CHANGE)
  2645. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M2_STATUS_CHANGE)
  2646. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M3_STATUS_CHANGE)
  2647. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M4_STATUS_CHANGE)
  2648. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M1_ASTATUS_CHANGE)
  2649. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M2_ASTATUS_CHANGE)
  2650. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M3_ASTATUS_CHANGE)
  2651. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M4_ASTATUS_CHANGE)
  2652. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2653.         else
  2654.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2655.         end
  2656.         @status_window.refresh
  2657.         @command_window.refresh
  2658.         wait(25)
  2659.         @help_window.set_text(msg[@command_window.index])
  2660.         @command_window.activate
  2661.       end
  2662.     end# if branch
  2663. ################################################################################
  2664. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2665. def command_gain_asrow1op3
  2666.         index = @command_window.index
  2667.         @command_window.refresh
  2668.      if @actor.atti_ptz >= @actor.cost_status(14)
  2669.         @actor.gain_atti_ptz(-@actor.cost_status(14))
  2670. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M1_STATUS_CHANGE)
  2671. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M2_STATUS_CHANGE)
  2672. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M3_STATUS_CHANGE)
  2673. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M4_STATUS_CHANGE)
  2674. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M1_ASTATUS_CHANGE)
  2675. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M2_ASTATUS_CHANGE)
  2676. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M3_ASTATUS_CHANGE)
  2677. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M4_ASTATUS_CHANGE)
  2678. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2679.         else
  2680.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2681.         end
  2682.         @status_window.refresh
  2683.         @command_window.refresh
  2684.         wait(25)
  2685.         @help_window.set_text(msg[@command_window.index])
  2686.         @command_window.activate
  2687.       end
  2688.     else # if branch
  2689. def command_gain_asrow1op3
  2690.         index = @command_window.index
  2691.         @command_window.refresh
  2692.      if @actor.level_up_pts >= @actor.cost_status(14)
  2693.         @actor.gain_lvl_pts(-@actor.cost_status(14))
  2694. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M1_STATUS_CHANGE)
  2695. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M2_STATUS_CHANGE)
  2696. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M3_STATUS_CHANGE)
  2697. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M4_STATUS_CHANGE)
  2698. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M1_ASTATUS_CHANGE)
  2699. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M2_ASTATUS_CHANGE)
  2700. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M3_ASTATUS_CHANGE)
  2701. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M4_ASTATUS_CHANGE)
  2702. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2703.         else
  2704.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2705.         end
  2706.         @status_window.refresh
  2707.         @command_window.refresh
  2708.         wait(25)
  2709.         @help_window.set_text(msg[@command_window.index])
  2710.         @command_window.activate
  2711.       end
  2712.     end # if branch
  2713. ################################################################################
  2714. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2715. def command_gain_asrow1op4 # FROM HERE
  2716.         index = @command_window.index
  2717.         @command_window.refresh
  2718.      if @actor.atti_ptz >= @actor.cost_status(15)
  2719.         @actor.gain_atti_ptz(-@actor.cost_status(15))
  2720. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M1_STATUS_CHANGE)
  2721. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M2_STATUS_CHANGE)
  2722. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M3_STATUS_CHANGE)
  2723. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M4_STATUS_CHANGE)
  2724. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M1_ASTATUS_CHANGE)
  2725. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M2_ASTATUS_CHANGE)
  2726. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M3_ASTATUS_CHANGE)
  2727. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M4_ASTATUS_CHANGE)
  2728. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2729.         else
  2730.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2731.         end
  2732.         @status_window.refresh
  2733.         @command_window.refresh
  2734.         wait(25)
  2735.         @help_window.set_text(msg[@command_window.index])
  2736.         @command_window.activate
  2737.       end
  2738.     else # if branch
  2739. def command_gain_asrow1op4 # FROM HERE
  2740.         index = @command_window.index
  2741.         @command_window.refresh
  2742.      if @actor.level_up_pts >= @actor.cost_status(15)
  2743.         @actor.gain_lvl_pts(-@actor.cost_status(15))
  2744. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M1_STATUS_CHANGE)
  2745. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M2_STATUS_CHANGE)
  2746. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M3_STATUS_CHANGE)
  2747. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M4_STATUS_CHANGE)
  2748. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M1_ASTATUS_CHANGE)
  2749. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M2_ASTATUS_CHANGE)
  2750. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M3_ASTATUS_CHANGE)
  2751. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M4_ASTATUS_CHANGE)
  2752. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2753.         else
  2754.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2755.         end
  2756.         @status_window.refresh
  2757.         @command_window.refresh
  2758.         wait(25)
  2759.         @help_window.set_text(msg[@command_window.index])
  2760.         @command_window.activate
  2761.       end
  2762.     end # if branch
  2763. ################################################################################
  2764. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2765. def command_gain_asrow1op5
  2766.         index = @command_window.index
  2767.         @command_window.refresh
  2768.      if @actor.atti_ptz >= @actor.cost_status(16)
  2769.         @actor.gain_atti_ptz(-@actor.cost_status(16))
  2770. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M1_STATUS_CHANGE)
  2771. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M2_STATUS_CHANGE)
  2772. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M3_STATUS_CHANGE)
  2773. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M4_STATUS_CHANGE)
  2774. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M1_ASTATUS_CHANGE)
  2775. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M2_ASTATUS_CHANGE)
  2776. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M3_ASTATUS_CHANGE)
  2777. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M4_ASTATUS_CHANGE)
  2778. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2779.         else
  2780.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2781.         end
  2782.         @status_window.refresh
  2783.         @command_window.refresh
  2784.         wait(25)
  2785.         @help_window.set_text(msg[@command_window.index])
  2786.         @command_window.activate
  2787.       end
  2788.     else # if branch
  2789. def command_gain_asrow1op5
  2790.         index = @command_window.index
  2791.         @command_window.refresh
  2792.      if @actor.level_up_pts >= @actor.cost_status(16)
  2793.         @actor.gain_lvl_pts(-@actor.cost_status(16))
  2794. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M1_STATUS_CHANGE)
  2795. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M2_STATUS_CHANGE)
  2796. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M3_STATUS_CHANGE)
  2797. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M4_STATUS_CHANGE)
  2798. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M1_ASTATUS_CHANGE)
  2799. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M2_ASTATUS_CHANGE)
  2800. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M3_ASTATUS_CHANGE)
  2801. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M4_ASTATUS_CHANGE)
  2802. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2803.         else
  2804.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2805.         end
  2806.         @status_window.refresh
  2807.         @command_window.refresh
  2808.         wait(25)
  2809.         @help_window.set_text(msg[@command_window.index])
  2810.         @command_window.activate
  2811.       end
  2812.     end # if branch
  2813. ################################################################################
  2814. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2815. def command_gain_asrow1op6
  2816.         index = @command_window.index
  2817.         @command_window.refresh
  2818.      if @actor.atti_ptz >= @actor.cost_status(17)
  2819.         @actor.gain_atti_ptz(-@actor.cost_status(17))
  2820. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M1_STATUS_CHANGE)
  2821. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M2_STATUS_CHANGE)
  2822. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M3_STATUS_CHANGE)
  2823. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M4_STATUS_CHANGE)
  2824. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M1_ASTATUS_CHANGE)
  2825. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M2_ASTATUS_CHANGE)
  2826. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M3_ASTATUS_CHANGE)
  2827. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M4_ASTATUS_CHANGE)
  2828. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2829.         else
  2830.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2831.         end
  2832.         @status_window.refresh
  2833.         @command_window.refresh
  2834.         wait(25)
  2835.         @help_window.set_text(msg[@command_window.index])
  2836.         @command_window.activate
  2837.       end
  2838.     else # if branch
  2839. def command_gain_asrow1op6
  2840.         index = @command_window.index
  2841.         @command_window.refresh
  2842.      if @actor.level_up_pts >= @actor.cost_status(17)
  2843.         @actor.gain_lvl_pts(-@actor.cost_status(17))
  2844. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M1_STATUS_CHANGE)
  2845. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M2_STATUS_CHANGE)
  2846. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M3_STATUS_CHANGE)
  2847. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M4_STATUS_CHANGE)
  2848. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M1_ASTATUS_CHANGE)
  2849. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M2_ASTATUS_CHANGE)
  2850. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M3_ASTATUS_CHANGE)
  2851. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M4_ASTATUS_CHANGE)
  2852. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2853.         else
  2854.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2855.         end
  2856.         @status_window.refresh
  2857.         @command_window.refresh
  2858.         wait(25)
  2859.         @help_window.set_text(msg[@command_window.index])
  2860.         @command_window.activate
  2861.       end
  2862.     end # if branch
  2863. ################################################################################
  2864. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2865. def command_gain_asrow1op7
  2866.         index = @command_window.index
  2867.         @command_window.refresh
  2868.      if @actor.atti_ptz >= @actor.cost_status(18)
  2869.         @actor.gain_atti_ptz(-@actor.cost_status(18))
  2870. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M1_STATUS_CHANGE)
  2871. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M2_STATUS_CHANGE)
  2872. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M3_STATUS_CHANGE)
  2873. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M4_STATUS_CHANGE)
  2874. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M1_ASTATUS_CHANGE)
  2875. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M2_ASTATUS_CHANGE)
  2876. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M3_ASTATUS_CHANGE)
  2877. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M4_ASTATUS_CHANGE)
  2878. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2879.         else
  2880.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2881.         end
  2882.         @status_window.refresh
  2883.         @command_window.refresh
  2884.         wait(25)
  2885.         @help_window.set_text(msg[@command_window.index])
  2886.         @command_window.activate
  2887.       end
  2888.     else # if branch
  2889. def command_gain_asrow1op7
  2890.         index = @command_window.index
  2891.         @command_window.refresh
  2892.      if @actor.level_up_pts >= @actor.cost_status(18)
  2893.         @actor.gain_lvl_pts(-@actor.cost_status(18))
  2894. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M1_STATUS_CHANGE)
  2895. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M2_STATUS_CHANGE)
  2896. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M3_STATUS_CHANGE)
  2897. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M4_STATUS_CHANGE)
  2898. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M1_ASTATUS_CHANGE)
  2899. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M2_ASTATUS_CHANGE)
  2900. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M3_ASTATUS_CHANGE)
  2901. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M4_ASTATUS_CHANGE)
  2902. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2903.         else
  2904.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2905.         end
  2906.         @status_window.refresh
  2907.         @command_window.refresh
  2908.         wait(25)
  2909.         @help_window.set_text(msg[@command_window.index])
  2910.         @command_window.activate
  2911.       end
  2912.     end # if branch
  2913. ################################################################################
  2914. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2915. def command_gain_asrow1op8
  2916.         index = @command_window.index
  2917.         @command_window.refresh
  2918.      if @actor.atti_ptz >= @actor.cost_status(19)
  2919.         @actor.gain_atti_ptz(-@actor.cost_status(19))
  2920. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M1_STATUS_CHANGE)
  2921. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M2_STATUS_CHANGE)
  2922. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M3_STATUS_CHANGE)
  2923. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M4_STATUS_CHANGE)
  2924. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M1_ASTATUS_CHANGE)
  2925. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M2_ASTATUS_CHANGE)
  2926. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M3_ASTATUS_CHANGE)
  2927. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M4_ASTATUS_CHANGE)
  2928. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2929.         else
  2930.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2931.         end
  2932.         @status_window.refresh
  2933.         @command_window.refresh
  2934.         wait(25)
  2935.         @help_window.set_text(msg[@command_window.index])
  2936.         @command_window.activate
  2937.       end
  2938.     else # if branch
  2939. def command_gain_asrow1op8
  2940.         index = @command_window.index
  2941.         @command_window.refresh
  2942.      if @actor.level_up_pts >= @actor.cost_status(19)
  2943.         @actor.gain_lvl_pts(-@actor.cost_status(19))
  2944. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M1_STATUS_CHANGE)
  2945. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M2_STATUS_CHANGE)
  2946. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M3_STATUS_CHANGE)
  2947. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M4_STATUS_CHANGE)
  2948. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M1_ASTATUS_CHANGE)
  2949. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M2_ASTATUS_CHANGE)
  2950. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M3_ASTATUS_CHANGE)
  2951. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M4_ASTATUS_CHANGE)
  2952. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2953.         else
  2954.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2955.         end
  2956.         @status_window.refresh
  2957.         @command_window.refresh
  2958.         wait(25)
  2959.         @help_window.set_text(msg[@command_window.index])
  2960.         @command_window.activate
  2961.       end
  2962.     end # if branch
  2963. ################################################################################
  2964. ################################################################################
  2965. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  2966. def command_gain_asrow2op1
  2967.         index = @command_window.index
  2968.         @command_window.refresh
  2969.      if @actor.atti_ptz >= @actor.cost_status(28)
  2970.         @actor.gain_atti_ptz(-@actor.cost_status(28))
  2971. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M1_STATUS_CHANGE)
  2972. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M2_STATUS_CHANGE)
  2973. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M3_STATUS_CHANGE)
  2974. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M4_STATUS_CHANGE)
  2975. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M1_ASTATUS_CHANGE)
  2976. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M2_ASTATUS_CHANGE)
  2977. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M3_ASTATUS_CHANGE)
  2978. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M4_ASTATUS_CHANGE)
  2979. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  2980.         else
  2981.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  2982.         end
  2983.         @status_window.refresh
  2984.         @command_window.refresh
  2985.         wait(25)
  2986.         @help_window.set_text(msg[@command_window.index])
  2987.         @command_window.activate
  2988.       end
  2989.     else # if branch
  2990. def command_gain_asrow2op1
  2991.         index = @command_window.index
  2992.         @command_window.refresh
  2993.      if @actor.level_up_pts >= @actor.cost_status(28)
  2994.         @actor.gain_lvl_pts(-@actor.cost_status(28))
  2995. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M1_STATUS_CHANGE)
  2996. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M2_STATUS_CHANGE)
  2997. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M3_STATUS_CHANGE)
  2998. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M4_STATUS_CHANGE)
  2999. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M1_ASTATUS_CHANGE)
  3000. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M2_ASTATUS_CHANGE)
  3001. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M3_ASTATUS_CHANGE)
  3002. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M4_ASTATUS_CHANGE)
  3003. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3004.         else
  3005.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3006.         end
  3007.         @status_window.refresh
  3008.         @command_window.refresh
  3009.         wait(25)
  3010.         @help_window.set_text(msg[@command_window.index])
  3011.         @command_window.activate
  3012.       end
  3013.     end # if branch
  3014. ################################################################################
  3015. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3016. def command_gain_asrow2op2
  3017.         index = @command_window.index
  3018.         @command_window.refresh
  3019.      if @actor.atti_ptz >= @actor.cost_status(29)
  3020.         @actor.gain_atti_ptz(-@actor.cost_status(29))
  3021. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M1_STATUS_CHANGE)
  3022. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M2_STATUS_CHANGE)
  3023. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M3_STATUS_CHANGE)
  3024. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M4_STATUS_CHANGE)
  3025. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M1_ASTATUS_CHANGE)
  3026. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M2_ASTATUS_CHANGE)
  3027. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M3_ASTATUS_CHANGE)
  3028. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M4_ASTATUS_CHANGE)
  3029. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3030.         else
  3031.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3032.         end
  3033.         @status_window.refresh
  3034.         @command_window.refresh
  3035.         wait(25)
  3036.         @help_window.set_text(msg[@command_window.index])
  3037.         @command_window.activate
  3038.       end
  3039.     else # if branch
  3040. def command_gain_asrow2op2
  3041.         index = @command_window.index
  3042.         @command_window.refresh
  3043.      if @actor.level_up_pts >= @actor.cost_status(29)
  3044.         @actor.gain_lvl_pts(-@actor.cost_status(29))
  3045. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M1_STATUS_CHANGE)
  3046. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M2_STATUS_CHANGE)
  3047. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M3_STATUS_CHANGE)
  3048. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M4_STATUS_CHANGE)
  3049. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M1_ASTATUS_CHANGE)
  3050. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M2_ASTATUS_CHANGE)
  3051. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M3_ASTATUS_CHANGE)
  3052. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M4_ASTATUS_CHANGE)
  3053. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3054.         else
  3055.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3056.         end
  3057.         @status_window.refresh
  3058.         @command_window.refresh
  3059.         wait(25)
  3060.         @help_window.set_text(msg[@command_window.index])
  3061.         @command_window.activate
  3062.       end
  3063.     end # if branch
  3064. ################################################################################
  3065. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3066. def command_gain_asrow2op3
  3067.         index = @command_window.index
  3068.         @command_window.refresh
  3069.      if @actor.atti_ptz >= @actor.cost_status(30)
  3070.         @actor.gain_atti_ptz(-@actor.cost_status(30))
  3071. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M1_STATUS_CHANGE)
  3072. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M2_STATUS_CHANGE)
  3073. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M3_STATUS_CHANGE)
  3074. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M4_STATUS_CHANGE)
  3075. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M1_ASTATUS_CHANGE)
  3076. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M2_ASTATUS_CHANGE)
  3077. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M3_ASTATUS_CHANGE)
  3078. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M4_ASTATUS_CHANGE)
  3079. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3080.         else
  3081.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3082.         end
  3083.         @status_window.refresh
  3084.         @command_window.refresh
  3085.         wait(25)
  3086.         @help_window.set_text(msg[@command_window.index])
  3087.         @command_window.activate
  3088.       end
  3089.     else # if branch
  3090. def command_gain_asrow2op3
  3091.         index = @command_window.index
  3092.         @command_window.refresh
  3093.      if @actor.level_up_pts >= @actor.cost_status(30)
  3094.         @actor.gain_lvl_pts(-@actor.cost_status(30))
  3095. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M1_STATUS_CHANGE)
  3096. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M2_STATUS_CHANGE)
  3097. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M3_STATUS_CHANGE)
  3098. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M4_STATUS_CHANGE)
  3099. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M1_ASTATUS_CHANGE)
  3100. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M2_ASTATUS_CHANGE)
  3101. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M3_ASTATUS_CHANGE)
  3102. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M4_ASTATUS_CHANGE)
  3103. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3104.         else
  3105.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3106.         end
  3107.         @status_window.refresh
  3108.         @command_window.refresh
  3109.         wait(25)
  3110.         @help_window.set_text(msg[@command_window.index])
  3111.         @command_window.activate
  3112.       end
  3113.     end # if branch
  3114. ################################################################################
  3115. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3116. def command_gain_asrow2op4 # FROM HERE
  3117.         index = @command_window.index
  3118.         @command_window.refresh
  3119.      if @actor.atti_ptz >= @actor.cost_status(31)
  3120.         @actor.gain_atti_ptz(-@actor.cost_status(31))
  3121. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M1_STATUS_CHANGE)
  3122. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M2_STATUS_CHANGE)
  3123. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M3_STATUS_CHANGE)
  3124. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M4_STATUS_CHANGE)
  3125. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M1_ASTATUS_CHANGE)
  3126. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M2_ASTATUS_CHANGE)
  3127. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M3_ASTATUS_CHANGE)
  3128. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M4_ASTATUS_CHANGE)
  3129. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3130.         else
  3131.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3132.         end
  3133.         @status_window.refresh
  3134.         @command_window.refresh
  3135.         wait(25)
  3136.         @help_window.set_text(msg[@command_window.index])
  3137.         @command_window.activate
  3138.       end
  3139.     else # if branch
  3140. def command_gain_asrow2op4 # FROM HERE
  3141.         index = @command_window.index
  3142.         @command_window.refresh
  3143.      if @actor.level_up_pts >= @actor.cost_status(31)
  3144.         @actor.gain_lvl_pts(-@actor.cost_status(31))
  3145. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M1_STATUS_CHANGE)
  3146. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M2_STATUS_CHANGE)
  3147. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M3_STATUS_CHANGE)
  3148. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M4_STATUS_CHANGE)
  3149. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M1_ASTATUS_CHANGE)
  3150. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M2_ASTATUS_CHANGE)
  3151. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M3_ASTATUS_CHANGE)
  3152. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M4_ASTATUS_CHANGE)
  3153. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3154.         else
  3155.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3156.         end
  3157.         @status_window.refresh
  3158.         @command_window.refresh
  3159.         wait(25)
  3160.         @help_window.set_text(msg[@command_window.index])
  3161.         @command_window.activate
  3162.       end
  3163.     end # if branch
  3164. ################################################################################
  3165. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3166. def command_gain_asrow2op5
  3167.         index = @command_window.index
  3168.         @command_window.refresh
  3169.      if @actor.atti_ptz >= @actor.cost_status(32)
  3170.         @actor.gain_atti_ptz(-@actor.cost_status(32))
  3171. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M1_STATUS_CHANGE)
  3172. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M2_STATUS_CHANGE)
  3173. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M3_STATUS_CHANGE)
  3174. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M4_STATUS_CHANGE)
  3175. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M1_ASTATUS_CHANGE)
  3176. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M2_ASTATUS_CHANGE)
  3177. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M3_ASTATUS_CHANGE)
  3178. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M4_ASTATUS_CHANGE)
  3179. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3180.         else
  3181.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3182.         end
  3183.         @status_window.refresh
  3184.         @command_window.refresh
  3185.         wait(25)
  3186.         @help_window.set_text(msg[@command_window.index])
  3187.         @command_window.activate
  3188.       end
  3189.     else # if branch
  3190. def command_gain_asrow2op5
  3191.         index = @command_window.index
  3192.         @command_window.refresh
  3193.      if @actor.level_up_pts >= @actor.cost_status(32)
  3194.         @actor.gain_lvl_pts(-@actor.cost_status(32))
  3195. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M1_STATUS_CHANGE)
  3196. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M2_STATUS_CHANGE)
  3197. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M3_STATUS_CHANGE)
  3198. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M4_STATUS_CHANGE)
  3199. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M1_ASTATUS_CHANGE)
  3200. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M2_ASTATUS_CHANGE)
  3201. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M3_ASTATUS_CHANGE)
  3202. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M4_ASTATUS_CHANGE)
  3203. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3204.         else
  3205.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3206.         end
  3207.         @status_window.refresh
  3208.         @command_window.refresh
  3209.         wait(25)
  3210.         @help_window.set_text(msg[@command_window.index])
  3211.         @command_window.activate
  3212.       end
  3213.     end # if branch
  3214. ################################################################################
  3215. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3216. def command_gain_asrow2op6
  3217.         index = @command_window.index
  3218.         @command_window.refresh
  3219.      if @actor.atti_ptz >= @actor.cost_status(33)
  3220.         @actor.gain_atti_ptz(-@actor.cost_status(33))
  3221. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M1_STATUS_CHANGE)
  3222. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M2_STATUS_CHANGE)
  3223. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M3_STATUS_CHANGE)
  3224. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M4_STATUS_CHANGE)
  3225. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M1_ASTATUS_CHANGE)
  3226. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M2_ASTATUS_CHANGE)
  3227. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M3_ASTATUS_CHANGE)
  3228. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M4_ASTATUS_CHANGE)
  3229. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3230.         else
  3231.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3232.         end
  3233.         @status_window.refresh
  3234.         @command_window.refresh
  3235.         wait(25)
  3236.         @help_window.set_text(msg[@command_window.index])
  3237.         @command_window.activate
  3238.       end
  3239.     else # if branch
  3240. def command_gain_asrow2op6
  3241.         index = @command_window.index
  3242.         @command_window.refresh
  3243.      if @actor.level_up_pts >= @actor.cost_status(33)
  3244.         @actor.gain_lvl_pts(-@actor.cost_status(33))
  3245. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M1_STATUS_CHANGE)
  3246. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M2_STATUS_CHANGE)
  3247. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M3_STATUS_CHANGE)
  3248. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M4_STATUS_CHANGE)
  3249. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M1_ASTATUS_CHANGE)
  3250. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M2_ASTATUS_CHANGE)
  3251. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M3_ASTATUS_CHANGE)
  3252. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M4_ASTATUS_CHANGE)
  3253. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3254.         else
  3255.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3256.         end
  3257.         @status_window.refresh
  3258.         @command_window.refresh
  3259.         wait(25)
  3260.         @help_window.set_text(msg[@command_window.index])
  3261.         @command_window.activate
  3262.       end
  3263.     end # if branch
  3264. ################################################################################
  3265. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3266. def command_gain_asrow2op7
  3267.         index = @command_window.index
  3268.         @command_window.refresh
  3269.      if @actor.atti_ptz >= @actor.cost_status(34)
  3270.         @actor.gain_atti_ptz(-@actor.cost_status(34))
  3271. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M1_STATUS_CHANGE)
  3272. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M2_STATUS_CHANGE)
  3273. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M3_STATUS_CHANGE)
  3274. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M4_STATUS_CHANGE)
  3275. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M1_ASTATUS_CHANGE)
  3276. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M2_ASTATUS_CHANGE)
  3277. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M3_ASTATUS_CHANGE)
  3278. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M4_ASTATUS_CHANGE)
  3279. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3280.         else
  3281.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3282.         end
  3283.         @status_window.refresh
  3284.         @command_window.refresh
  3285.         wait(25)
  3286.         @help_window.set_text(msg[@command_window.index])
  3287.         @command_window.activate
  3288.       end
  3289.     else # if branch
  3290. def command_gain_asrow2op7
  3291.         index = @command_window.index
  3292.         @command_window.refresh
  3293.      if @actor.level_up_pts >= @actor.cost_status(34)
  3294.         @actor.gain_lvl_pts(-@actor.cost_status(34))
  3295. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M1_STATUS_CHANGE)
  3296. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M2_STATUS_CHANGE)
  3297. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M3_STATUS_CHANGE)
  3298. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M4_STATUS_CHANGE)
  3299. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M1_ASTATUS_CHANGE)
  3300. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M2_ASTATUS_CHANGE)
  3301. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M3_ASTATUS_CHANGE)
  3302. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M4_ASTATUS_CHANGE)
  3303. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3304.         else
  3305.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3306.         end
  3307.         @status_window.refresh
  3308.         @command_window.refresh
  3309.         wait(25)
  3310.         @help_window.set_text(msg[@command_window.index])
  3311.         @command_window.activate
  3312.       end
  3313.     end # if branch
  3314. ################################################################################
  3315. if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
  3316. def command_gain_asrow2op8
  3317.         index = @command_window.index
  3318.         @command_window.refresh
  3319.      if @actor.atti_ptz >= @actor.cost_status(35)
  3320.         @actor.gain_atti_ptz(-@actor.cost_status(35))
  3321. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M1_STATUS_CHANGE)
  3322. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M2_STATUS_CHANGE)
  3323. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M3_STATUS_CHANGE)
  3324. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M4_STATUS_CHANGE)
  3325. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M1_ASTATUS_CHANGE)
  3326. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M2_ASTATUS_CHANGE)
  3327. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M3_ASTATUS_CHANGE)
  3328. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M4_ASTATUS_CHANGE)
  3329. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3330.         else
  3331.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3332.         end
  3333.         @status_window.refresh
  3334.         @command_window.refresh
  3335.         wait(25)
  3336.         @help_window.set_text(msg[@command_window.index])
  3337.         @command_window.activate
  3338.       end
  3339.     else # if branch
  3340. def command_gain_asrow2op8
  3341.         index = @command_window.index
  3342.         @command_window.refresh
  3343.      if @actor.level_up_pts >= @actor.cost_status(35)
  3344.         @actor.gain_lvl_pts(-@actor.cost_status(35))
  3345. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M1_STATUS_CHANGE)
  3346. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M2_STATUS_CHANGE)
  3347. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M3_STATUS_CHANGE)
  3348. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M4_STATUS_CHANGE)
  3349. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M1_ASTATUS_CHANGE)
  3350. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M2_ASTATUS_CHANGE)
  3351. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M3_ASTATUS_CHANGE)
  3352. $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M4_ASTATUS_CHANGE)
  3353. @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
  3354.         else
  3355.         @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
  3356.         end
  3357.         @status_window.refresh
  3358.         @command_window.refresh
  3359.         wait(25)
  3360.         @help_window.set_text(msg[@command_window.index])
  3361.         @command_window.activate
  3362.       end
  3363.     end # if banch
  3364. ################################################################################      
  3365. # OMF WTF ... ##################################################################
  3366. ################################################################################      
  3367.   def wait(time)
  3368.         t = 0
  3369.         loop do
  3370.           Graphics.update
  3371.           if t == time
  3372.                 break
  3373.           end
  3374.           t += 1
  3375.         end
  3376.   end
  3377.   def update
  3378.         super
  3379.         @help_window.set_text(msg[@command_window.index])
  3380.   end
  3381.   def on_actor_change
  3382.         @status_window.actor = @actor
  3383.         @status_window.refresh
  3384.         @command_window.activate
  3385.       end
  3386.      
  3387. #==============================================================================
  3388. # ** Window_MenuCommand
  3389. #------------------------------------------------------------------------------
  3390. #  This command window appears on the menu screen.
  3391. #==============================================================================
  3392. class Window_Status_State_UpCommand < Window_Command
  3393.   #--------------------------------------------------------------------------
  3394.   # * Object Initialization
  3395.   #--------------------------------------------------------------------------
  3396.   def initialize
  3397.         @actor = $game_temp.actor_level_up[0]
  3398.         super(0, 300)
  3399.         @@last_command_symbol = nil
  3400.         select_last
  3401.         self.opacity = 0
  3402.       end
  3403.   def visible_line_number
  3404.      return 10
  3405.   end
  3406.   def col_max
  3407.      return 4
  3408.   end
  3409.   def spacing
  3410.      return DPB::ADDSTC::SPACING
  3411.   end
  3412.   def window_width
  3413.      return DPB::ADDSTC::WINDOW_WIDTH#Graphics.width
  3414.   end
  3415.   def window_height
  3416.      return 270
  3417.   end
  3418.                          
  3419.   #--------------------------------------------------------------------------
  3420.   # * Create Command List
  3421.   #--------------------------------------------------------------------------
  3422.   def make_command_list
  3423.         add_stateup_commands
  3424.   end
  3425.   #--------------------------------------------------------------------------
  3426.   # * Add Main Commands to List
  3427.   #--------------------------------------------------------------------------
  3428.   def add_stateup_commands
  3429.         add_command("",  :gain_starow1op1,  true)
  3430.         add_command("",  :gain_starow2op1,  true)
  3431.         add_command("",  :gain_atkstarow1op1,  true)
  3432.         add_command("",  :gain_atkstarow2op1,  true)
  3433.         add_command("",  :gain_starow1op2,  true)
  3434.         add_command("",  :gain_starow2op2,  true)
  3435.         add_command("",  :gain_atkstarow1op2,  true)
  3436.         add_command("",  :gain_atkstarow2op2,  true)
  3437.         add_command("",  :gain_starow1op3,  true)
  3438.         add_command("",  :gain_starow2op3,  true)
  3439.         add_command("",  :gain_atkstarow1op3,  true)
  3440.         add_command("",  :gain_atkstarow2op3,  true)
  3441.         add_command("",  :gain_starow1op4,  true)
  3442.         add_command("",  :gain_starow2op4,  true)
  3443.         add_command("",  :gain_atkstarow1op4,  true)
  3444.         add_command("",  :gain_atkstarow2op4,  true)
  3445.         add_command("",  :gain_starow1op5,  true)
  3446.         add_command("",  :gain_starow2op5,  true)
  3447.         add_command("",  :gain_atkstarow1op5,  true)
  3448.         add_command("",  :gain_atkstarow2op5,  true)
  3449.         add_command("",  :gain_starow1op6,  true)
  3450.         add_command("",  :gain_starow2op6,  true)
  3451.         add_command("",  :gain_atkstarow1op6,  true)
  3452.         add_command("",  :gain_atkstarow2op6,  true)
  3453.         add_command("",  :gain_starow1op7,  true)
  3454.         add_command("",  :gain_starow2op7,  true)
  3455.         add_command("",  :gain_atkstarow1op7,  true)
  3456.         add_command("",  :gain_atkstarow2op7,  true)
  3457.         add_command("",  :gain_starow1op8,  true)
  3458.         add_command("",  :gain_starow2op8,  true)
  3459.         add_command("",  :gain_atkstarow1op8,  true)
  3460.         add_command("",  :gain_atkstarow2op8,  true)
  3461. end
  3462.  
  3463.   #--------------------------------------------------------------------------
  3464.   # * Processing When OK Button Is Pressed
  3465.   #--------------------------------------------------------------------------
  3466.   def process_ok
  3467.         @@last_command_symbol = current_symbol
  3468.         super
  3469.   end
  3470.   def select_last
  3471.         select_symbol(@@last_command_symbol)
  3472.   end
  3473. end
  3474. #==============================================================================
  3475. # ** Window_Status
  3476. #------------------------------------------------------------------------------
  3477. #  This window displays full status specs on the status screen.
  3478. #==============================================================================
  3479. class Window_Status_State_Up < Window_Selectable
  3480.   #--------------------------------------------------------------------------
  3481.   # * Object Initialization
  3482.   #--------------------------------------------------------------------------
  3483.   def initialize(actor)
  3484.         super(-50, -50, window_width, window_height)
  3485.         contents.font.size = DPB::PSPDS::FONTSIZE      
  3486.         @actor = actor
  3487.         refresh
  3488.         activate
  3489.       end
  3490.   #--------------------------------------------------------------------------
  3491.   # * Set Actor
  3492.   #--------------------------------------------------------------------------
  3493.   def actor=(actor)
  3494.         return if @actor == actor
  3495.         @actor = actor
  3496.         refresh
  3497.   end
  3498.   #--------------------------------------------------------------------------
  3499.   # * Refresh
  3500.   #--------------------------------------------------------------------------
  3501.   def refresh
  3502.         contents.clear
  3503.         draw_block1(line_height * 1)
  3504.         draw_block2(line_height * 1)
  3505.         draw_page_three(0, 0)
  3506.   end
  3507.   #--------------------------------------------------------------------------
  3508.   # * Draw Block 1
  3509.   #--------------------------------------------------------------------------
  3510.   def draw_block1(y)
  3511.         draw_actor_face(@actor, (window_width - 24) / 2.5, 0)
  3512.   if DPB::PSPDS::DRAW_ACTOR_GRAPHIC
  3513.     draw_actor_graphic(@actor, DPB::PSPDS::DAG_X, DPB::PSPDS::DAG_Y)#, 50)
  3514.   else
  3515.   end
  3516. end
  3517.   #--------------------------------------------------------------------------
  3518.   # * Draw Block 2
  3519.   #--------------------------------------------------------------------------
  3520.   def draw_block2(y)
  3521.     draw_basic_info(136, y)
  3522.   end
  3523.   #--------------------------------------------------------------------------
  3524.   # * Draw Horizontal Line
  3525.   #--------------------------------------------------------------------------
  3526.   def draw_horz_line(y)
  3527.     line_y = y + line_height / 2 - 1
  3528.     contents.fill_rect(0, line_y, contents_width, 2, line_color)
  3529.   end
  3530.   #--------------------------------------------------------------------------
  3531.   # * Get Color of Horizontal Line
  3532.   #--------------------------------------------------------------------------
  3533.   def line_color
  3534.     color = normal_color
  3535.     color.alpha = 48
  3536.     color
  3537.   end
  3538.   #--------------------------------------------------------------------------
  3539.   # * Draw Basic Information
  3540.   #--------------------------------------------------------------------------
  3541.   def draw_basic_info(x, y)
  3542.         draw_actor_icons(@actor, (window_width - 24) / 2.5, y + line_height * 3)
  3543.         contents.font.size = DPB::PSPDS::PROPFONTSIZE
  3544.         draw_new_stats_column
  3545.         draw_points_column
  3546.    end
  3547.  
  3548.   #--------------------------------------------------------------------------
  3549.   # * Draw Page three
  3550.   #--------------------------------------------------------------------------
  3551.   def draw_page_three(x, y)
  3552.       contents.font.size = DPB::PSPDS::PROPFONTSIZE
  3553.       draw_horz_line(line_height * 4)
  3554.       draw_states
  3555.       draw_states_row_2
  3556.       draw_atk_states
  3557.       draw_atk_states_row_2
  3558.       draw_horz_line(Graphics.height - line_height * 4)
  3559.       reset_font_settings        
  3560.     end
  3561.   #--------------------------------------------------------------------------
  3562.   # * Draw Description
  3563.   #--------------------------------------------------------------------------
  3564.   def draw_description(x, y)
  3565.     draw_text_ex(x, y, @actor.description)
  3566.   end
  3567.   #--------------------------------------------------------------------------
  3568.   # draw_states
  3569.   #--------------------------------------------------------------------------
  3570.   def draw_states
  3571.     dx = 0; dy = 130
  3572.     contents.font.size = DPB::PSPDS::FONTSIZE
  3573.     draw_text((window_width - 24) / 4 * 0 , line_height * 4.6, contents.width, line_height, DPB::PSS::STATUS_VOCAB)
  3574.     contents.font.size = 16
  3575.     for state_id in DPB::PSS::STATES_ROW_1
  3576.       draw_state_info(state_id, (window_width - 0) / 4 * 0 , dy)
  3577.       dx = dx == 1 ? contents.width / 3 : 0
  3578.       dy += dx == 0 ? line_height : 0
  3579.     end
  3580.   end
  3581.   #--------------------------------------------------------------------------
  3582.   # draw_states_row_2
  3583.   #--------------------------------------------------------------------------
  3584.   def draw_states_row_2
  3585.     dx = 0; dy = 130
  3586.     contents.font.size = DPB::PSPDS::FONTSIZE
  3587.     for state_id in DPB::PSS::STATES_ROW_2
  3588.       draw_state_info(state_id, (window_width - 12) / 4 * 1 , dy)
  3589.       dx = dx == 1 ? contents.width / 3 : 0
  3590.       dy += dx == 0 ? line_height : 0
  3591.     end
  3592.   end
  3593.   #--------------------------------------------------------------------------
  3594.   # draw_atk_states
  3595.   #--------------------------------------------------------------------------
  3596.   def draw_atk_states
  3597.     dx = 0; dy = 130
  3598.     contents.font.size = DPB::PSPDS::FONTSIZE
  3599.     draw_text((window_width - 24) / 4 * 2  + 8, line_height * 4.6, contents.width, line_height, DPB::PSS::ATK_STATUS_VOCAB)
  3600.     contents.font.size = 16
  3601.     for state_id in DPB::PSS::STATES_ROW_1
  3602.       draw_atk_state_info(state_id, (window_width - 12) / 4 * 2 , dy)
  3603.       dx = dx == 1 ? contents.width / 3 : 0
  3604.       dy += dx == 0 ? line_height : 0
  3605.     end
  3606.   end
  3607.   #--------------------------------------------------------------------------
  3608.   # draw_atk_states_row_2
  3609.   #--------------------------------------------------------------------------
  3610.   def draw_atk_states_row_2
  3611.     dx = 0; dy = 130
  3612.     contents.font.size = DPB::PSPDS::FONTSIZE
  3613.     for state_id in DPB::PSS::STATES_ROW_2
  3614.       draw_atk_state_info(state_id, (window_width - 8) / 4 * 3 , dy)
  3615.       dx = dx == 1 ? contents.width / 3 : 0
  3616.       dy += dx == 0 ? line_height : 0
  3617.     end
  3618.   end
  3619.   #--------------------------------------------------------------------------
  3620.   # draw_state_info
  3621.   #--------------------------------------------------------------------------
  3622.   def draw_state_info(state_id, dx, dy)
  3623.     dw = (contents.width - 24) / 4.2
  3624.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  3625.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  3626.     contents.fill_rect(rect, colour)
  3627.     draw_icon($data_states[state_id].icon_index, dx, dy)
  3628.     change_color(system_color)
  3629.     draw_text(dx+24, dy, dw-24, line_height, $data_states[state_id].name + "")
  3630.     change_color(normal_color)
  3631.     text = sprintf("%d%%", (@actor.state_rate(state_id) * 100).to_i)
  3632.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  3633.   end
  3634.   #--------------------------------------------------------------------------
  3635.   # draw_atk_state_info
  3636.   #--------------------------------------------------------------------------
  3637.   def draw_atk_state_info(state_id, dx, dy)
  3638.     dw = (contents.width - 24) / 4.2
  3639.     colour = Color.new(0, 0, 0, translucent_alpha/2)
  3640.     rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
  3641.     contents.fill_rect(rect, colour)
  3642.     draw_icon($data_states[state_id].icon_index, dx, dy)
  3643.     change_color(system_color)
  3644.     draw_text(dx+24, dy, dw-24, line_height, $data_states[state_id].name + "")
  3645.     change_color(normal_color)
  3646.     text = sprintf("%d%%", (@actor.atk_states_rate(state_id) * 100).to_i)
  3647.     draw_text(dx+4, dy, dw-8, line_height, text, 2)
  3648.   end
  3649.   #--------------------------------------------------------------------------
  3650.   # window width
  3651.   #--------------------------------------------------------------------------
  3652. def window_width
  3653.   Graphics.width - 0
  3654. end
  3655.   #--------------------------------------------------------------------------
  3656.   # window height
  3657.   #--------------------------------------------------------------------------
  3658. def window_height
  3659.   Graphics.height - 0
  3660. end
  3661. #----------------
  3662. end
  3663. end # end script !
  3664. ################################################################################
  3665. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  3666. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  3667. #                                                                               #
  3668. #                       ★ Perfect Status Distribution ★
  3669. #
  3670. #                                 - SCRIPT END -                                #
  3671. #                                                                               #
  3672. #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
  3673. #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
  3674. #################################################################################
  3675. #===============================================================================#
  3676. #                           - DekitaRPG@gmail.com -                             #
  3677. #===============================================================================#
  3678. #################################################################################
  3679. # ALL THIS FOR SOME STATES? #####################################################
  3680. #################################################################################
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