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- #Dekita's=======================================================================
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #===============================================================================
- # v1.0
- # ★ Perfect Stat Point Distribution System™ ★
- # ★ ADD-ON ★
- # ★ Perfect Status Distribution™ ★
- #
- #===============================================================================
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #===============================================================================
- #
- # -- Last updated: 15/08/2012 <-(D/M/Y)
- #
- # -- Difficulty: Plug'n'play - (Easy) // iИ§λ∩モ! - (Insane)
- #
- # -- Customisation: iИ§λ∩モ! - (Goes on and on and on and on...)
- #
- # -- Requires: - Dekita - Perfect Stat Point Distribution System
- # - Dekita - Perfect Status Screen.
- # - A "State" in your database.(details below)
- #
- # -- Recommended: Dekita - Perfect Elements Distribution
- #
- # -- Compatable: RPG Maker VX Ace ONLY!
- #
- #===============================================================================
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★
- #===============================================================================
- #===============================================================================
- # ☆ Script Information:
- #=======================
- #
- # This script will give you COMPLETE control over all aspects of your
- # characters States(resistances/attack values) increase or even decrease
- # by using distribution points.
- #
- # The control and customisation for this "System" has been designed to be
- # as dynamic as possible.
- #
- # This script can become very complicated very quickly if you are customising it,
- # I have tryed to give as much information as possible regarding what certian
- # options do and how to gain complete control over your States!
- #
- #===============================================================================
- #===============================================================================
- # ☆ TERMS OF USE:
- #===============================================================================
- #
- # 1. You must give credit to Dekita.
- #
- # 2. This script is for NON-Commercial use ONLY!*
- #
- # 3. You CANNOT give credit to yourself for Re-posting this script
- # or Posting a modified version.*
- #
- # 4. Do not Re-Distribute this script.
- #
- # 5. You are NOT allowed to convert this script to any other engine,
- # E.G converting it from RGSS3 into RGSS2.*
- #
- # 6. ENJOY!
- #
- #-------------------------------------------------------------------------------
- # * = Unless permissions are given by Dekita. < e-mail DekitaRPG@gmail.com
- #===============================================================================
- #===============================================================================
- # History:
- #=========
- # 22/08/2o12 - Released v1.0.
- # 21/08/2o12 - Finished.(v1.0)
- # 16/08/2o12 - Started reduction of script.(line count at this time = 4084)
- # 16/08/2O12 - Finished.(v0.4)
- # 15/08/2o12 - Started Status distribution script.
- #===============================================================================
- #===============================================================================
- # ☆ Credit and Thanks to :
- #==========================
- # N/A
- #===============================================================================
- #===============================================================================
- # ☆ Foresight Into The Future:
- #==============================
- # N/A
- #-------------------------------------------------------------------------------
- # If you have any ideas e-mail me at DekitaRPG@gmail.com
- #===============================================================================
- #===============================================================================
- # ☆ Known Bugs:
- #=================
- # N/A
- #-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
- # If a new bug is found please e-mail me at DekitaRPG@gmail.com
- #===============================================================================
- #===============================================================================
- # ☆ Import:
- #===========
- $imported = {} if $imported.nil?
- $imported["DPB-ADDSTC"] = true
- #
- #===============================================================================
- module DPB
- module STATEFORADDSTC
- ################################################################################
- #
- # ★ READ BELOW ★ READ BELOW ★ READ BELOW ★ READ BELOW ★ READ BELOW ★
- #
- ################################################################################
- # ☆ Important:
- #==============
- # In order to function efficiently this script needs a "State" to be set up
- # in the "Database" then "States".
- #
- # You can name this state anything but you must NEVER use this it.
- #
- # All you have to do is type the states "id" number here and forget about it :)
- #-------------------------------------------------------------------------------
- NOUSESTATEID = 26 # By default this would be State id 26
- #-------------------------------------------------------------------------------
- # NOTE:
- #======
- # YOU SHOULD SET THIS STATE UP BEFORE YOU CONTINUE AS THE SCRIPT MAY ERROR !!
- # AS IT WILL BE TRYING TO FIND A STATE THATS NOT THERE, OR WORSE...
- # IT COULD MODIFY A STATE YOU DIDNT WANT TO CHANGE !!
- #
- ################################################################################
- end # STATEFORADDSTC
- end # DPB
- ################################################################################
- module DPB
- module ADDSTC
- =begin
- #===============================================================================
- # ☆ Script Calls:
- #=================
- #
- # Use the following script call in game (an event) to call the
- # "increase status" screen.
- SceneManager.call(Scene_State_Up)
- #-------------------------------------------------------------------------------
- ################################################################################
- # STATES DISTRIBUTION SCREEN INFOMATION ######################################
- ################################################################################
- #Diagram of option's. [State rows are Defined in Perfect Status Screen]
- ################################################################################
- #State Row 1 Opt 1# State row 2 Opt 1#AttState Row 1 Opt 1# AttState Row 2 Opt 1
- #-------------------------------------------------------------------------------
- #State Row 1 Opt 2# State row 2 Opt 2#AttState Row 1 Opt 2# AttState Row 2 Opt 2
- #-------------------------------------------------------------------------------
- #State Row 1 Opt 3# State row 2 Opt 3#AttState Row 1 Opt 3# AttState Row 2 Opt 3
- #-------------------------------------------------------------------------------
- #State Row 1 Opt 4# State row 2 Opt 4#AttState Row 1 Opt 4# AttState Row 2 Opt 4
- ################################################################################
- #and so on...
- #-------------------------------------------------------------------------------
- ################################################################################
- # IMPORTANT !
- ################################################################################
- #
- # If you no longer wish to use a modification option for one of the
- # State Row - Options' copy the code below where the state id is.
- DPB::STATEFORADDSTC::NOUSESTATEID
- #-------------------------------------------------------------------------------
- # E.G :
- #------
- # SR1OP1M2_GAIN_STATE = DPB::STATEFORADDSTC::NOUSESTATEID
- #
- ################################################################################
- =end ###########
- # Simple Vocab:#
- ################
- ADD_DEF_STATUS_VOCAB = "Defence Status Modified !"
- # ^ The vocab for when you increase a state reisistance option.
- ADD_ATK_STATUS_VOCAB = "Attack Status Modified !"
- # ^ The vocab for when you increase an attack state option.
- NOT_ENOUGH_POINTS = "Not Enough Points !"
- # ^ The vocab for when you dont have the required points to increase an option.
- ###########################
- # Command Window Settings #
- ###########################
- SPACING = 19
- WINDOW_WIDTH = Graphics.width
- #===============================================================================#
- # #
- # ★ Perfect Status Distribution ★
- #
- # - STATUS RESISTANCE ROW 1 -
- #
- # - CUSTOMISATION BEGIN -
- # #
- #################################################################################
- # State Resistance Row 1 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP1_HELP_VOCAB = " MODIFIES SH!T !!"
- SR1OP1_POINTS_COST = 1 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP1M1_GAIN_STATUS = 1
- SR1OP1M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP1M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP1M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 1 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP2_HELP_VOCAB = " ER1OP2 !!"
- SR1OP2_POINTS_COST = 2 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP2M1_GAIN_STATUS = 2
- SR1OP2M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP2M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP2M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 1 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP3_HELP_VOCAB = " ER1OP3 !!"
- SR1OP3_POINTS_COST = 3 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESISTANCE:
- #===================
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP3M1_GAIN_STATUS = 3
- SR1OP3M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #=================
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP3M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP3M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 1 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP4_HELP_VOCAB = " ER1OP4 !!"
- SR1OP4_POINTS_COST = 4 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #================
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP4M1_GAIN_STATUS = 4
- SR1OP4M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP4M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP4M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 1 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP5_HELP_VOCAB = " ER1OP5 !!"
- SR1OP5_POINTS_COST = 5 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP5M1_GAIN_STATUS = 5
- SR1OP5M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP5M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP5M4_ASTATUS_CHANGE = 1 - 0.01
- ###############################################################################
- # State Resistance Row 1 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP6_HELP_VOCAB = " ER1OP6 !!"
- SR1OP6_POINTS_COST = 6 # erow1op6. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP6M1_GAIN_STATUS = 6
- SR1OP6M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP6M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP6M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 1 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP7_HELP_VOCAB = " ER1OP7 !!"
- SR1OP7_POINTS_COST = 7 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP7M1_GAIN_STATUS = 7
- SR1OP7M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP7M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP7M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 1 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR1OP8_HELP_VOCAB = " ER1OP8 !!"
- SR1OP8_POINTS_COST = 8 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP8M1_GAIN_STATUS = 8
- SR1OP8M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR1OP8M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR1OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR1OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR1OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR1OP8M4_ASTATUS_CHANGE = 1 - 0.01
- #===============================================================================#
- # #
- # ★ Perfect Status Distribution ★
- #
- # - STATUS RESISTANCE ROW 2 -
- #
- # - CUSTOMISATION BEGIN -
- # #
- #################################################################################
- # State Resistance Row 2 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP1_HELP_VOCAB = " ER2OP1 !!"
- SR2OP1_POINTS_COST = 1 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP1M1_GAIN_STATUS = 12
- SR2OP1M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP1M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP1M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resistance Row 2 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP2_HELP_VOCAB = " ER2OP2 !!"
- SR2OP2_POINTS_COST = 2 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP2M1_GAIN_STATUS = 13
- SR2OP2M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP2M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP2M4_ASTATUS_CHANGE = 1 - 0.01
- ###############################################################################
- # State Resistance Row 2 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP3_HELP_VOCAB = " ER2OP3 !!"
- SR2OP3_POINTS_COST = 3 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP3M1_GAIN_STATUS = 14
- SR2OP3M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP3M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP3M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resist Row 2 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP4_HELP_VOCAB = " ER2OP4 !!"
- SR2OP4_POINTS_COST = 4 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #====================
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP4M1_GAIN_STATUS = 15
- SR2OP4M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP4M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP4M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resist Row 2 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP5_HELP_VOCAB = " ER2OP5 !!"
- SR2OP5_POINTS_COST = 5 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP5M1_GAIN_STATUS = 16
- SR2OP5M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP5M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP5M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resist Row 2 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP6_HELP_VOCAB = " ER2OP6 !!"
- SR2OP6_POINTS_COST = 6 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP6M1_GAIN_STATUS = 17
- SR2OP6M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP6M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP6M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resist Row 2 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP7_HELP_VOCAB = " ER2OP7 !!"
- SR2OP7_POINTS_COST = 7 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP7M1_GAIN_STATUS = 18
- SR2OP7M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP7M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP7M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # State Resist Row 2 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- SR2OP8_HELP_VOCAB = " ER2OP8 !!"
- SR2OP8_POINTS_COST = 8 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP8M1_GAIN_STATUS = 19
- SR2OP8M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- SR2OP8M1_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M1_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- SR2OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- SR2OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- SR2OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- SR2OP8M4_ASTATUS_CHANGE = 1 - 0.01
- #===============================================================================#
- # #
- # ★ Perfect Status Distribution ★
- #
- # - ATTACK STATUS ROW 1 -
- #
- # - CUSTOMISATION BEGIN -
- # #
- #################################################################################
- # Attack With State Row 1 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP1_HELP_VOCAB = " AER1OP1 !!"
- ASR1OP1_POINTS_COST = 1 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP1M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP1M1_GAIN_ASTATUS = 1
- ASR1OP1M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP1M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 1 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP2_HELP_VOCAB = " AER1OP2 !!"
- ASR1OP2_POINTS_COST = 2 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP2M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP2M1_GAIN_ASTATUS = 2
- ASR1OP2M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP2M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 1 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP3_HELP_VOCAB = " AER1OP3 !!"
- ASR1OP3_POINTS_COST = 3 # erow1op3. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP3M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP3M1_GAIN_ASTATUS = 3
- ASR1OP3M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP3M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 1 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP4_HELP_VOCAB = " AER1OP4 !!"
- ASR1OP4_POINTS_COST = 4 # erow1op4. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP4M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP4M1_GAIN_ASTATUS = 4
- ASR1OP4M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP4M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State 1 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP5_HELP_VOCAB = " AER1OP5 !!"
- ASR1OP5_POINTS_COST = 5 # erow1op5. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP5M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP5M1_GAIN_ASTATUS = 5
- ASR1OP5M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP5M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 1 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP6_HELP_VOCAB = " AER1OP6 !!"
- ASR1OP6_POINTS_COST = 6 # erow1op6. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP6M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP6M1_GAIN_ASTATUS = 6
- ASR1OP6M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP6M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 1 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP7_HELP_VOCAB = " AER1OP7 !!"
- ASR1OP7_POINTS_COST = 7 # erow1op7. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP7M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M1_STATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP7M1_GAIN_ASTATUS = 7
- ASR1OP7M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP7M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 1 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR1OP8_HELP_VOCAB = " AER1OP8 !!"
- ASR1OP8_POINTS_COST = 8 # erow1op8. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP8M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR1OP8M1_GAIN_ASTATUS = 8
- ASR1OP8M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR1OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR1OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR1OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR1OP8M4_ASTATUS_CHANGE = 1 - 0.01
- #===============================================================================#
- # #
- # ★ Perfect Status Distribution ★
- #
- # - ATTACK STATUS ROW 2 -
- #
- # - CUSTOMISATION BEGIN -
- # #
- ################################################################################
- # Attack With State Row 2 Option 1
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP1_HELP_VOCAB = " AER2OP1 !!"
- ASR2OP1_POINTS_COST = 1 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP1M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP1M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP1M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP1M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP1M1_GAIN_ASTATUS = 12
- ASR2OP1M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP1M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP1M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP1M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP1M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 2
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP2_HELP_VOCAB = " AER2OP2 !!"
- ASR2OP2_POINTS_COST = 2 # erow2op2. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP2M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP2M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP2M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP2M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP2M1_GAIN_ASTATUS = 13
- ASR2OP2M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP2M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP2M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP2M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP2M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 3
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP3_HELP_VOCAB = " AER2OP3 !!"
- ASR2OP3_POINTS_COST = 3 # erow2op3. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP3M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP3M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP3M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP3M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP3M1_GAIN_ASTATUS = 14
- ASR2OP3M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP3M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP3M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP3M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP3M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 4
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP4_HELP_VOCAB = " AER2OP4 !!"
- ASR2OP4_POINTS_COST = 4 # erow2op4. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP4M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP4M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP4M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP4M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP4M1_GAIN_ASTATUS = 15
- ASR2OP4M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP4M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP4M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP4M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP4M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 5
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP5_HELP_VOCAB = " AER2OP5 !!"
- ASR2OP5_POINTS_COST = 5 # erow1op5. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP5M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP5M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP5M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP5M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP5M1_GAIN_ASTATUS = 16
- ASR2OP5M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP5M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP5M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP5M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP5M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 6
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP6_HELP_VOCAB = " AER2OP6 !!"
- ASR2OP6_POINTS_COST = 6 # erow2op6. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP6M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP6M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP6M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP6M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP6M1_GAIN_ASTATUS = 17
- ASR2OP6M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP6M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP6M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP6M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP6M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 7
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP7_HELP_VOCAB = " AER2OP7 !!"
- ASR2OP7_POINTS_COST = 7 # erow2op7. points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #================
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP7M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP7M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP7M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP7M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP7M1_GAIN_ASTATUS = 18
- ASR2OP7M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP7M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP7M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP7M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP7M4_ASTATUS_CHANGE = 1 - 0.01
- ################################################################################
- # Attack With State Row 2 Option 8
- #-------------------------------------
- # Adjust these to your liking.
- ################################################################################
- ASR2OP8_HELP_VOCAB = " AER2OP8 !!"
- ASR2OP8_POINTS_COST = 8 # points cost for this option.
- #-------------------------------------------------------------------------------
- # STATUS RESIST:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP8M1_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M1_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP8M2_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M2_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP8M3_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M3_STATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP8M4_GAIN_STATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M4_STATUS_CHANGE = 1 - 0.01
- #-------------------------------------------------------------------------------
- # ATTACK STATUS:
- #===============
- # MODIFICATION ONE -------------------------------------------------------------
- ASR2OP8M1_GAIN_ASTATUS = 19
- ASR2OP8M1_ASTATUS_CHANGE = 0.01
- # MODIFICATION TWO -------------------------------------------------------------
- ASR2OP8M2_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M2_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION THREE -----------------------------------------------------------
- ASR2OP8M3_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M3_ASTATUS_CHANGE = 1 - 0.01
- # MODIFICATION FOUR ------------------------------------------------------------
- ASR2OP8M4_GAIN_ASTATUS = DPB::STATEFORADDSTC::NOUSESTATEID
- ASR2OP8M4_ASTATUS_CHANGE = 1 - 0.01
- #===============================================================================#
- #################################################################################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #################################################################################
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #################################################################################
- # #
- # ★ Perfect Status Distribution ★
- #
- # - CUSTOMISATION END -
- # #
- #################################################################################
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #################################################################################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #################################################################################
- #===============================================================================#
- #
- #
- # NOTE: I reccomend, even if you know what you're doing to be 'VERY' carefull
- # with any modifications you 'intend' on doing.
- #
- #
- ################################################################################
- ################################################################################
- ################################################################################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # #
- # ★ Perfect Status Distribution ★
- #
- # - SCRIPT BEGIN - #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #===============================================================================#
- # - DekitaRPG@gmail.com - #
- #===============================================================================#
- # ARE YOU MODIFYING BEYOND THIS POINT? \.\. #
- # YES?\.\. #
- # OMG, REALLY? #
- # WELL SLAP MY FACE AND CALL ME A DRAGON.\..\.. #
- # I REALLY DIDN'T THINK YOU HAD IT IN YOU.\..\.. #
- #===============================================================================#
- end # ADDSTC
- end # DPB
- #################################################################################
- class Game_Actor < Game_Battler
- def cost_status(param)
- tbl = [DPB::PSPDS::OPTION_1_COST,#0 DONT TOUCH THIS SHIT
- DPB::PSPDS::OPTION_2_COST,#1 DONT TOUCH THIS SHIT
- DPB::PSPDS::OPTION_3_COST,#2 DONT TOUCH THIS SHIT
- DPB::PSPDS::OPTION_4_COST,#3 DONT TOUCH THIS SHIT
- DPB::ADDSTC::SR1OP1_POINTS_COST, #4
- DPB::ADDSTC::SR1OP2_POINTS_COST, #5
- DPB::ADDSTC::SR1OP3_POINTS_COST, #6
- DPB::ADDSTC::SR1OP4_POINTS_COST, #7
- DPB::ADDSTC::SR1OP5_POINTS_COST, #8
- DPB::ADDSTC::SR1OP6_POINTS_COST, #9
- DPB::ADDSTC::SR1OP7_POINTS_COST, #10
- DPB::ADDSTC::SR1OP8_POINTS_COST, #11
- DPB::ADDSTC::ASR1OP1_POINTS_COST, #12
- DPB::ADDSTC::ASR1OP2_POINTS_COST, #13
- DPB::ADDSTC::ASR1OP3_POINTS_COST, #14
- DPB::ADDSTC::ASR1OP4_POINTS_COST, #15
- DPB::ADDSTC::ASR1OP5_POINTS_COST, #16
- DPB::ADDSTC::ASR1OP6_POINTS_COST, #17
- DPB::ADDSTC::ASR1OP7_POINTS_COST, #18
- DPB::ADDSTC::ASR1OP8_POINTS_COST, #19
- DPB::ADDSTC::SR2OP1_POINTS_COST, #20
- DPB::ADDSTC::SR2OP2_POINTS_COST, #21
- DPB::ADDSTC::SR2OP3_POINTS_COST, #22
- DPB::ADDSTC::SR2OP4_POINTS_COST, #23
- DPB::ADDSTC::SR2OP5_POINTS_COST, #24
- DPB::ADDSTC::SR2OP6_POINTS_COST, #25
- DPB::ADDSTC::SR2OP7_POINTS_COST, #26
- DPB::ADDSTC::SR2OP8_POINTS_COST, #27
- DPB::ADDSTC::ASR2OP1_POINTS_COST, #28
- DPB::ADDSTC::ASR2OP2_POINTS_COST, #29
- DPB::ADDSTC::ASR2OP3_POINTS_COST, #30
- DPB::ADDSTC::ASR2OP4_POINTS_COST, #31
- DPB::ADDSTC::ASR2OP5_POINTS_COST, #32
- DPB::ADDSTC::ASR2OP6_POINTS_COST, #33
- DPB::ADDSTC::ASR2OP7_POINTS_COST, #34
- DPB::ADDSTC::ASR2OP8_POINTS_COST, #35 #end state gains.
- 0] # DO NOT MODIFY THIS
- note = $data_classes[@class_id].note
- note.each_line do |line|
- if line.include?("<cost_status>")
- line2 = line.gsub!("<cost_status> ","")
- tbl = eval(line2)
- end
- end
- return tbl[param]
- end
- end #game actor
- #==============================================================================
- # ** Scene_Menu
- #------------------------------------------------------------------------------
- # This class performs the menu screen processing.
- #==============================================================================
- class Scene_State_Up < Scene_MenuBase
- def msg
- s = ["#{DPB::ADDSTC::SR1OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(4)}",
- "#{DPB::ADDSTC::SR2OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(20)}",
- "#{DPB::ADDSTC::ASR1OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(12)}",
- "#{DPB::ADDSTC::ASR2OP1_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(28)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(5)}",
- "#{DPB::ADDSTC::SR2OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(21)}",
- "#{DPB::ADDSTC::ASR1OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(13)}",
- "#{DPB::ADDSTC::ASR2OP2_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(29)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(6)}",
- "#{DPB::ADDSTC::SR2OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(22)}",
- "#{DPB::ADDSTC::ASR1OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(14)}",
- "#{DPB::ADDSTC::ASR2OP3_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(30)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(7)}",
- "#{DPB::ADDSTC::SR2OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(23)}",
- "#{DPB::ADDSTC::ASR1OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(15)}",
- "#{DPB::ADDSTC::ASR2OP4_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(31)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(8)}",
- "#{DPB::ADDSTC::SR2OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(24)}",
- "#{DPB::ADDSTC::ASR1OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(16)}",
- "#{DPB::ADDSTC::ASR2OP5_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(32)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(9)}",
- "#{DPB::ADDSTC::SR2OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(25)}",
- "#{DPB::ADDSTC::ASR1OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(17)}",
- "#{DPB::ADDSTC::ASR2OP6_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(33)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(10)}",
- "#{DPB::ADDSTC::SR2OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(26)}",
- "#{DPB::ADDSTC::ASR1OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(18)}",
- "#{DPB::ADDSTC::ASR2OP7_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(34)}",
- #==========================================
- "#{DPB::ADDSTC::SR1OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(11)}",
- "#{DPB::ADDSTC::SR2OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(27)}",
- "#{DPB::ADDSTC::ASR1OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(19)}",
- "#{DPB::ADDSTC::ASR2OP8_HELP_VOCAB}
- #{DPB::PSPDS::ATTIPTZ_COST_VOCAB} #{@actor.cost_status(35)}"]
- # "#{DPB::PSPDS::EXIT_VOCAB} "]
- #==========================================
- return s
- end
- #--------------------------------------------------------------------------
- # * Start Processing
- #--------------------------------------------------------------------------
- def start
- super
- create_status_window
- create_command_window
- create_help_window
- @help_window.set_text(msg[@command_window.index])
- @help_window.y = (Graphics.height - 80)
- @help_window.opacity = 0
- @command_window.y = 131
- @command_window.x = 0
- end
- #--------------------------------------------------------------------------
- # * Create Command Window
- #--------------------------------------------------------------------------
- def create_command_window
- @command_window = Window_Status_State_UpCommand.new
- @command_window.set_handler(:cancel, method(:return_scene))
- @command_window.set_handler(:pagedown, method(:next_actor))
- @command_window.set_handler(:pageup, method(:prev_actor))
- @command_window.set_handler(:gain_starow1op1, method(:command_gain_srow1op1))
- @command_window.set_handler(:gain_starow2op1, method(:command_gain_srow2op1))
- @command_window.set_handler(:gain_atkstarow1op1, method(:command_gain_asrow1op1))
- @command_window.set_handler(:gain_atkstarow2op1, method(:command_gain_asrow2op1))
- @command_window.set_handler(:gain_starow1op2, method(:command_gain_srow1op2))
- @command_window.set_handler(:gain_starow2op2, method(:command_gain_srow2op2))
- @command_window.set_handler(:gain_atkstarow1op2, method(:command_gain_asrow1op2))
- @command_window.set_handler(:gain_atkstarow2op2, method(:command_gain_asrow2op2))
- @command_window.set_handler(:gain_starow1op3, method(:command_gain_srow1op3))
- @command_window.set_handler(:gain_starow2op3, method(:command_gain_srow2op3))
- @command_window.set_handler(:gain_atkstarow1op3, method(:command_gain_asrow1op3))
- @command_window.set_handler(:gain_atkstarow2op3, method(:command_gain_asrow2op3))
- @command_window.set_handler(:gain_starow1op4, method(:command_gain_srow1op4))
- @command_window.set_handler(:gain_starow2op4, method(:command_gain_srow2op4))
- @command_window.set_handler(:gain_atkstarow1op4, method(:command_gain_asrow1op4))
- @command_window.set_handler(:gain_atkstarow2op4, method(:command_gain_asrow2op4))
- @command_window.set_handler(:gain_starow1op5, method(:command_gain_srow1op5))
- @command_window.set_handler(:gain_starow2op5, method(:command_gain_srow2op5))
- @command_window.set_handler(:gain_atkstarow1op5, method(:command_gain_asrow1op5))
- @command_window.set_handler(:gain_atkstarow2op5, method(:command_gain_asrow2op5))
- @command_window.set_handler(:gain_starow1op6, method(:command_gain_srow1op6))
- @command_window.set_handler(:gain_starow2op6, method(:command_gain_srow2op6))
- @command_window.set_handler(:gain_atkstarow1op6, method(:command_gain_asrow1op6))
- @command_window.set_handler(:gain_atkstarow2op6, method(:command_gain_asrow2op6))
- @command_window.set_handler(:gain_starow1op7, method(:command_gain_srow1op7))
- @command_window.set_handler(:gain_starow2op7, method(:command_gain_srow2op7))
- @command_window.set_handler(:gain_atkstarow1op7, method(:command_gain_asrow1op7))
- @command_window.set_handler(:gain_atkstarow2op7, method(:command_gain_asrow2op7))
- @command_window.set_handler(:gain_starow1op8, method(:command_gain_srow1op8))
- @command_window.set_handler(:gain_starow2op8, method(:command_gain_srow2op8))
- @command_window.set_handler(:gain_atkstarow1op8, method(:command_gain_asrow1op8))
- @command_window.set_handler(:gain_atkstarow2op8, method(:command_gain_asrow2op8))
- end
- def create_status_window
- @status_window = Window_Status_State_Up.new(@actor)
- @status_window.x = 0
- @status_window.y = 0
- end
- ################################################################################
- # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
- # ROW ONE ####### ROW ONE ######### ROW ONE ######## ROW ONE ######### #
- # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(4)
- @actor.gain_atti_ptz(-@actor.cost_status(4))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M1_GAIN_STATUS, DPB::ADDSTC::SR1OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M2_GAIN_STATUS, DPB::ADDSTC::SR1OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M3_GAIN_STATUS, DPB::ADDSTC::SR1OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M4_GAIN_STATUS, DPB::ADDSTC::SR1OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(4)
- @actor.gain_lvl_pts(-@actor.cost_status(4))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M1_GAIN_STATUS, DPB::ADDSTC::SR1OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M2_GAIN_STATUS, DPB::ADDSTC::SR1OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M3_GAIN_STATUS, DPB::ADDSTC::SR1OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP1M4_GAIN_STATUS, DPB::ADDSTC::SR1OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end
- # end # if branch
- ################################################################################
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS
- def command_gain_srow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(5)
- @actor.gain_atti_ptz(-@actor.cost_status(5))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M1_GAIN_STATUS, DPB::ADDSTC::SR1OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M2_GAIN_STATUS, DPB::ADDSTC::SR1OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M3_GAIN_STATUS, DPB::ADDSTC::SR1OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M4_GAIN_STATUS, DPB::ADDSTC::SR1OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(5)
- @actor.gain_lvl_pts(-@actor.cost_status(5))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M1_GAIN_STATUS, DPB::ADDSTC::SR1OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M2_GAIN_STATUS, DPB::ADDSTC::SR1OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M3_GAIN_STATUS, DPB::ADDSTC::SR1OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP2M4_GAIN_STATUS, DPB::ADDSTC::SR1OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(6)
- @actor.gain_atti_ptz(-@actor.cost_status(6))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M1_GAIN_STATUS, DPB::ADDSTC::SR1OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M2_GAIN_STATUS, DPB::ADDSTC::SR1OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M3_GAIN_STATUS, DPB::ADDSTC::SR1OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M4_GAIN_STATUS, DPB::ADDSTC::SR1OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(6)
- @actor.gain_lvl_pts(-@actor.cost_status(6))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M1_GAIN_STATUS, DPB::ADDSTC::SR1OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M2_GAIN_STATUS, DPB::ADDSTC::SR1OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M3_GAIN_STATUS, DPB::ADDSTC::SR1OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP3M4_GAIN_STATUS, DPB::ADDSTC::SR1OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(7)
- @actor.gain_atti_ptz(-@actor.cost_status(7))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M1_GAIN_STATUS, DPB::ADDSTC::SR1OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M2_GAIN_STATUS, DPB::ADDSTC::SR1OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M3_GAIN_STATUS, DPB::ADDSTC::SR1OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M4_GAIN_STATUS, DPB::ADDSTC::SR1OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else# if branch
- def command_gain_srow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(7)
- @actor.gain_lvl_pts(-@actor.cost_status(7))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M1_GAIN_STATUS, DPB::ADDSTC::SR1OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M2_GAIN_STATUS, DPB::ADDSTC::SR1OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M3_GAIN_STATUS, DPB::ADDSTC::SR1OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP4M4_GAIN_STATUS, DPB::ADDSTC::SR1OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end# if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(8)
- @actor.gain_atti_ptz(-@actor.cost_status(8))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M1_GAIN_STATUS, DPB::ADDSTC::SR1OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M2_GAIN_STATUS, DPB::ADDSTC::SR1OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M3_GAIN_STATUS, DPB::ADDSTC::SR1OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M4_GAIN_STATUS, DPB::ADDSTC::SR1OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(8)
- @actor.gain_lvl_pts(-@actor.cost_status(8))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M1_GAIN_STATUS, DPB::ADDSTC::SR1OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M2_GAIN_STATUS, DPB::ADDSTC::SR1OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M3_GAIN_STATUS, DPB::ADDSTC::SR1OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP5M4_GAIN_STATUS, DPB::ADDSTC::SR1OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(9)
- @actor.gain_atti_ptz(-@actor.cost_status(9))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M1_GAIN_STATUS, DPB::ADDSTC::SR1OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M2_GAIN_STATUS, DPB::ADDSTC::SR1OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M3_GAIN_STATUS, DPB::ADDSTC::SR1OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M4_GAIN_STATUS, DPB::ADDSTC::SR1OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(9)
- @actor.gain_lvl_pts(-@actor.cost_status(9))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M1_GAIN_STATUS, DPB::ADDSTC::SR1OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M2_GAIN_STATUS, DPB::ADDSTC::SR1OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M3_GAIN_STATUS, DPB::ADDSTC::SR1OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP6M4_GAIN_STATUS, DPB::ADDSTC::SR1OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(10)
- @actor.gain_atti_ptz(-@actor.cost_status(10))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M1_GAIN_STATUS, DPB::ADDSTC::SR1OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M2_GAIN_STATUS, DPB::ADDSTC::SR1OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M3_GAIN_STATUS, DPB::ADDSTC::SR1OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M4_GAIN_STATUS, DPB::ADDSTC::SR1OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(10)
- @actor.gain_lvl_pts(-@actor.cost_status(10))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M1_GAIN_STATUS, DPB::ADDSTC::SR1OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M2_GAIN_STATUS, DPB::ADDSTC::SR1OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M3_GAIN_STATUS, DPB::ADDSTC::SR1OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP7M4_GAIN_STATUS, DPB::ADDSTC::SR1OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(11)
- @actor.gain_atti_ptz(-@actor.cost_status(11))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M1_GAIN_STATUS, DPB::ADDSTC::SR1OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M2_GAIN_STATUS, DPB::ADDSTC::SR1OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M3_GAIN_STATUS, DPB::ADDSTC::SR1OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M4_GAIN_STATUS, DPB::ADDSTC::SR1OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(11)
- @actor.gain_lvl_pts(-@actor.cost_status(11))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M1_GAIN_STATUS, DPB::ADDSTC::SR1OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M2_GAIN_STATUS, DPB::ADDSTC::SR1OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M3_GAIN_STATUS, DPB::ADDSTC::SR1OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR1OP8M4_GAIN_STATUS, DPB::ADDSTC::SR1OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR1OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
- # ROW TWO ####### ROW TWO ######### ROW TWO ######## ROW TWO ######### #
- # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # ##
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(20)
- @actor.gain_atti_ptz(-@actor.cost_status(20))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M1_GAIN_STATUS, DPB::ADDSTC::SR2OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M2_GAIN_STATUS, DPB::ADDSTC::SR2OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M3_GAIN_STATUS, DPB::ADDSTC::SR2OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M4_GAIN_STATUS, DPB::ADDSTC::SR2OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(20)
- @actor.gain_lvl_pts(-@actor.cost_status(20))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M1_GAIN_STATUS, DPB::ADDSTC::SR2OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M2_GAIN_STATUS, DPB::ADDSTC::SR2OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M3_GAIN_STATUS, DPB::ADDSTC::SR2OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP1M4_GAIN_STATUS, DPB::ADDSTC::SR2OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(21)
- @actor.gain_atti_ptz(-@actor.cost_status(21))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M1_GAIN_STATUS, DPB::ADDSTC::SR2OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M2_GAIN_STATUS, DPB::ADDSTC::SR2OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M3_GAIN_STATUS, DPB::ADDSTC::SR2OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M4_GAIN_STATUS, DPB::ADDSTC::SR2OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(21)
- @actor.gain_lvl_pts(-@actor.cost_status(21))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M1_GAIN_STATUS, DPB::ADDSTC::SR2OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M2_GAIN_STATUS, DPB::ADDSTC::SR2OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M3_GAIN_STATUS, DPB::ADDSTC::SR2OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP2M4_GAIN_STATUS, DPB::ADDSTC::SR2OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(22)#was 22
- @actor.gain_atti_ptz(-@actor.cost_status(22))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M1_GAIN_STATUS, DPB::ADDSTC::SR2OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M2_GAIN_STATUS, DPB::ADDSTC::SR2OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M3_GAIN_STATUS, DPB::ADDSTC::SR2OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M4_GAIN_STATUS, DPB::ADDSTC::SR2OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(22)
- @actor.gain_lvl_pts(-@actor.cost_status(22))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M1_GAIN_STATUS, DPB::ADDSTC::SR2OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M2_GAIN_STATUS, DPB::ADDSTC::SR2OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M3_GAIN_STATUS, DPB::ADDSTC::SR2OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP3M4_GAIN_STATUS, DPB::ADDSTC::SR2OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(23)
- @actor.gain_atti_ptz(-@actor.cost_status(23))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M1_GAIN_STATUS, DPB::ADDSTC::SR2OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M2_GAIN_STATUS, DPB::ADDSTC::SR2OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M3_GAIN_STATUS, DPB::ADDSTC::SR2OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M4_GAIN_STATUS, DPB::ADDSTC::SR2OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(23)
- @actor.gain_lvl_pts(-@actor.cost_status(23))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M1_GAIN_STATUS, DPB::ADDSTC::SR2OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M2_GAIN_STATUS, DPB::ADDSTC::SR2OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M3_GAIN_STATUS, DPB::ADDSTC::SR2OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP4M4_GAIN_STATUS, DPB::ADDSTC::SR2OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(24)
- @actor.gain_atti_ptz(-@actor.cost_status(24))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M1_GAIN_STATUS, DPB::ADDSTC::SR2OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M2_GAIN_STATUS, DPB::ADDSTC::SR2OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M3_GAIN_STATUS, DPB::ADDSTC::SR2OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M4_GAIN_STATUS, DPB::ADDSTC::SR2OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else #if branch
- def command_gain_srow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(24)
- @actor.gain_lvl_pts(-@actor.cost_status(24))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M1_GAIN_STATUS, DPB::ADDSTC::SR2OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M2_GAIN_STATUS, DPB::ADDSTC::SR2OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M3_GAIN_STATUS, DPB::ADDSTC::SR2OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP5M4_GAIN_STATUS, DPB::ADDSTC::SR2OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end #if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(25)
- @actor.gain_atti_ptz(-@actor.cost_status(25))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M1_GAIN_STATUS, DPB::ADDSTC::SR2OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M2_GAIN_STATUS, DPB::ADDSTC::SR2OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M3_GAIN_STATUS, DPB::ADDSTC::SR2OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M4_GAIN_STATUS, DPB::ADDSTC::SR2OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(25)
- @actor.gain_lvl_pts(-@actor.cost_status(25))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M1_GAIN_STATUS, DPB::ADDSTC::SR2OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M2_GAIN_STATUS, DPB::ADDSTC::SR2OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M3_GAIN_STATUS, DPB::ADDSTC::SR2OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP6M4_GAIN_STATUS, DPB::ADDSTC::SR2OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(26)
- @actor.gain_atti_ptz(-@actor.cost_status(26))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M1_GAIN_STATUS, DPB::ADDSTC::SR2OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M2_GAIN_STATUS, DPB::ADDSTC::SR2OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M3_GAIN_STATUS, DPB::ADDSTC::SR2OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M4_GAIN_STATUS, DPB::ADDSTC::SR2OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(26)
- @actor.gain_lvl_pts(-@actor.cost_status(26))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M1_GAIN_STATUS, DPB::ADDSTC::SR2OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M2_GAIN_STATUS, DPB::ADDSTC::SR2OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M3_GAIN_STATUS, DPB::ADDSTC::SR2OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP7M4_GAIN_STATUS, DPB::ADDSTC::SR2OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_srow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(27)
- @actor.gain_atti_ptz(-@actor.cost_status(27))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M1_GAIN_STATUS, DPB::ADDSTC::SR2OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M2_GAIN_STATUS, DPB::ADDSTC::SR2OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M3_GAIN_STATUS, DPB::ADDSTC::SR2OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M4_GAIN_STATUS, DPB::ADDSTC::SR2OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_srow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(27)
- @actor.gain_lvl_pts(-@actor.cost_status(27))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M1_GAIN_STATUS, DPB::ADDSTC::SR2OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M2_GAIN_STATUS, DPB::ADDSTC::SR2OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M3_GAIN_STATUS, DPB::ADDSTC::SR2OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::SR2OP8M4_GAIN_STATUS, DPB::ADDSTC::SR2OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::SR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::SR2OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_DEF_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(12)
- @actor.gain_atti_ptz(-@actor.cost_status(12))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(12)
- @actor.gain_lvl_pts(-@actor.cost_status(12))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(13)
- @actor.gain_atti_ptz(-@actor.cost_status(13))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else# if branch
- def command_gain_asrow1op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(13)
- @actor.gain_lvl_pts(-@actor.cost_status(13))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end# if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(14)
- @actor.gain_atti_ptz(-@actor.cost_status(14))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(14)
- @actor.gain_lvl_pts(-@actor.cost_status(14))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(15)
- @actor.gain_atti_ptz(-@actor.cost_status(15))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(15)
- @actor.gain_lvl_pts(-@actor.cost_status(15))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(16)
- @actor.gain_atti_ptz(-@actor.cost_status(16))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(16)
- @actor.gain_lvl_pts(-@actor.cost_status(16))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(17)
- @actor.gain_atti_ptz(-@actor.cost_status(17))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(17)
- @actor.gain_lvl_pts(-@actor.cost_status(17))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(18)
- @actor.gain_atti_ptz(-@actor.cost_status(18))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(18)
- @actor.gain_lvl_pts(-@actor.cost_status(18))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(19)
- @actor.gain_atti_ptz(-@actor.cost_status(19))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow1op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(19)
- @actor.gain_lvl_pts(-@actor.cost_status(19))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR1OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR1OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR1OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR1OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(28)
- @actor.gain_atti_ptz(-@actor.cost_status(28))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op1
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(28)
- @actor.gain_lvl_pts(-@actor.cost_status(28))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP1M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP1M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP1M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP1M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(29)
- @actor.gain_atti_ptz(-@actor.cost_status(29))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op2
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(29)
- @actor.gain_lvl_pts(-@actor.cost_status(29))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP2M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP2M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP2M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP2M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(30)
- @actor.gain_atti_ptz(-@actor.cost_status(30))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op3
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(30)
- @actor.gain_lvl_pts(-@actor.cost_status(30))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP3M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP3M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP3M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP3M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(31)
- @actor.gain_atti_ptz(-@actor.cost_status(31))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op4 # FROM HERE
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(31)
- @actor.gain_lvl_pts(-@actor.cost_status(31))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP4M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP4M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP4M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP4M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(32)
- @actor.gain_atti_ptz(-@actor.cost_status(32))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op5
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(32)
- @actor.gain_lvl_pts(-@actor.cost_status(32))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP5M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP5M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP5M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP5M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(33)
- @actor.gain_atti_ptz(-@actor.cost_status(33))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op6
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(33)
- @actor.gain_lvl_pts(-@actor.cost_status(33))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP6M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP6M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP6M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP6M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(34)
- @actor.gain_atti_ptz(-@actor.cost_status(34))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op7
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(34)
- @actor.gain_lvl_pts(-@actor.cost_status(34))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP7M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP7M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP7M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP7M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if branch
- ################################################################################
- if DPB::PSPDS::USE_ATTRIBUTE_POINTS # if branch
- def command_gain_asrow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.atti_ptz >= @actor.cost_status(35)
- @actor.gain_atti_ptz(-@actor.cost_status(35))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- else # if branch
- def command_gain_asrow2op8
- index = @command_window.index
- @command_window.refresh
- if @actor.level_up_pts >= @actor.cost_status(35)
- @actor.gain_lvl_pts(-@actor.cost_status(35))
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M1_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M1_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M2_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M2_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M3_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M3_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(13, DPB::ADDSTC::ASR2OP8M4_GAIN_STATUS, DPB::ADDSTC::ASR2OP8M4_STATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M1_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M1_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M2_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M2_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M3_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M3_ASTATUS_CHANGE)
- $data_actors[@actor.id].features << RPG::BaseItem::Feature.new(32, DPB::ADDSTC::ASR2OP8M4_GAIN_ASTATUS, DPB::ADDSTC::ASR2OP8M4_ASTATUS_CHANGE)
- @help_window.set_text(DPB::ADDSTC::ADD_ATK_STATUS_VOCAB)
- else
- @help_window.set_text(DPB::ADDSTC::NOT_ENOUGH_POINTS)
- end
- @status_window.refresh
- @command_window.refresh
- wait(25)
- @help_window.set_text(msg[@command_window.index])
- @command_window.activate
- end
- end # if banch
- ################################################################################
- # OMF WTF ... ##################################################################
- ################################################################################
- def wait(time)
- t = 0
- loop do
- Graphics.update
- if t == time
- break
- end
- t += 1
- end
- end
- def update
- super
- @help_window.set_text(msg[@command_window.index])
- end
- def on_actor_change
- @status_window.actor = @actor
- @status_window.refresh
- @command_window.activate
- end
- #==============================================================================
- # ** Window_MenuCommand
- #------------------------------------------------------------------------------
- # This command window appears on the menu screen.
- #==============================================================================
- class Window_Status_State_UpCommand < Window_Command
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize
- @actor = $game_temp.actor_level_up[0]
- super(0, 300)
- @@last_command_symbol = nil
- select_last
- self.opacity = 0
- end
- def visible_line_number
- return 10
- end
- def col_max
- return 4
- end
- def spacing
- return DPB::ADDSTC::SPACING
- end
- def window_width
- return DPB::ADDSTC::WINDOW_WIDTH#Graphics.width
- end
- def window_height
- return 270
- end
- #--------------------------------------------------------------------------
- # * Create Command List
- #--------------------------------------------------------------------------
- def make_command_list
- add_stateup_commands
- end
- #--------------------------------------------------------------------------
- # * Add Main Commands to List
- #--------------------------------------------------------------------------
- def add_stateup_commands
- add_command("", :gain_starow1op1, true)
- add_command("", :gain_starow2op1, true)
- add_command("", :gain_atkstarow1op1, true)
- add_command("", :gain_atkstarow2op1, true)
- add_command("", :gain_starow1op2, true)
- add_command("", :gain_starow2op2, true)
- add_command("", :gain_atkstarow1op2, true)
- add_command("", :gain_atkstarow2op2, true)
- add_command("", :gain_starow1op3, true)
- add_command("", :gain_starow2op3, true)
- add_command("", :gain_atkstarow1op3, true)
- add_command("", :gain_atkstarow2op3, true)
- add_command("", :gain_starow1op4, true)
- add_command("", :gain_starow2op4, true)
- add_command("", :gain_atkstarow1op4, true)
- add_command("", :gain_atkstarow2op4, true)
- add_command("", :gain_starow1op5, true)
- add_command("", :gain_starow2op5, true)
- add_command("", :gain_atkstarow1op5, true)
- add_command("", :gain_atkstarow2op5, true)
- add_command("", :gain_starow1op6, true)
- add_command("", :gain_starow2op6, true)
- add_command("", :gain_atkstarow1op6, true)
- add_command("", :gain_atkstarow2op6, true)
- add_command("", :gain_starow1op7, true)
- add_command("", :gain_starow2op7, true)
- add_command("", :gain_atkstarow1op7, true)
- add_command("", :gain_atkstarow2op7, true)
- add_command("", :gain_starow1op8, true)
- add_command("", :gain_starow2op8, true)
- add_command("", :gain_atkstarow1op8, true)
- add_command("", :gain_atkstarow2op8, true)
- end
- #--------------------------------------------------------------------------
- # * Processing When OK Button Is Pressed
- #--------------------------------------------------------------------------
- def process_ok
- @@last_command_symbol = current_symbol
- super
- end
- def select_last
- select_symbol(@@last_command_symbol)
- end
- end
- #==============================================================================
- # ** Window_Status
- #------------------------------------------------------------------------------
- # This window displays full status specs on the status screen.
- #==============================================================================
- class Window_Status_State_Up < Window_Selectable
- #--------------------------------------------------------------------------
- # * Object Initialization
- #--------------------------------------------------------------------------
- def initialize(actor)
- super(-50, -50, window_width, window_height)
- contents.font.size = DPB::PSPDS::FONTSIZE
- @actor = actor
- refresh
- activate
- end
- #--------------------------------------------------------------------------
- # * Set Actor
- #--------------------------------------------------------------------------
- def actor=(actor)
- return if @actor == actor
- @actor = actor
- refresh
- end
- #--------------------------------------------------------------------------
- # * Refresh
- #--------------------------------------------------------------------------
- def refresh
- contents.clear
- draw_block1(line_height * 1)
- draw_block2(line_height * 1)
- draw_page_three(0, 0)
- end
- #--------------------------------------------------------------------------
- # * Draw Block 1
- #--------------------------------------------------------------------------
- def draw_block1(y)
- draw_actor_face(@actor, (window_width - 24) / 2.5, 0)
- if DPB::PSPDS::DRAW_ACTOR_GRAPHIC
- draw_actor_graphic(@actor, DPB::PSPDS::DAG_X, DPB::PSPDS::DAG_Y)#, 50)
- else
- end
- end
- #--------------------------------------------------------------------------
- # * Draw Block 2
- #--------------------------------------------------------------------------
- def draw_block2(y)
- draw_basic_info(136, y)
- end
- #--------------------------------------------------------------------------
- # * Draw Horizontal Line
- #--------------------------------------------------------------------------
- def draw_horz_line(y)
- line_y = y + line_height / 2 - 1
- contents.fill_rect(0, line_y, contents_width, 2, line_color)
- end
- #--------------------------------------------------------------------------
- # * Get Color of Horizontal Line
- #--------------------------------------------------------------------------
- def line_color
- color = normal_color
- color.alpha = 48
- color
- end
- #--------------------------------------------------------------------------
- # * Draw Basic Information
- #--------------------------------------------------------------------------
- def draw_basic_info(x, y)
- draw_actor_icons(@actor, (window_width - 24) / 2.5, y + line_height * 3)
- contents.font.size = DPB::PSPDS::PROPFONTSIZE
- draw_new_stats_column
- draw_points_column
- end
- #--------------------------------------------------------------------------
- # * Draw Page three
- #--------------------------------------------------------------------------
- def draw_page_three(x, y)
- contents.font.size = DPB::PSPDS::PROPFONTSIZE
- draw_horz_line(line_height * 4)
- draw_states
- draw_states_row_2
- draw_atk_states
- draw_atk_states_row_2
- draw_horz_line(Graphics.height - line_height * 4)
- reset_font_settings
- end
- #--------------------------------------------------------------------------
- # * Draw Description
- #--------------------------------------------------------------------------
- def draw_description(x, y)
- draw_text_ex(x, y, @actor.description)
- end
- #--------------------------------------------------------------------------
- # draw_states
- #--------------------------------------------------------------------------
- def draw_states
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- draw_text((window_width - 24) / 4 * 0 , line_height * 4.6, contents.width, line_height, DPB::PSS::STATUS_VOCAB)
- contents.font.size = 16
- for state_id in DPB::PSS::STATES_ROW_1
- draw_state_info(state_id, (window_width - 0) / 4 * 0 , dy)
- dx = dx == 1 ? contents.width / 3 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_states_row_2
- #--------------------------------------------------------------------------
- def draw_states_row_2
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- for state_id in DPB::PSS::STATES_ROW_2
- draw_state_info(state_id, (window_width - 12) / 4 * 1 , dy)
- dx = dx == 1 ? contents.width / 3 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_atk_states
- #--------------------------------------------------------------------------
- def draw_atk_states
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- draw_text((window_width - 24) / 4 * 2 + 8, line_height * 4.6, contents.width, line_height, DPB::PSS::ATK_STATUS_VOCAB)
- contents.font.size = 16
- for state_id in DPB::PSS::STATES_ROW_1
- draw_atk_state_info(state_id, (window_width - 12) / 4 * 2 , dy)
- dx = dx == 1 ? contents.width / 3 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_atk_states_row_2
- #--------------------------------------------------------------------------
- def draw_atk_states_row_2
- dx = 0; dy = 130
- contents.font.size = DPB::PSPDS::FONTSIZE
- for state_id in DPB::PSS::STATES_ROW_2
- draw_atk_state_info(state_id, (window_width - 8) / 4 * 3 , dy)
- dx = dx == 1 ? contents.width / 3 : 0
- dy += dx == 0 ? line_height : 0
- end
- end
- #--------------------------------------------------------------------------
- # draw_state_info
- #--------------------------------------------------------------------------
- def draw_state_info(state_id, dx, dy)
- dw = (contents.width - 24) / 4.2
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.fill_rect(rect, colour)
- draw_icon($data_states[state_id].icon_index, dx, dy)
- change_color(system_color)
- draw_text(dx+24, dy, dw-24, line_height, $data_states[state_id].name + "")
- change_color(normal_color)
- text = sprintf("%d%%", (@actor.state_rate(state_id) * 100).to_i)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
- #--------------------------------------------------------------------------
- # draw_atk_state_info
- #--------------------------------------------------------------------------
- def draw_atk_state_info(state_id, dx, dy)
- dw = (contents.width - 24) / 4.2
- colour = Color.new(0, 0, 0, translucent_alpha/2)
- rect = Rect.new(dx+1, dy+1, dw - 2, line_height - 2)
- contents.fill_rect(rect, colour)
- draw_icon($data_states[state_id].icon_index, dx, dy)
- change_color(system_color)
- draw_text(dx+24, dy, dw-24, line_height, $data_states[state_id].name + "")
- change_color(normal_color)
- text = sprintf("%d%%", (@actor.atk_states_rate(state_id) * 100).to_i)
- draw_text(dx+4, dy, dw-8, line_height, text, 2)
- end
- #--------------------------------------------------------------------------
- # window width
- #--------------------------------------------------------------------------
- def window_width
- Graphics.width - 0
- end
- #--------------------------------------------------------------------------
- # window height
- #--------------------------------------------------------------------------
- def window_height
- Graphics.height - 0
- end
- #----------------
- end
- end # end script !
- ################################################################################
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- # #
- # ★ Perfect Status Distribution ★
- #
- # - SCRIPT END - #
- # #
- #★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆#
- #☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★☆★#
- #################################################################################
- #===============================================================================#
- # - DekitaRPG@gmail.com - #
- #===============================================================================#
- #################################################################################
- # ALL THIS FOR SOME STATES? #####################################################
- #################################################################################
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